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.Terrain; using OpenSim.Framework.Inventory; using OpenSim.Assets; using OpenSim.RegionServer.world.scripting; using OpenSim.Terrain; namespace OpenSim.world { public class WorldBase { public Dictionary<libsecondlife.LLUUID, Entity> Entities; protected Dictionary<uint, ClientView> m_clientThreads; protected ulong m_regionHandle; protected string m_regionName; protected InventoryCache _inventoryCache; protected AssetCache _assetCache; protected RegionInfo m_regInfo; public TerrainEngine Terrain; //TODO: Replace TerrainManager with this. protected libsecondlife.TerrainManager TerrainManager; // To be referenced via TerrainEngine #region Properties public InventoryCache InventoryCache { set { this._inventoryCache = value; } } public AssetCache AssetCache { set { this._assetCache = value; } } #endregion #region Constructors public WorldBase() { } #endregion #region Setup Methods /// <summary> /// Register Packet handler Methods with the packet server (which will register them with the SimClient) /// </summary> /// <param name="packetServer"></param> public virtual void RegisterPacketHandlers(PacketServer packetServer) { } #endregion #region Update Methods /// <summary> /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation) /// </summary> public virtual void Update() { } #endregion #region Terrain Methods /// <summary> /// Loads the World heightmap /// </summary> public virtual void LoadWorldMap() { } /// <summary> /// Send the region heightmap to the client /// </summary> /// <param name="RemoteClient">Client to send to</param> public virtual void SendLayerData(ClientView RemoteClient) { try { int[] patches = new int[4]; for (int y = 0; y < 16; y++) { for (int x = 0; x < 16; x = x + 4) { patches[0] = x + 0 + y * 16; patches[1] = x + 1 + y * 16; patches[2] = x + 2 + y * 16; patches[3] = x + 3 + y * 16; Packet layerpack = TerrainManager.CreateLandPacket(Terrain.getHeights1D(), patches); RemoteClient.OutPacket(layerpack); } } } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: SendLayerData() - Failed with exception " + e.ToString()); } } /// <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 void SendLayerData(int px, int py, ClientView RemoteClient) { try { int[] patches = new int[1]; int patchx, patchy; patchx = px / 16; patchy = py / 16; patches[0] = patchx + 0 + patchy * 16; Packet layerpack = TerrainManager.CreateLandPacket(Terrain.getHeights1D(), patches); RemoteClient.OutPacket(layerpack); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: SendLayerData() - Failed with exception " + e.ToString()); } } #endregion #region Add/Remove Agent/Avatar /// <summary> /// Add a new Agent's avatar /// </summary> /// <param name="agentClient"></param> public virtual void AddViewerAgent(ClientView agentClient) { } /// <summary> /// Remove a Agent's avatar /// </summary> /// <param name="agentClient"></param> public virtual void RemoveViewerAgent(ClientView agentClient) { } #endregion #region Shutdown /// <summary> /// Tidy before shutdown /// </summary> public virtual void Close() { } #endregion } }