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path: root/src/world/World.cs
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using System;
using libsecondlife;
using libsecondlife.Packets;
using System.Collections.Generic;
using System.Text;
using PhysicsManager;

namespace OpenSim.world
{
    public class World
    {
        public Dictionary<libsecondlife.LLUUID, Entity> Entities;
        public float[] LandMap;
        public ScriptEngine Scripts;
	public TerrainDecode terrainengine = new TerrainDecode();
	public uint _localNumber=0;
		private PhysicsScene phyScene;
		private float timeStep= 0.1f;
	
        private Random Rand = new Random();

        public World()
        {
		Console.WriteLine("World.cs - creating new entitities instance");				
		Entities = new Dictionary<libsecondlife.LLUUID, Entity>();

		Console.WriteLine("World.cs - creating LandMap");
		terrainengine = new TerrainDecode();
                LandMap = new float[65536];
		for(int i =0; i < 65536; i++) {
			LandMap[i] =  21.4989f;
		}
 
		Console.WriteLine("World.cs - Creating script engine instance");
		// Initialise this only after the world has loaded
		Scripts = new ScriptEngine(this);
        }
        
		public PhysicsScene PhysScene
		{
			set
			{
				this.phyScene = value;
			}
		}
		
        public void Update()
        {
        	if(this.phyScene.IsThreaded)
        	{
        		this.phyScene.GetResults();
        	
        	}
        		
        	foreach (libsecondlife.LLUUID UUID in Entities.Keys)
            {
                Entities[UUID].addFroces();
            }
   
        	this.phyScene.Simulate(timeStep);
        	
            foreach (libsecondlife.LLUUID UUID in Entities.Keys)
            {
                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);
		
		NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.x, NewAvatar.position.y, NewAvatar.position.z));
		//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;
        }
    }
}