프로퍼티 | 타입 | 설명 | |
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DumpAssetsToFile | bool | ||
EastBorders | List |
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LoadingPrims | bool | ||
LoginsDisabled | bool | ||
MaxUndoCount | int | ||
NorthBorders | List |
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SouthBorders | List |
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StatsReporter | SimStatsReporter | ||
SynchronizeScene | SynchronizeSceneHandler | ||
WestBorders | List |
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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 |
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 |
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m_regionRestartNotifyList | List |
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m_restartWaitTimer | |||
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 |
메소드 | 설명 | |
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AddGroupTarget ( SceneObjectGroup grp ) : void | ||
AddInventoryItem ( InventoryItemBase item ) : bool |
Add the given inventory item to a user's inventory.
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AddInventoryItem ( IClientAPI remoteClient, InventoryItemBase item ) : void |
Add an inventory item to an avatar's inventory.
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AddInventoryItemReturned ( UUID AgentId, InventoryItemBase item ) : bool | ||
AddNeighborRegion ( RegionInfo region ) : void | ||
AddNewClient ( IClientAPI client ) : void |
Adding a New Client and Create a Presence for it.
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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
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AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup ) : bool |
Add a newly created object to the scene. Updates are also sent to viewers.
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AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel ) : bool |
Add a newly created object to the scene.
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AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool |
Add a newly created object to the scene
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AddPhysicalPrim ( int num ) : void | ||
AddRestoredSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted ) : bool |
Add an object into the scene that has come from storage
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AddRestoredSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates ) : bool |
Add an object into the scene that has come from storage
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AddReturn ( UUID agentID, string objectName, Vector3 location, string reason ) : void |
Return object to avatar Message
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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
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AddScriptEngine ( ScriptEngineInterface scriptEngine ) : void |
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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.
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Backup ( bool forced ) : void |
Backup the scene. This acts as the main method of the backup thread.
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CapsUpdateInventoryItemAsset ( UUID avatarId, UUID itemID, byte data ) : UUID |
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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
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CapsUpdateTaskInventoryScriptAsset ( UUID avatarId, UUID itemId, UUID primId, bool isScriptRunning, byte data ) : ArrayList |
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ChangeCircuitCode ( uint oldcc, uint newcc ) : bool |
Change the Circuit Code for the user's Circuit Data
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CheckClient ( UUID agentID, System ep ) : bool | ||
CheckNeighborRegion ( RegionInfo region ) : bool | ||
CleanDroppedAttachments ( ) : void | ||
CleanTempObjects ( ) : void | ||
ClientMoveTaskInventoryItem ( IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId ) : void |
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Close ( ) : void | ||
ConsoleScene ( ) : Scene | ||
ConvertLocalIDToFullID ( uint localID ) : UUID |
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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.
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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).
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CreateScriptInstances ( ) : void |
Start all the scripts in the scene which should be started.
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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.
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DeRezObjects ( IClientAPI remoteClient, List |
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DeleteAllSceneObjects ( ) : void |
Delete every object from the scene. This does not include attachments worn by avatars.
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DeleteFromStorage ( UUID uuid ) : void | ||
DeleteSceneObject ( SceneObjectGroup group, bool silent ) : void |
Synchronously delete the given object from the scene.
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DelinkObjects ( List |
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DeselectPrim ( uint primLocalID, IClientAPI remoteClient ) : void |
Handle the deselection of a prim from the client.
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DeserializeObject ( string representation ) : ISceneObject | ||
ForEachClient ( Action |
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ForEachSOG ( Action |
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ForEachScenePresence ( Action |
Performs action on all scene presences.
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ForceClientUpdate ( ) : void |
Causes all clients to get a full object update on all of the objects in the scene.
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ForceSceneObjectBackup ( SceneObjectGroup group ) : void |
Synchronous force backup. For deletes and links/unlinks
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GetAvatarAppearance ( IClientAPI client, AvatarAppearance &appearance ) : void |
Get the avatar apperance for the given client.
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GetChildAgentCount ( ) : int | ||
GetCombinedBoundingBox ( List |
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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.
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GetEstateRegions ( int estateID ) : List |
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GetGroundHeight ( float x, float y ) : float | ||
GetGroupByPrim ( uint localID ) : SceneObjectGroup |
Get a scene object group that contains the prim with the given local id
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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.
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GetRootAgentCount ( ) : int | ||
GetSceneObjectPart ( UUID fullID ) : SceneObjectPart |
Get a prim via its UUID
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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)
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GetSceneObjectPart ( uint localID ) : SceneObjectPart |
Get a prim via its local id
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GetScenePresence ( UUID agentID ) : ScenePresence |
Request a scene presence by UUID. Fast, indexed lookup.
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GetScenePresence ( string firstName, string lastName ) : ScenePresence |
Request the scene presence by name.
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GetScenePresence ( uint localID ) : ScenePresence |
Request the scene presence by localID.
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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.
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GiveInventoryItem ( UUID recipient, UUID senderId, UUID itemId ) : InventoryItemBase |
Give an inventory item from one user to another
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GiveInventoryItem ( UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId ) : InventoryItemBase |
Give an inventory item from one user to another
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GiveInventoryItem ( IClientAPI recipientClient, UUID senderId, UUID itemId ) : void |
Give an inventory item from one user to another
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HandleCreateInventoryFolder ( IClientAPI remoteClient, UUID folderID, ushort folderType, string folderName, UUID parentID ) : void |
Handle an inventory folder creation request from the client.
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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
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HandleFetchInventory ( IClientAPI remoteClient, UUID itemID, UUID ownerID ) : void |
Handle a fetch inventory request from the client
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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.
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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??
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HandleLogOffUserFromGrid ( UUID AvatarID, UUID RegionSecret, string message ) : void |
The Grid has requested that we log-off a user. Log them off.
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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 |
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.
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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
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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.
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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
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IncomingCloseAgent ( UUID agentID ) : bool |
Tell a single agent to disconnect from the region.
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IncomingCreateObject ( ISceneObject sog ) : bool |
Called when objects or attachments cross the border, or teleport, between regions.
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IncomingCreateObject ( UUID userID, UUID itemID ) : bool |
Attachment rezzing
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IncomingHelloNeighbour ( RegionInfo neighbour ) : |
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IncomingRetrieveRootAgent ( UUID id, IAgentData &agent ) : bool | ||
LinkObjects ( IClientAPI client, uint parentPrimId, List |
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LoadPrimsFromStorage ( UUID regionID ) : void |
Loads the World's objects
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LoadWindlightProfile ( ) : void | ||
LoadWorldMap ( ) : void |
Loads the World heightmap
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MoveInventoryItem ( IClientAPI remoteClient, List |
Move an item within the agent's inventory.
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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
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MoveTaskInventoryItem ( UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId ) : InventoryItemBase |
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MoveTaskInventoryItem ( UUID destId, SceneObjectPart part, UUID itemId ) : void |
Copy a task (prim) inventory item to another task (prim)
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MoveTaskInventoryItems ( UUID destID, string category, SceneObjectPart host, List |
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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.
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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.
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OtherRegionUp ( |
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.
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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 |
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ProcessObjectGrab ( uint localID, Vector3 offsetPos, IClientAPI remoteClient, List |
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ProcessObjectGrabUpdate ( UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List |
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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
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RegisterRegionWithGrid ( ) : void |
Register this region with a grid service
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ReloadEstateData ( ) : void | ||
RemoveClient ( UUID agentID ) : void |
Remove the given client from the scene.
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RemoveGroupTarget ( SceneObjectGroup grp ) : void | ||
RemovePhysicalPrim ( int num ) : void | ||
RemoveTaskInventory ( IClientAPI remoteClient, UUID itemID, uint localID ) : void |
Remove an item from a prim (task) inventory
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RequestPrim ( uint primLocalID, IClientAPI remoteClient ) : void |
Invoked when the client requests a prim.
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RequestTaskInventory ( IClientAPI remoteClient, uint primLocalID ) : void |
Send the details of a prim's inventory to the client.
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RequestTeleportLandmark ( IClientAPI remoteClient, UUID regionID, Vector3 position ) : void |
Tries to teleport agent to landmark.
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RequestTeleportLocation ( IClientAPI remoteClient, string regionName, Vector3 position, Vector3 lookat, uint teleportFlags ) : void |
Tries to teleport agent to other region.
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RequestTeleportLocation ( IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags ) : void |
Tries to teleport agent to other region.
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Restart ( float seconds ) : void |
Given float seconds, this will restart the region.
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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.
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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
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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
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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
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SaveTerrain ( ) : void |
Store the terrain in the persistant data store
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Scene ( RegionInfo regInfo ) : System |
Mock constructor for scene group persistency unit tests. SceneObjectGroup RegionId property is delegated to Scene.
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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.
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SendCommandToPlugins ( string args ) : void |
Console command handler to send script command to script engine.
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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
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SetModuleInterfaces ( ) : void |
Sets up references to modules required by the scene
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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 |
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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 |
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StartTimer ( ) : void |
Start the timer which triggers regular scene updates
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StoreWindlightProfile ( RegionLightShareData wl ) : void | ||
SubscribeToClientEvents ( IClientAPI client ) : void |
Register for events from the client
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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
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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
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UnSubscribeToClientEvents ( IClientAPI client ) : void |
Unsubscribe the client from events.
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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.
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Update ( ) : void |
Performs per-frame updates on the scene, this should be the central scene loop
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UpdateCircuitData ( AgentCircuitData data ) : void |
Update an AgentCircuitData object with new information
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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
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UpdateTaskInventory ( IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo, uint primLocalID ) : void |
Update an item in a prim (task) inventory. This method does not handle scripts,
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VerifyUserPresence ( AgentCircuitData agent, string &reason ) : bool |
Verifies that the user has a presence on the Grid
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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
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jointErrorMessage ( PhysicsJoint joint, string message ) : void | ||
loadAllLandObjectsFromStorage ( UUID regionID ) : void |
Loads all Parcel data from the datastore for region identified by regionID
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returnObjects ( SceneObjectGroup returnobjects, UUID AgentId ) : bool |
메소드 | 설명 | |
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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
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CreateAndAddScenePresence ( IClientAPI client ) : ScenePresence |
Create a child agent scene presence and add it to this scene.
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GetConfig ( ) : IConfigSource | ||
ProcessViewerEffect ( IClientAPI remoteClient, List |
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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 |
메소드 | 설명 | |
---|---|---|
AddInventoryItem ( UUID AgentID, InventoryItemBase item ) : void | ||
AllParcels ( ) : List |
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BackupWaitCallback ( object o ) : void |
Wrapper for Backup() that can be called with Util.FireAndForget()
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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.
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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
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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 |
||
PurgeFolderAsync ( UUID userID, UUID folderID ) : void | ||
PurgeFolderCompleted ( IAsyncResult iar ) : void | ||
RemoveInventoryFolder ( IClientAPI remoteClient, List |
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 |
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 |
public AddGroupTarget ( SceneObjectGroup grp ) : void | ||
grp | SceneObjectGroup | |
리턴 | void |
public AddInventoryItem ( InventoryItemBase item ) : bool | ||
item | InventoryItemBase | |
리턴 | bool |
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 |
public AddInventoryItemReturned ( UUID AgentId, InventoryItemBase item ) : bool | ||
AgentId | UUID | |
item | InventoryItemBase | |
리턴 | bool |
public AddNeighborRegion ( RegionInfo region ) : void | ||
region | RegionInfo | |
리턴 | void |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
public AddSceneObject ( SceneObjectGroup sceneObject ) : bool | ||
sceneObject | SceneObjectGroup | |
리턴 | bool |
public AddScriptEngine ( ScriptEngineInterface scriptEngine ) : void | ||
scriptEngine | ScriptEngineInterface | |
리턴 | void |
public AddUploadedInventoryItem ( UUID agentID, InventoryItemBase item ) : void | ||
agentID | UUID | |
item | InventoryItemBase | |
리턴 | void |
public AgentCrossing ( UUID agentID, Vector3 position, bool isFlying ) : void | ||
agentID | UUID | |
position | Vector3 | |
isFlying | bool | |
리턴 | void |
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 |
public CapsUpdateInventoryItemAsset ( UUID avatarId, UUID itemID, byte data ) : UUID | ||
avatarId | UUID | |
itemID | UUID | |
data | byte | |
리턴 | UUID |
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 |
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 |
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 |
public CheckClient ( UUID agentID, System ep ) : bool | ||
agentID | UUID | |
ep | System | |
리턴 | bool |
public CheckNeighborRegion ( RegionInfo region ) : bool | ||
region | RegionInfo | |
리턴 | bool |
public ClientMoveTaskInventoryItem ( IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId ) : void | ||
remoteClient | IClientAPI | |
folderId | UUID | |
primLocalId | uint | |
itemId | UUID | |
리턴 | void |
public ConvertLocalIDToFullID ( uint localID ) : UUID | ||
localID | uint | |
리턴 | UUID |
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 |
protected CreateAndAddScenePresence ( IClientAPI client ) : ScenePresence | ||
client | IClientAPI | |
리턴 | ScenePresence |
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 |
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 |
public CrossAgentToNewRegion ( ScenePresence agent, bool isFlying ) : void | ||
agent | ScenePresence | |
isFlying | bool | |
리턴 | void |
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 |
public DeRezObjects ( IClientAPI remoteClient, List |
||
remoteClient | IClientAPI | |
localIDs | List |
|
groupID | UUID | |
action | DeRezAction | |
destinationID | UUID | |
리턴 | void |
public DeleteSceneObject ( SceneObjectGroup group, bool silent ) : void | ||
group | SceneObjectGroup | Object Id |
silent | bool | Suppress broadcasting changes to other clients. |
리턴 | void |
public DelinkObjects ( List |
||
primIds | List |
|
client | IClientAPI | |
리턴 | void |
public DeselectPrim ( uint primLocalID, IClientAPI remoteClient ) : void | ||
primLocalID | uint | |
remoteClient | IClientAPI | |
리턴 | void |
public DeserializeObject ( string representation ) : ISceneObject | ||
representation | string | |
리턴 | ISceneObject |
public ForEachScenePresence ( Action |
||
action | Action |
|
리턴 | void |
public ForceSceneObjectBackup ( SceneObjectGroup group ) : void | ||
group | SceneObjectGroup | Object to be backed up |
리턴 | void |
public GetAvatarAppearance ( IClientAPI client, AvatarAppearance &appearance ) : void | ||
client | IClientAPI | |
appearance | AvatarAppearance | |
리턴 | void |
public GetCombinedBoundingBox ( List |
||
objects | List |
|
minX | float | |
maxX | float | |
minY | float | |
maxY | float | |
minZ | float | |
maxZ | float | |
리턴 | Vector3[] |
public GetCrossedBorder ( Vector3 position, Cardinals gridline ) : Border | ||
position | Vector3 | |
gridline | Cardinals | |
리턴 | Border |
public GetGroundHeight ( float x, float y ) : float | ||
x | float | |
y | float | |
리턴 | float |
public GetGroupByPrim ( uint localID ) : SceneObjectGroup | ||
localID | uint | |
리턴 | SceneObjectGroup |
public GetNearestAllowedParcel ( UUID avatarId, float x, float y ) : ILandObject | ||
avatarId | UUID | |
x | float | |
y | float | |
리턴 | ILandObject |
public GetNearestAllowedPosition ( ScenePresence avatar ) : Vector3? | ||
avatar | ScenePresence | |
리턴 | Vector3? |
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 |
public GetSceneObjectPart ( UUID fullID ) : SceneObjectPart | ||
fullID | UUID | |
리턴 | SceneObjectPart |
public GetSceneObjectPart ( string name ) : SceneObjectPart | ||
name | string | |
리턴 | SceneObjectPart |
public GetSceneObjectPart ( uint localID ) : SceneObjectPart | ||
localID | uint | |
리턴 | SceneObjectPart |
public GetScenePresence ( UUID agentID ) : ScenePresence | ||
agentID | UUID | |
리턴 | ScenePresence |
public GetScenePresence ( string firstName, string lastName ) : ScenePresence | ||
firstName | string | |
lastName | string | |
리턴 | ScenePresence |
public GetScenePresence ( uint localID ) : ScenePresence | ||
localID | uint | |
리턴 | ScenePresence |
public GetScriptRunning ( IClientAPI controllingClient, UUID objectID, UUID itemID ) : void | ||
controllingClient | IClientAPI | |
objectID | UUID | |
itemID | UUID | |
리턴 | void |
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 |
public GiveInventoryItem ( UUID recipient, UUID senderId, UUID itemId ) : InventoryItemBase | ||
recipient | UUID | |
senderId | UUID | ID of the sender of the item |
itemId | UUID | |
리턴 | InventoryItemBase |
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 |
public GiveInventoryItem ( IClientAPI recipientClient, UUID senderId, UUID itemId ) : void | ||
recipientClient | IClientAPI | |
senderId | UUID | ID of the sender of the item |
itemId | UUID | |
리턴 | void |
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 |
public HandleEditCommand ( string cmdparams ) : void | ||
cmdparams | string | |
리턴 | void |
public HandleFetchInventory ( IClientAPI remoteClient, UUID itemID, UUID ownerID ) : void | ||
remoteClient | IClientAPI | |
itemID | UUID | |
ownerID | UUID | |
리턴 | void |
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 |
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 |
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 |
public HandleMoveInventoryFolder ( IClientAPI remoteClient, UUID folderID, UUID parentID ) : void | ||
remoteClient | IClientAPI | |
folderID | UUID | |
parentID | UUID | |
리턴 | void |
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 |
public HandlePurgeInventoryDescendents ( IClientAPI remoteClient, UUID folderID ) : void | ||
remoteClient | IClientAPI | |
folderID | UUID | |
리턴 | void |
public HandleRemoveKnownRegionsFromAvatar ( UUID avatarID, List |
||
avatarID | UUID | |
regionslst | List |
|
리턴 | void |
public HandleUUIDNameRequest ( UUID uuid, IClientAPI remote_client ) : void | ||
uuid | UUID | |
remote_client | IClientAPI | |
리턴 | void |
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 |
public IncomingChildAgentDataUpdate ( AgentData cAgentData ) : bool | ||
cAgentData | AgentData | Agent that contains all of the relevant things about an agent. /// Appearance, animations, position, etc. |
리턴 | bool |
public IncomingChildAgentDataUpdate ( AgentPosition cAgentData ) : bool | ||
cAgentData | AgentPosition | AgentPosition that contains agent positional data so we can know what to send |
리턴 | bool |
public IncomingCreateObject ( ISceneObject sog ) : bool | ||
sog | ISceneObject | |
리턴 | bool |
public IncomingCreateObject ( UUID userID, UUID itemID ) : bool | ||
userID | UUID | Agent Unique ID |
itemID | UUID | Object ID |
리턴 | bool |
public IncomingHelloNeighbour ( RegionInfo neighbour ) : |
||
neighbour | RegionInfo | |
리턴 |
public IncomingRetrieveRootAgent ( UUID id, IAgentData &agent ) : bool | ||
id | UUID | |
agent | IAgentData | |
리턴 | bool |
public LinkObjects ( IClientAPI client, uint parentPrimId, List |
||
client | IClientAPI | |
parentPrimId | uint | |
childPrimIds | List |
|
리턴 | void |
public LoadPrimsFromStorage ( UUID regionID ) : void | ||
regionID | UUID | |
리턴 | void |
public MoveInventoryItem ( IClientAPI remoteClient, List |
||
remoteClient | IClientAPI | |
items | List |
|
리턴 | void |
public MoveTaskInventoryItem ( IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId ) : InventoryItemBase | ||
remoteClient | IClientAPI | |
folderId | UUID | |
part | SceneObjectPart | |
itemId | UUID | |
리턴 | InventoryItemBase |
public MoveTaskInventoryItem ( UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId ) : InventoryItemBase | ||
avatarId | UUID | |
folderId | UUID | |
part | SceneObjectPart | |
itemId | UUID | |
리턴 | InventoryItemBase |
public MoveTaskInventoryItem ( UUID destId, SceneObjectPart part, UUID itemId ) : void | ||
destId | UUID | |
part | SceneObjectPart | |
itemId | UUID | |
리턴 | void |
public MoveTaskInventoryItems ( UUID destID, string category, SceneObjectPart host, List |
||
destID | UUID | |
category | string | |
host | SceneObjectPart | |
items | List |
|
리턴 | UUID |
public NeedSceneCacheClear ( UUID agentID ) : bool | ||
agentID | UUID | |
리턴 | bool |
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 |
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 |
public OtherRegionUp ( |
||
otherRegion | RegionInfo handle for the new region. | |
리턴 | void |
public PipeEventsForScript ( uint localID ) : bool | ||
localID | uint | |
리턴 | bool |
public PresenceChildStatus ( UUID avatarID ) : bool | ||
avatarID | UUID | |
리턴 | bool |
public ProcessAvatarPickerRequest ( IClientAPI client, UUID avatarID, UUID RequestID, string query ) : void | ||
client | IClientAPI | |
avatarID | UUID | |
RequestID | UUID | |
query | string | |
리턴 | void |
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 |
public ProcessObjectDeGrab ( uint localID, IClientAPI remoteClient, List |
||
localID | uint | |
remoteClient | IClientAPI | |
surfaceArgs | List |
|
리턴 | void |
public ProcessObjectGrab ( uint localID, Vector3 offsetPos, IClientAPI remoteClient, List |
||
localID | uint | |
offsetPos | Vector3 | |
remoteClient | IClientAPI | |
surfaceArgs | List |
|
리턴 | void |
public ProcessObjectGrabUpdate ( UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List |
||
objectID | UUID | |
offset | Vector3 | |
pos | Vector3 | |
remoteClient | IClientAPI | |
surfaceArgs | List |
|
리턴 | void |
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 |
public ProcessScriptReset ( IClientAPI remoteClient, UUID objectID, UUID itemID ) : void | ||
remoteClient | IClientAPI | |
objectID | UUID | |
itemID | UUID | |
리턴 | void |
protected ProcessViewerEffect ( IClientAPI remoteClient, List |
||
remoteClient | IClientAPI | |
args | List |
|
리턴 | void |
public RegenerateMaptile ( object sender, ElapsedEventArgs e ) : void | ||
sender | object | |
e | ElapsedEventArgs | |
리턴 | void |
public RegionHandleRequest ( IClientAPI client, UUID regionID ) : void | ||
client | IClientAPI | |
regionID | UUID | |
리턴 | void |
public RemoveGroupTarget ( SceneObjectGroup grp ) : void | ||
grp | SceneObjectGroup | |
리턴 | void |
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 |
public RequestPrim ( uint primLocalID, IClientAPI remoteClient ) : void | ||
primLocalID | uint | |
remoteClient | IClientAPI | |
리턴 | void |
public RequestTaskInventory ( IClientAPI remoteClient, uint primLocalID ) : void | ||
remoteClient | IClientAPI | |
primLocalID | uint | |
리턴 | void |
public RequestTeleportLandmark ( IClientAPI remoteClient, UUID regionID, Vector3 position ) : void | ||
remoteClient | IClientAPI | |
regionID | UUID | |
position | Vector3 | |
리턴 | void |
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 |
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 |
public Restart ( float seconds ) : void | ||
seconds | float | float indicating duration before restart. |
리턴 | void |
public RestartNotifyWaitElapsed ( object sender, ElapsedEventArgs e ) : void | ||
sender | object | |
e | ElapsedEventArgs | |
리턴 | void |
public RestartTimer_Elapsed ( object sender, ElapsedEventArgs e ) : void | ||
sender | object | |
e | ElapsedEventArgs | |
리턴 | void |
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 |
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 |
public RezScript ( IClientAPI remoteClient, InventoryItemBase itemBase, UUID transactionID, uint localID ) : void | ||
remoteClient | IClientAPI | |
itemBase | InventoryItemBase | |
transactionID | UUID | |
localID | uint | |
리턴 | void |
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 |
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 |
public ScriptDanger ( uint localID, Vector3 pos ) : bool | ||
localID | uint | |
pos | Vector3 | |
리턴 | bool |
public SelectPrim ( uint primLocalID, IClientAPI remoteClient ) : void | ||
primLocalID | uint | |
remoteClient | IClientAPI | |
리턴 | void |
public SendCommandToPlugins ( string args ) : void | ||
args | string | |
리턴 | void |
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 |
protected SendInventoryComplete ( IAsyncResult iar ) : void | ||
iar | IAsyncResult | |
리턴 | void |
public SendOutChildAgentUpdates ( AgentPosition cadu, ScenePresence presence ) : void | ||
cadu | AgentPosition | |
presence | ScenePresence | |
리턴 | void |
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 |
public SetSceneCoreDebug ( bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine ) : void | ||
ScriptEngine | bool | |
CollisionEvents | bool | |
PhysicsEngine | bool | |
리턴 | void |
public SetScriptRunning ( IClientAPI controllingClient, UUID objectID, UUID itemID, bool running ) : void | ||
controllingClient | IClientAPI | |
objectID | UUID | |
itemID | UUID | |
running | bool | |
리턴 | void |
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 |
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 |
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 |
public SimChat ( string message, string fromName ) : void | ||
message | string | |
fromName | string | |
리턴 | void |
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 |
public StoreWindlightProfile ( RegionLightShareData wl ) : void | ||
wl | RegionLightShareData | |
리턴 | void |
public SubscribeToClientEvents ( IClientAPI client ) : void | ||
client | IClientAPI | The IClientAPI of the connected client |
리턴 | void |
public SubscribeToClientGridEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SubscribeToClientInventoryEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SubscribeToClientNetworkEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SubscribeToClientParcelEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SubscribeToClientPrimEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SubscribeToClientPrimRezEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SubscribeToClientScriptEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SubscribeToClientTeleportEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SubscribeToClientTerrainEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public SwapRootAgentCount ( bool rootChildChildRootTF ) : void | ||
rootChildChildRootTF | bool | |
리턴 | void |
public TeleportClientHome ( UUID agentId, IClientAPI client ) : void | ||
agentId | UUID | The avatar's Unique ID |
client | IClientAPI | The IClientAPI for the client |
리턴 | void |
public TestBorderCross ( Vector3 position, Cardinals border ) : bool | ||
position | Vector3 | |
border | Cardinals | |
리턴 | bool |
public TryGetAvatarByName ( string avatarName, ScenePresence &avatar ) : bool | ||
avatarName | string | |
avatar | ScenePresence | |
리턴 | bool |
public TryGetClient ( System remoteEndPoint, IClientAPI &client ) : bool | ||
remoteEndPoint | System | |
client | IClientAPI | |
리턴 | bool |
public TryGetClient ( UUID avatarID, IClientAPI &client ) : bool | ||
avatarID | UUID | |
client | IClientAPI | |
리턴 | bool |
public TryGetScenePresence ( UUID avatarId, ScenePresence &avatar ) : bool | ||
avatarId | UUID | |
avatar | ScenePresence | |
리턴 | bool |
public UnSubscribeToClientEvents ( IClientAPI client ) : void | ||
client | IClientAPI | The IClientAPI of the client |
리턴 | void |
public UnSubscribeToClientGridEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public UnSubscribeToClientInventoryEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public UnSubscribeToClientNetworkEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public UnSubscribeToClientParcelEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public UnSubscribeToClientPrimEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public UnSubscribeToClientPrimRezEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public UnSubscribeToClientScriptEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public UnSubscribeToClientTeleportEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
public UnSubscribeToClientTerrainEvents ( IClientAPI client ) : void | ||
client | IClientAPI | |
리턴 | void |
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 |
public UpdateCircuitData ( AgentCircuitData data ) : void | ||
data | AgentCircuitData | Information to update the AgentCircuitData with |
리턴 | void |
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 |
public UpdateTaskInventory ( IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo, uint primLocalID ) : void | ||
remoteClient | IClientAPI | |
transactionID | UUID | |
itemInfo | TaskInventoryItem | |
primLocalID | uint | |
리턴 | void |
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 |
protected WaitGetScenePresence ( UUID agentID ) : ScenePresence | ||
agentID | UUID | |
리턴 | ScenePresence |
public attachObjectAssetStore ( IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, UUID &itemID ) : UUID | ||
remoteClient | IClientAPI | |
grp | SceneObjectGroup | |
AgentId | UUID | |
itemID | UUID | |
리턴 | UUID |
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 |
protected jointDeactivated ( PhysicsJoint joint ) : void | ||
joint | PhysicsJoint | |
리턴 | void |
public jointErrorMessage ( PhysicsJoint joint, string message ) : void | ||
joint | PhysicsJoint | |
message | string | |
리턴 | void |
public loadAllLandObjectsFromStorage ( UUID regionID ) : void | ||
regionID | UUID | Unique Identifier of the Region to load parcel data for |
리턴 | void |
public returnObjects ( SceneObjectGroup returnobjects, UUID AgentId ) : bool | ||
returnobjects | SceneObjectGroup | |
AgentId | UUID | |
리턴 | bool |
public SynchronizeSceneHandler SynchronizeScene | ||
리턴 | SynchronizeSceneHandler |
protected IAuthenticationService m_AuthenticationService | ||
리턴 | IAuthenticationService |
protected IAuthorizationService m_AuthorizationService | ||
리턴 | IAuthorizationService |
protected IEstateDataService m_EstateDataService | ||
리턴 | IEstateDataService |
protected ISimulationDataService m_SimulationDataService | ||
리턴 | ISimulationDataService |
protected IUserAccountService m_UserAccountService | ||
리턴 | IUserAccountService |
protected AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter | ||
리턴 | AsyncSceneObjectGroupDeleter |
protected AgentCircuitManager m_authenticateHandler | ||
리턴 | AgentCircuitManager |
protected Timer,System.Timers m_restartWaitTimer | ||
리턴 |
protected SceneCommunicationService m_sceneGridService | ||
리턴 | SceneCommunicationService |
protected ISimulationService m_simulationService | ||
리턴 | ISimulationService |
protected IEntityTransferModule m_teleportModule | ||
리턴 | IEntityTransferModule |