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/*
* Copyright (c) Contributors, http://opensimulator.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.Collections.Generic;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Servers;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Terrain;
using OpenSim.Region.Environment;
using Avatar=OpenSim.Region.Environment.Scenes.ScenePresence;
namespace SimpleApp
{
public class MyWorld : Scene
{
private List<ScenePresence> m_avatars;
public MyWorld( RegionInfo regionInfo, AgentCircuitManager authen, CommunicationsManager commsMan, AssetCache assetCach, StorageManager storeMan, BaseHttpServer httpServer, ModuleLoader moduleLoader)
: base( regionInfo, authen, commsMan, assetCach, storeMan, httpServer, moduleLoader, false)
{
m_avatars = new List<Avatar>();
}
public override void LoadWorldMap()
{
float[] map = new float[65536];
for (int i = 0; i < 65536; i++)
{
int x = i % 256;
int y = i / 256;
map[i] = 25f;
}
this.Terrain.GetHeights1D(map);
this.CreateTerrainTexture();
}
override public void AddNewClient(IClientAPI client, bool child)
{
SubscribeToClientEvents(client);
ScenePresence avatar = CreateAndAddScenePresence(client, child );
avatar.AbsolutePosition = new LLVector3(128, 128, 26);
LLVector3 pos = new LLVector3(128, 128, 128);
client.OnCompleteMovementToRegion += delegate()
{
client.SendChatMessage("Welcome to My World.", 1, pos, "System", LLUUID.Zero );
};
client.SendRegionHandshake(m_regInfo);
}
}
}
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