C# 클래스 OpenSim.Region.Framework.Scenes.Scene

상속: SceneBase
파일 보기 프로젝트 열기: N3X15/VoxelSim 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
DumpAssetsToFile bool
EastBorders List
LoadingPrims bool
LoginsDisabled bool
MaxUndoCount int
NorthBorders List
SouthBorders List
StatsReporter SimStatsReporter
SynchronizeScene SynchronizeSceneHandler
WestBorders List
XferManager IXfer
m_allowScriptCrossings bool
m_clampPrimSize bool
m_dontPersistBefore long
m_maxNonphys float
m_maxPhys float
m_persistAfter long
m_physicalPrim bool
m_seeIntoRegionFromNeighbor bool
m_strictAccessControl bool
m_trustBinaries bool
m_useFlySlow bool
m_usePreJump bool

보호된 프로퍼티들

프로퍼티 타입 설명
GenerationSeed long
m_AssetService IAssetService
m_AuthenticationService IAuthenticationService
m_AuthorizationService IAuthorizationService
m_AvatarFactory IAvatarFactory
m_AvatarService IAvatarService
m_EstateDataService IEstateDataService
m_GridService IGridService
m_GridUserService IGridUserService
m_InventoryService IInventoryService
m_LibraryService ILibraryService
m_PresenceService IPresenceService
m_SimulationDataService ISimulationDataService
m_UserAccountService IUserAccountService
m_asyncSceneObjectDeleter AsyncSceneObjectGroupDeleter
m_authenticateHandler AgentCircuitManager
m_capsModule ICapabilitiesModule
m_config IConfigSource
m_dialogModule IDialogModule
m_fps int
m_frame uint
m_lastupdate DateTime
m_moduleLoader ModuleLoader
m_neighbours List
m_regionRestartNotifyList List
m_restartWaitTimer System.Timers.Timer
m_sceneGridService SceneCommunicationService
m_serialiser IRegionSerialiserModule
m_simulationService ISimulationService
m_simulatorVersion string
m_splitRegionID int
m_teleportModule IEntityTransferModule
m_timespan float
m_worldCommModule IWorldComm
m_xmlrpcModule IXMLRPC

공개 메소드들

메소드 설명
AddGroupTarget ( SceneObjectGroup grp ) : void
AddInventoryItem ( InventoryItemBase item ) : bool

Add the given inventory item to a user's inventory.

AddInventoryItem ( IClientAPI remoteClient, InventoryItemBase item ) : void

Add an inventory item to an avatar's inventory.

AddInventoryItemReturned ( UUID AgentId, InventoryItemBase item ) : bool
AddNeighborRegion ( RegionInfo region ) : void
AddNewClient ( IClientAPI client ) : void

Adding a New Client and Create a Presence for it.

AddNewPrim ( UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape ) : SceneObjectGroup
AddNewPrim ( UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection ) : void

Create a New SceneObjectGroup/Part by raycasting

AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup ) : bool

Add a newly created object to the scene. Updates are also sent to viewers.

AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel ) : bool

Add a newly created object to the scene.

AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool

Add a newly created object to the scene

AddPhysicalPrim ( int num ) : void
AddRestoredSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted ) : bool

Add an object into the scene that has come from storage

AddRestoredSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates ) : bool

Add an object into the scene that has come from storage

AddReturn ( UUID agentID, string objectName, Vector3 location, string reason ) : void

Return object to avatar Message

AddSceneObject ( SceneObjectGroup 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

AddScriptEngine ( ScriptEngineInterface scriptEngine ) : void

AddUploadedInventoryItem ( UUID agentID, InventoryItemBase item ) : void
AgentCrossing ( UUID agentID, Vector3 position, bool isFlying ) : void

Triggered when an agent crosses into this sim. Also happens on initial login.

Backup ( bool forced ) : void

Backup the scene. This acts as the main method of the backup thread.

CapsUpdateInventoryItemAsset ( UUID avatarId, UUID itemID, byte data ) : UUID

CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[])

CapsUpdateTaskInventoryScriptAsset ( IClientAPI remoteClient, UUID itemId, UUID primId, bool isScriptRunning, byte data ) : ArrayList

Capability originating call to update the asset of a script in a prim's (task's) inventory

CapsUpdateTaskInventoryScriptAsset ( UUID avatarId, UUID itemId, UUID primId, bool isScriptRunning, byte data ) : ArrayList

CapsUpdateTaskInventoryScriptAsset(IClientAPI, UUID, UUID, bool, byte[])

ChangeCircuitCode ( uint oldcc, uint newcc ) : bool

Change the Circuit Code for the user's Circuit Data

CheckClient ( UUID agentID, System ep ) : bool
CheckNeighborRegion ( RegionInfo region ) : bool
CleanDroppedAttachments ( ) : void
CleanTempObjects ( ) : void
ClientMoveTaskInventoryItem ( IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId ) : void

ClientMoveTaskInventoryItem

Close ( ) : void
ConsoleScene ( ) : Scene
ConvertLocalIDToFullID ( uint localID ) : UUID

CopyInventoryItem ( IClientAPI remoteClient, uint callbackID, UUID oldAgentID, UUID oldItemID, UUID newFolderID, string newName ) : void
CreateAsset ( string name, string description, sbyte assetType, byte data, UUID creatorID ) : AssetBase

Create a new asset data structure.

CreateNewInventoryItem ( IClientAPI remoteClient, UUID transactionID, UUID folderID, uint callbackID, string description, string name, sbyte invType, sbyte assetType, byte wearableType, uint nextOwnerMask, int creationDate ) : void

Create a new inventory item. Called when the client creates a new item directly within their inventory (e.g. by selecting a context inventory menu option).

CreateScriptInstances ( ) : void

Start all the scripts in the scene which should be started.

CrossAgentToNewRegion ( ScenePresence agent, bool isFlying ) : void
CrossPrimGroupIntoNewRegion ( Vector3 attemptedPosition, SceneObjectGroup grp, bool silent ) : void

Move the given scene object into a new region depending on which region its absolute position has moved into.

DeRezObjects ( IClientAPI remoteClient, List localIDs, UUID groupID, DeRezAction action, UUID destinationID ) : void
DeleteAllSceneObjects ( ) : void

Delete every object from the scene. This does not include attachments worn by avatars.

DeleteFromStorage ( UUID uuid ) : void
DeleteSceneObject ( SceneObjectGroup group, bool silent ) : void

Synchronously delete the given object from the scene.

DelinkObjects ( List primIds, IClientAPI client ) : void
DeselectPrim ( uint primLocalID, IClientAPI remoteClient ) : void

Handle the deselection of a prim from the client.

DeserializeObject ( string representation ) : ISceneObject
ForEachClient ( Action action ) : void
ForEachSOG ( Action action ) : void
ForEachScenePresence ( Action action ) : void

Performs action on all scene presences.

ForceClientUpdate ( ) : void

Causes all clients to get a full object update on all of the objects in the scene.

ForceSceneObjectBackup ( SceneObjectGroup group ) : void

Synchronous force backup. For deletes and links/unlinks

GetAvatarAppearance ( IClientAPI client, AvatarAppearance &appearance ) : void

Get the avatar apperance for the given client.

GetChildAgentCount ( ) : int
GetCombinedBoundingBox ( List objects, float &minX, float &maxX, float &minY, float &maxY, float &minZ, float &maxZ ) : Vector3[]
GetCrossedBorder ( Vector3 position, Cardinals gridline ) : Border
GetEntities ( ) : EntityBase[]

Returns a list of the entities in the scene. This is a new list so operations perform on the list itself will not affect the original list of objects in the scene.

GetEstateRegions ( int estateID ) : List
GetGroundHeight ( float x, float y ) : float
GetGroupByPrim ( uint localID ) : SceneObjectGroup

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

GetHealth ( ) : int
GetInaccurateNeighborCount ( ) : int
GetLandData ( float x, float y ) : LandData
GetLandData ( uint x, uint y ) : LandData
GetNearestAllowedParcel ( UUID avatarId, float x, float y ) : ILandObject
GetNearestAllowedPosition ( ScenePresence avatar ) : Vector3?
GetNewRezLocation ( Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter ) : Vector3

Gets a new rez location based on the raycast and the size of the object that is being rezzed.

GetRootAgentCount ( ) : int
GetSceneObjectPart ( UUID fullID ) : SceneObjectPart

Get a prim via its UUID

GetSceneObjectPart ( string name ) : SceneObjectPart

Get a named prim contained in this scene (will return the first found, if there are more than one prim with the same name)

GetSceneObjectPart ( uint localID ) : SceneObjectPart

Get a prim via its local id

GetScenePresence ( UUID agentID ) : ScenePresence

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

GetScenePresence ( string firstName, string lastName ) : ScenePresence

Request the scene presence by name.

GetScenePresence ( uint localID ) : ScenePresence

Request the scene presence by localID.

GetScriptRunning ( IClientAPI controllingClient, UUID objectID, UUID itemID ) : void
GetSimulatorVersion ( ) : string
GetUserName ( UUID uuid ) : string
GetUserNames ( UUID uuid ) : string[]
GiveInventoryFolder ( UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId ) : InventoryFolderBase

Give an entire inventory folder from one user to another. The entire contents (including all descendent folders) is given.

GiveInventoryItem ( UUID recipient, UUID senderId, UUID itemId ) : InventoryItemBase

Give an inventory item from one user to another

GiveInventoryItem ( UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId ) : InventoryItemBase

Give an inventory item from one user to another

GiveInventoryItem ( IClientAPI recipientClient, UUID senderId, UUID itemId ) : void

Give an inventory item from one user to another

HandleCreateInventoryFolder ( IClientAPI remoteClient, UUID folderID, ushort folderType, string folderName, UUID parentID ) : void

Handle an inventory folder creation request from the client.

HandleEditCommand ( string cmdparams ) : void

This is currently only used for scale (to scale to MegaPrim size) There is a console command that calls this in OpenSimMain

HandleFetchInventory ( IClientAPI remoteClient, UUID itemID, UUID ownerID ) : void

Handle a fetch inventory request from the client

HandleFetchInventoryDescendents ( IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder ) : void

Tell the client about the various child items and folders contained in the requested folder.

HandleFetchInventoryDescendentsCAPS ( UUID agentID, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder, int &version ) : InventoryCollection

Handle the caps inventory descendents fetch. Since the folder structure is sent to the client on login, I believe we only need to handle items. Diva comment 8/13/2009: what if someone gave us a folder in the meantime??

HandleLogOffUserFromGrid ( UUID AvatarID, UUID RegionSecret, string message ) : void

The Grid has requested that we log-off a user. Log them off.

HandleMoveInventoryFolder ( IClientAPI remoteClient, UUID folderID, UUID parentID ) : void
HandleObjectPermissionsUpdate ( IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set ) : void
HandlePurgeInventoryDescendents ( IClientAPI remoteClient, UUID folderID ) : void
HandleRemoveKnownRegionsFromAvatar ( UUID avatarID, List regionslst ) : void

Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry.

HandleUUIDNameRequest ( UUID uuid, IClientAPI remote_client ) : void
HandleUpdateInventoryFolder ( IClientAPI remoteClient, UUID folderID, ushort type, string name, UUID parentID ) : void

Handle a client request to update the inventory folder

IncomingChildAgentDataUpdate ( 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 ( 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 ( UUID agentID ) : bool

Tell a single agent to disconnect from the region.

IncomingCreateObject ( ISceneObject sog ) : bool

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

IncomingCreateObject ( UUID userID, UUID itemID ) : bool

Attachment rezzing

IncomingHelloNeighbour ( RegionInfo neighbour ) : GridRegion
IncomingRetrieveRootAgent ( UUID id, IAgentData &agent ) : bool
LinkObjects ( IClientAPI client, uint parentPrimId, List childPrimIds ) : void
LoadPrimsFromStorage ( UUID regionID ) : void

Loads the World's objects

LoadWindlightProfile ( ) : void
LoadWorldMap ( ) : void

Loads the World heightmap

MoveInventoryItem ( IClientAPI remoteClient, List items ) : void

Move an item within the agent's inventory.

MoveTaskInventoryItem ( IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId ) : InventoryItemBase

Move the given item in the given prim to a folder in the client's inventory

MoveTaskInventoryItem ( UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId ) : InventoryItemBase

MoveTaskInventoryItem

MoveTaskInventoryItem ( UUID destId, SceneObjectPart part, UUID itemId ) : void

Copy a task (prim) inventory item to another task (prim)

MoveTaskInventoryItems ( UUID destID, string category, SceneObjectPart host, List items ) : UUID
NeedSceneCacheClear ( UUID agentID ) : bool
NewUserConnection ( AgentCircuitData agent, uint teleportFlags, string &reason ) : 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.

NewUserConnection ( AgentCircuitData agent, uint teleportFlags, string &reason, bool requirePresenceLookup ) : 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.

OtherRegionUp ( GridRegion otherRegion ) : void

Another region is up. We only add it to the neighbor list if it's within 1 region from here. Agents may have draw distance values that cross two regions though, so we add it to the notify list regardless of distance. We'll check the agent's draw distance before notifying them though.

PipeEventsForScript ( uint localID ) : bool
PresenceChildStatus ( UUID avatarID ) : bool
ProcessAvatarPickerRequest ( IClientAPI client, UUID avatarID, UUID RequestID, string query ) : void
ProcessMoneyTransferRequest ( UUID source, UUID destination, int amount, int transactiontype, string description ) : void
ProcessObjectDeGrab ( uint localID, IClientAPI remoteClient, List surfaceArgs ) : void
ProcessObjectGrab ( uint localID, Vector3 offsetPos, IClientAPI remoteClient, List surfaceArgs ) : void
ProcessObjectGrabUpdate ( UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List surfaceArgs ) : void
ProcessParcelBuy ( UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated ) : void
ProcessScriptReset ( IClientAPI remoteClient, UUID objectID, UUID itemID ) : void
RegenerateMaptile ( object sender, ElapsedEventArgs e ) : void
RegionHandleRequest ( IClientAPI client, UUID regionID ) : void
RegisterCommsEvents ( ) : void

Register the methods that should be invoked when this scene receives various incoming events

RegisterRegionWithGrid ( ) : void

Register this region with a grid service

ReloadEstateData ( ) : void
RemoveClient ( UUID agentID ) : void

Remove the given client from the scene.

RemoveGroupTarget ( SceneObjectGroup grp ) : void
RemovePhysicalPrim ( int num ) : void
RemoveTaskInventory ( IClientAPI remoteClient, UUID itemID, uint localID ) : void

Remove an item from a prim (task) inventory

RequestPrim ( uint primLocalID, IClientAPI remoteClient ) : void

Invoked when the client requests a prim.

RequestTaskInventory ( IClientAPI remoteClient, uint primLocalID ) : void

Send the details of a prim's inventory to the client.

RequestTeleportLandmark ( IClientAPI remoteClient, UUID regionID, Vector3 position ) : void

Tries to teleport agent to landmark.

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

Tries to teleport agent to other region.

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

Tries to teleport agent to other region.

Restart ( float seconds ) : void

Given float seconds, this will restart the region.

RestartNotifyWaitElapsed ( object sender, ElapsedEventArgs e ) : void
RestartNow ( ) : void
RestartTimer_Elapsed ( object sender, ElapsedEventArgs e ) : void
RezObject ( SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion rot, Vector3 vel, int param ) : SceneObjectGroup

Rez an object into the scene from a prim's inventory.

RezObject ( IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID ) : void

Event Handler Rez an object into a scene Calls the non-void event handler

RezScript ( IClientAPI remoteClient, InventoryItemBase itemBase, UUID transactionID, uint localID ) : void

Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory

RezScript ( UUID srcId, SceneObjectPart srcPart, UUID destId, int pin, int running, int start_param ) : void

Rez a script into a prim's inventory from another prim

SaveTerrain ( ) : void

Store the terrain in the persistant data store

Scene ( RegionInfo regInfo ) : System

Mock constructor for scene group persistency unit tests. SceneObjectGroup RegionId property is delegated to Scene.

Scene ( RegionInfo regInfo, AgentCircuitManager authen, SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService, ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion ) : System
ScriptDanger ( uint localID, Vector3 pos ) : bool
SelectPrim ( uint primLocalID, IClientAPI remoteClient ) : void

Invoked when the client selects a prim.

SendCommandToPlugins ( string args ) : void

Console command handler to send script command to script engine.

SendKillObject ( uint localID ) : void
SendOutChildAgentUpdates ( AgentPosition cadu, ScenePresence presence ) : void
SetHomeRezPoint ( IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags ) : void

Sets the Home Point. The LoginService uses this to know where to put a user when they log-in

SetModuleInterfaces ( ) : void

Sets up references to modules required by the scene

SetSceneCoreDebug ( bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine ) : void
SetScriptRunning ( IClientAPI controllingClient, UUID objectID, UUID itemID, bool running ) : void
Show ( string showParams ) : void
SimChat ( byte message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent ) : void

SimChat ( string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent ) : void
SimChat ( string message, string fromName ) : void
SimChatBroadcast ( byte message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent ) : void

StartTimer ( ) : void

Start the timer which triggers regular scene updates

StoreWindlightProfile ( RegionLightShareData wl ) : void
SubscribeToClientEvents ( IClientAPI client ) : void

Register for events from the client

SubscribeToClientGridEvents ( IClientAPI client ) : void
SubscribeToClientInventoryEvents ( IClientAPI client ) : void
SubscribeToClientNetworkEvents ( IClientAPI client ) : void
SubscribeToClientParcelEvents ( IClientAPI client ) : void
SubscribeToClientPrimEvents ( IClientAPI client ) : void
SubscribeToClientPrimRezEvents ( IClientAPI client ) : void
SubscribeToClientScriptEvents ( IClientAPI client ) : void
SubscribeToClientTeleportEvents ( IClientAPI client ) : void
SubscribeToClientTerrainEvents ( IClientAPI client ) : void
SwapRootAgentCount ( bool rootChildChildRootTF ) : void
TeleportClientHome ( UUID agentId, IClientAPI client ) : void

Teleport an avatar to their home region

TestBorderCross ( Vector3 position, Cardinals border ) : bool
TriggerEstateSunUpdate ( ) : void
TryGetAvatarByName ( string avatarName, ScenePresence &avatar ) : bool
TryGetClient ( System remoteEndPoint, IClientAPI &client ) : bool
TryGetClient ( UUID avatarID, IClientAPI &client ) : bool
TryGetScenePresence ( UUID avatarId, ScenePresence &avatar ) : bool
UnRegisterRegionWithComms ( ) : void

Deregister this scene from receiving incoming region events

UnSubscribeToClientEvents ( IClientAPI client ) : void

Unsubscribe the client from events.

UnSubscribeToClientGridEvents ( IClientAPI client ) : void
UnSubscribeToClientInventoryEvents ( IClientAPI client ) : void
UnSubscribeToClientNetworkEvents ( IClientAPI client ) : void
UnSubscribeToClientParcelEvents ( IClientAPI client ) : void
UnSubscribeToClientPrimEvents ( IClientAPI client ) : void
UnSubscribeToClientPrimRezEvents ( IClientAPI client ) : void
UnSubscribeToClientScriptEvents ( IClientAPI client ) : void
UnSubscribeToClientTeleportEvents ( IClientAPI client ) : void
UnSubscribeToClientTerrainEvents ( IClientAPI client ) : void
UnlinkSceneObject ( SceneObjectGroup so, bool softDelete ) : bool

Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the object itself is not destroyed.

Update ( ) : void

Performs per-frame updates on the scene, this should be the central scene loop

UpdateCircuitData ( AgentCircuitData data ) : void

Update an AgentCircuitData object with new information

UpdateInventoryItemAsset ( IClientAPI remoteClient, UUID transactionID, UUID itemID, InventoryItemBase itemUpd ) : void

Update an item which is either already in the client's inventory or is within a transaction

UpdateTaskInventory ( IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo, uint primLocalID ) : void

Update an item in a prim (task) inventory. This method does not handle scripts, RezScript(IClientAPI, UUID, unit)

VerifyUserPresence ( AgentCircuitData agent, string &reason ) : bool

Verifies that the user has a presence on the Grid

attachObjectAssetStore ( IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, UUID &itemID ) : UUID
doObjectDuplicateOnRay ( uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates ) : void

Duplicates object specified by localID at position raycasted against RayTargetObject using RayEnd and RayStart to determine what the angle of the ray is

jointErrorMessage ( PhysicsJoint joint, string message ) : void
loadAllLandObjectsFromStorage ( UUID regionID ) : void

Loads all Parcel data from the datastore for region identified by regionID

returnObjects ( SceneObjectGroup returnobjects, UUID AgentId ) : bool

보호된 메소드들

메소드 설명
AuthorizeUser ( 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

CreateAndAddScenePresence ( IClientAPI client ) : ScenePresence

Create a child agent scene presence and add it to this scene.

GetConfig ( ) : IConfigSource
ProcessViewerEffect ( IClientAPI remoteClient, List args ) : void
RegisterDefaultSceneEvents ( ) : void
SendInventoryAsync ( IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder ) : void
SendInventoryComplete ( IAsyncResult iar ) : void
SimChat ( byte message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent, bool broadcast ) : void
WaitGetScenePresence ( UUID agentID ) : ScenePresence
jointDeactivated ( PhysicsJoint joint ) : void
jointMoved ( PhysicsJoint joint ) : void

비공개 메소드들

메소드 설명
AddInventoryItem ( UUID AgentID, InventoryItemBase item ) : void
AllParcels ( ) : List
BackupWaitCallback ( object o ) : void

Wrapper for Backup() that can be called with Util.FireAndForget()

CheckAtTargets ( ) : void
CheckHeartbeat ( ) : void
CreateAgentInventoryItemFromTask ( UUID destAgent, SceneObjectPart part, UUID itemId ) : InventoryItemBase
CreateNewInventoryItem ( IClientAPI remoteClient, string creatorID, UUID folderID, string name, uint flags, uint callbackID, AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate ) : void

Create a new inventory item.

CreateNewInventoryItem ( IClientAPI remoteClient, string creatorID, UUID folderID, string name, uint flags, uint callbackID, AssetBase asset, sbyte invType, uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate ) : void

Create a new Inventory Item

GetNearestPointInParcelAlongDirectionFromPoint ( Vector3 pos, Vector3 direction, ILandObject parcel ) : Vector3?
GetNearestRegionEdgePosition ( ScenePresence avatar ) : Vector3
GetParcelCenter ( ILandObject parcel ) : Vector2
GetParcelCenterAtGround ( ILandObject parcel ) : Vector3
GetParcelDistancefromPoint ( ILandObject parcel, float x, float y ) : float
GetPositionAtAvatarHeightOrGroundHeight ( ScenePresence avatar, float x, float y ) : Vector3
GetPositionAtGround ( float x, float y ) : Vector3
HandleLinkInventoryItem ( IClientAPI remoteClient, UUID transActionID, UUID folderID, uint callbackID, string description, string name, sbyte invType, sbyte type, UUID olditemID ) : void
HandleReloadEstate ( string module, string cmd ) : void
Heartbeat ( ) : void

Performs per-frame updates regularly

ObjectOwner ( IClientAPI remoteClient, UUID ownerID, UUID groupID, List localIDs ) : void
PurgeFolderAsync ( UUID userID, UUID folderID ) : void
PurgeFolderCompleted ( IAsyncResult iar ) : void
RemoveInventoryFolder ( IClientAPI remoteClient, List folderIDs ) : void

Removes an inventory folder. This packet is sent when the user right-clicks a folder that's already in trash and chooses "purge"

RemoveInventoryItem ( IClientAPI remoteClient, List itemIDs ) : void

Remove an inventory item for the client's inventory

ScriptDanger ( SceneObjectPart part, Vector3 pos ) : bool
SendInventoryUpdate ( IClientAPI client, InventoryFolderBase folder, bool fetchFolders, bool fetchItems ) : void
SendSimStatsPackets ( SimStats stats ) : void

Send out simstats data to all clients

TestLandRestrictions ( AgentCircuitData agent, ILandObject land, string &reason ) : bool
TriggerChangedTeleport ( SceneObjectGroup sog ) : void
UpdateEvents ( ) : void

Sends out the OnFrame event to the modules

UpdateLand ( ) : void

Recount SceneObjectPart in parcel aabb

UpdateStorageBackup ( ) : void

Back up queued up changes

UpdateTerrain ( ) : void

Update the terrain if it needs to be updated.

VerifyClient ( AgentCircuitData aCircuit, System ep, bool &vialogin ) : bool

메소드 상세

AddGroupTarget() 공개 메소드

public AddGroupTarget ( SceneObjectGroup grp ) : void
grp SceneObjectGroup
리턴 void

AddInventoryItem() 공개 메소드

Add the given inventory item to a user's inventory.
public AddInventoryItem ( InventoryItemBase item ) : bool
item InventoryItemBase
리턴 bool

AddInventoryItem() 공개 메소드

Add an inventory item to an avatar's inventory.
public AddInventoryItem ( IClientAPI remoteClient, InventoryItemBase item ) : void
remoteClient IClientAPI The remote client controlling the avatar
item InventoryItemBase The item. This structure contains all the item metadata, including the folder /// in which the item is to be placed.
리턴 void

AddInventoryItemReturned() 공개 메소드

public AddInventoryItemReturned ( UUID AgentId, InventoryItemBase item ) : bool
AgentId UUID
item InventoryItemBase
리턴 bool

AddNeighborRegion() 공개 메소드

public AddNeighborRegion ( RegionInfo region ) : void
region RegionInfo
리턴 void

AddNewClient() 공개 메소드

Adding a New Client and Create a Presence for it.
public AddNewClient ( IClientAPI client ) : void
client IClientAPI
리턴 void

AddNewPrim() 공개 메소드

public AddNewPrim ( UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape ) : SceneObjectGroup
ownerID UUID
groupID UUID
pos Vector3
rot Quaternion
shape PrimitiveBaseShape
리턴 SceneObjectGroup

AddNewPrim() 공개 메소드

Create a New SceneObjectGroup/Part by raycasting
public AddNewPrim ( UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection ) : void
ownerID UUID
groupID UUID
RayEnd Vector3
rot Quaternion
shape PrimitiveBaseShape
bypassRaycast byte
RayStart Vector3
RayTargetID UUID
RayEndIsIntersection byte
리턴 void

AddNewSceneObject() 공개 메소드

Add a newly created object to the scene. Updates are also sent to viewers.
public AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts ///
리턴 bool

AddNewSceneObject() 공개 메소드

Add a newly created object to the scene.
public AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel ) : bool
sceneObject SceneObjectGroup
attachToBackup bool
pos Vector3 Position of the object
rot Quaternion Rotation of the object
vel Vector3 Velocity of the object. This parameter only has an effect if the object is physical
리턴 bool

AddNewSceneObject() 공개 메소드

Add a newly created object to the scene
public AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts ///
sendClientUpdates bool /// If true, updates for the new scene object are sent to all viewers in range. /// If false, it is left to the caller to schedule the update ///
리턴 bool

AddPhysicalPrim() 공개 메소드

public AddPhysicalPrim ( int num ) : void
num int
리턴 void

AddRestoredSceneObject() 공개 메소드

Add an object into the scene that has come from storage
public AddRestoredSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, changes to the object will be reflected in its persisted data /// If false, the persisted data will not be changed even if the object in the scene is changed ///
alreadyPersisted bool /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately ///
리턴 bool

AddRestoredSceneObject() 공개 메소드

Add an object into the scene that has come from storage
public AddRestoredSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, changes to the object will be reflected in its persisted data /// If false, the persisted data will not be changed even if the object in the scene is changed ///
alreadyPersisted bool /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately ///
sendClientUpdates bool /// If true, we send updates to the client to tell it about this object /// If false, we leave it up to the caller to do this ///
리턴 bool

AddReturn() 공개 메소드

Return object to avatar Message
public AddReturn ( UUID agentID, string objectName, Vector3 location, string reason ) : void
agentID UUID Avatar Unique Id
objectName string Name of object returned
location Vector3 Location of object returned
reason string Reasion for object return
리턴 void

AddSceneObject() 공개 메소드

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 ( SceneObjectGroup sceneObject ) : bool
sceneObject SceneObjectGroup
리턴 bool

AddScriptEngine() 공개 메소드

public AddScriptEngine ( ScriptEngineInterface scriptEngine ) : void
scriptEngine ScriptEngineInterface
리턴 void

AddUploadedInventoryItem() 공개 메소드

public AddUploadedInventoryItem ( UUID agentID, InventoryItemBase item ) : void
agentID UUID
item InventoryItemBase
리턴 void

AgentCrossing() 공개 메소드

Triggered when an agent crosses into this sim. Also happens on initial login.
public AgentCrossing ( UUID agentID, Vector3 position, bool isFlying ) : void
agentID UUID
position Vector3
isFlying bool
리턴 void

AuthorizeUser() 보호된 메소드

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

Backup() 공개 메소드

Backup the scene. This acts as the main method of the backup thread.
public Backup ( bool forced ) : void
forced bool
리턴 void

CapsUpdateInventoryItemAsset() 공개 메소드

CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[])
public CapsUpdateInventoryItemAsset ( UUID avatarId, UUID itemID, byte data ) : UUID
avatarId UUID
itemID UUID
data byte
리턴 UUID

CapsUpdateTaskInventoryScriptAsset() 공개 메소드

Capability originating call to update the asset of a script in a prim's (task's) inventory
public CapsUpdateTaskInventoryScriptAsset ( IClientAPI remoteClient, UUID itemId, UUID primId, bool isScriptRunning, byte data ) : ArrayList
remoteClient IClientAPI
itemId UUID
primId UUID
isScriptRunning bool Indicates whether the script to update is currently running
data byte
리턴 ArrayList

CapsUpdateTaskInventoryScriptAsset() 공개 메소드

CapsUpdateTaskInventoryScriptAsset(IClientAPI, UUID, UUID, bool, byte[])
public CapsUpdateTaskInventoryScriptAsset ( UUID avatarId, UUID itemId, UUID primId, bool isScriptRunning, byte data ) : ArrayList
avatarId UUID
itemId UUID
primId UUID
isScriptRunning bool
data byte
리턴 ArrayList

ChangeCircuitCode() 공개 메소드

Change the Circuit Code for the user's Circuit Data
public ChangeCircuitCode ( uint oldcc, uint newcc ) : bool
oldcc uint The old Circuit Code. Must match a previous circuit code
newcc uint The new Circuit Code. Must not be an already existing circuit code
리턴 bool

CheckClient() 공개 메소드

public CheckClient ( UUID agentID, System ep ) : bool
agentID UUID
ep System
리턴 bool

CheckNeighborRegion() 공개 메소드

public CheckNeighborRegion ( RegionInfo region ) : bool
region RegionInfo
리턴 bool

CleanDroppedAttachments() 공개 메소드

public CleanDroppedAttachments ( ) : void
리턴 void

CleanTempObjects() 공개 메소드

public CleanTempObjects ( ) : void
리턴 void

ClientMoveTaskInventoryItem() 공개 메소드

ClientMoveTaskInventoryItem
public ClientMoveTaskInventoryItem ( IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId ) : void
remoteClient IClientAPI
folderId UUID
primLocalId uint
itemId UUID
리턴 void

Close() 공개 메소드

public Close ( ) : void
리턴 void

ConsoleScene() 공개 메소드

public ConsoleScene ( ) : Scene
리턴 Scene

ConvertLocalIDToFullID() 공개 메소드

public ConvertLocalIDToFullID ( uint localID ) : UUID
localID uint
리턴 UUID

CopyInventoryItem() 공개 메소드

public CopyInventoryItem ( IClientAPI remoteClient, uint callbackID, UUID oldAgentID, UUID oldItemID, UUID newFolderID, string newName ) : void
remoteClient IClientAPI
callbackID uint
oldAgentID UUID
oldItemID UUID
newFolderID UUID
newName string
리턴 void

CreateAndAddScenePresence() 보호된 메소드

Create a child agent scene presence and add it to this scene.
protected CreateAndAddScenePresence ( IClientAPI client ) : ScenePresence
client IClientAPI
리턴 ScenePresence

CreateAsset() 공개 메소드

Create a new asset data structure.
public CreateAsset ( string name, string description, sbyte assetType, byte data, UUID creatorID ) : AssetBase
name string
description string
assetType sbyte
data byte
creatorID UUID
리턴 AssetBase

CreateNewInventoryItem() 공개 메소드

Create a new inventory item. Called when the client creates a new item directly within their inventory (e.g. by selecting a context inventory menu option).
public CreateNewInventoryItem ( IClientAPI remoteClient, UUID transactionID, UUID folderID, uint callbackID, string description, string name, sbyte invType, sbyte assetType, byte wearableType, uint nextOwnerMask, int creationDate ) : void
remoteClient IClientAPI
transactionID UUID
folderID UUID
callbackID uint
description string
name string
invType sbyte
assetType sbyte
wearableType byte
nextOwnerMask uint
creationDate int
리턴 void

CreateScriptInstances() 공개 메소드

Start all the scripts in the scene which should be started.
public CreateScriptInstances ( ) : void
리턴 void

CrossAgentToNewRegion() 공개 메소드

public CrossAgentToNewRegion ( ScenePresence agent, bool isFlying ) : void
agent ScenePresence
isFlying bool
리턴 void

CrossPrimGroupIntoNewRegion() 공개 메소드

Move the given scene object into a new region depending on which region its absolute position has moved into.
public CrossPrimGroupIntoNewRegion ( Vector3 attemptedPosition, SceneObjectGroup grp, bool silent ) : void
attemptedPosition Vector3 the attempted out of region position of the scene object
grp SceneObjectGroup the scene object that we're crossing
silent bool
리턴 void

DeRezObjects() 공개 메소드

public DeRezObjects ( IClientAPI remoteClient, List localIDs, UUID groupID, DeRezAction action, UUID destinationID ) : void
remoteClient IClientAPI
localIDs List
groupID UUID
action DeRezAction
destinationID UUID
리턴 void

DeleteAllSceneObjects() 공개 메소드

Delete every object from the scene. This does not include attachments worn by avatars.
public DeleteAllSceneObjects ( ) : void
리턴 void

DeleteFromStorage() 공개 메소드

public DeleteFromStorage ( UUID uuid ) : void
uuid UUID
리턴 void

DeleteSceneObject() 공개 메소드

Synchronously delete the given object from the scene.
public DeleteSceneObject ( SceneObjectGroup group, bool silent ) : void
group SceneObjectGroup Object Id
silent bool Suppress broadcasting changes to other clients.
리턴 void

DelinkObjects() 공개 메소드

public DelinkObjects ( List primIds, IClientAPI client ) : void
primIds List
client IClientAPI
리턴 void

DeselectPrim() 공개 메소드

Handle the deselection of a prim from the client.
public DeselectPrim ( uint primLocalID, IClientAPI remoteClient ) : void
primLocalID uint
remoteClient IClientAPI
리턴 void

DeserializeObject() 공개 메소드

public DeserializeObject ( string representation ) : ISceneObject
representation string
리턴 ISceneObject

ForEachClient() 공개 메소드

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

ForEachSOG() 공개 메소드

public ForEachSOG ( Action action ) : void
action Action
리턴 void

ForEachScenePresence() 공개 메소드

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

ForceClientUpdate() 공개 메소드

Causes all clients to get a full object update on all of the objects in the scene.
public ForceClientUpdate ( ) : void
리턴 void

ForceSceneObjectBackup() 공개 메소드

Synchronous force backup. For deletes and links/unlinks
public ForceSceneObjectBackup ( SceneObjectGroup group ) : void
group SceneObjectGroup Object to be backed up
리턴 void

GetAvatarAppearance() 공개 메소드

Get the avatar apperance for the given client.
public GetAvatarAppearance ( IClientAPI client, AvatarAppearance &appearance ) : void
client IClientAPI
appearance AvatarAppearance
리턴 void

GetChildAgentCount() 공개 메소드

public GetChildAgentCount ( ) : int
리턴 int

GetCombinedBoundingBox() 공개 메소드

public GetCombinedBoundingBox ( List objects, float &minX, float &maxX, float &minY, float &maxY, float &minZ, float &maxZ ) : Vector3[]
objects List
minX float
maxX float
minY float
maxY float
minZ float
maxZ float
리턴 Vector3[]

GetConfig() 보호된 메소드

protected GetConfig ( ) : IConfigSource
리턴 IConfigSource

GetCrossedBorder() 공개 메소드

public GetCrossedBorder ( Vector3 position, Cardinals gridline ) : Border
position Vector3
gridline Cardinals
리턴 Border

GetEntities() 공개 메소드

Returns a list of the entities in the scene. This is a new list so operations perform on the list itself will not affect the original list of objects in the scene.
public GetEntities ( ) : EntityBase[]
리턴 EntityBase[]

GetEstateRegions() 공개 메소드

public GetEstateRegions ( int estateID ) : List
estateID int
리턴 List

GetGroundHeight() 공개 메소드

public GetGroundHeight ( float x, float y ) : float
x float
y float
리턴 float

GetGroupByPrim() 공개 메소드

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

GetHealth() 공개 메소드

public GetHealth ( ) : int
리턴 int

GetInaccurateNeighborCount() 공개 메소드

public GetInaccurateNeighborCount ( ) : int
리턴 int

GetLandData() 공개 메소드

public GetLandData ( float x, float y ) : LandData
x float
y float
리턴 LandData

GetLandData() 공개 메소드

public GetLandData ( uint x, uint y ) : LandData
x uint
y uint
리턴 LandData

GetNearestAllowedParcel() 공개 메소드

public GetNearestAllowedParcel ( UUID avatarId, float x, float y ) : ILandObject
avatarId UUID
x float
y float
리턴 ILandObject

GetNearestAllowedPosition() 공개 메소드

public GetNearestAllowedPosition ( ScenePresence avatar ) : Vector3?
avatar ScenePresence
리턴 Vector3?

GetNewRezLocation() 공개 메소드

Gets a new rez location based on the raycast and the size of the object that is being rezzed.
public GetNewRezLocation ( Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter ) : Vector3
RayStart Vector3
RayEnd Vector3
RayTargetID UUID
rot Quaternion
bypassRayCast byte
RayEndIsIntersection byte
frontFacesOnly bool
scale Vector3
FaceCenter bool
리턴 Vector3

GetRootAgentCount() 공개 메소드

public GetRootAgentCount ( ) : int
리턴 int

GetSceneObjectPart() 공개 메소드

Get a prim via its UUID
public GetSceneObjectPart ( UUID fullID ) : SceneObjectPart
fullID UUID
리턴 SceneObjectPart

GetSceneObjectPart() 공개 메소드

Get a named prim contained in this scene (will return the first found, if there are more than one prim with the same name)
public GetSceneObjectPart ( string name ) : SceneObjectPart
name string
리턴 SceneObjectPart

GetSceneObjectPart() 공개 메소드

Get a prim via its local id
public GetSceneObjectPart ( uint localID ) : SceneObjectPart
localID uint
리턴 SceneObjectPart

GetScenePresence() 공개 메소드

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

GetScenePresence() 공개 메소드

Request the scene presence by name.
public GetScenePresence ( string firstName, string lastName ) : ScenePresence
firstName string
lastName string
리턴 ScenePresence

GetScenePresence() 공개 메소드

Request the scene presence by localID.
public GetScenePresence ( uint localID ) : ScenePresence
localID uint
리턴 ScenePresence

GetScriptRunning() 공개 메소드

public GetScriptRunning ( IClientAPI controllingClient, UUID objectID, UUID itemID ) : void
controllingClient IClientAPI
objectID UUID
itemID UUID
리턴 void

GetSimulatorVersion() 공개 메소드

public GetSimulatorVersion ( ) : string
리턴 string

GetUserName() 공개 메소드

public GetUserName ( UUID uuid ) : string
uuid UUID
리턴 string

GetUserNames() 공개 메소드

public GetUserNames ( UUID uuid ) : string[]
uuid UUID
리턴 string[]

GiveInventoryFolder() 공개 메소드

Give an entire inventory folder from one user to another. The entire contents (including all descendent folders) is given.
public GiveInventoryFolder ( UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId ) : InventoryFolderBase
recipientId UUID
senderId UUID ID of the sender of the item
folderId UUID
recipientParentFolderId UUID /// The id of the receipient folder in which the send folder should be placed. If UUID.Zero then the /// recipient folder is the root folder ///
리턴 InventoryFolderBase

GiveInventoryItem() 공개 메소드

Give an inventory item from one user to another
public GiveInventoryItem ( UUID recipient, UUID senderId, UUID itemId ) : InventoryItemBase
recipient UUID
senderId UUID ID of the sender of the item
itemId UUID
리턴 InventoryItemBase

GiveInventoryItem() 공개 메소드

Give an inventory item from one user to another
public GiveInventoryItem ( UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId ) : InventoryItemBase
recipient UUID
senderId UUID ID of the sender of the item
itemId UUID
recipientFolderId UUID /// The id of the folder in which the copy item should go. If UUID.Zero then the item is placed in the most /// appropriate default folder. ///
리턴 InventoryItemBase

GiveInventoryItem() 공개 메소드

Give an inventory item from one user to another
public GiveInventoryItem ( IClientAPI recipientClient, UUID senderId, UUID itemId ) : void
recipientClient IClientAPI
senderId UUID ID of the sender of the item
itemId UUID
리턴 void

HandleCreateInventoryFolder() 공개 메소드

Handle an inventory folder creation request from the client.
public HandleCreateInventoryFolder ( IClientAPI remoteClient, UUID folderID, ushort folderType, string folderName, UUID parentID ) : void
remoteClient IClientAPI
folderID UUID
folderType ushort
folderName string
parentID UUID
리턴 void

HandleEditCommand() 공개 메소드

This is currently only used for scale (to scale to MegaPrim size) There is a console command that calls this in OpenSimMain
public HandleEditCommand ( string cmdparams ) : void
cmdparams string
리턴 void

HandleFetchInventory() 공개 메소드

Handle a fetch inventory request from the client
public HandleFetchInventory ( IClientAPI remoteClient, UUID itemID, UUID ownerID ) : void
remoteClient IClientAPI
itemID UUID
ownerID UUID
리턴 void

HandleFetchInventoryDescendents() 공개 메소드

Tell the client about the various child items and folders contained in the requested folder.
public HandleFetchInventoryDescendents ( IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder ) : void
remoteClient IClientAPI
folderID UUID
ownerID UUID
fetchFolders bool
fetchItems bool
sortOrder int
리턴 void

HandleFetchInventoryDescendentsCAPS() 공개 메소드

Handle the caps inventory descendents fetch. Since the folder structure is sent to the client on login, I believe we only need to handle items. Diva comment 8/13/2009: what if someone gave us a folder in the meantime??
public HandleFetchInventoryDescendentsCAPS ( UUID agentID, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder, int &version ) : InventoryCollection
agentID UUID
folderID UUID
ownerID UUID
fetchFolders bool
fetchItems bool
sortOrder int
version int
리턴 InventoryCollection

HandleLogOffUserFromGrid() 공개 메소드

The Grid has requested that we log-off a user. Log them off.
public HandleLogOffUserFromGrid ( UUID AvatarID, UUID RegionSecret, string message ) : void
AvatarID UUID Unique ID of the avatar to log-off
RegionSecret UUID SecureSessionID of the user, or the RegionSecret text when logging on to the grid
message string message to display to the user. Reason for being logged off
리턴 void

HandleMoveInventoryFolder() 공개 메소드

public HandleMoveInventoryFolder ( IClientAPI remoteClient, UUID folderID, UUID parentID ) : void
remoteClient IClientAPI
folderID UUID
parentID UUID
리턴 void

HandleObjectPermissionsUpdate() 공개 메소드

public HandleObjectPermissionsUpdate ( IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set ) : void
controller IClientAPI
agentID UUID
sessionID UUID
field byte
localId uint
mask uint
set byte
리턴 void

HandlePurgeInventoryDescendents() 공개 메소드

public HandlePurgeInventoryDescendents ( IClientAPI remoteClient, UUID folderID ) : void
remoteClient IClientAPI
folderID UUID
리턴 void

HandleRemoveKnownRegionsFromAvatar() 공개 메소드

Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry.
public HandleRemoveKnownRegionsFromAvatar ( UUID avatarID, List regionslst ) : void
avatarID UUID
regionslst List
리턴 void

HandleUUIDNameRequest() 공개 메소드

public HandleUUIDNameRequest ( UUID uuid, IClientAPI remote_client ) : void
uuid UUID
remote_client IClientAPI
리턴 void

HandleUpdateInventoryFolder() 공개 메소드

Handle a client request to update the inventory folder
public HandleUpdateInventoryFolder ( IClientAPI remoteClient, UUID folderID, ushort type, string name, UUID parentID ) : void
remoteClient IClientAPI
folderID UUID
type ushort
name string
parentID UUID
리턴 void

IncomingChildAgentDataUpdate() 공개 메소드

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 ( AgentData cAgentData ) : bool
cAgentData AgentData Agent that contains all of the relevant things about an agent. /// Appearance, animations, position, etc.
리턴 bool

IncomingChildAgentDataUpdate() 공개 메소드

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 ( AgentPosition cAgentData ) : bool
cAgentData AgentPosition AgentPosition that contains agent positional data so we can know what to send
리턴 bool

IncomingCloseAgent() 공개 메소드

Tell a single agent to disconnect from the region.
public IncomingCloseAgent ( UUID agentID ) : bool
agentID UUID
리턴 bool

IncomingCreateObject() 공개 메소드

Called when objects or attachments cross the border, or teleport, between regions.
public IncomingCreateObject ( ISceneObject sog ) : bool
sog ISceneObject
리턴 bool

IncomingCreateObject() 공개 메소드

Attachment rezzing
public IncomingCreateObject ( UUID userID, UUID itemID ) : bool
userID UUID Agent Unique ID
itemID UUID Object ID
리턴 bool

IncomingHelloNeighbour() 공개 메소드

public IncomingHelloNeighbour ( RegionInfo neighbour ) : GridRegion
neighbour RegionInfo
리턴 OpenSim.Services.Interfaces.GridRegion

IncomingRetrieveRootAgent() 공개 메소드

public IncomingRetrieveRootAgent ( UUID id, IAgentData &agent ) : bool
id UUID
agent IAgentData
리턴 bool

LinkObjects() 공개 메소드

public LinkObjects ( IClientAPI client, uint parentPrimId, List childPrimIds ) : void
client IClientAPI
parentPrimId uint
childPrimIds List
리턴 void

LoadPrimsFromStorage() 공개 메소드

Loads the World's objects
public LoadPrimsFromStorage ( UUID regionID ) : void
regionID UUID
리턴 void

LoadWindlightProfile() 공개 메소드

public LoadWindlightProfile ( ) : void
리턴 void

LoadWorldMap() 공개 메소드

Loads the World heightmap
public LoadWorldMap ( ) : void
리턴 void

MoveInventoryItem() 공개 메소드

Move an item within the agent's inventory.
public MoveInventoryItem ( IClientAPI remoteClient, List items ) : void
remoteClient IClientAPI
items List
리턴 void

MoveTaskInventoryItem() 공개 메소드

Move the given item in the given prim to a folder in the client's inventory
public MoveTaskInventoryItem ( IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId ) : InventoryItemBase
remoteClient IClientAPI
folderId UUID
part SceneObjectPart
itemId UUID
리턴 InventoryItemBase

MoveTaskInventoryItem() 공개 메소드

MoveTaskInventoryItem
public MoveTaskInventoryItem ( UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId ) : InventoryItemBase
avatarId UUID
folderId UUID
part SceneObjectPart
itemId UUID
리턴 InventoryItemBase

MoveTaskInventoryItem() 공개 메소드

Copy a task (prim) inventory item to another task (prim)
public MoveTaskInventoryItem ( UUID destId, SceneObjectPart part, UUID itemId ) : void
destId UUID
part SceneObjectPart
itemId UUID
리턴 void

MoveTaskInventoryItems() 공개 메소드

public MoveTaskInventoryItems ( UUID destID, string category, SceneObjectPart host, List items ) : UUID
destID UUID
category string
host SceneObjectPart
items List
리턴 UUID

NeedSceneCacheClear() 공개 메소드

public NeedSceneCacheClear ( UUID agentID ) : bool
agentID UUID
리턴 bool

NewUserConnection() 공개 메소드

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 ( AgentCircuitData agent, uint teleportFlags, string &reason ) : bool
agent AgentCircuitData CircuitData of the agent who is connecting
teleportFlags uint
reason string Outputs the reason for the false response on this string
리턴 bool

NewUserConnection() 공개 메소드

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 ( AgentCircuitData agent, uint teleportFlags, string &reason, bool requirePresenceLookup ) : bool
agent AgentCircuitData CircuitData of the agent who is connecting
teleportFlags uint
reason string Outputs the reason for the false response on this string
requirePresenceLookup bool True for normal presence. False for NPC /// or other applications where a full grid/Hypergrid presence may not be required.
리턴 bool

OtherRegionUp() 공개 메소드

Another region is up. We only add it to the neighbor list if it's within 1 region from here. Agents may have draw distance values that cross two regions though, so we add it to the notify list regardless of distance. We'll check the agent's draw distance before notifying them though.
public OtherRegionUp ( GridRegion otherRegion ) : void
otherRegion OpenSim.Services.Interfaces.GridRegion RegionInfo handle for the new region.
리턴 void

PipeEventsForScript() 공개 메소드

public PipeEventsForScript ( uint localID ) : bool
localID uint
리턴 bool

PresenceChildStatus() 공개 메소드

public PresenceChildStatus ( UUID avatarID ) : bool
avatarID UUID
리턴 bool

ProcessAvatarPickerRequest() 공개 메소드

public ProcessAvatarPickerRequest ( IClientAPI client, UUID avatarID, UUID RequestID, string query ) : void
client IClientAPI
avatarID UUID
RequestID UUID
query string
리턴 void

ProcessMoneyTransferRequest() 공개 메소드

public ProcessMoneyTransferRequest ( UUID source, UUID destination, int amount, int transactiontype, string description ) : void
source UUID
destination UUID
amount int
transactiontype int
description string
리턴 void

ProcessObjectDeGrab() 공개 메소드

public ProcessObjectDeGrab ( uint localID, IClientAPI remoteClient, List surfaceArgs ) : void
localID uint
remoteClient IClientAPI
surfaceArgs List
리턴 void

ProcessObjectGrab() 공개 메소드

public ProcessObjectGrab ( uint localID, Vector3 offsetPos, IClientAPI remoteClient, List surfaceArgs ) : void
localID uint
offsetPos Vector3
remoteClient IClientAPI
surfaceArgs List
리턴 void

ProcessObjectGrabUpdate() 공개 메소드

public ProcessObjectGrabUpdate ( UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List surfaceArgs ) : void
objectID UUID
offset Vector3
pos Vector3
remoteClient IClientAPI
surfaceArgs List
리턴 void

ProcessParcelBuy() 공개 메소드

public ProcessParcelBuy ( UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated ) : void
agentId UUID
groupId UUID
final bool
groupOwned bool
removeContribution bool
parcelLocalID int
parcelArea int
parcelPrice int
authenticated bool
리턴 void

ProcessScriptReset() 공개 메소드

public ProcessScriptReset ( IClientAPI remoteClient, UUID objectID, UUID itemID ) : void
remoteClient IClientAPI
objectID UUID
itemID UUID
리턴 void

ProcessViewerEffect() 보호된 메소드

protected ProcessViewerEffect ( IClientAPI remoteClient, List args ) : void
remoteClient IClientAPI
args List
리턴 void

RegenerateMaptile() 공개 메소드

public RegenerateMaptile ( object sender, ElapsedEventArgs e ) : void
sender object
e ElapsedEventArgs
리턴 void

RegionHandleRequest() 공개 메소드

public RegionHandleRequest ( IClientAPI client, UUID regionID ) : void
client IClientAPI
regionID UUID
리턴 void

RegisterCommsEvents() 공개 메소드

Register the methods that should be invoked when this scene receives various incoming events
public RegisterCommsEvents ( ) : void
리턴 void

RegisterDefaultSceneEvents() 보호된 메소드

protected RegisterDefaultSceneEvents ( ) : void
리턴 void

RegisterRegionWithGrid() 공개 메소드

Register this region with a grid service
Thrown if registration of the region itself fails.
public RegisterRegionWithGrid ( ) : void
리턴 void

ReloadEstateData() 공개 메소드

public ReloadEstateData ( ) : void
리턴 void

RemoveClient() 공개 메소드

Remove the given client from the scene.
public RemoveClient ( UUID agentID ) : void
agentID UUID
리턴 void

RemoveGroupTarget() 공개 메소드

public RemoveGroupTarget ( SceneObjectGroup grp ) : void
grp SceneObjectGroup
리턴 void

RemovePhysicalPrim() 공개 메소드

public RemovePhysicalPrim ( int num ) : void
num int
리턴 void

RemoveTaskInventory() 공개 메소드

Remove an item from a prim (task) inventory
public RemoveTaskInventory ( IClientAPI remoteClient, UUID itemID, uint localID ) : void
remoteClient IClientAPI Unused at the moment but retained since the avatar ID might /// be necessary for a permissions check at some stage.
itemID UUID
localID uint
리턴 void

RequestPrim() 공개 메소드

Invoked when the client requests a prim.
public RequestPrim ( uint primLocalID, IClientAPI remoteClient ) : void
primLocalID uint
remoteClient IClientAPI
리턴 void

RequestTaskInventory() 공개 메소드

Send the details of a prim's inventory to the client.
public RequestTaskInventory ( IClientAPI remoteClient, uint primLocalID ) : void
remoteClient IClientAPI
primLocalID uint
리턴 void

RequestTeleportLandmark() 공개 메소드

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

RequestTeleportLocation() 공개 메소드

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

RequestTeleportLocation() 공개 메소드

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

Restart() 공개 메소드

Given float seconds, this will restart the region.
public Restart ( float seconds ) : void
seconds float float indicating duration before restart.
리턴 void

RestartNotifyWaitElapsed() 공개 메소드

public RestartNotifyWaitElapsed ( object sender, ElapsedEventArgs e ) : void
sender object
e ElapsedEventArgs
리턴 void

RestartNow() 공개 메소드

public RestartNow ( ) : void
리턴 void

RestartTimer_Elapsed() 공개 메소드

public RestartTimer_Elapsed ( object sender, ElapsedEventArgs e ) : void
sender object
e ElapsedEventArgs
리턴 void

RezObject() 공개 메소드

Rez an object into the scene from a prim's inventory.
public RezObject ( SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion rot, Vector3 vel, int param ) : SceneObjectGroup
sourcePart SceneObjectPart
item TaskInventoryItem
pos Vector3
rot Quaternion
vel Vector3
param int
리턴 SceneObjectGroup

RezObject() 공개 메소드

Event Handler Rez an object into a scene Calls the non-void event handler
public RezObject ( IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID ) : void
remoteClient IClientAPI
itemID UUID
RayEnd Vector3
RayStart Vector3
RayTargetID UUID
BypassRayCast byte
RayEndIsIntersection bool
RezSelected bool
RemoveItem bool
fromTaskID UUID
리턴 void

RezScript() 공개 메소드

Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory
public RezScript ( IClientAPI remoteClient, InventoryItemBase itemBase, UUID transactionID, uint localID ) : void
remoteClient IClientAPI
itemBase InventoryItemBase
transactionID UUID
localID uint
리턴 void

RezScript() 공개 메소드

Rez a script into a prim's inventory from another prim
public RezScript ( UUID srcId, SceneObjectPart srcPart, UUID destId, int pin, int running, int start_param ) : void
srcId UUID
srcPart SceneObjectPart
destId UUID
pin int
running int
start_param int
리턴 void

SaveTerrain() 공개 메소드

Store the terrain in the persistant data store
public SaveTerrain ( ) : void
리턴 void

Scene() 공개 메소드

Mock constructor for scene group persistency unit tests. SceneObjectGroup RegionId property is delegated to Scene.
public Scene ( RegionInfo regInfo ) : System
regInfo RegionInfo
리턴 System

Scene() 공개 메소드

public Scene ( RegionInfo regInfo, AgentCircuitManager authen, SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService, ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion ) : System
regInfo RegionInfo
authen AgentCircuitManager
sceneGridService SceneCommunicationService
simDataService ISimulationDataService
estateDataService IEstateDataService
moduleLoader ModuleLoader
dumpAssetsToFile bool
physicalPrim bool
SeeIntoRegionFromNeighbor bool
config IConfigSource
simulatorVersion string
리턴 System

ScriptDanger() 공개 메소드

public ScriptDanger ( uint localID, Vector3 pos ) : bool
localID uint
pos Vector3
리턴 bool

SelectPrim() 공개 메소드

Invoked when the client selects a prim.
public SelectPrim ( uint primLocalID, IClientAPI remoteClient ) : void
primLocalID uint
remoteClient IClientAPI
리턴 void

SendCommandToPlugins() 공개 메소드

Console command handler to send script command to script engine.
public SendCommandToPlugins ( string args ) : void
args string
리턴 void

SendInventoryAsync() 보호된 메소드

protected SendInventoryAsync ( IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder ) : void
remoteClient IClientAPI
folderID UUID
ownerID UUID
fetchFolders bool
fetchItems bool
sortOrder int
리턴 void

SendInventoryComplete() 보호된 메소드

protected SendInventoryComplete ( IAsyncResult iar ) : void
iar IAsyncResult
리턴 void

SendKillObject() 공개 메소드

public SendKillObject ( uint localID ) : void
localID uint
리턴 void

SendOutChildAgentUpdates() 공개 메소드

public SendOutChildAgentUpdates ( AgentPosition cadu, ScenePresence presence ) : void
cadu AgentPosition
presence ScenePresence
리턴 void

SetHomeRezPoint() 공개 메소드

Sets the Home Point. The LoginService uses this to know where to put a user when they log-in
public SetHomeRezPoint ( IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags ) : void
remoteClient IClientAPI
regionHandle ulong
position Vector3
lookAt Vector3
flags uint
리턴 void

SetModuleInterfaces() 공개 메소드

Sets up references to modules required by the scene
public SetModuleInterfaces ( ) : void
리턴 void

SetSceneCoreDebug() 공개 메소드

public SetSceneCoreDebug ( bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine ) : void
ScriptEngine bool
CollisionEvents bool
PhysicsEngine bool
리턴 void

SetScriptRunning() 공개 메소드

public SetScriptRunning ( IClientAPI controllingClient, UUID objectID, UUID itemID, bool running ) : void
controllingClient IClientAPI
objectID UUID
itemID UUID
running bool
리턴 void

Show() 공개 메소드

public Show ( string showParams ) : void
showParams string
리턴 void

SimChat() 공개 메소드

public SimChat ( byte message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent ) : void
message byte
type ChatTypeEnum
channel int
fromPos Vector3
fromName string
fromID UUID
fromAgent bool
리턴 void

SimChat() 보호된 메소드

protected SimChat ( byte message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent, bool broadcast ) : void
message byte
type ChatTypeEnum
channel int
fromPos Vector3
fromName string
fromID UUID
fromAgent bool
broadcast bool
리턴 void

SimChat() 공개 메소드

public SimChat ( string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent ) : void
message string
type ChatTypeEnum
fromPos Vector3
fromName string
fromID UUID
fromAgent bool
리턴 void

SimChat() 공개 메소드

public SimChat ( string message, string fromName ) : void
message string
fromName string
리턴 void

SimChatBroadcast() 공개 메소드

public SimChatBroadcast ( byte message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent ) : void
message byte
type ChatTypeEnum
channel int
fromPos Vector3
fromName string
fromID UUID
fromAgent bool
리턴 void

StartTimer() 공개 메소드

Start the timer which triggers regular scene updates
public StartTimer ( ) : void
리턴 void

StoreWindlightProfile() 공개 메소드

public StoreWindlightProfile ( RegionLightShareData wl ) : void
wl RegionLightShareData
리턴 void

SubscribeToClientEvents() 공개 메소드

Register for events from the client
public SubscribeToClientEvents ( IClientAPI client ) : void
client IClientAPI The IClientAPI of the connected client
리턴 void

SubscribeToClientGridEvents() 공개 메소드

public SubscribeToClientGridEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SubscribeToClientInventoryEvents() 공개 메소드

public SubscribeToClientInventoryEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SubscribeToClientNetworkEvents() 공개 메소드

public SubscribeToClientNetworkEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SubscribeToClientParcelEvents() 공개 메소드

public SubscribeToClientParcelEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SubscribeToClientPrimEvents() 공개 메소드

public SubscribeToClientPrimEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SubscribeToClientPrimRezEvents() 공개 메소드

public SubscribeToClientPrimRezEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SubscribeToClientScriptEvents() 공개 메소드

public SubscribeToClientScriptEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SubscribeToClientTeleportEvents() 공개 메소드

public SubscribeToClientTeleportEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SubscribeToClientTerrainEvents() 공개 메소드

public SubscribeToClientTerrainEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

SwapRootAgentCount() 공개 메소드

public SwapRootAgentCount ( bool rootChildChildRootTF ) : void
rootChildChildRootTF bool
리턴 void

TeleportClientHome() 공개 메소드

Teleport an avatar to their home region
public TeleportClientHome ( UUID agentId, IClientAPI client ) : void
agentId UUID The avatar's Unique ID
client IClientAPI The IClientAPI for the client
리턴 void

TestBorderCross() 공개 메소드

public TestBorderCross ( Vector3 position, Cardinals border ) : bool
position Vector3
border Cardinals
리턴 bool

TriggerEstateSunUpdate() 공개 메소드

public TriggerEstateSunUpdate ( ) : void
리턴 void

TryGetAvatarByName() 공개 메소드

public TryGetAvatarByName ( string avatarName, ScenePresence &avatar ) : bool
avatarName string
avatar ScenePresence
리턴 bool

TryGetClient() 공개 메소드

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

TryGetClient() 공개 메소드

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

TryGetScenePresence() 공개 메소드

public TryGetScenePresence ( UUID avatarId, ScenePresence &avatar ) : bool
avatarId UUID
avatar ScenePresence
리턴 bool

UnRegisterRegionWithComms() 공개 메소드

Deregister this scene from receiving incoming region events
public UnRegisterRegionWithComms ( ) : void
리턴 void

UnSubscribeToClientEvents() 공개 메소드

Unsubscribe the client from events.
public UnSubscribeToClientEvents ( IClientAPI client ) : void
client IClientAPI The IClientAPI of the client
리턴 void

UnSubscribeToClientGridEvents() 공개 메소드

public UnSubscribeToClientGridEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnSubscribeToClientInventoryEvents() 공개 메소드

public UnSubscribeToClientInventoryEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnSubscribeToClientNetworkEvents() 공개 메소드

public UnSubscribeToClientNetworkEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnSubscribeToClientParcelEvents() 공개 메소드

public UnSubscribeToClientParcelEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnSubscribeToClientPrimEvents() 공개 메소드

public UnSubscribeToClientPrimEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnSubscribeToClientPrimRezEvents() 공개 메소드

public UnSubscribeToClientPrimRezEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnSubscribeToClientScriptEvents() 공개 메소드

public UnSubscribeToClientScriptEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnSubscribeToClientTeleportEvents() 공개 메소드

public UnSubscribeToClientTeleportEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnSubscribeToClientTerrainEvents() 공개 메소드

public UnSubscribeToClientTerrainEvents ( IClientAPI client ) : void
client IClientAPI
리턴 void

UnlinkSceneObject() 공개 메소드

Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the object itself is not destroyed.
public UnlinkSceneObject ( SceneObjectGroup so, bool softDelete ) : bool
so SceneObjectGroup The scene object.
softDelete bool If true, only deletes from scene, but keeps the object in the database.
리턴 bool

Update() 공개 메소드

Performs per-frame updates on the scene, this should be the central scene loop
public Update ( ) : void
리턴 void

UpdateCircuitData() 공개 메소드

Update an AgentCircuitData object with new information
public UpdateCircuitData ( AgentCircuitData data ) : void
data AgentCircuitData Information to update the AgentCircuitData with
리턴 void

UpdateInventoryItemAsset() 공개 메소드

Update an item which is either already in the client's inventory or is within a transaction
public UpdateInventoryItemAsset ( IClientAPI remoteClient, UUID transactionID, UUID itemID, InventoryItemBase itemUpd ) : void
remoteClient IClientAPI
transactionID UUID The transaction ID. If this is UUID.Zero we will /// assume that we are not in a transaction
itemID UUID The ID of the updated item
itemUpd InventoryItemBase
리턴 void

UpdateTaskInventory() 공개 메소드

Update an item in a prim (task) inventory. This method does not handle scripts, RezScript(IClientAPI, UUID, unit)
public UpdateTaskInventory ( IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo, uint primLocalID ) : void
remoteClient IClientAPI
transactionID UUID
itemInfo TaskInventoryItem
primLocalID uint
리턴 void

VerifyUserPresence() 공개 메소드

Verifies that the user has a presence on the Grid
public VerifyUserPresence ( AgentCircuitData agent, string &reason ) : bool
agent AgentCircuitData Circuit Data of the Agent we're verifying
reason string Outputs the reason for the false response on this string
리턴 bool

WaitGetScenePresence() 보호된 메소드

protected WaitGetScenePresence ( UUID agentID ) : ScenePresence
agentID UUID
리턴 ScenePresence

attachObjectAssetStore() 공개 메소드

public attachObjectAssetStore ( IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, UUID &itemID ) : UUID
remoteClient IClientAPI
grp SceneObjectGroup
AgentId UUID
itemID UUID
리턴 UUID

doObjectDuplicateOnRay() 공개 메소드

Duplicates object specified by localID at position raycasted against RayTargetObject using RayEnd and RayStart to determine what the angle of the ray is
public doObjectDuplicateOnRay ( uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates ) : void
localID uint ID of object to duplicate
dupeFlags uint
AgentID UUID Agent doing the duplication
GroupID UUID Group of new object
RayTargetObj UUID The target of the Ray
RayEnd Vector3 The ending of the ray (farthest away point)
RayStart Vector3 The Beginning of the ray (closest point)
BypassRaycast bool Bool to bypass raycasting
RayEndIsIntersection bool The End specified is the place to add the object
CopyCenters bool Position the object at the center of the face that it's colliding with
CopyRotates bool Rotate the object the same as the localID object
리턴 void

jointDeactivated() 보호된 메소드

protected jointDeactivated ( PhysicsJoint joint ) : void
joint PhysicsJoint
리턴 void

jointErrorMessage() 공개 메소드

public jointErrorMessage ( PhysicsJoint joint, string message ) : void
joint PhysicsJoint
message string
리턴 void

jointMoved() 보호된 메소드

protected jointMoved ( PhysicsJoint joint ) : void
joint PhysicsJoint
리턴 void

loadAllLandObjectsFromStorage() 공개 메소드

Loads all Parcel data from the datastore for region identified by regionID
public loadAllLandObjectsFromStorage ( UUID regionID ) : void
regionID UUID Unique Identifier of the Region to load parcel data for
리턴 void

returnObjects() 공개 메소드

public returnObjects ( SceneObjectGroup returnobjects, UUID AgentId ) : bool
returnobjects SceneObjectGroup
AgentId UUID
리턴 bool

프로퍼티 상세

DumpAssetsToFile 공개적으로 프로퍼티

public bool DumpAssetsToFile
리턴 bool

EastBorders 공개적으로 프로퍼티

public List EastBorders
리턴 List

GenerationSeed 보호되어 있는 프로퍼티

protected long GenerationSeed
리턴 long

LoadingPrims 공개적으로 프로퍼티

public bool LoadingPrims
리턴 bool

LoginsDisabled 공개적으로 프로퍼티

public bool LoginsDisabled
리턴 bool

MaxUndoCount 공개적으로 프로퍼티

public int MaxUndoCount
리턴 int

NorthBorders 공개적으로 프로퍼티

public List NorthBorders
리턴 List

SouthBorders 공개적으로 프로퍼티

public List SouthBorders
리턴 List

StatsReporter 공개적으로 프로퍼티

public SimStatsReporter StatsReporter
리턴 SimStatsReporter

SynchronizeScene 공개적으로 프로퍼티

public SynchronizeSceneHandler SynchronizeScene
리턴 SynchronizeSceneHandler

WestBorders 공개적으로 프로퍼티

public List WestBorders
리턴 List

XferManager 공개적으로 프로퍼티

public IXfer XferManager
리턴 IXfer

m_AssetService 보호되어 있는 프로퍼티

protected IAssetService m_AssetService
리턴 IAssetService

m_AuthenticationService 보호되어 있는 프로퍼티

protected IAuthenticationService m_AuthenticationService
리턴 IAuthenticationService

m_AuthorizationService 보호되어 있는 프로퍼티

protected IAuthorizationService m_AuthorizationService
리턴 IAuthorizationService

m_AvatarFactory 보호되어 있는 프로퍼티

protected IAvatarFactory m_AvatarFactory
리턴 IAvatarFactory

m_AvatarService 보호되어 있는 프로퍼티

protected IAvatarService m_AvatarService
리턴 IAvatarService

m_EstateDataService 보호되어 있는 프로퍼티

protected IEstateDataService m_EstateDataService
리턴 IEstateDataService

m_GridService 보호되어 있는 프로퍼티

protected IGridService m_GridService
리턴 IGridService

m_GridUserService 보호되어 있는 프로퍼티

protected IGridUserService m_GridUserService
리턴 IGridUserService

m_InventoryService 보호되어 있는 프로퍼티

protected IInventoryService m_InventoryService
리턴 IInventoryService

m_LibraryService 보호되어 있는 프로퍼티

protected ILibraryService m_LibraryService
리턴 ILibraryService

m_PresenceService 보호되어 있는 프로퍼티

protected IPresenceService m_PresenceService
리턴 IPresenceService

m_SimulationDataService 보호되어 있는 프로퍼티

protected ISimulationDataService m_SimulationDataService
리턴 ISimulationDataService

m_UserAccountService 보호되어 있는 프로퍼티

protected IUserAccountService m_UserAccountService
리턴 IUserAccountService

m_allowScriptCrossings 공개적으로 프로퍼티

public bool m_allowScriptCrossings
리턴 bool

m_asyncSceneObjectDeleter 보호되어 있는 프로퍼티

Allows asynchronous derezzing of objects from the scene into a client's inventory.
protected AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter
리턴 AsyncSceneObjectGroupDeleter

m_authenticateHandler 보호되어 있는 프로퍼티

protected AgentCircuitManager m_authenticateHandler
리턴 AgentCircuitManager

m_capsModule 보호되어 있는 프로퍼티

protected ICapabilitiesModule m_capsModule
리턴 ICapabilitiesModule

m_clampPrimSize 공개적으로 프로퍼티

public bool m_clampPrimSize
리턴 bool

m_config 보호되어 있는 프로퍼티

protected IConfigSource m_config
리턴 IConfigSource

m_dialogModule 보호되어 있는 프로퍼티

protected IDialogModule m_dialogModule
리턴 IDialogModule

m_dontPersistBefore 공개적으로 프로퍼티

public long m_dontPersistBefore
리턴 long

m_fps 보호되어 있는 프로퍼티

protected int m_fps
리턴 int

m_frame 보호되어 있는 프로퍼티

protected uint m_frame
리턴 uint

m_lastupdate 보호되어 있는 프로퍼티

protected DateTime m_lastupdate
리턴 DateTime

m_maxNonphys 공개적으로 프로퍼티

public float m_maxNonphys
리턴 float

m_maxPhys 공개적으로 프로퍼티

public float m_maxPhys
리턴 float

m_moduleLoader 보호되어 있는 프로퍼티

protected ModuleLoader m_moduleLoader
리턴 ModuleLoader

m_neighbours 보호되어 있는 프로퍼티

protected List m_neighbours
리턴 List

m_persistAfter 공개적으로 프로퍼티

public long m_persistAfter
리턴 long

m_physicalPrim 공개적으로 프로퍼티

Are we applying physics to any of the prims in this scene?
public bool m_physicalPrim
리턴 bool

m_regionRestartNotifyList 보호되어 있는 프로퍼티

protected List m_regionRestartNotifyList
리턴 List

m_restartWaitTimer 보호되어 있는 프로퍼티

protected Timer,System.Timers m_restartWaitTimer
리턴 System.Timers.Timer

m_sceneGridService 보호되어 있는 프로퍼티

protected SceneCommunicationService m_sceneGridService
리턴 SceneCommunicationService

m_seeIntoRegionFromNeighbor 공개적으로 프로퍼티

public bool m_seeIntoRegionFromNeighbor
리턴 bool

m_serialiser 보호되어 있는 프로퍼티

protected IRegionSerialiserModule m_serialiser
리턴 IRegionSerialiserModule

m_simulationService 보호되어 있는 프로퍼티

protected ISimulationService m_simulationService
리턴 ISimulationService

m_simulatorVersion 보호되어 있는 프로퍼티

protected string m_simulatorVersion
리턴 string

m_splitRegionID 보호되어 있는 프로퍼티

protected int m_splitRegionID
리턴 int

m_strictAccessControl 공개적으로 프로퍼티

public bool m_strictAccessControl
리턴 bool

m_teleportModule 보호되어 있는 프로퍼티

protected IEntityTransferModule m_teleportModule
리턴 IEntityTransferModule

m_timespan 보호되어 있는 프로퍼티

protected float m_timespan
리턴 float

m_trustBinaries 공개적으로 프로퍼티

public bool m_trustBinaries
리턴 bool

m_useFlySlow 공개적으로 프로퍼티

public bool m_useFlySlow
리턴 bool

m_usePreJump 공개적으로 프로퍼티

public bool m_usePreJump
리턴 bool

m_worldCommModule 보호되어 있는 프로퍼티

protected IWorldComm m_worldCommModule
리턴 IWorldComm

m_xmlrpcModule 보호되어 있는 프로퍼티

protected IXMLRPC m_xmlrpcModule
리턴 IXMLRPC