本文整理汇总了C#中IScene.CreateLocalID方法的典型用法代码示例。如果您正苦于以下问题:C# IScene.CreateLocalID方法的具体用法?C# IScene.CreateLocalID怎么用?C# IScene.CreateLocalID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IScene
的用法示例。
在下文中一共展示了IScene.CreateLocalID方法的3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: DeserializeLinkset
public static IList<LLPrimitive> DeserializeLinkset(OSDMap linksetMap, IScene destinationScene, IPrimMesher mesher, bool forceNewIDs)
{
Dictionary<uint, LLPrimitive> prims = new Dictionary<uint, LLPrimitive>();
Dictionary<uint, uint> oldToNewIDs = new Dictionary<uint, uint>();
// Deserialize all of the prims and assign new IDs
foreach (KeyValuePair<string, OSD> kvp in linksetMap)
{
uint localID;
if (UInt32.TryParse(kvp.Key, out localID) && kvp.Value is OSDMap)
{
OSDMap primMap = (OSDMap)kvp.Value;
LLPrimitive prim;
try
{
prim = LLPrimitive.FromOSD(primMap, destinationScene, mesher);
if (forceNewIDs || prim.Prim.ID == UUID.Zero || prim.Prim.LocalID == 0)
{
prim.Prim.ID = UUID.Random();
prim.Prim.LocalID = destinationScene.CreateLocalID();
}
// Clear any attachment point state data
prim.Prim.PrimData.AttachmentPoint = AttachmentPoint.Default;
prims[prim.LocalID] = prim;
oldToNewIDs[localID] = prim.Prim.LocalID;
}
catch (Exception ex)
{
m_log.WarnFormat("Invalid prim data in serialized linkset: {0}: {1}", ex.Message, primMap);
}
}
else
{
m_log.WarnFormat("Invalid key/value pair in serialized linkset: \"{0}\":\"{1}\"", kvp.Key, kvp.Value);
}
}
// Link all of the prims together and update the ParentIDs
foreach (LLPrimitive prim in prims.Values)
{
if (prim.Prim.ParentID != 0)
{
uint newLocalID;
if (oldToNewIDs.TryGetValue(prim.Prim.ParentID, out newLocalID))
{
prim.Prim.ParentID = newLocalID;
LLPrimitive parent = prims[newLocalID];
prim.SetParent(parent, false, false);
}
else
{
m_log.WarnFormat("Failed to locate parent prim {0} for child prim {1}, delinking child", prim.Prim.ParentID, prim.LocalID);
prim.Prim.ParentID = 0;
}
}
}
return new List<LLPrimitive>(prims.Values);
}
示例2: LLAgent
/// <summary>
/// Default constructor
/// </summary>
/// <param name="server">Reference to the UDP server this client is connected to</param>
/// <param name="rates">Default throttling rates and maximum throttle limits</param>
/// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
/// that the child throttles will be governed by</param>
/// <param name="circuitCode">Circuit code for this connection</param>
/// <param name="agentID">AgentID for the connected agent</param>
/// <param name="sessionID">SessionID for the connected agent</param>
/// <param name="secureSessionID">SecureSessionID for the connected agent</param>
/// <param name="defaultRTO">Default retransmission timeout, in milliseconds</param>
/// <param name="maxRTO">Maximum retransmission timeout, in milliseconds</param>
/// <param name="remoteEndPoint">Remote endpoint for this connection</param>
/// <param name="isChildAgent">True if this agent is currently simulated by
/// another simulator, otherwise false</param>
public LLAgent(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle,
uint circuitCode, UUID agentID, UUID sessionID, UUID secureSessionID, IPEndPoint remoteEndPoint,
int defaultRTO, int maxRTO, bool isChildAgent)
{
m_id = agentID;
m_udpServer = server;
m_scene = m_udpServer.Scene;
PacketArchive = new IncomingPacketHistoryCollection(200);
NeedAcks = new UnackedPacketCollection();
PendingAcks = new LocklessQueue<uint>();
EventQueue = new LLEventQueue();
m_nextOnQueueEmpty = 1;
m_defaultRTO = 1000 * 3;
m_maxRTO = 1000 * 60;
m_packetOutboxes = new LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
m_interestList = new InterestList(this, 200);
IsChildPresence = isChildAgent;
m_localID = m_scene.CreateLocalID();
TextureEntry = new Primitive.TextureEntry(DEFAULT_AVATAR_TEXTURE);
SessionID = sessionID;
SecureSessionID = secureSessionID;
RemoteEndPoint = remoteEndPoint;
CircuitCode = circuitCode;
if (defaultRTO != 0)
m_defaultRTO = defaultRTO;
if (maxRTO != 0)
m_maxRTO = maxRTO;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
m_throttle = new TokenBucket(parentThrottle, rates.ClientTotalLimit, rates.ClientTotal);
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{
ThrottleCategory type = (ThrottleCategory)i;
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
m_packetOutboxes[i] = new LocklessQueue<OutgoingPacket>();
// Initialize the token buckets that control the throttling for each category
m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
}
// Default the retransmission timeout to three seconds
RTO = m_defaultRTO;
// Initialize this to a sane value to prevent early disconnects
TickLastPacketReceived = Util.TickCount();
IsConnected = true;
}
示例3: LLPrimitive
/// <summary>
/// Constructor
/// </summary>
public LLPrimitive(Primitive prim, IScene scene, IPrimMesher mesher)
{
Prim = prim;
m_scene = scene;
m_mesher = mesher;
Inventory = new PrimInventory(this);
if (prim.ID == UUID.Zero)
prim.ID = UUID.Random();
if (prim.LocalID == 0)
prim.LocalID = m_scene.CreateLocalID();
if (prim.ParentID != 0)
{
ISceneEntity parent;
if (scene.TryGetEntity(prim.ParentID, out parent) && parent is ILinkable)
SetParent((ILinkable)parent, false, false);
}
m_lastUpdated = DateTime.UtcNow;
}