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 Entities; protected Dictionary m_clientThreads; protected ulong m_regionHandle; protected string m_regionName; protected InventoryCache _inventoryCache; protected AssetCache _assetCache; public 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 /// /// Register Packet handler Methods with the packet server (which will register them with the SimClient) /// /// public virtual void RegisterPacketHandlers(PacketServer packetServer) { } #endregion #region Update Methods /// /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation) /// public virtual void Update() { } #endregion #region Terrain Methods /// /// Loads the World heightmap /// public virtual void LoadWorldMap() { } /// /// Send the region heightmap to the client /// /// Client to send to 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()); } } /// /// Sends a specified patch to a client /// /// Patch coordinate (x) 0..16 /// Patch coordinate (y) 0..16 /// The client to send to 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 /// /// Add a new Agent's avatar /// /// public virtual Avatar AddViewerAgent(ClientView agentClient) { return null; } /// /// Remove a Agent's avatar /// /// public virtual void RemoveViewerAgent(ClientView agentClient) { } #endregion #region Shutdown /// /// Tidy before shutdown /// public virtual void Close() { } #endregion } }