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using System;
using libsecondlife;
using libsecondlife.Packets;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.world
{
public class World
{
public Dictionary<libsecondlife.LLUUID, Entity> Entities;
public float[] LandMap;
public ScriptEngine Scripts;
public TerrainDecode terrainengine = new TerrainDecode();
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");
terrainengine = new TerrainDecode();
LandMap = new float[65536];
for(int i =0; i < 65536; i++) {
LandMap[i] = 30.4989f;
}
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 SendLayerData(OpenSimClient RemoteClient) {
for(int i=1; i<16; i++) {
Packet layerpack=this.terrainengine.CreateLayerPacket(LandMap, i,1,1,16);
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;
}
}
}
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