using System; using libsecondlife; using System.Collections.Generic; using System.Text; namespace OpenSim.world { public class World { public Dictionary Entities; public SurfacePatch[] LandMap; public ScriptEngine Scripts; public World() { Console.WriteLine("World.cs - creating new entitities instance"); Entities = new Dictionary(); // We need a 16x16 array of 16m2 surface patches for a 256m2 sim Console.WriteLine("World.cs - creating LandMap"); LandMap = new SurfacePatch[16*16]; int xinc; int yinc; for(xinc=0; xinc<16; xinc++) for(yinc=0; yinc<16; yinc++) { LandMap[xinc+(yinc*16)]=new SurfacePatch(); } Console.WriteLine("World.cs - Creating script engine instance"); // Initialise this only after the world has loaded Scripts = new ScriptEngine(this); } public void Update() { foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].update(); } } public void AddViewerAgent(OpenSimClient AgentClient) { Console.WriteLine("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent"); Avatar NewAvatar = new Avatar(AgentClient); Console.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world"); this.Entities.Add(AgentClient.AgentID, NewAvatar); Console.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake "); NewAvatar.SendRegionHandshake(this); this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user } public bool Backup() { /* TODO: Save the current world entities state. */ return false; } } }