本文整理汇总了C#中IClientAPI.SendRegionHandshake方法的典型用法代码示例。如果您正苦于以下问题:C# IClientAPI.SendRegionHandshake方法的具体用法?C# IClientAPI.SendRegionHandshake怎么用?C# IClientAPI.SendRegionHandshake使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IClientAPI
的用法示例。
在下文中一共展示了IClientAPI.SendRegionHandshake方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: sendRegionHandshake
public void sendRegionHandshake(IClientAPI remoteClient)
{
RegionHandshakeArgs args = new RegionHandshakeArgs();
args.isEstateManager = Scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(remoteClient.AgentId);
if (Scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero && Scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId)
args.isEstateManager = true;
args.billableFactor = Scene.RegionInfo.EstateSettings.BillableFactor;
args.terrainStartHeight0 = (float)Scene.RegionInfo.RegionSettings.Elevation1SW;
args.terrainHeightRange0 = (float)Scene.RegionInfo.RegionSettings.Elevation2SW;
args.terrainStartHeight1 = (float)Scene.RegionInfo.RegionSettings.Elevation1NW;
args.terrainHeightRange1 = (float)Scene.RegionInfo.RegionSettings.Elevation2NW;
args.terrainStartHeight2 = (float)Scene.RegionInfo.RegionSettings.Elevation1SE;
args.terrainHeightRange2 = (float)Scene.RegionInfo.RegionSettings.Elevation2SE;
args.terrainStartHeight3 = (float)Scene.RegionInfo.RegionSettings.Elevation1NE;
args.terrainHeightRange3 = (float)Scene.RegionInfo.RegionSettings.Elevation2NE;
args.simAccess = Scene.RegionInfo.AccessLevel;
args.waterHeight = (float)Scene.RegionInfo.RegionSettings.WaterHeight;
args.regionFlags = GetRegionFlags();
args.regionName = Scene.RegionInfo.RegionName;
args.SimOwner = Scene.RegionInfo.EstateSettings.EstateOwner;
args.terrainBase0 = UUID.Zero;
args.terrainBase1 = UUID.Zero;
args.terrainBase2 = UUID.Zero;
args.terrainBase3 = UUID.Zero;
args.terrainDetail0 = Scene.RegionInfo.RegionSettings.TerrainTexture1;
args.terrainDetail1 = Scene.RegionInfo.RegionSettings.TerrainTexture2;
args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3;
args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4;
// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName);
// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName);
// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName);
// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName);
remoteClient.SendRegionHandshake(Scene.RegionInfo,args);
}
示例2: sendRegionHandshake
public void sendRegionHandshake(IClientAPI remoteClient)
{
RegionHandshakeArgs args = new RegionHandshakeArgs
{isEstateManager = m_scene.Permissions.IsGod(remoteClient.AgentId)};
if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero && m_scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId)
args.isEstateManager = true;
else if (m_scene.RegionInfo.EstateSettings.IsEstateManager(remoteClient.AgentId))
args.isEstateManager = true;
args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor;
args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW;
args.terrainHeightRange0 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SW;
args.terrainStartHeight1 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NW;
args.terrainHeightRange1 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NW;
args.terrainStartHeight2 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SE;
args.terrainHeightRange2 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SE;
args.terrainStartHeight3 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NE;
args.terrainHeightRange3 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NE;
args.simAccess = m_scene.RegionInfo.AccessLevel;
args.waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
args.regionFlags = GetRegionFlags();
args.regionName = m_scene.RegionInfo.RegionName;
args.SimOwner = m_scene.RegionInfo.EstateSettings.EstateOwner;
args.terrainBase0 = UUID.Zero;
args.terrainBase1 = UUID.Zero;
args.terrainBase2 = UUID.Zero;
args.terrainBase3 = UUID.Zero;
if (!m_scene.RegionInfo.RegionSettings.UsePaintableTerrain)
{
args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1;
args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2;
args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3;
args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4;
}
else
{
args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture;
args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture;
args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture;
args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture;
AssetBase paintAsset = m_scene.AssetService.Get(m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture.ToString());
if (paintAsset == null)
{
paintAsset = new AssetBase(m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture,
"PaintableTerrainTexture-" + m_scene.RegionInfo.RegionID,
AssetType.Texture, UUID.Zero) {Flags = AssetFlags.Deletable};
AssetBase defaultTexture = m_scene.AssetService.Get(RegionSettings.DEFAULT_TERRAIN_TEXTURE_2.ToString());//Nice grass
if (defaultTexture == null)
//Erm... what to do!
return;
paintAsset.Data = defaultTexture.Data;//Eventually we need to replace this with an interpolation of the existing textures!
paintAsset.ID = m_scene.AssetService.Store(paintAsset);
}
}
args.RegionType = Utils.StringToBytes(m_scene.RegionInfo.RegionType);
remoteClient.SendRegionHandshake(m_scene.RegionInfo,args);
}
示例3: sendRegionHandshake
public void sendRegionHandshake(IClientAPI remoteClient)
{
RegionHandshakeArgs args = new RegionHandshakeArgs();
args.isEstateManager = m_scene.RegionInfo.EstateSettings.IsEstateManager(remoteClient.AgentId);
if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero && m_scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId)
args.isEstateManager = true;
args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor;
args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW;
args.terrainHeightRange0 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SW;
args.terrainStartHeight1 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NW;
args.terrainHeightRange1 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NW;
args.terrainStartHeight2 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SE;
args.terrainHeightRange2 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SE;
args.terrainStartHeight3 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NE;
args.terrainHeightRange3 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NE;
args.simAccess = m_scene.RegionInfo.AccessLevel;
args.waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
args.regionFlags = GetRegionFlags();
args.regionName = m_scene.RegionInfo.RegionName;
if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero)
args.SimOwner = m_scene.RegionInfo.EstateSettings.EstateOwner;
else
args.SimOwner = m_scene.RegionInfo.MasterAvatarAssignedUUID;
// Fudge estate owner
//if (m_scene.Permissions.IsGod(remoteClient.AgentId))
// args.SimOwner = remoteClient.AgentId;
args.terrainBase0 = UUID.Zero;
args.terrainBase1 = UUID.Zero;
args.terrainBase2 = UUID.Zero;
args.terrainBase3 = UUID.Zero;
args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1;
args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2;
args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3;
args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4;
remoteClient.SendRegionHandshake(m_scene.RegionInfo,args);
}
示例4: sendRegionHandshake
public void sendRegionHandshake(IClientAPI remoteClient)
{
RegionHandshakeArgs args = new RegionHandshakeArgs();
args.isEstateManager = m_scene.Permissions.IsAdministrator(remoteClient.AgentId);
if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero && m_scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId)
args.isEstateManager = true;
args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor;
args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW;
args.terrainHeightRange0 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SW;
args.terrainStartHeight1 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NW;
args.terrainHeightRange1 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NW;
args.terrainStartHeight2 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SE;
args.terrainHeightRange2 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SE;
args.terrainStartHeight3 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NE;
args.terrainHeightRange3 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NE;
args.simAccess = m_scene.RegionInfo.AccessLevel;
args.waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
args.regionFlags = GetRegionFlags();
args.regionName = m_scene.RegionInfo.RegionName;
args.SimOwner = m_scene.RegionInfo.EstateSettings.EstateOwner;
args.terrainBase0 = UUID.Zero;
args.terrainBase1 = UUID.Zero;
args.terrainBase2 = UUID.Zero;
args.terrainBase3 = UUID.Zero;
args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1;
args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2;
args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3;
args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4;
args.RegionType = Utils.StringToBytes(m_scene.RegionInfo.RegionType);
remoteClient.SendRegionHandshake(m_scene.RegionInfo,args);
}