Property | Type | Description | |
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m_UniverseEventManager | |||
m_authenticateHandler | |||
m_clientManager | |||
m_clientServers | List |
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m_config | IConfigSource | ||
m_eventManager | |||
m_lastphysupdate | System.DateTime | ||
m_permissions | |||
m_physicstimespan | float | ||
m_regInfo | |||
m_simDataStore | ISimulationDataStore | ||
m_updatetimespan | float |
Method | Description | |
---|---|---|
AddNewClient ( IClientAPI client, BlankHandler completed ) : void |
Adding a New Client and Create a Presence for it. Called by the LLClientView when the UseCircuitCode packet comes in Used by NPCs to add themselves to the Scene
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AddToStartupQueue ( string name ) : void |
Add a module to the startup queue
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Close ( bool killAgents ) : void |
This is the method that shuts down the scene.
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FinishedStartup ( string name, List |
This module finished startup and is giving a list of data about its startup
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ForEachClient ( Action |
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ForEachSceneEntity ( Action |
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ForEachScenePresence ( Action |
Performs action on all scene presences.
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GetGroupByPrim ( uint localID ) : ISceneEntity |
Get a scene object group that contains the prim with the given local id
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GetSceneObjectPart ( UUID ObjectID ) : ISceneChildEntity |
Get a prim via its UUID
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GetSceneObjectPart ( uint localID ) : ISceneChildEntity |
Get a prim via its local id
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GetScenePresence ( UUID agentID ) : IScenePresence |
Request a scene presence by UUID. Fast, indexed lookup.
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GetScenePresence ( uint agentID ) : IScenePresence | ||
GetScenePresenceCount ( ) : int | ||
GetScenePresences ( ) : List |
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Initialize ( |
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Initialize ( |
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RemoveAgent ( IScenePresence presence, bool forceClose ) : bool |
Tell a single agent to disconnect from the region. Does not send the DisableSimulator EQM or close child agents
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StartHeartbeat ( ) : void |
Start the heartbeat which triggers regular scene updates
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StartPhysicsScene ( ) : void |
Reload the last saved physics state to the Physics Scene
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StartupComplete ( IScene scene, List |
Startup is complete, trigger the modules and allow logins
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StopPhysicsScene ( ) : void |
Takes a state save of the Physics Scene, then clears all velocity from it so that objects stop moving
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ToString ( ) : string | ||
TryGetAvatarByName ( string avatarName, IScenePresence &avatar ) : bool | ||
TryGetClient ( System remoteEndPoint, IClientAPI &client ) : bool | ||
TryGetClient ( UUID avatarID, IClientAPI &client ) : bool | ||
TryGetPart ( UUID objectUUID, ISceneChildEntity &SensedObject ) : bool | ||
TryGetScenePresence ( UUID avatarId, IScenePresence &avatar ) : bool |
Method | Description | |
---|---|---|
CreateAndAddChildScenePresence ( IClientAPI client ) : IScenePresence |
Method | Description | |
---|---|---|
ApproxEquals ( float a, float b, int approx ) : bool | ||
GetHeartbeatSleepTime ( int timeBeatTook ) : int | ||
Heartbeat ( ) : void |
public AddNewClient ( IClientAPI client, BlankHandler completed ) : void | ||
client | IClientAPI | |
completed | BlankHandler | |
return | void |
public AddToStartupQueue ( string name ) : void | ||
name | string | |
return | void |
protected CreateAndAddChildScenePresence ( IClientAPI client ) : IScenePresence | ||
client | IClientAPI | |
return | IScenePresence |
public FinishedStartup ( string name, List |
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name | string | |
data | List |
|
return | void |
public ForEachClient ( Action |
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action | Action |
|
return | void |
public ForEachSceneEntity ( Action |
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action | Action |
|
return | void |
public ForEachScenePresence ( Action |
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action | Action |
|
return | void |
public GetGroupByPrim ( uint localID ) : ISceneEntity | ||
localID | uint | |
return | ISceneEntity |
public GetSceneObjectPart ( UUID ObjectID ) : ISceneChildEntity | ||
ObjectID | UUID | |
return | ISceneChildEntity |
public GetSceneObjectPart ( uint localID ) : ISceneChildEntity | ||
localID | uint | |
return | ISceneChildEntity |
public GetScenePresence ( UUID agentID ) : IScenePresence | ||
agentID | UUID | |
return | IScenePresence |
public GetScenePresence ( uint agentID ) : IScenePresence | ||
agentID | uint | |
return | IScenePresence |
public Initialize ( |
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regionInfo | ||
return | void |
public Initialize ( |
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regionInfo | ||
dataStore | ISimulationDataStore | |
authen | ||
clientServers | List |
|
return | void |
public RemoveAgent ( IScenePresence presence, bool forceClose ) : bool | ||
presence | IScenePresence | |
forceClose | bool | |
return | bool |
public StartupComplete ( IScene scene, List |
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scene | IScene | |
data | List |
|
return | void |
public TryGetAvatarByName ( string avatarName, IScenePresence &avatar ) : bool | ||
avatarName | string | |
avatar | IScenePresence | |
return | bool |
public TryGetClient ( System remoteEndPoint, IClientAPI &client ) : bool | ||
remoteEndPoint | System | |
client | IClientAPI | |
return | bool |
public TryGetClient ( UUID avatarID, IClientAPI &client ) : bool | ||
avatarID | UUID | |
client | IClientAPI | |
return | bool |
public TryGetPart ( UUID objectUUID, ISceneChildEntity &SensedObject ) : bool | ||
objectUUID | UUID | |
SensedObject | ISceneChildEntity | |
return | bool |
public TryGetScenePresence ( UUID avatarId, IScenePresence &avatar ) : bool | ||
avatarId | UUID | |
avatar | IScenePresence | |
return | bool |
protected UniverseEventManager,Universe.Framework.Services.ClassHelpers.Other m_UniverseEventManager | ||
return |
protected AgentCircuitManager,Universe.Framework.SceneInfo m_authenticateHandler | ||
return |
protected ClientManager,Universe.Framework.SceneInfo m_clientManager | ||
return |
protected EventManager,Universe.Framework.SceneInfo m_eventManager | ||
return |
protected DateTime,System m_lastphysupdate | ||
return | System.DateTime |
protected ScenePermissions,Universe.Framework.SceneInfo m_permissions | ||
return |
protected RegionInfo,Universe.Framework.SceneInfo m_regInfo | ||
return |
protected ISimulationDataStore m_simDataStore | ||
return | ISimulationDataStore |