using System; using libsecondlife; using libsecondlife.Packets; using System.Collections.Generic; using System.Text; using System.IO; using PhysicsSystem; namespace OpenSim.world { public class World { public Dictionary Entities; public float[] LandMap; public ScriptEngine Scripts; public uint _localNumber=0; private PhysicsScene phyScene; private float timeStep= 0.1f; private libsecondlife.TerrainManager TerrainManager; private Random Rand = new Random(); private uint _primCount = 702000; public World() { ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance"); Entities = new Dictionary(); ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating LandMap"); TerrainManager = new TerrainManager(new SecondLife()); Avatar.SetupTemplate("avatar-template.dat"); // ServerConsole.MainConsole.Instance.WriteLine("World.cs - Creating script engine instance"); // Initialise this only after the world has loaded // Scripts = new ScriptEngine(this); } public PhysicsScene PhysScene { set { this.phyScene = value; } get { return(this.phyScene); } } public void Update() { if(this.phyScene.IsThreaded) { this.phyScene.GetResults(); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].addForces(); } this.phyScene.Simulate(timeStep); foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].update(); } } public void SendLayerData(OpenSimClient RemoteClient) { 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(LandMap, patches); RemoteClient.OutPacket(layerpack); } } } public void AddViewerAgent(OpenSimClient AgentClient) { ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent"); Avatar NewAvatar = new Avatar(AgentClient); ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world"); ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake "); NewAvatar.SendRegionHandshake(this); NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z)); //this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user this.Entities.Add(AgentClient.AgentID, NewAvatar); } public void AddNewPrim(ObjectAddPacket addPacket, OpenSimClient AgentClient) { ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim"); Primitive prim = new Primitive(); prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount); this.Entities.Add(prim.uuid, prim); this._primCount++; } public bool Backup() { /* TODO: Save the current world entities state. */ return false; } } }