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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 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.RegionServer.Assets;
using OpenSim.RegionServer.Scripting;
using OpenSim.Terrain;
using OpenSim.Framework.Console;
using OpenSim.RegionServer.Client;
namespace OpenSim.RegionServer.Simulator
{
public partial class World : WorldBase, ILocalStorageReceiver, IScriptAPI
{
public object LockPhysicsEngine = new object();
public Dictionary<libsecondlife.LLUUID, Avatar> Avatars;
public Dictionary<libsecondlife.LLUUID, Primitive> Prims;
//public ScriptEngine Scripts;
public uint _localNumber = 0;
private PhysicsScene phyScene;
private float timeStep = 0.1f;
public ILocalStorage localStorage;
private Random Rand = new Random();
private uint _primCount = 702000;
private int storageCount;
private Dictionary<LLUUID, ScriptHandler> m_scriptHandlers;
private Dictionary<string, ScriptFactory> m_scripts;
private Mutex updateLock;
public string m_datastore;
public OpenSim.RegionServer.Simulator.ParcelManager parcelManager;
public OpenSim.RegionServer.Estate.EstateManager estateManager;
#region Properties
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 World(Dictionary<uint, ClientView> clientThreads, RegionInfo regInfo, ulong regionHandle, string regionName)
{
try
{
updateLock = new Mutex(false);
m_clientThreads = clientThreads;
m_regionHandle = regionHandle;
m_regionName = regionName;
m_regInfo = regInfo;
m_scriptHandlers = new Dictionary<LLUUID, ScriptHandler>();
m_scripts = new Dictionary<string, ScriptFactory>();
MainConsole.Instance.Notice("World.cs - creating new entitities instance");
Entities = new Dictionary<libsecondlife.LLUUID, Entity>();
Avatars = new Dictionary<LLUUID, Avatar>();
Prims = new Dictionary<LLUUID, Primitive>();
MainConsole.Instance.Notice("World.cs - creating LandMap");
TerrainManager = new TerrainManager(new SecondLife());
Terrain = new TerrainEngine();
Avatar.SetupTemplate("avatar-texture.dat");
// MainConsole.Instance.WriteLine("World.cs - Creating script engine instance");
// Initialise this only after the world has loaded
// Scripts = new ScriptEngine(this);
Avatar.LoadAnims();
this.SetDefaultScripts();
this.LoadScriptEngines();
}
catch (Exception e)
{
OpenSim.Framework.Console.MainConsole.Instance.Error("World.cs: Constructor failed with exception " + e.ToString());
}
}
#endregion
#region Script Methods
/// <summary>
/// Loads a new script into the specified entity
/// </summary>
/// <param name="entity">Entity to be scripted</param>
/// <param name="script">The script to load</param>
public void AddScript(Entity entity, Script script)
{
try
{
ScriptHandler scriptHandler = new ScriptHandler(script, entity, this);
m_scriptHandlers.Add(scriptHandler.ScriptId, scriptHandler);
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: AddScript() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Loads a new script into the specified entity, using a script loaded from a string.
/// </summary>
/// <param name="entity">The entity to be scripted</param>
/// <param name="scriptData">The string containing the script</param>
public void AddScript(Entity entity, string scriptData)
{
try
{
int scriptstart = 0;
int scriptend = 0;
string substring;
scriptstart = scriptData.LastIndexOf("<Script>");
scriptend = scriptData.LastIndexOf("</Script>");
substring = scriptData.Substring(scriptstart + 8, scriptend - scriptstart - 8);
substring = substring.Trim();
//Console.WriteLine("searching for script to add: " + substring);
ScriptFactory scriptFactory;
//Console.WriteLine("script string is " + substring);
if (substring.StartsWith("<ScriptEngine:"))
{
string substring1 = "";
string script = "";
// Console.WriteLine("searching for script engine");
substring1 = substring.Remove(0, 14);
int dev = substring1.IndexOf(',');
string sEngine = substring1.Substring(0, dev);
substring1 = substring1.Remove(0, dev + 1);
int end = substring1.IndexOf('>');
string sName = substring1.Substring(0, end);
//Console.WriteLine(" script info : " + sEngine + " , " + sName);
int startscript = substring.IndexOf('>');
script = substring.Remove(0, startscript + 1);
// Console.WriteLine("script data is " + script);
if (this.scriptEngines.ContainsKey(sEngine))
{
this.scriptEngines[sEngine].LoadScript(script, sName, entity.localid);
}
}
else if (this.m_scripts.TryGetValue(substring, out scriptFactory))
{
//Console.WriteLine("added script");
this.AddScript(entity, scriptFactory());
}
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: AddScript() - Failed with exception " + e.ToString());
}
}
#endregion
#region Update Methods
/// <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 (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].addForces();
}
lock (this.LockPhysicsEngine)
{
this.phyScene.Simulate(timeStep);
}
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].update();
}
foreach (ScriptHandler scriptHandler in m_scriptHandlers.Values)
{
scriptHandler.OnFrame();
}
foreach (IScriptEngine scripteng in this.scriptEngines.Values)
{
scripteng.OnFrame();
}
//backup world data
this.storageCount++;
if (storageCount > 1200) //set to how often you want to backup
{
this.Backup();
storageCount = 0;
}
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: Update() - Failed with exception " + e.ToString());
}
updateLock.ReleaseMutex();
}
public bool Backup()
{
try
{
// Terrain backup routines
if (Terrain.tainted > 0)
{
Terrain.tainted = 0;
MainConsole.Instance.Notice("World.cs: Backup() - Terrain tainted, saving.");
localStorage.SaveMap(Terrain.getHeights1D());
MainConsole.Instance.Notice("World.cs: Backup() - Rebuilding world map image.");
Terrain.exportImage("map_" + m_regInfo.RegionName.ToLower() + ".png", "defaultstripe.png");
MainConsole.Instance.Notice("World.cs: Backup() - Terrain saved, informing Physics.");
phyScene.SetTerrain(Terrain.getHeights1D());
// Needs optimising to just send patches which have changed.
MainConsole.Instance.Notice("World.cs: Backup() - Terrain changed, informing Clients.");
foreach (ClientView client in m_clientThreads.Values)
{
this.SendLayerData(client);
}
}
// Primitive backup routines -- should only do if there's been a change.
MainConsole.Instance.Notice("World.cs: Backup() - Backing up Primitives");
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].BackUp();
}
//Parcel backup routines. Yay!
ParcelData[] parcels = new ParcelData[parcelManager.parcelList.Count];
int i = 0;
foreach(OpenSim.RegionServer.Simulator.Parcel parcel in parcelManager.parcelList.Values)
{
parcels[i] = parcel.parcelData;
i++;
}
localStorage.SaveParcels(parcels);
// Backup successful
return true;
}
catch (Exception e)
{
// Backup failed
OpenSim.Framework.Console.MainConsole.Instance.Error("World.cs: Backup() - Backup Failed with exception " + e.ToString());
return false;
}
}
#endregion
#region Setup Methods
/// <summary>
/// Loads a new storage subsystem from a named library
/// </summary>
/// <param name="dllName">Storage Library</param>
/// <returns>Successful or not</returns>
public bool LoadStorageDLL(string dllName)
{
try
{
Assembly pluginAssembly = Assembly.LoadFrom(dllName);
ILocalStorage store = null;
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
Type typeInterface = pluginType.GetInterface("ILocalStorage", true);
if (typeInterface != null)
{
ILocalStorage plug = (ILocalStorage)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
store = plug;
store.Initialise(this.m_datastore);
break;
}
typeInterface = null;
}
}
}
pluginAssembly = null;
this.localStorage = store;
return (store == null);
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: LoadStorageDLL() - Failed with exception " + e.ToString());
return false;
}
}
public void SetDefaultScripts()
{
this.m_scripts.Add("FollowRandomAvatar", delegate()
{
return new OpenSim.RegionServer.Scripting.FollowRandomAvatar();
});
}
#endregion
#region Regenerate Terrain
/// <summary>
/// Rebuilds the terrain using a procedural algorithm
/// </summary>
public void RegenerateTerrain()
{
try
{
Terrain.hills();
lock (this.LockPhysicsEngine)
{
this.phyScene.SetTerrain(Terrain.getHeights1D());
}
this.localStorage.SaveMap(this.Terrain.getHeights1D());
foreach (ClientView client in m_clientThreads.Values)
{
this.SendLayerData(client);
}
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
catch (Exception e)
{
MainConsole.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.LockPhysicsEngine)
{
this.phyScene.SetTerrain(this.Terrain.getHeights1D());
}
this.localStorage.SaveMap(this.Terrain.getHeights1D());
foreach (ClientView client in m_clientThreads.Values)
{
this.SendLayerData(client);
}
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
catch (Exception e)
{
MainConsole.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 */
foreach (ClientView client in m_clientThreads.Values)
{
this.SendLayerData(pointx, pointy, client);
}
}
}
catch (Exception e)
{
MainConsole.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);
}
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
#endregion
#region Primitives Methods
/// <summary>
/// Sends prims to a client
/// </summary>
/// <param name="RemoteClient">Client to send to</param>
public void GetInitialPrims(ClientView RemoteClient)
{
try
{
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
if (Entities[UUID] is Primitive)
{
Primitive primitive = Entities[UUID] as Primitive;
primitive.UpdateClient(RemoteClient);
}
}
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: GetInitialPrims() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Loads the World's objects
/// </summary>
public void LoadPrimsFromStorage()
{
try
{
MainConsole.Instance.Notice("World.cs: LoadPrimsFromStorage() - Loading primitives");
this.localStorage.LoadPrimitives(this);
}
catch (Exception e)
{
MainConsole.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)
{
try
{
if (prim.LocalID >= this._primCount)
{
_primCount = prim.LocalID + 1;
}
MainConsole.Instance.Notice("World.cs: PrimFromStorage() - Reloading prim (localId " + prim.LocalID + " ) from storage");
Primitive nPrim = new Primitive(m_clientThreads, m_regionHandle, this);
nPrim.CreateFromStorage(prim);
this.Entities.Add(nPrim.uuid, nPrim);
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: PrimFromStorage() - Failed with exception " + e.ToString());
}
}
public void AddNewPrim(Packet addPacket, ClientView agentClient)
{
AddNewPrim((ObjectAddPacket)addPacket, agentClient.AgentID);
}
public void AddNewPrim(ObjectAddPacket addPacket, LLUUID ownerID)
{
try
{
MainConsole.Instance.Notice("World.cs: AddNewPrim() - Creating new prim");
Primitive prim = new Primitive(m_clientThreads, m_regionHandle, this);
prim.CreateFromPacket(addPacket, ownerID, this._primCount);
PhysicsVector pVec = new PhysicsVector(prim.Pos.X, prim.Pos.Y, prim.Pos.Z);
PhysicsVector pSize = new PhysicsVector(0.255f, 0.255f, 0.255f);
if (OpenSim.RegionServer.Simulator.Avatar.PhysicsEngineFlying)
{
lock (this.LockPhysicsEngine)
{
prim.PhysActor = this.phyScene.AddPrim(pVec, pSize);
}
}
this.Entities.Add(prim.uuid, prim);
this._primCount++;
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: AddNewPrim() - Failed with exception " + e.ToString());
}
}
#endregion
#region Add/Remove Avatar Methods
public override Avatar AddViewerAgent(ClientView agentClient)
{
//register for events
agentClient.OnChatFromViewer += new ChatFromViewer(this.SimChat);
agentClient.OnRezObject += new RezObject(this.RezObject);
agentClient.OnModifyTerrain += new ModifyTerrain(this.ModifyTerrain);
agentClient.OnRegionHandShakeReply += new ClientView.GenericCall(this.SendLayerData);
agentClient.OnRequestWearables += new ClientView.GenericCall(this.GetInitialPrims);
agentClient.OnRequestAvatarsData += new ClientView.GenericCall(this.SendAvatarsToClient);
agentClient.OnLinkObjects += new LinkObjects(this.LinkObjects);
agentClient.OnAddPrim += new ClientView.GenericCall4(this.AddNewPrim);
agentClient.OnUpdatePrimShape += new ClientView.UpdateShape(this.UpdatePrimShape);
agentClient.OnObjectSelect += new ClientView.ObjectSelect(this.SelectPrim);
agentClient.OnUpdatePrimFlags += new ClientView.UpdatePrimFlags(this.UpdatePrimFlags);
agentClient.OnUpdatePrimTexture += new ClientView.UpdatePrimTexture(this.UpdatePrimTexture);
agentClient.OnUpdatePrimPosition += new ClientView.UpdatePrimVector(this.UpdatePrimPosition);
agentClient.OnUpdatePrimRotation += new ClientView.UpdatePrimRotation(this.UpdatePrimRotation);
agentClient.OnUpdatePrimScale += new ClientView.UpdatePrimVector(this.UpdatePrimScale);
agentClient.OnDeRezObject += new ClientView.GenericCall4(this.DeRezObject);
agentClient.OnParcelPropertiesRequest += new OpenSim.RegionServer.Simulator.ParcelPropertiesRequest(ParcelPropertiesRequest);
agentClient.OnParcelDivideRequest += new OpenSim.RegionServer.Simulator.ParcelDivideRequest(ParcelDivideRequest);
agentClient.OnParcelJoinRequest+=new OpenSim.RegionServer.Simulator.ParcelJoinRequest(ParcelJoinRequest);
agentClient.OnParcelPropertiesUpdateRequest += new OpenSim.RegionServer.Simulator.ParcelPropertiesUpdateRequest(ParcelPropertiesUpdateRequest);
Avatar newAvatar = null;
try
{
MainConsole.Instance.Notice("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
newAvatar = new Avatar(agentClient, this);
MainConsole.Instance.Notice("World.cs:AddViewerAgent() - Adding new avatar to world");
MainConsole.Instance.Notice("World.cs:AddViewerAgent() - Starting RegionHandshake ");
estateManager.sendRegionHandshake(newAvatar.ControllingClient);
PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z);
lock (this.LockPhysicsEngine)
{
newAvatar.PhysActor = this.phyScene.AddAvatar(pVec);
}
lock (Entities)
{
if (!Entities.ContainsKey(agentClient.AgentID))
{
this.Entities.Add(agentClient.AgentID, newAvatar);
}
else
{
Entities[agentClient.AgentID] = newAvatar;
}
}
lock (Avatars)
{
if (Avatars.ContainsKey(agentClient.AgentID))
{
Avatars[agentClient.AgentID] = newAvatar;
}
else
{
this.Avatars.Add(agentClient.AgentID, newAvatar);
}
}
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: AddViewerAgent() - Failed with exception " + e.ToString());
}
return newAvatar;
}
public override void RemoveViewerAgent(ClientView agentClient)
{
try
{
lock (Entities)
{
Entities.Remove(agentClient.AgentID);
}
lock (Avatars)
{
Avatars.Remove(agentClient.AgentID);
}
if (agentClient.ClientAvatar.PhysActor != null)
{
this.phyScene.RemoveAvatar(agentClient.ClientAvatar.PhysActor);
}
}
catch (Exception e)
{
MainConsole.Instance.Warn("World.cs: RemoveViewerAgent() - Failed with exception " + e.ToString());
}
}
#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.
public List<Avatar> RequestAvatarList()
{
List<Avatar> result = new List<Avatar>();
foreach (Avatar avatar in Avatars.Values)
{
result.Add(avatar);
}
return result;
}
#endregion
#region ShutDown
/// <summary>
/// Tidy before shutdown
/// </summary>
public override void Close()
{
try
{
this.localStorage.ShutDown();
}
catch (Exception e)
{
OpenSim.Framework.Console.MainConsole.Instance.Error("World.cs: Close() - Failed with exception " + e.ToString());
}
}
#endregion
}
}
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