/*
* 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 libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using OpenSim.Region.Terrain;
namespace OpenSim.Region.Environment.Scenes
{
public abstract class SceneBase : IScene
{
#region Events
public event restart OnRestart;
#endregion
#region Fields
private readonly ClientManager m_clientManager = new ClientManager();
public ClientManager ClientManager
{
get { return m_clientManager; }
}
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; }
}
protected string m_datastore;
private uint m_nextLocalId = 8880000;
private AssetCache m_assetCache;
public AssetCache AssetCache
{
get { return m_assetCache; }
set { m_assetCache = value; }
}
protected RegionStatus m_regStatus;
public RegionStatus Region_Status
{
get { return m_regStatus; }
set { m_regStatus = value; }
}
#endregion
#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);
public abstract void CloseAllAgents(uint circuitcode);
#endregion
///
///
///
///
public virtual RegionInfo RegionInfo
{
get { return m_regInfo; }
}
public uint NextLocalId
{
get { return m_nextLocalId++; }
}
#region admin stuff
///
/// Region Restart - Seconds till restart.
///
///
public virtual void Restart(int seconds)
{
MainLog.Instance.Error("REGION", "passing Restart Message up the namespace");
OnRestart(RegionInfo);
}
public virtual bool PresenceChildStatus(LLUUID avatarID)
{
return false;
}
public abstract bool OtherRegionUp(RegionInfo thisRegion);
#endregion
#region Shutdown
///
/// Tidy before shutdown
///
public virtual void Close()
{
try
{
EventManager.TriggerShutdown();
}
catch (Exception e)
{
MainLog.Instance.Error("SCENE", "SceneBase.cs: Close() - Failed with exception " + e.ToString());
}
}
#endregion
}
}