本文整理汇总了C#中ISimulationDataService.GetExtra方法的典型用法代码示例。如果您正苦于以下问题:C# ISimulationDataService.GetExtra方法的具体用法?C# ISimulationDataService.GetExtra怎么用?C# ISimulationDataService.GetExtra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ISimulationDataService
的用法示例。
在下文中一共展示了ISimulationDataService.GetExtra方法的2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: Scene
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService,
ISimulationDataService simDataService, IEstateDataService estateDataService,
ModuleLoader moduleLoader, bool dumpAssetsToFile,
IConfigSource config, string simulatorVersion)
: this(regInfo)
{
m_config = config;
MinFrameTime = 0.089f;
MinMaintenanceTime = 1;
Random random = new Random();
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
m_sceneGridService = sceneGridService;
m_SimulationDataService = simDataService;
m_EstateDataService = estateDataService;
m_regionHandle = RegionInfo.RegionHandle;
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
m_asyncInventorySender = new AsyncInventorySender(this);
#region Region Settings
// Load region settings
// LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
// However, in this case, the default textures are not set in memory properly, so we need to do it here and
// resave.
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
// region is set up and avoid these gyrations.
RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID);
bool updatedTerrainTextures = false;
if (rs.TerrainTexture1 == UUID.Zero)
{
rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture2 == UUID.Zero)
{
rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture3 == UUID.Zero)
{
rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture4 == UUID.Zero)
{
rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
updatedTerrainTextures = true;
}
if (updatedTerrainTextures)
rs.Save();
RegionInfo.RegionSettings = rs;
if (estateDataService != null)
RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
#endregion Region Settings
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(simDataService.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
m_sceneGraph = new SceneGraph(this);
// If the scene graph has an Unrecoverable error, restart this sim.
// Currently the only thing that causes it to happen is two kinds of specific
// Physics based crashes.
//
// Out of memory
// Operating system has killed the plugin
m_sceneGraph.UnRecoverableError += RestartNow;
RegisterDefaultSceneEvents();
DumpAssetsToFile = dumpAssetsToFile;
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
#region Region Config
//.........这里部分代码省略.........
示例2: Scene
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
ISimulationDataService simDataService, IEstateDataService estateDataService,
IConfigSource config, string simulatorVersion)
: this(regInfo)
{
m_config = config;
FrameTime = 0.0908f;
FrameTimeWarnPercent = 60;
FrameTimeCritPercent = 40;
Normalized55FPS = true;
MinMaintenanceTime = 1;
SeeIntoRegion = true;
Random random = new Random();
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
m_authenticateHandler = authen;
m_sceneGridService = new SceneCommunicationService();
m_SimulationDataService = simDataService;
m_EstateDataService = estateDataService;
m_lastIncoming = 0;
m_lastOutgoing = 0;
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
m_asyncInventorySender = new AsyncInventorySender(this);
#region Region Settings
// Load region settings
// LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
// However, in this case, the default textures are not set in memory properly, so we need to do it here and
// resave.
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
// region is set up and avoid these gyrations.
RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID);
bool updatedTerrainTextures = false;
if (rs.TerrainTexture1 == UUID.Zero)
{
rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture2 == UUID.Zero)
{
rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture3 == UUID.Zero)
{
rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture4 == UUID.Zero)
{
rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
updatedTerrainTextures = true;
}
if (updatedTerrainTextures)
rs.Save();
RegionInfo.RegionSettings = rs;
if (estateDataService != null)
RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
#endregion Region Settings
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(simDataService.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
RegisterDefaultSceneEvents();
// XXX: Don't set the public property since we don't want to activate here. This needs to be handled
// better in the future.
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
#region Region Config
// Region config overrides global config
//
if (m_config.Configs["Startup"] != null)
{
IConfig startupConfig = m_config.Configs["Startup"];
StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
//.........这里部分代码省略.........