/* * 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; using System.Collections.Generic; using libsecondlife; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Console; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Region.Terrain; using OpenSim.Framework; namespace OpenSim.Region.Environment.Scenes { public abstract class SceneBase : IScene { private readonly ClientManager m_clientManager = new ClientManager(); public ClientManager ClientManager { get { return m_clientManager; } } public Dictionary Entities; protected ulong m_regionHandle; protected string m_regionName; protected RegionInfo m_regInfo; public TerrainEngine Terrain; protected EventManager m_eventManager; public EventManager EventManager { get { return m_eventManager; } } public RegionInfo RegionsInfo { get { return m_regInfo; } } protected string m_datastore; protected object m_syncRoot = new object(); private uint m_nextLocalId = 8880000; protected AssetCache assetCache; #region Update Methods /// /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation) /// public abstract void Update(); #endregion #region Terrain Methods /// /// Loads the World heightmap /// public abstract void LoadWorldMap(); /// /// Send the region heightmap to the client /// /// Client to send to public virtual void SendLayerData(IClientAPI RemoteClient) { RemoteClient.SendLayerData(Terrain.GetHeights1D()); } #endregion #region Add/Remove Agent/Avatar /// /// /// /// /// /// public abstract void AddNewClient(IClientAPI client, bool child); /// /// /// /// public abstract void RemoveClient(LLUUID agentID); #endregion /// /// /// /// public virtual RegionInfo RegionInfo { get { return m_regInfo; } } public object SyncRoot { get { return m_syncRoot; } } public uint NextLocalId { get { return m_nextLocalId++; } } #region Shutdown /// /// Tidy before shutdown /// public virtual void Close() { try { EventManager.TriggerShutdown(); } catch (Exception e) { MainLog.Instance.Error("SCENE", "World.cs: Close() - Failed with exception " + e.ToString()); } } #endregion } }