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C# Framework.AgentCircuitManager类代码示例

本文整理汇总了C#中OpenSim.Framework.AgentCircuitManager的典型用法代码示例。如果您正苦于以下问题:C# AgentCircuitManager类的具体用法?C# AgentCircuitManager怎么用?C# AgentCircuitManager使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


AgentCircuitManager类属于OpenSim.Framework命名空间,在下文中一共展示了AgentCircuitManager类的15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: TestScene

 public TestScene(
     RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene,
     SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService,
     IConfigSource config, string simulatorVersion)
     : base(regInfo, authen, physicsScene, sceneGridService, simDataService, estateDataService,
            config, simulatorVersion)
 {
 }
开发者ID:ffoliveira,项目名称:opensimulator,代码行数:8,代码来源:TestScene.cs

示例2: TestScene

 public TestScene(
     RegionInfo regInfo, AgentCircuitManager authen, 
     ISimulationDataService simDataService, IEstateDataService estateDataService,
     IConfigSource config, string simulatorVersion)
     : base(regInfo, authen, simDataService, estateDataService,
            config, simulatorVersion)
 {
 }
开发者ID:CassieEllen,项目名称:opensim,代码行数:8,代码来源:TestScene.cs

示例3: TestScene

 public TestScene(
     RegionInfo regInfo, AgentCircuitManager authen,
     SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService,
     ModuleLoader moduleLoader, bool dumpAssetsToFile,
     IConfigSource config, string simulatorVersion)
     : base(regInfo, authen, sceneGridService, simDataService, estateDataService, moduleLoader,
            dumpAssetsToFile, config, simulatorVersion)
 {
 }
开发者ID:JAllard,项目名称:opensim,代码行数:9,代码来源:TestScene.cs

示例4: TestScene

 public TestScene(
     RegionInfo regInfo, AgentCircuitManager authen,
     SceneCommunicationService sceneGridService, StorageManager storeManager,
     ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
     bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
     : base(regInfo, authen, sceneGridService, storeManager, moduleLoader,
            dumpAssetsToFile, physicalPrim, SeeIntoRegionFromNeighbor, config, simulatorVersion)
 {
 }
开发者ID:AlexRa,项目名称:opensim-mods-Alex,代码行数:9,代码来源:TestScene.cs

示例5: CreateScene

//        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        public static Scene CreateScene(RegionInfo regionInfo, AgentCircuitManager circuitManager, CommunicationsManager m_commsManager,
            StorageManager storageManager, ModuleLoader m_moduleLoader, ConfigSettings m_configSettings, OpenSimConfigSource m_config, string m_version)
        {
            HGSceneCommunicationService sceneGridService = new HGSceneCommunicationService(m_commsManager);

            return
                new HGScene(
                    regionInfo, circuitManager, m_commsManager, sceneGridService, storageManager,
                    m_moduleLoader, false, m_configSettings.PhysicalPrim,
                    m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
        }
开发者ID:AlphaStaxLLC,项目名称:taiga,代码行数:13,代码来源:HGCommands.cs

示例6: HGScene

        public HGScene(RegionInfo regInfo, AgentCircuitManager authen,
                       CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
                       StorageManager storeManager,
                       ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
                       bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
            : base(regInfo, authen, commsMan, sceneGridService, storeManager, moduleLoader,
                   dumpAssetsToFile, physicalPrim, SeeIntoRegionFromNeighbor, config, simulatorVersion)
        {
            m_log.Info("[HGScene]: Starting HGScene.");
            m_assMapper = new HGAssetMapper(this);

            EventManager.OnNewInventoryItemUploadComplete += UploadInventoryItem;
        }
开发者ID:AlphaStaxLLC,项目名称:taiga,代码行数:13,代码来源:HGScene.Inventory.cs

示例7: SetupStack

 /// <summary>
 /// Add a client for testing
 /// </summary>
 /// <param name="scene"></param>
 /// <param name="testLLUDPServer"></param>
 /// <param name="testPacketServer"></param>
 /// <param name="acm">Agent circuit manager used in setting up the stack</param>        
 protected void SetupStack(
     IScene scene, out TestLLUDPServer testLLUDPServer, out TestLLPacketServer testPacketServer, 
     out AgentCircuitManager acm)
 {
     IConfigSource configSource = new IniConfigSource();
     ClientStackUserSettings userSettings = new ClientStackUserSettings();
     testLLUDPServer = new TestLLUDPServer();             
     acm = new AgentCircuitManager();
                             
     uint port = 666;            
     testLLUDPServer.Initialise(null, ref port, 0, false, configSource, acm);
     testPacketServer = new TestLLPacketServer(testLLUDPServer, userSettings);
     testLLUDPServer.LocalScene = scene;            
 }
开发者ID:ChrisD,项目名称:opensim,代码行数:21,代码来源:BasicCircuitTests.cs

示例8: CreateScene

        protected override Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService,
            IEstateDataService estateDataService, AgentCircuitManager circuitManager)
        {
            SceneCommunicationService sceneGridService = new SceneCommunicationService();

            return new Scene(
                regionInfo, circuitManager, sceneGridService,
                simDataService, estateDataService, m_moduleLoader, false, m_configSettings.PhysicalPrim,
                m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
        }
开发者ID:NovaGrid,项目名称:opensim,代码行数:10,代码来源:OpenSimBase.cs

示例9: LLUDPServer

        public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
            : base(listenIP, (int)port)
        {
            #region Environment.TickCount Measurement

            // Measure the resolution of Environment.TickCount
            TickCountResolution = 0f;
            for (int i = 0; i < 5; i++)
            {
                int start = Environment.TickCount;
                int now = start;
                while (now == start)
                    now = Environment.TickCount;
                TickCountResolution += (float)(now - start) * 0.2f;
            }
            //m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
            TickCountResolution = (float)Math.Ceiling(TickCountResolution);

            #endregion Environment.TickCount Measurement

            m_circuitManager = circuitManager;
            int sceneThrottleBps = 0;

            IConfig config = configSource.Configs["ClientStack.LindenUDP"];
            if (config != null)
            {
                m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
                m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
                sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);

                PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
                TextureSendLimit = config.GetInt("TextureSendLimit", 20);

                m_defaultRTO = config.GetInt("DefaultRTO", 0);
                m_maxRTO = config.GetInt("MaxRTO", 0);
                ClientTimeOut = config.GetInt("ClientTimeOut", 60);
                m_disableFacelights = config.GetBoolean("DisableFacelights", false);
            }
            else
            {
                PrimUpdatesPerCallback = 100;
                TextureSendLimit = 20;
                ClientTimeOut = 60;
            }

            #region BinaryStats
            config = configSource.Configs["Statistics.Binary"];
            m_shouldCollectStats = false;
            if (config != null)
            {
               if (config.Contains("enabled") && config.GetBoolean("enabled"))
               {
                   if (config.Contains("collect_packet_headers"))
                       m_shouldCollectStats = config.GetBoolean("collect_packet_headers");
                   if (config.Contains("packet_headers_period_seconds"))
                   {
                       binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
                   }
                   if (config.Contains("stats_dir"))
                   {
                       binStatsDir = config.GetString("stats_dir");
                   }
               }
               else
               {
                   m_shouldCollectStats = false;
               }
           }
           #endregion BinaryStats

            m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
            m_throttleRates = new ThrottleRates(configSource);
        }
开发者ID:WordfromtheWise,项目名称:Aurora,代码行数:73,代码来源:LLUDPServer.cs

示例10: CreateScene

        protected override Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
                                             AgentCircuitManager circuitManager)
        {
            bool hgrid = ConfigSource.Source.Configs["Startup"].GetBoolean("hypergrid", false);
            if (hgrid)
                return HGCommands.CreateScene(regionInfo, circuitManager, m_commsManager, 
                storageManager, m_moduleLoader, m_configSettings, m_config, m_version);

            SceneCommunicationService sceneGridService = new SceneCommunicationService(m_commsManager);

            return new Scene(
                regionInfo, circuitManager, m_commsManager, sceneGridService,
                storageManager, m_moduleLoader, false, m_configSettings.PhysicalPrim,
                m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
        }
开发者ID:intari,项目名称:OpenSimMirror,代码行数:15,代码来源:OpenSimBase.cs

示例11: SetupScene

        /// <summary>
        /// Create a scene and its initial base structures.
        /// </summary>
        /// <param name="regionInfo"></param>
        /// <param name="proxyOffset"></param>
        /// <param name="configSource"></param>
        /// <param name="clientServer"> </param>
        /// <returns></returns>
        protected Scene SetupScene(
            RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out IClientNetworkServer clientServer)
        {
            AgentCircuitManager circuitManager = new AgentCircuitManager();
            IPAddress listenIP = regionInfo.InternalEndPoint.Address;
            //if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP))
            //    listenIP = IPAddress.Parse("0.0.0.0");

            uint port = (uint) regionInfo.InternalEndPoint.Port;

            if (m_autoCreateClientStack)
            {
                clientServer
                    = m_clientStackManager.CreateServer(
                        listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource,
                        circuitManager);
            }
            else
            {
                clientServer = null;
            }

            regionInfo.InternalEndPoint.Port = (int) port;

            Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);

            if (m_autoCreateClientStack)
            {
                clientServer.AddScene(scene);
            }

            scene.LoadWorldMap();

            scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
            scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
            scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight);

            // TODO: Remove this cruft once MasterAvatar is fully deprecated
            //Master Avatar Setup
            UserProfileData masterAvatar;
            if (scene.RegionInfo.MasterAvatarAssignedUUID == UUID.Zero)
            {
                masterAvatar =
                    m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
                                                               scene.RegionInfo.MasterAvatarLastName,
                                                               scene.RegionInfo.MasterAvatarSandboxPassword);
            }
            else
            {
                masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
                scene.RegionInfo.MasterAvatarFirstName = masterAvatar.FirstName;
                scene.RegionInfo.MasterAvatarLastName = masterAvatar.SurName;
            }

            if (masterAvatar == null)
            {
                m_log.Info("[PARCEL]: No master avatar found, using null.");
                scene.RegionInfo.MasterAvatarAssignedUUID = UUID.Zero;
            }
            else
            {
                m_log.InfoFormat("[PARCEL]: Found master avatar {0} {1} [" + masterAvatar.ID.ToString() + "]",
                                 scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName);
                scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.ID;
            }

            return scene;
        }
开发者ID:intari,项目名称:OpenSimMirror,代码行数:76,代码来源:OpenSimBase.cs

示例12: Scene

        public Scene(RegionInfo regInfo, AgentCircuitManager authen,
                     CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
                     StorageManager storeManager,
                     ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
                     bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
        {
            m_config = config;

            Random random = new Random();
            m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4);
            m_moduleLoader = moduleLoader;
            m_authenticateHandler = authen;
            CommsManager = commsMan;
            m_sceneGridService = sceneGridService;
            m_storageManager = storeManager;
            m_regInfo = regInfo;
            m_regionHandle = m_regInfo.RegionHandle;
            m_regionName = m_regInfo.RegionName;
            m_datastore = m_regInfo.DataStore;

            m_physicalPrim = physicalPrim;
            m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;

            m_eventManager = new EventManager();
            m_permissions = new ScenePermissions(this);

            m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
            m_asyncSceneObjectDeleter.Enabled = true;

            // Load region settings
            m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
            if (m_storageManager.EstateDataStore != null)
            {
                m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
            }

            //Bind Storage Manager functions to some land manager functions for this scene
            EventManager.OnLandObjectAdded +=
                new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject);
            EventManager.OnLandObjectRemoved +=
                new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject);

            m_sceneGraph = new SceneGraph(this, m_regInfo);

            // 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;

            StatsReporter = new SimStatsReporter(this);
            StatsReporter.OnSendStatsResult += SendSimStatsPackets;
            StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;

            StatsReporter.SetObjectCapacity(objectCapacity);

            m_simulatorVersion = simulatorVersion
                + " (OS " + Util.GetOperatingSystemInformation() + ")"
                + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
                + " PhysPrim:" + m_physicalPrim.ToString();

            try
            {
                // Region config overrides global config
                //
                IConfig startupConfig = m_config.Configs["Startup"];

                //Animation states
                m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
                // TODO: Change default to true once the feature is supported
                m_usePreJump = startupConfig.GetBoolean("enableprejump", false);

                m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
                if (RegionInfo.NonphysPrimMax > 0)
                {
                    m_maxNonphys = RegionInfo.NonphysPrimMax;
                }

                m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);

                if (RegionInfo.PhysPrimMax > 0)
                {
                    m_maxPhys = RegionInfo.PhysPrimMax;
                }

                // Here, if clamping is requested in either global or
                // local config, it will be used
                //
                m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
                if (RegionInfo.ClampPrimSize)
//.........这里部分代码省略.........
开发者ID:Ideia-Boa,项目名称:opensim,代码行数:101,代码来源:Scene.cs

示例13: 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.........
开发者ID:emperorstarfinder,项目名称:Opensim2,代码行数:101,代码来源:Scene.cs

示例14: CreateServer

 /// <summary>
 /// Create a server that can set up sessions for virtual world client <-> server communications
 /// </summary>
 /// <param name="_listenIP"></param>
 /// <param name="port"></param>
 /// <param name="proxyPortOffset"></param>
 /// <param name="allow_alternate_port"></param>
 /// <param name="assetCache"></param>
 /// <param name="authenticateClass"></param>
 /// <returns></returns>
 public IClientNetworkServer CreateServer(
     IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port,
     AgentCircuitManager authenticateClass)
 {
     return CreateServer(
         _listenIP, ref port, proxyPortOffset, allow_alternate_port, null, authenticateClass);
 }
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:17,代码来源:ClientStackManager.cs

示例15: CreateScene

 protected abstract Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService, IEstateDataService estateDataService, AgentCircuitManager circuitManager);
开发者ID:rryk,项目名称:omp-server,代码行数:1,代码来源:RegionApplicationBase.cs


注:本文中的OpenSim.Framework.AgentCircuitManager类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。