Property | Type | Description | |
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m_Enabled | bool | ||
m_scene | IScene |
Method | Description | |
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AddRegion ( IScene scene ) : void | ||
AddSceneObject ( IScene scene, ISceneEntity 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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CancelTeleport ( UUID AgentID, UUID RegionID ) : void | ||
ClientTeleportHome ( UUID id, IClientAPI client ) : void | ||
Close ( ) : void | ||
Cross ( IScenePresence agent, bool isFlying, |
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CrossGroupToNewRegion ( ISceneEntity grp, System.Vector3 attemptedPosition, |
Move the given scene object into a new region depending on which region its absolute position has moved into. This method locates the new region handle and offsets the prim position for the new region
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DoTeleport ( IScenePresence sp, |
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FailedToTeleportAgent ( |
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IncomingChildAgentDataUpdate ( IScene scene, |
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 ( IScene scene, |
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 ( IScene scene, UUID agentID ) : bool |
Tell a single agent to disconnect from the region.
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IncomingCreateObject ( UUID regionID, ISceneEntity sog ) : bool |
Called when objects or attachments cross the border, or teleport, between regions.
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IncomingRetrieveRootAgent ( IScene scene, UUID id, bool agentIsLeaving, |
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Initialize ( IConfigSource source ) : void | ||
InternalCross ( IScenePresence agent, System.Vector3 attemptedPos, bool isFlying, |
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MakeChildAgent ( IScenePresence sp, |
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NewUserConnection ( IScene scene, |
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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RegionLoaded ( IScene scene ) : void | ||
RemoveRegion ( IScene scene ) : void | ||
RequestTeleportCancel ( IClientAPI client ) : void | ||
RequestTeleportLandmark ( IClientAPI remoteClient, UUID regionID, System.Vector3 position ) : void |
Tries to teleport agent to landmark.
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RequestTeleportLocation ( IClientAPI remoteClient, |
Tries to teleport agent to other region.
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RequestTeleportLocation ( IClientAPI remoteClient, string regionName, System.Vector3 position, System.Vector3 lookat, uint teleportFlags ) : void |
Tries to teleport agent to other region.
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RequestTeleportLocation ( IClientAPI remoteClient, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void |
Tries to teleport agent to other region.
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Teleport ( IScenePresence sp, |
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Teleport ( IScenePresence sp, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void | ||
TeleportHome ( UUID id, IClientAPI client ) : bool |
Method | Description | |
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AuthorizeUser ( IScene scene, |
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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CacheUserInfo ( IScene scene, |
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CrossPrimGroupIntoNewRegion ( |
Move the given scene object into a new region
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EventManager_OnNewPresence ( IScenePresence sp ) : void | ||
KillAttachments ( IScenePresence agent ) : void | ||
KillEntities ( IScenePresence sp, IEntity grp ) : void | ||
KillEntity ( IScene scene, IEntity entity ) : void | ||
OnClosingClient ( IClientAPI client ) : void | ||
OnNewClient ( IClientAPI client ) : void |
Method | Description | |
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BuildCircuitDataForPresence ( IScenePresence sp, System.Vector3 position ) : |
public AddSceneObject ( IScene scene, ISceneEntity sceneObject ) : bool | ||
scene | IScene | |
sceneObject | ISceneEntity | |
return | bool |
protected AuthorizeUser ( IScene scene, |
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scene | IScene | |
agent | The circuit data for the agent | |
reason | string | outputs the reason to this string |
return | bool |
protected CacheUserInfo ( IScene scene, |
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scene | IScene | |
cache | ||
return | void |
public CancelTeleport ( UUID AgentID, UUID RegionID ) : void | ||
AgentID | UUID | |
RegionID | UUID | |
return | void |
public ClientTeleportHome ( UUID id, IClientAPI client ) : void | ||
id | UUID | |
client | IClientAPI | |
return | void |
public Cross ( IScenePresence agent, bool isFlying, |
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agent | IScenePresence | |
isFlying | bool | |
crossingRegion | ||
return | void |
public CrossGroupToNewRegion ( ISceneEntity grp, System.Vector3 attemptedPosition, |
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grp | ISceneEntity | the scene object that we're crossing |
attemptedPosition | System.Vector3 | the attempted out of region position of the scene object |
destination | ||
return | bool |
protected CrossPrimGroupIntoNewRegion ( |
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destination | ||
grp | ISceneEntity | Scene Object Group that we're crossing |
attemptedPos | System.Vector3 | |
return | bool |
public DoTeleport ( IScenePresence sp, |
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sp | IScenePresence | |
finalDestination | ||
position | System.Vector3 | |
lookAt | System.Vector3 | |
teleportFlags | uint | |
return | void |
protected EventManager_OnNewPresence ( IScenePresence sp ) : void | ||
sp | IScenePresence | |
return | void |
public FailedToTeleportAgent ( |
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failedCrossingRegion | ||
agentID | UUID | |
reason | string | |
isCrossing | bool | |
return | void |
public IncomingChildAgentDataUpdate ( IScene scene, |
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scene | IScene | |
cAgentData | /// Agent that contains all of the relevant things about an agent. /// Appearance, animations, position, etc. /// | |
return | bool |
public IncomingChildAgentDataUpdate ( IScene scene, |
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scene | IScene | |
cAgentData | AgentPosition that contains agent positional data so we can know what to send | |
return | bool |
public IncomingCloseAgent ( IScene scene, UUID agentID ) : bool | ||
scene | IScene | |
agentID | UUID | |
return | bool |
public IncomingCreateObject ( UUID regionID, ISceneEntity sog ) : bool | ||
regionID | UUID | |
sog | ISceneEntity | |
return | bool |
public IncomingRetrieveRootAgent ( IScene scene, UUID id, bool agentIsLeaving, |
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scene | IScene | |
id | UUID | |
agentIsLeaving | bool | |
agent | ||
circuitData | ||
return | bool |
public Initialize ( IConfigSource source ) : void | ||
source | IConfigSource | |
return | void |
public InternalCross ( IScenePresence agent, System.Vector3 attemptedPos, bool isFlying, |
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agent | IScenePresence | |
attemptedPos | System.Vector3 | |
isFlying | bool | |
crossingRegion | ||
return | void |
protected KillAttachments ( IScenePresence agent ) : void | ||
agent | IScenePresence | |
return | void |
protected KillEntities ( IScenePresence sp, IEntity grp ) : void | ||
sp | IScenePresence | |
grp | IEntity | |
return | void |
protected KillEntity ( IScene scene, IEntity entity ) : void | ||
scene | IScene | |
entity | IEntity | |
return | void |
public MakeChildAgent ( IScenePresence sp, |
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sp | IScenePresence | |
finalDestination | ||
isCrossing | bool | |
return | void |
public NewUserConnection ( IScene scene, |
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scene | IScene | |
agent | CircuitData of the agent who is connecting | |
teleportFlags | uint | |
response | /// Outputs the reason for the false response on this string, /// If the agent was accepted, this will be the Caps SEED for the region /// | |
return | bool |
protected OnClosingClient ( IClientAPI client ) : void | ||
client | IClientAPI | |
return | void |
protected OnNewClient ( IClientAPI client ) : void | ||
client | IClientAPI | |
return | void |
public RequestTeleportCancel ( IClientAPI client ) : void | ||
client | IClientAPI | |
return | void |
public RequestTeleportLandmark ( IClientAPI remoteClient, UUID regionID, System.Vector3 position ) : void | ||
remoteClient | IClientAPI | |
regionID | UUID | |
position | System.Vector3 | |
return | void |
public RequestTeleportLocation ( IClientAPI remoteClient, |
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remoteClient | IClientAPI | |
reg | ||
position | System.Vector3 | |
lookAt | System.Vector3 | |
teleportFlags | uint | |
return | void |
public RequestTeleportLocation ( IClientAPI remoteClient, string regionName, System.Vector3 position, System.Vector3 lookat, uint teleportFlags ) : void | ||
remoteClient | IClientAPI | |
regionName | string | |
position | System.Vector3 | |
lookat | System.Vector3 | |
teleportFlags | uint | |
return | void |
public RequestTeleportLocation ( IClientAPI remoteClient, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void | ||
remoteClient | IClientAPI | |
regionHandle | ulong | |
position | System.Vector3 | |
lookAt | System.Vector3 | |
teleportFlags | uint | |
return | void |
public Teleport ( IScenePresence sp, |
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sp | IScenePresence | |
finalDestination | ||
position | System.Vector3 | |
lookAt | System.Vector3 | |
teleportFlags | uint | |
return | void |
public Teleport ( IScenePresence sp, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint teleportFlags ) : void | ||
sp | IScenePresence | |
regionHandle | ulong | |
position | System.Vector3 | |
lookAt | System.Vector3 | |
teleportFlags | uint | |
return | void |
public TeleportHome ( UUID id, IClientAPI client ) : bool | ||
id | UUID | |
client | IClientAPI | |
return | bool |