C# Class OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule

Inheritance: ISharedRegionModule, IEntityTransferModule
Afficher le fichier Open project: N3X15/VoxelSim Class Usage Examples

Protected Properties

Свойство Type Description
m_Enabled bool
m_aScene OpenSim.Region.Framework.Scenes.Scene
m_agentsInTransit List

Méthodes publiques

Méthode Description
AddRegion ( Scene scene ) : void
AgentArrivedAtDestination ( UUID id ) : void
Close ( ) : void
Cross ( SceneObjectGroup grp, System.Vector3 attemptedPosition, bool silent ) : void

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

Cross ( ScenePresence agent, bool isFlying ) : void
EnableChildAgent ( ScenePresence sp, GridRegion region ) : void

This informs a single neighboring region about agent "avatar". Calls an asynchronous method to do so.. so it doesn't lag the sim.

EnableChildAgents ( ScenePresence sp ) : void

This informs all neighboring regions about agent "avatar". Calls an asynchronous method to do so.. so it doesn't lag the sim.

InformClientToInitiateTeleportToLocationAsync ( ScenePresence agent, uint regionX, uint regionY, System.Vector3 position, Scene initiatingScene ) : void
Initialise ( IConfigSource source ) : void
PostInitialise ( ) : void
RegionLoaded ( Scene scene ) : void
RemoveRegion ( Scene scene ) : void
Teleport ( ScenePresence sp, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
TeleportHome ( UUID id, IClientAPI client ) : void

Méthodes protégées

Méthode Description
AgentHasMovedAway ( UUID sessionID, bool logout ) : void
CreateAgent ( ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, string &reason, bool &logout ) : bool
CrossAgentToNewRegionAsync ( ScenePresence agent, System.Vector3 pos, uint neighbourx, uint neighboury, bool isFlying ) : ScenePresence

This Closes child agents on neighboring regions Calls an asynchronous method to do so.. so it doesn't lag the sim.

CrossAttachmentsIntoNewRegion ( GridRegion destination, ScenePresence sp, bool silent ) : bool
CrossPrimGroupIntoNewRegion ( GridRegion destination, SceneObjectGroup grp, bool silent ) : bool

Move the given scene object into a new region

DoTeleport ( ScenePresence sp, GridRegion reg, GridRegion finalDestination, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags, IEventQueue eq ) : void
GetFinalDestination ( GridRegion region ) : GridRegion
IsOutsideRegion ( Scene s, System.Vector3 pos ) : bool
KillEntity ( Scene scene, uint localID ) : void
NeedsClosing ( uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg ) : bool
NeedsNewAgent ( uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY ) : bool
OnNewClient ( IClientAPI client ) : void
RequestNeighbours ( Scene pScene, uint pRegionLocX, uint pRegionLocY ) : List
ResetFromTransit ( UUID id ) : bool
SetCallbackURL ( AgentData agent, RegionInfo region ) : void
SetInTransit ( UUID id ) : void
UpdateAgent ( GridRegion reg, GridRegion finalDestination, AgentData agent ) : bool
WaitForCallback ( UUID id ) : bool

Private Methods

Méthode Description
CrossAgentToNewRegionCompleted ( IAsyncResult iar ) : void
Fail ( ScenePresence sp, GridRegion finalDestination ) : void
InformClientOfNeighbourAsync ( ScenePresence sp, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent ) : void

Async component for informing client of which neighbours exist

This needs to run asynchronously, as a network timeout may block the thread for a long while

InformClientOfNeighbourCompleted ( IAsyncResult iar ) : void
InformClientToInitateTeleportToLocation ( ScenePresence agent, uint regionX, uint regionY, System.Vector3 position, Scene initiatingScene ) : void
InformClientToInitiateTeleportToLocationCompleted ( IAsyncResult iar ) : void
NeighbourHandles ( List neighbours ) : List
NewNeighbours ( List currentNeighbours, List previousNeighbours ) : List
OldNeighbours ( List currentNeighbours, List previousNeighbours ) : List

Method Details

AddRegion() public méthode

public AddRegion ( Scene scene ) : void
scene OpenSim.Region.Framework.Scenes.Scene
Résultat void

AgentArrivedAtDestination() public méthode

public AgentArrivedAtDestination ( UUID id ) : void
id UUID
Résultat void

AgentHasMovedAway() protected méthode

protected AgentHasMovedAway ( UUID sessionID, bool logout ) : void
sessionID UUID
logout bool
Résultat void

Close() public méthode

public Close ( ) : void
Résultat void

CreateAgent() protected méthode

protected CreateAgent ( ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, string &reason, bool &logout ) : bool
sp OpenSim.Region.Framework.Scenes.ScenePresence
reg OpenSim.Services.Interfaces.GridRegion
finalDestination OpenSim.Services.Interfaces.GridRegion
agentCircuit OpenSim.Framework.AgentCircuitData
teleportFlags uint
reason string
logout bool
Résultat bool

Cross() public méthode

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 Cross ( SceneObjectGroup grp, System.Vector3 attemptedPosition, bool silent ) : void
grp OpenSim.Region.Framework.Scenes.SceneObjectGroup the scene object that we're crossing
attemptedPosition System.Vector3 the attempted out of region position of the scene object
silent bool
Résultat void

Cross() public méthode

public Cross ( ScenePresence agent, bool isFlying ) : void
agent OpenSim.Region.Framework.Scenes.ScenePresence
isFlying bool
Résultat void

CrossAgentToNewRegionAsync() protected méthode

This Closes child agents on neighboring regions Calls an asynchronous method to do so.. so it doesn't lag the sim.
protected CrossAgentToNewRegionAsync ( ScenePresence agent, System.Vector3 pos, uint neighbourx, uint neighboury, bool isFlying ) : ScenePresence
agent OpenSim.Region.Framework.Scenes.ScenePresence
pos System.Vector3
neighbourx uint
neighboury uint
isFlying bool
Résultat OpenSim.Region.Framework.Scenes.ScenePresence

CrossAttachmentsIntoNewRegion() protected méthode

protected CrossAttachmentsIntoNewRegion ( GridRegion destination, ScenePresence sp, bool silent ) : bool
destination OpenSim.Services.Interfaces.GridRegion
sp OpenSim.Region.Framework.Scenes.ScenePresence
silent bool
Résultat bool

CrossPrimGroupIntoNewRegion() protected méthode

Move the given scene object into a new region
protected CrossPrimGroupIntoNewRegion ( GridRegion destination, SceneObjectGroup grp, bool silent ) : bool
destination OpenSim.Services.Interfaces.GridRegion
grp OpenSim.Region.Framework.Scenes.SceneObjectGroup Scene Object Group that we're crossing
silent bool
Résultat bool

DoTeleport() protected méthode

protected DoTeleport ( ScenePresence sp, GridRegion reg, GridRegion finalDestination, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags, IEventQueue eq ) : void
sp OpenSim.Region.Framework.Scenes.ScenePresence
reg OpenSim.Services.Interfaces.GridRegion
finalDestination OpenSim.Services.Interfaces.GridRegion
position System.Vector3
lookAt System.Vector3
teleportFlags uint
eq IEventQueue
Résultat void

EnableChildAgent() public méthode

This informs a single neighboring region about agent "avatar". Calls an asynchronous method to do so.. so it doesn't lag the sim.
public EnableChildAgent ( ScenePresence sp, GridRegion region ) : void
sp OpenSim.Region.Framework.Scenes.ScenePresence
region OpenSim.Services.Interfaces.GridRegion
Résultat void

EnableChildAgents() public méthode

This informs all neighboring regions about agent "avatar". Calls an asynchronous method to do so.. so it doesn't lag the sim.
public EnableChildAgents ( ScenePresence sp ) : void
sp OpenSim.Region.Framework.Scenes.ScenePresence
Résultat void

GetFinalDestination() protected méthode

protected GetFinalDestination ( GridRegion region ) : GridRegion
region OpenSim.Services.Interfaces.GridRegion
Résultat OpenSim.Services.Interfaces.GridRegion

InformClientToInitiateTeleportToLocationAsync() public méthode

public InformClientToInitiateTeleportToLocationAsync ( ScenePresence agent, uint regionX, uint regionY, System.Vector3 position, Scene initiatingScene ) : void
agent OpenSim.Region.Framework.Scenes.ScenePresence
regionX uint
regionY uint
position System.Vector3
initiatingScene OpenSim.Region.Framework.Scenes.Scene
Résultat void

Initialise() public méthode

public Initialise ( IConfigSource source ) : void
source IConfigSource
Résultat void

IsOutsideRegion() protected méthode

protected IsOutsideRegion ( Scene s, System.Vector3 pos ) : bool
s OpenSim.Region.Framework.Scenes.Scene
pos System.Vector3
Résultat bool

KillEntity() protected méthode

protected KillEntity ( Scene scene, uint localID ) : void
scene OpenSim.Region.Framework.Scenes.Scene
localID uint
Résultat void

NeedsClosing() protected méthode

protected NeedsClosing ( uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg ) : bool
oldRegionX uint
newRegionX uint
oldRegionY uint
newRegionY uint
reg OpenSim.Services.Interfaces.GridRegion
Résultat bool

NeedsNewAgent() protected méthode

protected NeedsNewAgent ( uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY ) : bool
oldRegionX uint
newRegionX uint
oldRegionY uint
newRegionY uint
Résultat bool

OnNewClient() protected méthode

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

PostInitialise() public méthode

public PostInitialise ( ) : void
Résultat void

RegionLoaded() public méthode

public RegionLoaded ( Scene scene ) : void
scene OpenSim.Region.Framework.Scenes.Scene
Résultat void

RemoveRegion() public méthode

public RemoveRegion ( Scene scene ) : void
scene OpenSim.Region.Framework.Scenes.Scene
Résultat void

RequestNeighbours() protected méthode

protected RequestNeighbours ( Scene pScene, uint pRegionLocX, uint pRegionLocY ) : List
pScene OpenSim.Region.Framework.Scenes.Scene
pRegionLocX uint
pRegionLocY uint
Résultat List

ResetFromTransit() protected méthode

protected ResetFromTransit ( UUID id ) : bool
id UUID
Résultat bool

SetCallbackURL() protected méthode

protected SetCallbackURL ( AgentData agent, RegionInfo region ) : void
agent OpenSim.Framework.AgentData
region OpenSim.Framework.RegionInfo
Résultat void

SetInTransit() protected méthode

protected SetInTransit ( UUID id ) : void
id UUID
Résultat void

Teleport() public méthode

public Teleport ( ScenePresence sp, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void
sp OpenSim.Region.Framework.Scenes.ScenePresence
regionHandle ulong
position System.Vector3
lookAt System.Vector3
teleportFlags uint
Résultat void

TeleportHome() public méthode

public TeleportHome ( UUID id, IClientAPI client ) : void
id UUID
client IClientAPI
Résultat void

UpdateAgent() protected méthode

protected UpdateAgent ( GridRegion reg, GridRegion finalDestination, AgentData agent ) : bool
reg OpenSim.Services.Interfaces.GridRegion
finalDestination OpenSim.Services.Interfaces.GridRegion
agent OpenSim.Framework.AgentData
Résultat bool

WaitForCallback() protected méthode

protected WaitForCallback ( UUID id ) : bool
id UUID
Résultat bool

Property Details

m_Enabled protected_oe property

protected bool m_Enabled
Résultat bool

m_aScene protected_oe property

protected Scene,OpenSim.Region.Framework.Scenes m_aScene
Résultat OpenSim.Region.Framework.Scenes.Scene

m_agentsInTransit protected_oe property

protected List m_agentsInTransit
Résultat List