C# 클래스 Universe.Region.AsyncScene

상속: RegistryCore, IScene
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

보호된 프로퍼티들

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

공개 메소드들

메소드 설명
AddAsyncEvent ( System.Action action ) : void
AddNewClient ( IClientAPI client, BlankHandler completed ) : void

Adding a New Client and Create a Presence for it. Called by the LLClientView when the UseCircuitCode packet comes in Used by NPCs to add themselves to the Scene

AddToStartupQueue ( string name ) : void

Add a module to the startup queue

Close ( bool killAgents ) : void

This is the method that shuts down the scene.

FinishedStartup ( string name, List data ) : void

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

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

Performs action on all scene presences.

GetGroupByPrim ( uint localID ) : ISceneEntity

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

GetSceneObjectPart ( UUID ObjectID ) : ISceneChildEntity

Get a prim via its UUID

GetSceneObjectPart ( uint localID ) : ISceneChildEntity

Get a prim via its local id

GetScenePresence ( UUID agentID ) : IScenePresence

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

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

Tell a single agent to disconnect from the region. Does not send the DisableSimulator EQM or close child agents

StartHeartbeat ( ) : void

Start the heartbeat which triggers regular scene updates

StartPhysicsScene ( ) : void

Reload the last saved physics state to the Physics Scene

StartupComplete ( IScene scene, List data ) : void

Startup is complete, trigger the modules and allow logins

StopPhysicsScene ( ) : void

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

ToString ( ) : string
TryGetAvatarByName ( string avatarName, IScenePresence &avatar ) : bool
TryGetClient ( System remoteEndPoint, IClientAPI &client ) : bool
TryGetClient ( UUID avatarID, IClientAPI &client ) : bool
TryGetPart ( UUID objectUUID, ISceneChildEntity &SensedObject ) : bool
TryGetScenePresence ( UUID avatarId, IScenePresence &avatar ) : bool

보호된 메소드들

메소드 설명
CreateAndAddChildScenePresence ( IClientAPI client ) : IScenePresence

비공개 메소드들

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

메소드 상세

AddAsyncEvent() 공개 메소드

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

AddNewClient() 공개 메소드

Adding a New Client and Create a Presence for it. Called by the LLClientView when the UseCircuitCode packet comes in Used by NPCs to add themselves to the Scene
public AddNewClient ( IClientAPI client, BlankHandler completed ) : void
client IClientAPI
completed BlankHandler
리턴 void

AddToStartupQueue() 공개 메소드

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

Close() 공개 메소드

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

CreateAndAddChildScenePresence() 보호된 메소드

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

FinishedStartup() 공개 메소드

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

ForEachClient() 공개 메소드

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

ForEachSceneEntity() 공개 메소드

public ForEachSceneEntity ( 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

GetGroupByPrim() 공개 메소드

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

GetSceneObjectPart() 공개 메소드

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

GetSceneObjectPart() 공개 메소드

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

GetScenePresence() 공개 메소드

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

GetScenePresence() 공개 메소드

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

GetScenePresenceCount() 공개 메소드

public GetScenePresenceCount ( ) : int
리턴 int

GetScenePresences() 공개 메소드

public GetScenePresences ( ) : List
리턴 List

Initialize() 공개 메소드

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

Initialize() 공개 메소드

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

RemoveAgent() 공개 메소드

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

StartHeartbeat() 공개 메소드

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

StartPhysicsScene() 공개 메소드

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

StartupComplete() 공개 메소드

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

StopPhysicsScene() 공개 메소드

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

ToString() 공개 메소드

public ToString ( ) : string
리턴 string

TryGetAvatarByName() 공개 메소드

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

TryGetPart() 공개 메소드

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

TryGetScenePresence() 공개 메소드

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

프로퍼티 상세

m_UniverseEventManager 보호되어 있는 프로퍼티

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

m_authenticateHandler 보호되어 있는 프로퍼티

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

m_clientManager 보호되어 있는 프로퍼티

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

m_clientServers 보호되어 있는 프로퍼티

protected List m_clientServers
리턴 List

m_config 보호되어 있는 프로퍼티

protected IConfigSource m_config
리턴 IConfigSource

m_eventManager 보호되어 있는 프로퍼티

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

m_frame 보호되어 있는 프로퍼티

protected uint m_frame
리턴 uint

m_lastphysupdate 보호되어 있는 프로퍼티

protected DateTime,System m_lastphysupdate
리턴 System.DateTime

m_permissions 보호되어 있는 프로퍼티

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

m_physicstimespan 보호되어 있는 프로퍼티

protected float m_physicstimespan
리턴 float

m_regInfo 보호되어 있는 프로퍼티

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

m_simDataStore 보호되어 있는 프로퍼티

protected ISimulationDataStore m_simDataStore
리턴 ISimulationDataStore

m_updatetimespan 보호되어 있는 프로퍼티

protected float m_updatetimespan
리턴 float

monitor 보호되어 있는 프로퍼티

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

physmonitor 보호되어 있는 프로퍼티

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