C# Class OpenSim.Region.Framework.Scenes.SceneManager

Manager for adding, closing and restarting scenes.
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Public Methods

Method Description
Add ( Scene scene ) : void
BackupCurrentScene ( ) : void
Close ( ) : void
Close ( Scene cscene ) : void
CloseScene ( Scene scene ) : void
ForEachScene ( Action action ) : void
ForceCurrentSceneClientUpdate ( ) : void
GetCurrentSceneAvatars ( ) : List
GetCurrentScenePresences ( ) : List
GetRegionInfo ( UUID regionID ) : RegionInfo
HandleEditCommandOnCurrentScene ( string cmdparams ) : void
HandleRestart ( RegionInfo rdata ) : void
LoadArchiveToCurrentScene ( string cmdparams ) : void

Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload their assets to the asset service.

LoadCurrenSceneMapFromXmlString ( string mapData ) : void
LoadCurrentSceneFromXml ( string filename, bool generateNewIDs, System.Vector3 loadOffset ) : void

Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene

LoadCurrentSceneFromXml2 ( string filename ) : void

Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene

RestartCurrentScene ( ) : void
SaveCurrentSceneMapToXmlString ( ) : string
SaveCurrentSceneToArchive ( string cmdparams ) : void

Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets as well as the details of the prims themselves.

SaveCurrentSceneToXml ( string filename ) : void

Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format

SaveCurrentSceneToXml2 ( string filename ) : void

Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format

SaveNamedPrimsToXml2 ( string primName, string filename ) : void
SceneManager ( ) : System
SendCommandToPluginModules ( string cmdparams ) : void
SendSimOnlineNotification ( ulong regionHandle ) : void
SetBypassPermissionsOnCurrentScene ( bool bypassPermissions ) : void
SetDebugPacketLevelOnCurrentScene ( int newDebug ) : void

Set the debug packet level on the current scene. This level governs which packets are printed out to the console.

TryGetAvatarByName ( string avatarName, ScenePresence &avatar ) : bool
TryGetAvatarsScene ( UUID avatarId, Scene &scene ) : bool
TryGetScene ( IPEndPoint ipEndPoint, Scene &scene ) : bool
TryGetScene ( UUID regionID, Scene &scene ) : bool
TryGetScene ( string regionName, Scene &scene ) : bool
TryGetScene ( uint locX, uint locY, Scene &scene ) : bool
TryGetScenePresence ( UUID avatarId, ScenePresence &avatar ) : bool
TrySetCurrentScene ( UUID regionID ) : bool
TrySetCurrentScene ( string regionName ) : bool

Private Methods

Method Description
ForEachCurrentScene ( Action func ) : void

Method Details

Add() public method

public Add ( Scene scene ) : void
scene Scene
return void

BackupCurrentScene() public method

public BackupCurrentScene ( ) : void
return void

Close() public method

public Close ( ) : void
return void

Close() public method

public Close ( Scene cscene ) : void
cscene Scene
return void

CloseScene() public method

public CloseScene ( Scene scene ) : void
scene Scene
return void

ForEachScene() public method

public ForEachScene ( Action action ) : void
action Action
return void

ForceCurrentSceneClientUpdate() public method

public ForceCurrentSceneClientUpdate ( ) : void
return void

GetCurrentSceneAvatars() public method

public GetCurrentSceneAvatars ( ) : List
return List

GetCurrentScenePresences() public method

public GetCurrentScenePresences ( ) : List
return List

GetRegionInfo() public method

public GetRegionInfo ( UUID regionID ) : RegionInfo
regionID UUID
return OpenSim.Framework.RegionInfo

HandleEditCommandOnCurrentScene() public method

public HandleEditCommandOnCurrentScene ( string cmdparams ) : void
cmdparams string
return void

HandleRestart() public method

public HandleRestart ( RegionInfo rdata ) : void
rdata OpenSim.Framework.RegionInfo
return void

LoadArchiveToCurrentScene() public method

Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload their assets to the asset service.
public LoadArchiveToCurrentScene ( string cmdparams ) : void
cmdparams string
return void

LoadCurrenSceneMapFromXmlString() public method

public LoadCurrenSceneMapFromXmlString ( string mapData ) : void
mapData string
return void

LoadCurrentSceneFromXml() public method

Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene
public LoadCurrentSceneFromXml ( string filename, bool generateNewIDs, System.Vector3 loadOffset ) : void
filename string
generateNewIDs bool
loadOffset System.Vector3
return void

LoadCurrentSceneFromXml2() public method

Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene
public LoadCurrentSceneFromXml2 ( string filename ) : void
filename string
return void

RestartCurrentScene() public method

public RestartCurrentScene ( ) : void
return void

SaveCurrentSceneMapToXmlString() public method

public SaveCurrentSceneMapToXmlString ( ) : string
return string

SaveCurrentSceneToArchive() public method

Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets as well as the details of the prims themselves.
public SaveCurrentSceneToArchive ( string cmdparams ) : void
cmdparams string
return void

SaveCurrentSceneToXml() public method

Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format
public SaveCurrentSceneToXml ( string filename ) : void
filename string
return void

SaveCurrentSceneToXml2() public method

Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format
public SaveCurrentSceneToXml2 ( string filename ) : void
filename string
return void

SaveNamedPrimsToXml2() public method

public SaveNamedPrimsToXml2 ( string primName, string filename ) : void
primName string
filename string
return void

SceneManager() public method

public SceneManager ( ) : System
return System

SendCommandToPluginModules() public method

public SendCommandToPluginModules ( string cmdparams ) : void
cmdparams string
return void

SendSimOnlineNotification() public method

public SendSimOnlineNotification ( ulong regionHandle ) : void
regionHandle ulong
return void

SetBypassPermissionsOnCurrentScene() public method

public SetBypassPermissionsOnCurrentScene ( bool bypassPermissions ) : void
bypassPermissions bool
return void

SetDebugPacketLevelOnCurrentScene() public method

Set the debug packet level on the current scene. This level governs which packets are printed out to the console.
public SetDebugPacketLevelOnCurrentScene ( int newDebug ) : void
newDebug int
return void

TryGetAvatarByName() public method

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

TryGetAvatarsScene() public method

public TryGetAvatarsScene ( UUID avatarId, Scene &scene ) : bool
avatarId UUID
scene Scene
return bool

TryGetScene() public method

public TryGetScene ( IPEndPoint ipEndPoint, Scene &scene ) : bool
ipEndPoint System.Net.IPEndPoint
scene Scene
return bool

TryGetScene() public method

public TryGetScene ( UUID regionID, Scene &scene ) : bool
regionID UUID
scene Scene
return bool

TryGetScene() public method

public TryGetScene ( string regionName, Scene &scene ) : bool
regionName string
scene Scene
return bool

TryGetScene() public method

public TryGetScene ( uint locX, uint locY, Scene &scene ) : bool
locX uint
locY uint
scene Scene
return bool

TryGetScenePresence() public method

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

TrySetCurrentScene() public method

public TrySetCurrentScene ( UUID regionID ) : bool
regionID UUID
return bool

TrySetCurrentScene() public method

public TrySetCurrentScene ( string regionName ) : bool
regionName string
return bool