using System; using System.Threading; using libsecondlife; using libsecondlife.Packets; using System.Collections.Generic; using System.Text; namespace OpenSim.world { public class World { public Dictionary Entities; public float[] LandMap; public ScriptEngine Scripts; public TerrainDecode terrainengine = new TerrainDecode(); public uint _localNumber=0; public PhysicsEngine physics; private Random Rand = new Random(); public World() { Console.WriteLine("World.cs - creating new entitities instance"); Entities = new Dictionary(); Console.WriteLine("World.cs - creating LandMap"); terrainengine = new TerrainDecode(); LandMap = new float[65536]; for(int i =0; i < 65536; i++) { LandMap[i] = 21.4989f; } } public void InitLoop() { Console.WriteLine("World.cs:StartLoop() - Initialising physics"); this.physics = new PhysicsEngine(); physics.Startup(); } public void DoStuff() { lock(this) { physics.DoStuff(this); this.Update(); } } public void Update() { foreach (libsecondlife.LLUUID UUID in Entities.Keys) { if(Entities[UUID].needupdate) { Entities[UUID].update(); } } } public void SendLayerData(OpenSimClient RemoteClient) { for(int x=0; x<16; x=x+4) for(int y=0; y<16; y++){ Packet layerpack=this.terrainengine.CreateLayerPacket(LandMap, x,y,x+4,y+1); RemoteClient.OutPacket(layerpack); } } 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; } } }