C# Class Universe.Modules.EntityTransfer.EntityTransferModule

Inheritance: INonSharedRegionModule, IEntityTransferModule
Datei anzeigen Open project: Virtual-Universe/Virtual-Universe

Protected Properties

Property Type Description
m_Enabled bool
m_scene IScene

Public Methods

Method Description
AddRegion ( IScene scene ) : void
AddSceneObject ( IScene scene, ISceneEntity sceneObject ) : bool

Adds a Scene Object group to the Scene. Verifies that the creator of the object is not banned from the simulator. Checks if the item is an Attachment

CancelTeleport ( UUID AgentID, UUID RegionID ) : void
ClientTeleportHome ( UUID id, IClientAPI client ) : void
Close ( ) : void
Cross ( IScenePresence agent, bool isFlying, GridRegion crossingRegion ) : void
CrossGroupToNewRegion ( ISceneEntity grp, System.Vector3 attemptedPosition, GridRegion destination ) : bool

Move the given scene object into a new region depending on which region its absolute position has moved into. This method locates the new region handle and offsets the prim position for the new region

DoTeleport ( IScenePresence sp, GridRegion finalDestination, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
FailedToTeleportAgent ( GridRegion failedCrossingRegion, UUID agentID, string reason, bool isCrossing ) : void
IncomingChildAgentDataUpdate ( IScene scene, AgentData cAgentData ) : bool

We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's the full data.

IncomingChildAgentDataUpdate ( IScene scene, AgentPosition cAgentData ) : bool

We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's only positional data

IncomingCloseAgent ( IScene scene, UUID agentID ) : bool

Tell a single agent to disconnect from the region.

IncomingCreateObject ( UUID regionID, ISceneEntity sog ) : bool

Called when objects or attachments cross the border, or teleport, between regions.

IncomingRetrieveRootAgent ( IScene scene, UUID id, bool agentIsLeaving, AgentData &agent, AgentCircuitData &circuitData ) : bool
Initialize ( IConfigSource source ) : void
InternalCross ( IScenePresence agent, System.Vector3 attemptedPos, bool isFlying, GridRegion crossingRegion ) : void
MakeChildAgent ( IScenePresence sp, GridRegion finalDestination, bool isCrossing ) : void
NewUserConnection ( IScene scene, AgentCircuitData agent, uint teleportFlags, CreateAgentResponse &response ) : bool

Do the work necessary to initiate a new user connection for a particular scene. At the moment, this consists of setting up the caps infrastructure The return bool should allow for connections to be refused, but as not all calling paths take proper notice of it let, we allowed banned users in still.

RegionLoaded ( IScene scene ) : void
RemoveRegion ( IScene scene ) : void
RequestTeleportCancel ( IClientAPI client ) : void
RequestTeleportLandmark ( IClientAPI remoteClient, UUID regionID, System.Vector3 position ) : void

Tries to teleport agent to landmark.

RequestTeleportLocation ( IClientAPI remoteClient, GridRegion reg, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void

Tries to teleport agent to other region.

RequestTeleportLocation ( IClientAPI remoteClient, string regionName, System.Vector3 position, System.Vector3 lookat, uint teleportFlags ) : void

Tries to teleport agent to other region.

RequestTeleportLocation ( IClientAPI remoteClient, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void

Tries to teleport agent to other region.

Teleport ( IScenePresence sp, GridRegion finalDestination, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
Teleport ( IScenePresence sp, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
TeleportHome ( UUID id, IClientAPI client ) : bool

Protected Methods

Method Description
AuthorizeUser ( IScene scene, AgentCircuitData agent, string &reason ) : bool

Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access

CacheUserInfo ( IScene scene, CachedUserInfo cache ) : void
CrossPrimGroupIntoNewRegion ( GridRegion destination, ISceneEntity grp, System.Vector3 attemptedPos ) : bool

Move the given scene object into a new region

EventManager_OnNewPresence ( IScenePresence sp ) : void
KillAttachments ( IScenePresence agent ) : void
KillEntities ( IScenePresence sp, IEntity grp ) : void
KillEntity ( IScene scene, IEntity entity ) : void
OnClosingClient ( IClientAPI client ) : void
OnNewClient ( IClientAPI client ) : void

Private Methods

Method Description
BuildCircuitDataForPresence ( IScenePresence sp, System.Vector3 position ) : AgentCircuitData

Method Details

AddRegion() public method

public AddRegion ( IScene scene ) : void
scene IScene
return void

AddSceneObject() public method

Adds a Scene Object group to the Scene. Verifies that the creator of the object is not banned from the simulator. Checks if the item is an Attachment
public AddSceneObject ( IScene scene, ISceneEntity sceneObject ) : bool
scene IScene
sceneObject ISceneEntity
return bool

AuthorizeUser() protected method

Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access
protected AuthorizeUser ( IScene scene, AgentCircuitData agent, string &reason ) : bool
scene IScene
agent Universe.Framework.PresenceInfo.AgentCircuitData The circuit data for the agent
reason string outputs the reason to this string
return bool

CacheUserInfo() protected method

protected CacheUserInfo ( IScene scene, CachedUserInfo cache ) : void
scene IScene
cache Universe.Framework.Services.CachedUserInfo
return void

CancelTeleport() public method

public CancelTeleport ( UUID AgentID, UUID RegionID ) : void
AgentID UUID
RegionID UUID
return void

ClientTeleportHome() public method

public ClientTeleportHome ( UUID id, IClientAPI client ) : void
id UUID
client IClientAPI
return void

Close() public method

public Close ( ) : void
return void

Cross() public method

public Cross ( IScenePresence agent, bool isFlying, GridRegion crossingRegion ) : void
agent IScenePresence
isFlying bool
crossingRegion Universe.Framework.Services.GridRegion
return void

CrossGroupToNewRegion() public method

Move the given scene object into a new region depending on which region its absolute position has moved into. This method locates the new region handle and offsets the prim position for the new region
public CrossGroupToNewRegion ( ISceneEntity grp, System.Vector3 attemptedPosition, GridRegion destination ) : bool
grp ISceneEntity the scene object that we're crossing
attemptedPosition System.Vector3 the attempted out of region position of the scene object
destination Universe.Framework.Services.GridRegion
return bool

CrossPrimGroupIntoNewRegion() protected method

Move the given scene object into a new region
protected CrossPrimGroupIntoNewRegion ( GridRegion destination, ISceneEntity grp, System.Vector3 attemptedPos ) : bool
destination Universe.Framework.Services.GridRegion
grp ISceneEntity Scene Object Group that we're crossing
attemptedPos System.Vector3
return bool

DoTeleport() public method

public DoTeleport ( IScenePresence sp, GridRegion finalDestination, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
sp IScenePresence
finalDestination Universe.Framework.Services.GridRegion
position System.Vector3
lookAt System.Vector3
teleportFlags uint
return void

EventManager_OnNewPresence() protected method

protected EventManager_OnNewPresence ( IScenePresence sp ) : void
sp IScenePresence
return void

FailedToTeleportAgent() public method

public FailedToTeleportAgent ( GridRegion failedCrossingRegion, UUID agentID, string reason, bool isCrossing ) : void
failedCrossingRegion Universe.Framework.Services.GridRegion
agentID UUID
reason string
isCrossing bool
return void

IncomingChildAgentDataUpdate() public method

We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's the full data.
public IncomingChildAgentDataUpdate ( IScene scene, AgentData cAgentData ) : bool
scene IScene
cAgentData Universe.Framework.ClientInterfaces.AgentData /// Agent that contains all of the relevant things about an agent. /// Appearance, animations, position, etc. ///
return bool

IncomingChildAgentDataUpdate() public method

We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's only positional data
public IncomingChildAgentDataUpdate ( IScene scene, AgentPosition cAgentData ) : bool
scene IScene
cAgentData Universe.Framework.ClientInterfaces.AgentPosition AgentPosition that contains agent positional data so we can know what to send
return bool

IncomingCloseAgent() public method

Tell a single agent to disconnect from the region.
public IncomingCloseAgent ( IScene scene, UUID agentID ) : bool
scene IScene
agentID UUID
return bool

IncomingCreateObject() public method

Called when objects or attachments cross the border, or teleport, between regions.
public IncomingCreateObject ( UUID regionID, ISceneEntity sog ) : bool
regionID UUID
sog ISceneEntity
return bool

IncomingRetrieveRootAgent() public method

public IncomingRetrieveRootAgent ( IScene scene, UUID id, bool agentIsLeaving, AgentData &agent, AgentCircuitData &circuitData ) : bool
scene IScene
id UUID
agentIsLeaving bool
agent Universe.Framework.ClientInterfaces.AgentData
circuitData Universe.Framework.PresenceInfo.AgentCircuitData
return bool

Initialize() public method

public Initialize ( IConfigSource source ) : void
source IConfigSource
return void

InternalCross() public method

public InternalCross ( IScenePresence agent, System.Vector3 attemptedPos, bool isFlying, GridRegion crossingRegion ) : void
agent IScenePresence
attemptedPos System.Vector3
isFlying bool
crossingRegion Universe.Framework.Services.GridRegion
return void

KillAttachments() protected method

protected KillAttachments ( IScenePresence agent ) : void
agent IScenePresence
return void

KillEntities() protected method

protected KillEntities ( IScenePresence sp, IEntity grp ) : void
sp IScenePresence
grp IEntity
return void

KillEntity() protected method

protected KillEntity ( IScene scene, IEntity entity ) : void
scene IScene
entity IEntity
return void

MakeChildAgent() public method

public MakeChildAgent ( IScenePresence sp, GridRegion finalDestination, bool isCrossing ) : void
sp IScenePresence
finalDestination Universe.Framework.Services.GridRegion
isCrossing bool
return void

NewUserConnection() public method

Do the work necessary to initiate a new user connection for a particular scene. At the moment, this consists of setting up the caps infrastructure The return bool should allow for connections to be refused, but as not all calling paths take proper notice of it let, we allowed banned users in still.
public NewUserConnection ( IScene scene, AgentCircuitData agent, uint teleportFlags, CreateAgentResponse &response ) : bool
scene IScene
agent Universe.Framework.PresenceInfo.AgentCircuitData CircuitData of the agent who is connecting
teleportFlags uint
response Universe.Framework.Services.CreateAgentResponse /// Outputs the reason for the false response on this string, /// If the agent was accepted, this will be the Caps SEED for the region ///
return bool

OnClosingClient() protected method

protected OnClosingClient ( IClientAPI client ) : void
client IClientAPI
return void

OnNewClient() protected method

protected OnNewClient ( IClientAPI client ) : void
client IClientAPI
return void

RegionLoaded() public method

public RegionLoaded ( IScene scene ) : void
scene IScene
return void

RemoveRegion() public method

public RemoveRegion ( IScene scene ) : void
scene IScene
return void

RequestTeleportCancel() public method

public RequestTeleportCancel ( IClientAPI client ) : void
client IClientAPI
return void

RequestTeleportLandmark() public method

Tries to teleport agent to landmark.
public RequestTeleportLandmark ( IClientAPI remoteClient, UUID regionID, System.Vector3 position ) : void
remoteClient IClientAPI
regionID UUID
position System.Vector3
return void

RequestTeleportLocation() public method

Tries to teleport agent to other region.
public RequestTeleportLocation ( IClientAPI remoteClient, GridRegion reg, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
remoteClient IClientAPI
reg Universe.Framework.Services.GridRegion
position System.Vector3
lookAt System.Vector3
teleportFlags uint
return void

RequestTeleportLocation() public method

Tries to teleport agent to other region.
public RequestTeleportLocation ( IClientAPI remoteClient, string regionName, System.Vector3 position, System.Vector3 lookat, uint teleportFlags ) : void
remoteClient IClientAPI
regionName string
position System.Vector3
lookat System.Vector3
teleportFlags uint
return void

RequestTeleportLocation() public method

Tries to teleport agent to other region.
public RequestTeleportLocation ( IClientAPI remoteClient, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
remoteClient IClientAPI
regionHandle ulong
position System.Vector3
lookAt System.Vector3
teleportFlags uint
return void

Teleport() public method

public Teleport ( IScenePresence sp, GridRegion finalDestination, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
sp IScenePresence
finalDestination Universe.Framework.Services.GridRegion
position System.Vector3
lookAt System.Vector3
teleportFlags uint
return void

Teleport() public method

public Teleport ( IScenePresence sp, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
sp IScenePresence
regionHandle ulong
position System.Vector3
lookAt System.Vector3
teleportFlags uint
return void

TeleportHome() public method

public TeleportHome ( UUID id, IClientAPI client ) : bool
id UUID
client IClientAPI
return bool

Property Details

m_Enabled protected_oe property

protected bool m_Enabled
return bool

m_scene protected_oe property

protected IScene m_scene
return IScene