C# Class Universe.Region.AsyncScene

Inheritance: RegistryCore, IScene
Afficher le fichier Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Protected Properties

Свойство Type Description
m_UniverseEventManager Universe.Framework.Services.ClassHelpers.Other.UniverseEventManager
m_authenticateHandler Universe.Framework.SceneInfo.AgentCircuitManager
m_clientManager Universe.Framework.SceneInfo.ClientManager
m_clientServers List
m_config IConfigSource
m_eventManager Universe.Framework.SceneInfo.EventManager
m_frame uint
m_lastphysupdate System.DateTime
m_permissions Universe.Framework.SceneInfo.ScenePermissions
m_physicstimespan float
m_regInfo Universe.Framework.SceneInfo.RegionInfo
m_simDataStore ISimulationDataStore
m_updatetimespan float
monitor Universe.Framework.Utilities.ThreadMonitor
physmonitor Universe.Framework.Utilities.ThreadMonitor

Méthodes publiques

Méthode Description
AddAsyncEvent ( System.Action action ) : void
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

AddToStartupQueue ( string name ) : void

Add a module to the startup queue

Close ( bool killAgents ) : void

This is the method that shuts down the scene.

FinishedStartup ( string name, List data ) : void

This module finished startup and is giving a list of data about its startup

ForEachClient ( Action action ) : void
ForEachSceneEntity ( Action action ) : void
ForEachScenePresence ( Action action ) : void

Performs action on all scene presences.

GetGroupByPrim ( uint localID ) : ISceneEntity

Get a scene object group that contains the prim with the given local id

GetSceneObjectPart ( UUID ObjectID ) : ISceneChildEntity

Get a prim via its UUID

GetSceneObjectPart ( uint localID ) : ISceneChildEntity

Get a prim via its local id

GetScenePresence ( UUID agentID ) : IScenePresence

Request a scene presence by UUID. Fast, indexed lookup.

GetScenePresence ( uint agentID ) : IScenePresence
GetScenePresenceCount ( ) : int
GetScenePresences ( ) : List
Initialize ( RegionInfo regionInfo ) : void
Initialize ( RegionInfo regionInfo, ISimulationDataStore dataStore, AgentCircuitManager authen, List clientServers ) : void
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

StartHeartbeat ( ) : void

Start the heartbeat which triggers regular scene updates

StartPhysicsScene ( ) : void

Reload the last saved physics state to the Physics Scene

StartupComplete ( IScene scene, List data ) : void

Startup is complete, trigger the modules and allow logins

StopPhysicsScene ( ) : void

Takes a state save of the Physics Scene, then clears all velocity from it so that objects stop moving

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

Méthodes protégées

Méthode Description
CreateAndAddChildScenePresence ( IClientAPI client ) : IScenePresence

Private Methods

Méthode Description
ApproxEquals ( float a, float b, int approx ) : bool
GetHeartbeatSleepTime ( int timeBeatTook, bool phys ) : int
PhysUpdate ( ) : bool
Update ( ) : bool

Method Details

AddAsyncEvent() public méthode

public AddAsyncEvent ( System.Action action ) : void
action System.Action
Résultat void

AddNewClient() public méthode

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
public AddNewClient ( IClientAPI client, BlankHandler completed ) : void
client IClientAPI
completed BlankHandler
Résultat void

AddToStartupQueue() public méthode

Add a module to the startup queue
public AddToStartupQueue ( string name ) : void
name string
Résultat void

Close() public méthode

This is the method that shuts down the scene.
public Close ( bool killAgents ) : void
killAgents bool
Résultat void

CreateAndAddChildScenePresence() protected méthode

protected CreateAndAddChildScenePresence ( IClientAPI client ) : IScenePresence
client IClientAPI
Résultat IScenePresence

FinishedStartup() public méthode

This module finished startup and is giving a list of data about its startup
public FinishedStartup ( string name, List data ) : void
name string
data List
Résultat void

ForEachClient() public méthode

public ForEachClient ( Action action ) : void
action Action
Résultat void

ForEachSceneEntity() public méthode

public ForEachSceneEntity ( Action action ) : void
action Action
Résultat void

ForEachScenePresence() public méthode

Performs action on all scene presences.
public ForEachScenePresence ( Action action ) : void
action Action
Résultat void

GetGroupByPrim() public méthode

Get a scene object group that contains the prim with the given local id
public GetGroupByPrim ( uint localID ) : ISceneEntity
localID uint
Résultat ISceneEntity

GetSceneObjectPart() public méthode

Get a prim via its UUID
public GetSceneObjectPart ( UUID ObjectID ) : ISceneChildEntity
ObjectID UUID
Résultat ISceneChildEntity

GetSceneObjectPart() public méthode

Get a prim via its local id
public GetSceneObjectPart ( uint localID ) : ISceneChildEntity
localID uint
Résultat ISceneChildEntity

GetScenePresence() public méthode

Request a scene presence by UUID. Fast, indexed lookup.
public GetScenePresence ( UUID agentID ) : IScenePresence
agentID UUID
Résultat IScenePresence

GetScenePresence() public méthode

public GetScenePresence ( uint agentID ) : IScenePresence
agentID uint
Résultat IScenePresence

GetScenePresenceCount() public méthode

public GetScenePresenceCount ( ) : int
Résultat int

GetScenePresences() public méthode

public GetScenePresences ( ) : List
Résultat List

Initialize() public méthode

public Initialize ( RegionInfo regionInfo ) : void
regionInfo Universe.Framework.SceneInfo.RegionInfo
Résultat void

Initialize() public méthode

public Initialize ( RegionInfo regionInfo, ISimulationDataStore dataStore, AgentCircuitManager authen, List clientServers ) : void
regionInfo Universe.Framework.SceneInfo.RegionInfo
dataStore ISimulationDataStore
authen Universe.Framework.SceneInfo.AgentCircuitManager
clientServers List
Résultat void

RemoveAgent() public méthode

Tell a single agent to disconnect from the region. Does not send the DisableSimulator EQM or close child agents
public RemoveAgent ( IScenePresence presence, bool forceClose ) : bool
presence IScenePresence
forceClose bool
Résultat bool

StartHeartbeat() public méthode

Start the heartbeat which triggers regular scene updates
public StartHeartbeat ( ) : void
Résultat void

StartPhysicsScene() public méthode

Reload the last saved physics state to the Physics Scene
public StartPhysicsScene ( ) : void
Résultat void

StartupComplete() public méthode

Startup is complete, trigger the modules and allow logins
public StartupComplete ( IScene scene, List data ) : void
scene IScene
data List
Résultat void

StopPhysicsScene() public méthode

Takes a state save of the Physics Scene, then clears all velocity from it so that objects stop moving
public StopPhysicsScene ( ) : void
Résultat void

ToString() public méthode

public ToString ( ) : string
Résultat string

TryGetAvatarByName() public méthode

public TryGetAvatarByName ( string avatarName, IScenePresence &avatar ) : bool
avatarName string
avatar IScenePresence
Résultat bool

TryGetClient() public méthode

public TryGetClient ( System remoteEndPoint, IClientAPI &client ) : bool
remoteEndPoint System
client IClientAPI
Résultat bool

TryGetClient() public méthode

public TryGetClient ( UUID avatarID, IClientAPI &client ) : bool
avatarID UUID
client IClientAPI
Résultat bool

TryGetPart() public méthode

public TryGetPart ( UUID objectUUID, ISceneChildEntity &SensedObject ) : bool
objectUUID UUID
SensedObject ISceneChildEntity
Résultat bool

TryGetScenePresence() public méthode

public TryGetScenePresence ( UUID avatarId, IScenePresence &avatar ) : bool
avatarId UUID
avatar IScenePresence
Résultat bool

Property Details

m_UniverseEventManager protected_oe property

protected UniverseEventManager,Universe.Framework.Services.ClassHelpers.Other m_UniverseEventManager
Résultat Universe.Framework.Services.ClassHelpers.Other.UniverseEventManager

m_authenticateHandler protected_oe property

protected AgentCircuitManager,Universe.Framework.SceneInfo m_authenticateHandler
Résultat Universe.Framework.SceneInfo.AgentCircuitManager

m_clientManager protected_oe property

protected ClientManager,Universe.Framework.SceneInfo m_clientManager
Résultat Universe.Framework.SceneInfo.ClientManager

m_clientServers protected_oe property

protected List m_clientServers
Résultat List

m_config protected_oe property

protected IConfigSource m_config
Résultat IConfigSource

m_eventManager protected_oe property

protected EventManager,Universe.Framework.SceneInfo m_eventManager
Résultat Universe.Framework.SceneInfo.EventManager

m_frame protected_oe property

protected uint m_frame
Résultat uint

m_lastphysupdate protected_oe property

protected DateTime,System m_lastphysupdate
Résultat System.DateTime

m_permissions protected_oe property

protected ScenePermissions,Universe.Framework.SceneInfo m_permissions
Résultat Universe.Framework.SceneInfo.ScenePermissions

m_physicstimespan protected_oe property

protected float m_physicstimespan
Résultat float

m_regInfo protected_oe property

protected RegionInfo,Universe.Framework.SceneInfo m_regInfo
Résultat Universe.Framework.SceneInfo.RegionInfo

m_simDataStore protected_oe property

protected ISimulationDataStore m_simDataStore
Résultat ISimulationDataStore

m_updatetimespan protected_oe property

protected float m_updatetimespan
Résultat float

monitor protected_oe property

protected ThreadMonitor,Universe.Framework.Utilities monitor
Résultat Universe.Framework.Utilities.ThreadMonitor

physmonitor protected_oe property

protected ThreadMonitor,Universe.Framework.Utilities physmonitor
Résultat Universe.Framework.Utilities.ThreadMonitor