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C# IClientAPI.SendRegionHandshake方法代码示例

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);
        }
开发者ID:Michelle-Argus,项目名称:opensim,代码行数:39,代码来源:EstateManagementModule.cs

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);
        }
开发者ID:schmidt76,项目名称:Aurora-Sim,代码行数:63,代码来源:EstateManagementModule.cs

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);
        }
开发者ID:zwagoth,项目名称:halcyon,代码行数:41,代码来源:EstateManagementModule.cs

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);
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:35,代码来源:EstateManagementModule.cs


注:本文中的IClientAPI.SendRegionHandshake方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。