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.RegionServer.world.scripting; using OpenSim.Terrain; namespace OpenSim.world { public class WorldBase : IWorld { public Dictionary Entities; protected Dictionary 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 #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(IClientAPI RemoteClient) { RemoteClient.SendLayerData(Terrain.getHeights1D()); } /// /// 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, IClientAPI RemoteClient) { } #endregion #region Add/Remove Agent/Avatar /// /// /// /// /// /// public virtual void AddNewAvatar(IClientAPI remoteClient, LLUUID agentID, bool child) { return ; } /// /// /// /// public virtual void RemoveAvatar(LLUUID agentID) { return ; } #endregion /// /// /// /// public virtual RegionInfo GetRegionInfo() { return null; } #region Shutdown /// /// Tidy before shutdown /// public virtual void Close() { } #endregion } }