/* * 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 libsecondlife; using libsecondlife.Packets; using System.Collections.Generic; using System.Text; using System.Reflection; using System.IO; using System.Threading; using OpenSim.Physics.Manager; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Framework.Inventory; using OpenSim.Region.Scripting; using OpenSim.Terrain; namespace OpenSim.Region.Scenes { public abstract class SceneBase : IWorld { public Dictionary<libsecondlife.LLUUID, Entity> Entities; protected Dictionary<uint, IClientAPI> m_clientThreads; protected ulong m_regionHandle; protected string m_regionName; protected RegionInfo m_regInfo; public TerrainEngine Terrain; //TODO: Replace TerrainManager with this. protected libsecondlife.TerrainManager TerrainManager; // To be referenced via TerrainEngine protected object m_syncRoot = new object(); private uint m_nextLocalId = 8880000; #region Update Methods /// <summary> /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation) /// </summary> public abstract void Update(); #endregion #region Terrain Methods /// <summary> /// Loads the World heightmap /// </summary> public abstract void LoadWorldMap(); /// <summary> /// Send the region heightmap to the client /// </summary> /// <param name="RemoteClient">Client to send to</param> public virtual void SendLayerData(IClientAPI RemoteClient) { RemoteClient.SendLayerData(Terrain.getHeights1D()); } /// <summary> /// Sends a specified patch to a client /// </summary> /// <param name="px">Patch coordinate (x) 0..16</param> /// <param name="py">Patch coordinate (y) 0..16</param> /// <param name="RemoteClient">The client to send to</param> public abstract void SendLayerData(int px, int py, IClientAPI RemoteClient); #endregion #region Add/Remove Agent/Avatar /// <summary> /// /// </summary> /// <param name="remoteClient"></param> /// <param name="agentID"></param> /// <param name="child"></param> public abstract void AddNewAvatar(IClientAPI remoteClient, LLUUID agentID, bool child); /// <summary> /// /// </summary> /// <param name="agentID"></param> public abstract void RemoveAvatar(LLUUID agentID); #endregion /// <summary> /// /// </summary> /// <returns></returns> public virtual RegionInfo RegionInfo { get { return null; } } public object SyncRoot { get { return m_syncRoot; } } public uint NextLocalId { get { return m_nextLocalId++; } } #region Shutdown /// <summary> /// Tidy before shutdown /// </summary> public abstract void Close(); #endregion } }