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using System.Collections.Generic;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Types;
using OpenSim.Region.Caches;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Terrain;
using OpenSim.Region.Environment;
using Avatar=OpenSim.Region.Environment.Scenes.ScenePresence;
namespace SimpleApp
{
public class MyWorld : Scene
{
private List<ScenePresence> m_avatars;
public MyWorld( RegionInfo regionInfo, AgentCircuitManager authen, CommunicationsManager commsMan, AssetCache assetCach, StorageManager storeMan, BaseHttpServer httpServer)
: base( regionInfo, authen, commsMan, assetCach, storeMan, httpServer)
{
m_avatars = new List<Avatar>();
}
public override void LoadWorldMap()
{
float[] map = new float[65536];
for (int i = 0; i < 65536; i++)
{
int x = i % 256;
int y = i / 256;
map[i] = 25f;
}
this.Terrain.setHeights1D(map);
this.CreateTerrainTexture();
}
#region IWorld Members
override public void AddNewClient(IClientAPI client, bool child)
{
LLVector3 pos = new LLVector3(128, 128, 128);
client.OnRegionHandShakeReply += SendLayerData;
/*client.OnChatFromViewer +=
delegate(byte[] message, byte type, LLVector3 fromPos, string fromName, LLUUID fromAgentID)
{
// Echo it (so you know what you typed)
client.SendChatMessage(message, type, fromPos, fromName, fromAgentID);
client.SendChatMessage("Ready.", 1, pos, "System", LLUUID.Zero );
};
*/
client.OnChatFromViewer += this.SimChat;
client.OnAddPrim += AddNewPrim;
client.OnUpdatePrimGroupPosition += this.UpdatePrimPosition;
client.OnRequestMapBlocks += this.RequestMapBlocks;
client.OnTeleportLocationRequest += this.RequestTeleportLocation;
client.OnGrapUpdate += this.MoveObject;
client.OnNameFromUUIDRequest += this.commsManager.HandleUUIDNameRequest;
client.OnCompleteMovementToRegion += delegate()
{
client.SendChatMessage("Welcome to My World.", 1, pos, "System", LLUUID.Zero );
};
client.SendRegionHandshake(m_regInfo);
ScenePresence avatar = CreateAndAddScenePresence(client);
avatar.Pos = new LLVector3(128, 128, 26);
}
public override void Update()
{
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].updateMovement();
}
lock (this.m_syncRoot)
{
this.phyScene.Simulate(timeStep);
}
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].update();
}
}
#endregion
}
}
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