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using System;
using libsecondlife;
using System.Collections.Generic;
using System.Text;

namespace OpenSim.world
{
    public class World
    {
        public Dictionary<libsecondlife.LLUUID, Entity> Entities;
        public SurfacePatch[] LandMap;
        public ScriptEngine Scripts;
	
        public World()
        {
		Console.WriteLine("World.cs - creating new entitities instance");				
		Entities = new Dictionary<libsecondlife.LLUUID, Entity>();

		// 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;
        }
    }
}