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- /*
- * Copyright (c) Contributors, http://www.openmetaverse.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *
- */
- using System;
- using System.Collections.Generic;
- using System.Threading;
- using System.Timers;
- using libsecondlife;
- using libsecondlife.Packets;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Console;
- using OpenSim.Framework.Interfaces;
- using OpenSim.Framework.Servers;
- using OpenSim.Framework.Types;
- using OpenSim.Physics.Manager;
- using OpenSim.Region.Caches;
- using OpenSim.Region.Environment.Scripting;
- using OpenSim.Region.Terrain;
- using Caps=OpenSim.Region.Capabilities.Caps;
- using Timer=System.Timers.Timer;
- namespace OpenSim.Region.Environment.Scenes
- {
- public delegate bool FilterAvatarList(ScenePresence avatar);
- public partial class Scene : SceneBase, ILocalStorageReceiver
- {
- protected Timer m_heartbeatTimer = new Timer();
- protected Dictionary<LLUUID, ScenePresence> Avatars;
- protected Dictionary<LLUUID, SceneObject> Prims;
- private PhysicsScene phyScene;
- private float timeStep = 0.1f;
- private Random Rand = new Random();
- private uint _primCount = 702000;
- private System.Threading.Mutex _primAllocateMutex = new Mutex(false);
- private int storageCount;
- private Mutex updateLock;
- protected AuthenticateSessionsBase authenticateHandler;
- protected RegionCommsListener regionCommsHost;
- protected CommunicationsManager commsManager;
- protected Dictionary<LLUUID, Caps> capsHandlers = new Dictionary<LLUUID, Caps>();
- protected BaseHttpServer httpListener;
- public ParcelManager parcelManager;
- public EstateManager estateManager;
- public EventManager eventManager;
- public ScriptManager scriptManager;
- #region Properties
- /// <summary>
- ///
- /// </summary>
- public PhysicsScene PhysScene
- {
- set
- {
- this.phyScene = value;
- }
- get
- {
- return (this.phyScene);
- }
- }
- #endregion
- #region Constructors
- /// <summary>
- /// Creates a new World class, and a region to go with it.
- /// </summary>
- /// <param name="clientThreads">Dictionary to contain client threads</param>
- /// <param name="regionHandle">Region Handle for this region</param>
- /// <param name="regionName">Region Name for this region</param>
- public Scene(ClientManager clientManager, RegionInfo regInfo, AuthenticateSessionsBase authen, CommunicationsManager commsMan, AssetCache assetCach, BaseHttpServer httpServer)
- {
- updateLock = new Mutex(false);
- this.authenticateHandler = authen;
- this.commsManager = commsMan;
- this.assetCache = assetCach;
- m_clientManager = clientManager;
- m_regInfo = regInfo;
- m_regionHandle = m_regInfo.RegionHandle;
- m_regionName = m_regInfo.RegionName;
- this.m_datastore = m_regInfo.DataStore;
- this.RegisterRegionWithComms();
- parcelManager = new ParcelManager(this, this.m_regInfo);
- estateManager = new EstateManager(this, this.m_regInfo);
- scriptManager = new ScriptManager(this);
- eventManager = new EventManager();
- MainLog.Instance.Verbose("World.cs - creating new entitities instance");
- Entities = new Dictionary<LLUUID, EntityBase>();
- Avatars = new Dictionary<LLUUID, ScenePresence>();
- Prims = new Dictionary<LLUUID, SceneObject>();
- MainLog.Instance.Verbose("World.cs - creating LandMap");
- Terrain = new TerrainEngine();
- ScenePresence.LoadAnims();
- this.httpListener = httpServer;
- }
- #endregion
- /// <summary>
- ///
- /// </summary>
- public void StartTimer()
- {
- m_heartbeatTimer.Enabled = true;
- m_heartbeatTimer.Interval = 100;
- m_heartbeatTimer.Elapsed += new ElapsedEventHandler(this.Heartbeat);
- }
- #region Update Methods
- /// <summary>
- /// Performs per-frame updates regularly
- /// </summary>
- /// <param name="sender"></param>
- /// <param name="e"></param>
- void Heartbeat(object sender, EventArgs e)
- {
- this.Update();
- }
- /// <summary>
- /// Performs per-frame updates on the world, this should be the central world loop
- /// </summary>
- public override void Update()
- {
- updateLock.WaitOne();
- try
- {
- if (this.phyScene.IsThreaded)
- {
- this.phyScene.GetResults();
- }
- foreach (LLUUID UUID in Entities.Keys)
- {
- Entities[UUID].updateMovement();
- }
- lock (this.m_syncRoot)
- {
- this.phyScene.Simulate(timeStep);
- }
- foreach (LLUUID UUID in Entities.Keys)
- {
- Entities[UUID].update();
- }
- // General purpose event manager
- eventManager.TriggerOnFrame();
- //backup world data
- this.storageCount++;
- if (storageCount > 1200) //set to how often you want to backup
- {
- this.Backup();
- storageCount = 0;
- }
- }
- catch (Exception e)
- {
- MainLog.Instance.Warn("World.cs: Update() - Failed with exception " + e.ToString());
- }
- updateLock.ReleaseMutex();
- }
- /// <summary>
- ///
- /// </summary>
- /// <returns></returns>
- public bool Backup()
- {
- return true;
- }
- #endregion
- #region Regenerate Terrain
- /// <summary>
- /// Rebuilds the terrain using a procedural algorithm
- /// </summary>
- public void RegenerateTerrain()
- {
- try
- {
- Terrain.hills();
- lock (this.m_syncRoot)
- {
- this.phyScene.SetTerrain(Terrain.getHeights1D());
- }
- this.localStorage.SaveMap(this.Terrain.getHeights1D());
- m_clientManager.ForEachClient(delegate(IClientAPI client)
- {
- this.SendLayerData(client);
- });
-
- foreach (LLUUID UUID in Entities.Keys)
- {
- Entities[UUID].LandRenegerated();
- }
- }
- catch (Exception e)
- {
- MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
- }
- }
- /// <summary>
- /// Rebuilds the terrain using a 2D float array
- /// </summary>
- /// <param name="newMap">256,256 float array containing heights</param>
- public void RegenerateTerrain(float[,] newMap)
- {
- try
- {
- this.Terrain.setHeights2D(newMap);
- lock (this.m_syncRoot)
- {
- this.phyScene.SetTerrain(this.Terrain.getHeights1D());
- }
- this.localStorage.SaveMap(this.Terrain.getHeights1D());
- m_clientManager.ForEachClient(delegate(IClientAPI client)
- {
- this.SendLayerData(client);
- });
- foreach (LLUUID UUID in Entities.Keys)
- {
- Entities[UUID].LandRenegerated();
- }
- }
- catch (Exception e)
- {
- MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
- }
- }
- /// <summary>
- /// Rebuilds the terrain assuming changes occured at a specified point[?]
- /// </summary>
- /// <param name="changes">???</param>
- /// <param name="pointx">???</param>
- /// <param name="pointy">???</param>
- public void RegenerateTerrain(bool changes, int pointx, int pointy)
- {
- try
- {
- if (changes)
- {
- /* Dont save here, rely on tainting system instead */
- m_clientManager.ForEachClient(delegate(IClientAPI client)
- {
- this.SendLayerData(pointx, pointy, client);
- });
- }
- }
- catch (Exception e)
- {
- MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
- }
- }
- #endregion
- #region Load Terrain
- /// <summary>
- /// Loads the World heightmap
- /// </summary>
- ///
- public override void LoadWorldMap()
- {
- try
- {
- float[] map = this.localStorage.LoadWorld();
- if (map == null)
- {
- if (string.IsNullOrEmpty(this.m_regInfo.estateSettings.terrainFile))
- {
- Console.WriteLine("No default terrain, procedurally generating...");
- this.Terrain.hills();
- this.localStorage.SaveMap(this.Terrain.getHeights1D());
- }
- else
- {
- try
- {
- this.Terrain.loadFromFileF32(this.m_regInfo.estateSettings.terrainFile);
- this.Terrain *= this.m_regInfo.estateSettings.terrainMultiplier;
- }
- catch
- {
- Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
- Terrain.hills();
- }
- this.localStorage.SaveMap(this.Terrain.getHeights1D());
- }
- }
- else
- {
- this.Terrain.setHeights1D(map);
- }
- CreateTerrainTexture();
- }
- catch (Exception e)
- {
- MainLog.Instance.Warn("World.cs: LoadWorldMap() - Failed with exception " + e.ToString());
- }
- }
- /// <summary>
- ///
- /// </summary>
- private void CreateTerrainTexture()
- {
- //create a texture asset of the terrain
- byte[] data = this.Terrain.exportJpegImage("defaultstripe.png");
- this.m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
- AssetBase asset = new AssetBase();
- asset.FullID = this.m_regInfo.estateSettings.terrainImageID;
- asset.Data = data;
- asset.Name = "terrainImage";
- asset.Type = 0;
- this.assetCache.AddAsset(asset);
- }
- #endregion
- #region Primitives Methods
- /// <summary>
- /// Loads the World's objects
- /// </summary>
- public void LoadPrimsFromStorage()
- {
- try
- {
- MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives");
- this.localStorage.LoadPrimitives(this);
- }
- catch (Exception e)
- {
- MainLog.Instance.Warn("World.cs: LoadPrimsFromStorage() - Failed with exception " + e.ToString());
- }
- }
- /// <summary>
- /// Loads a specific object from storage
- /// </summary>
- /// <param name="prim">The object to load</param>
- public void PrimFromStorage(PrimData prim)
- {
- }
- /// <summary>
- /// Returns a new unallocated primitive ID
- /// </summary>
- /// <returns>A brand new primitive ID</returns>
- public uint PrimIDAllocate()
- {
- uint myID;
- _primAllocateMutex.WaitOne();
- ++_primCount;
- myID = _primCount;
- _primAllocateMutex.ReleaseMutex();
- return myID;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="addPacket"></param>
- /// <param name="agentClient"></param>
- public void AddNewPrim(Packet addPacket, IClientAPI agentClient)
- {
- AddNewPrim((ObjectAddPacket)addPacket, agentClient.AgentId);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="addPacket"></param>
- /// <param name="ownerID"></param>
- public void AddNewPrim(ObjectAddPacket addPacket, LLUUID ownerID)
- {
- try
- {
- SceneObject sceneOb = new SceneObject(m_regionHandle, this, addPacket, ownerID, this.PrimIDAllocate());
- this.Entities.Add(sceneOb.rootUUID, sceneOb);
- // Trigger event for listeners
- // eventManager.TriggerOnNewPrimitive(prim);
- }
- catch (Exception e)
- {
- MainLog.Instance.Warn("World.cs: AddNewPrim() - Failed with exception " + e.ToString());
- }
- }
- public override uint AddNewPrim(LLUUID ownerId, PrimData primData, LLVector3 pos, LLQuaternion rotation, LLUUID texture, int flags)
- {
- uint id = NextLocalId;
-
- throw new NotImplementedException("Not implemented yet.");
- }
- #endregion
- #region Add/Remove Avatar Methods
- /// <summary>
- ///
- /// </summary>
- /// <param name="remoteClient"></param
- /// <param name="agentID"></param>
- /// <param name="child"></param>
- public override void AddNewClient(IClientAPI client, bool child)
- {
- client.OnRegionHandShakeReply += this.SendLayerData;
- //remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
- client.OnChatFromViewer += this.SimChat;
- client.OnInstantMessage += this.InstantMessage;
- client.OnRequestWearables += this.InformClientOfNeighbours;
- client.OnAddPrim += this.AddNewPrim;
- client.OnUpdatePrimGroupPosition += this.UpdatePrimPosition;
- client.OnUpdatePrimSinglePosition += this.UpdatePrimSinglePosition;
- client.OnUpdatePrimGroupRotation += this.UpdatePrimRotation;
- client.OnUpdatePrimGroupMouseRotation += this.UpdatePrimRotation;
- client.OnUpdatePrimSingleRotation += this.UpdatePrimSingleRotation;
- client.OnUpdatePrimScale += this.UpdatePrimScale;
- client.OnUpdatePrimShape += this.UpdatePrimShape;
- client.OnRequestMapBlocks += this.RequestMapBlocks;
- client.OnTeleportLocationRequest += this.RequestTeleportLocation;
- client.OnObjectSelect += this.SelectPrim;
- client.OnGrapUpdate += this.MoveObject;
- client.OnNameFromUUIDRequest += this.commsManager.HandleUUIDNameRequest;
- client.OnObjectDescription += this.PrimDescription;
- client.OnObjectName += this.PrimName;
- client.OnLinkObjects += this.LinkObjects;
- client.OnObjectDuplicate += this.DuplicateObject;
- /* remoteClient.OnParcelPropertiesRequest += new ParcelPropertiesRequest(parcelManager.handleParcelPropertiesRequest);
- remoteClient.OnParcelDivideRequest += new ParcelDivideRequest(parcelManager.handleParcelDivideRequest);
- remoteClient.OnParcelJoinRequest += new ParcelJoinRequest(parcelManager.handleParcelJoinRequest);
- remoteClient.OnParcelPropertiesUpdateRequest += new ParcelPropertiesUpdateRequest(parcelManager.handleParcelPropertiesUpdateRequest);
- remoteClient.OnEstateOwnerMessage += new EstateOwnerMessageRequest(estateManager.handleEstateOwnerMessage);
- */
- this.estateManager.sendRegionHandshake(client);
- CreateAndAddScenePresence(client);
- return;
- }
- protected void CreateAndAddScenePresence(IClientAPI client)
- {
- ScenePresence newAvatar = null;
- MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
- newAvatar = new ScenePresence(client, this, this.m_regInfo);
- MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Adding new avatar to world");
- MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Starting RegionHandshake ");
- PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z);
- lock (this.m_syncRoot)
- {
- newAvatar.PhysActor = this.phyScene.AddAvatar(pVec);
- }
- lock (Entities)
- {
- if (!Entities.ContainsKey(client.AgentId))
- {
- this.Entities.Add(client.AgentId, newAvatar);
- }
- else
- {
- Entities[client.AgentId] = newAvatar;
- }
- }
- lock (Avatars)
- {
- if (Avatars.ContainsKey(client.AgentId))
- {
- Avatars[client.AgentId] = newAvatar;
- }
- else
- {
- this.Avatars.Add(client.AgentId, newAvatar);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="agentID"></param>
- public override void RemoveClient(LLUUID agentID)
- {
- eventManager.TriggerOnRemovePresence(agentID);
- ScenePresence avatar = this.RequestAvatar(agentID);
- m_clientManager.ForEachClient(
- delegate(IClientAPI client)
- {
- client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
- });
-
- lock (Avatars) {
- if (Avatars.ContainsKey(agentID)) {
- Avatars.Remove(agentID);
- }
- }
- lock (Entities) {
- if (Entities.ContainsKey(agentID)) {
- Entities.Remove(agentID);
- }
- }
- // TODO: Add the removal from physics ?
-
- return;
- }
- #endregion
- #region Request Avatars List Methods
- //The idea is to have a group of method that return a list of avatars meeting some requirement
- // ie it could be all Avatars within a certain range of the calling prim/avatar.
- /// <summary>
- /// Request a List of all Avatars in this World
- /// </summary>
- /// <returns></returns>
- public List<ScenePresence> RequestAvatarList()
- {
- List<ScenePresence> result = new List<ScenePresence>();
- foreach (ScenePresence avatar in Avatars.Values)
- {
- result.Add(avatar);
- }
- return result;
- }
- /// <summary>
- /// Request a filtered list of Avatars in this World
- /// </summary>
- /// <returns></returns>
- public List<ScenePresence> RequestAvatarList(FilterAvatarList filter)
- {
- List<ScenePresence> result = new List<ScenePresence>();
- foreach (ScenePresence avatar in Avatars.Values)
- {
- if (filter(avatar))
- {
- result.Add(avatar);
- }
- }
- return result;
- }
- /// <summary>
- /// Request a Avatar by UUID
- /// </summary>
- /// <param name="avatarID"></param>
- /// <returns></returns>
- public ScenePresence RequestAvatar(LLUUID avatarID)
- {
- if (this.Avatars.ContainsKey(avatarID))
- {
- return Avatars[avatarID];
- }
- return null;
- }
- #endregion
- /// <summary>
- ///
- /// </summary>
- /// <param name="entID"></param>
- /// <returns></returns>
- public bool DeleteEntity(LLUUID entID)
- {
- if (this.Entities.ContainsKey(entID))
- {
- this.Entities.Remove(entID);
- return true;
- }
- return false;
- }
- public void SendAllSceneObjectsToClient(IClientAPI client)
- {
- foreach (EntityBase ent in Entities.Values)
- {
- if (ent is SceneObject)
- {
- ((SceneObject)ent).SendAllChildPrimsToClient(client);
- }
- }
- }
- #region RegionCommsHost
- /// <summary>
- ///
- /// </summary>
- public void RegisterRegionWithComms()
- {
-
- this.regionCommsHost = this.commsManager.GridServer.RegisterRegion(this.m_regInfo);
- if (this.regionCommsHost != null)
- {
- this.regionCommsHost.OnExpectUser += this.NewUserConnection;
- this.regionCommsHost.OnAvatarCrossingIntoRegion += this.AgentCrossing;
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <param name="agent"></param>
- public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
- {
- // Console.WriteLine("World.cs - add new user connection");
- //should just check that its meant for this region
- if (regionHandle == this.m_regInfo.RegionHandle)
- {
- if (agent.CapsPath != "")
- {
- //Console.WriteLine("new user, so creating caps handler for it");
- Caps cap = new Caps(this.assetCache, httpListener, this.m_regInfo.ExternalHostName, this.m_regInfo.ExternalEndPoint.Port, agent.CapsPath, agent.AgentID);
- cap.RegisterHandlers();
- this.capsHandlers.Add(agent.AgentID, cap);
- }
- this.authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
- }
- }
- public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position)
- {
- if (regionHandle == this.m_regInfo.RegionHandle)
- {
- if (this.Avatars.ContainsKey(agentID))
- {
- this.Avatars[agentID].MakeAvatar(position);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- public void InformClientOfNeighbours(IClientAPI remoteClient)
- {
- List<RegionInfo> neighbours = this.commsManager.GridServer.RequestNeighbours(this.m_regInfo);
- if (neighbours != null)
- {
- for (int i = 0; i < neighbours.Count; i++)
- {
- AgentCircuitData agent = remoteClient.RequestClientInfo();
- agent.BaseFolder = LLUUID.Zero;
- agent.InventoryFolder = LLUUID.Zero;
- agent.startpos = new LLVector3(128, 128, 70);
- agent.child = true;
- this.commsManager.InterRegion.InformRegionOfChildAgent(neighbours[i].RegionHandle, agent);
- remoteClient.InformClientOfNeighbour(neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint);
- //this.capsHandlers[remoteClient.AgentId].CreateEstablishAgentComms("", System.Net.IPAddress.Parse(neighbours[i].CommsIPListenAddr) + ":" + neighbours[i].CommsIPListenPort);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <returns></returns>
- public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
- {
- return this.commsManager.GridServer.RequestNeighbourInfo(regionHandle);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="minX"></param>
- /// <param name="minY"></param>
- /// <param name="maxX"></param>
- /// <param name="maxY"></param>
- public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
- {
- List<MapBlockData> mapBlocks;
- mapBlocks = this.commsManager.GridServer.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
- remoteClient.SendMapBlock(mapBlocks);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="RegionHandle"></param>
- /// <param name="position"></param>
- /// <param name="lookAt"></param>
- /// <param name="flags"></param>
- public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags)
- {
- if (regionHandle == this.m_regionHandle)
- {
- if (this.Avatars.ContainsKey(remoteClient.AgentId))
- {
- remoteClient.SendTeleportLocationStart();
- remoteClient.SendLocalTeleport(position, lookAt, flags);
- this.Avatars[remoteClient.AgentId].Teleport(position);
- }
- }
- else
- {
- RegionInfo reg = this.RequestNeighbouringRegionInfo(regionHandle);
- if (reg != null)
- {
- remoteClient.SendTeleportLocationStart();
- AgentCircuitData agent = remoteClient.RequestClientInfo();
- agent.BaseFolder = LLUUID.Zero;
- agent.InventoryFolder = LLUUID.Zero;
- agent.startpos = new LLVector3(128, 128, 70);
- agent.child = true;
- this.commsManager.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
- this.commsManager.InterRegion.ExpectAvatarCrossing(regionHandle, remoteClient.AgentId, position);
- remoteClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4));
- }
- //remoteClient.SendTeleportCancel();
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="regionhandle"></param>
- /// <param name="agentID"></param>
- /// <param name="position"></param>
- public bool InformNeighbourOfCrossing(ulong regionhandle, LLUUID agentID, LLVector3 position)
- {
- return this.commsManager.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position);
- }
- #endregion
- }
- }
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