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C# Framework.Location类代码示例

本文整理汇总了C#中OpenSim.Framework.Location的典型用法代码示例。如果您正苦于以下问题:C# Location类的具体用法?C# Location怎么用?C# Location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。


Location类属于OpenSim.Framework命名空间,在下文中一共展示了Location类的10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: ShutdownClientServer

        protected void ShutdownClientServer(RegionInfo whichRegion)
        {
            // Close and remove the clientserver for a region
            bool foundClientServer = false;
            int clientServerElement = 0;
            Location location = new Location(whichRegion.RegionHandle);

            for (int i = 0; i < m_clientServers.Count; i++)
            {
                if (m_clientServers[i].HandlesRegion(location))
                {
                    clientServerElement = i;
                    foundClientServer = true;
                    break;
                }
            }

            if (foundClientServer)
            {
                m_clientServers[clientServerElement].Stop();
                m_clientServers.RemoveAt(clientServerElement);
            }
        }
开发者ID:Michelle-Argus,项目名称:opensim,代码行数:23,代码来源:OpenSimBase.cs

示例2: AddScene

        public void AddScene(IScene scene)
        {
            if (m_scene != null)
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
                return;
            }

            if (!(scene is Scene))
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
                return;
            }

            m_scene = (Scene)scene;
            m_location = new Location(m_scene.RegionInfo.RegionHandle);

            StatsManager.RegisterStat(
                new Stat(
                    "InboxPacketsCount",
                    "Number of LL protocol packets waiting for the second stage of processing after initial receive.",
                    "Number of LL protocol packets waiting for the second stage of processing after initial receive.",
                    "",
                    "clientstack",
                    scene.Name,
                    StatType.Pull,
                    MeasuresOfInterest.AverageChangeOverTime,
                    stat => stat.Value = packetInbox.Count,
                    StatVerbosity.Debug));

            // XXX: These stats are also pool stats but we register them separately since they are currently not
            // turned on and off by EnablePools()/DisablePools()
            StatsManager.RegisterStat(
                new PercentageStat(
                    "PacketsReused",
                    "Packets reused",
                    "Number of packets reused out of all requests to the packet pool",
                    "clientstack",
                    m_scene.Name,
                    StatType.Pull,
                    stat => 
                        { PercentageStat pstat = (PercentageStat)stat; 
                          pstat.Consequent = PacketPool.Instance.PacketsRequested; 
                          pstat.Antecedent = PacketPool.Instance.PacketsReused; },
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new PercentageStat(
                    "PacketDataBlocksReused",
                    "Packet data blocks reused",
                    "Number of data blocks reused out of all requests to the packet pool",
                    "clientstack",
                    m_scene.Name,
                    StatType.Pull,
                    stat =>
                        { PercentageStat pstat = (PercentageStat)stat; 
                          pstat.Consequent = PacketPool.Instance.BlocksRequested; 
                          pstat.Antecedent = PacketPool.Instance.BlocksReused; },
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new Stat(
                    "PacketsPoolCount",
                    "Objects within the packet pool",
                    "The number of objects currently stored within the packet pool",
                    "",
                    "clientstack",
                    m_scene.Name,
                    StatType.Pull,
                    stat => stat.Value = PacketPool.Instance.PacketsPooled,
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new Stat(
                    "PacketDataBlocksPoolCount",
                    "Objects within the packet data block pool",
                    "The number of objects currently stored within the packet data block pool",
                    "",
                    "clientstack",
                    m_scene.Name,
                    StatType.Pull,
                    stat => stat.Value = PacketPool.Instance.BlocksPooled,
                    StatVerbosity.Debug));
        
            // We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
            // scene name
            if (UsePools)
                EnablePoolStats();

            MainConsole.Instance.Commands.AddCommand(
                "Debug", false, "debug lludp packet",
                 "debug lludp packet [--default] <level> [<avatar-first-name> <avatar-last-name>]",
                 "Turn on packet debugging",
                   "If level >  255 then all incoming and outgoing packets are logged.\n"
                 + "If level <= 255 then incoming AgentUpdate and outgoing SimStats and SimulatorViewerTimeMessage packets are not logged.\n"
                 + "If level <= 200 then incoming RequestImage and outgoing ImagePacket, ImageData, LayerData and CoarseLocationUpdate packets are not logged.\n"
                 + "If level <= 100 then incoming ViewerEffect and AgentAnimation and outgoing ViewerEffect and AvatarAnimation packets are not logged.\n"
                 + "If level <=  50 then outgoing ImprovedTerseObjectUpdate packets are not logged.\n"
                 + "If level <= 0 then no packets are logged.\n"
                 + "If --default is specified then the level becomes the default logging level for all subsequent agents.\n"
//.........这里部分代码省略.........
开发者ID:JeffCost,项目名称:opensim,代码行数:101,代码来源:LLUDPServer.cs

示例3: HandlesRegion

 public bool HandlesRegion(Location x)
 {
     return x == m_location;
 }
开发者ID:JeffCost,项目名称:opensim,代码行数:4,代码来源:LLUDPServer.cs

示例4: AddScene

        public void AddScene(IScene scene)
        {
            if (m_scene != null)
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
                return;
            }

            if (!(scene is Scene))
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
                return;
            }

            m_scene = (Scene)scene;
            m_location = new Location(m_scene.RegionInfo.RegionHandle);
        }
开发者ID:WordfromtheWise,项目名称:Aurora,代码行数:17,代码来源:LLUDPServer.cs

示例5: ShutdownClientServer

        protected void ShutdownClientServer(RegionInfo whichRegion)
        {
			if (m_log.IsDebugEnabled) {
				m_log.DebugFormat ("{0} called", System.Reflection.MethodBase.GetCurrentMethod ().Name);
			}

            // Close and remove the clientserver for a region
            bool foundClientServer = false;
            int clientServerElement = 0;
            Location location = new Location(whichRegion.RegionHandle);

            for (int i = 0; i < m_clientServers.Count; i++)
            {
                if (m_clientServers[i].HandlesRegion(location))
                {
                    clientServerElement = i;
                    foundClientServer = true;
                    break;
                }
            }

            if (foundClientServer)
            {
                m_clientServers[clientServerElement].Stop();
                m_clientServers.RemoveAt(clientServerElement);
            }
        }
开发者ID:AkiraSonoda,项目名称:akisim,代码行数:27,代码来源:OpenSimBase.cs

示例6: AddScene

        public void AddScene(IScene scene)
        {
            if (Scene != null)
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
                return;
            }

            if (!(scene is Scene))
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
                return;
            }

            Scene = (Scene)scene;
            m_location = new Location(Scene.RegionInfo.RegionHandle);
                        
            IpahEngine 
                = new JobEngine(
                    string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name), 
                    "INCOMING PACKET ASYNC HANDLING ENGINE");

            OqrEngine 
                = new JobEngine(
                    string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name), 
                    "OUTGOING QUEUE REFILL ENGINE");

            StatsManager.RegisterStat(
                new Stat(
                    "InboxPacketsCount",
                    "Number of LL protocol packets waiting for the second stage of processing after initial receive.",
                    "Number of LL protocol packets waiting for the second stage of processing after initial receive.",
                    "",
                    "clientstack",
                    scene.Name,
                    StatType.Pull,
                    MeasuresOfInterest.AverageChangeOverTime,
                    stat => stat.Value = packetInbox.Count,
                    StatVerbosity.Debug));

            // XXX: These stats are also pool stats but we register them separately since they are currently not
            // turned on and off by EnablePools()/DisablePools()
            StatsManager.RegisterStat(
                new PercentageStat(
                    "PacketsReused",
                    "Packets reused",
                    "Number of packets reused out of all requests to the packet pool",
                    "clientstack",
                    Scene.Name,
                    StatType.Pull,
                    stat => 
                        { PercentageStat pstat = (PercentageStat)stat; 
                          pstat.Consequent = PacketPool.Instance.PacketsRequested; 
                          pstat.Antecedent = PacketPool.Instance.PacketsReused; },
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new PercentageStat(
                    "PacketDataBlocksReused",
                    "Packet data blocks reused",
                    "Number of data blocks reused out of all requests to the packet pool",
                    "clientstack",
                    Scene.Name,
                    StatType.Pull,
                    stat =>
                        { PercentageStat pstat = (PercentageStat)stat; 
                          pstat.Consequent = PacketPool.Instance.BlocksRequested; 
                          pstat.Antecedent = PacketPool.Instance.BlocksReused; },
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new Stat(
                    "PacketsPoolCount",
                    "Objects within the packet pool",
                    "The number of objects currently stored within the packet pool",
                    "",
                    "clientstack",
                    Scene.Name,
                    StatType.Pull,
                    stat => stat.Value = PacketPool.Instance.PacketsPooled,
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new Stat(
                    "PacketDataBlocksPoolCount",
                    "Objects within the packet data block pool",
                    "The number of objects currently stored within the packet data block pool",
                    "",
                    "clientstack",
                    Scene.Name,
                    StatType.Pull,
                    stat => stat.Value = PacketPool.Instance.BlocksPooled,
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new Stat(
                    "OutgoingPacketsQueuedCount",
                    "Packets queued for outgoing send",
                    "Number of queued outgoing packets across all connections",
                    "",
//.........这里部分代码省略.........
开发者ID:Kubwa,项目名称:opensim,代码行数:101,代码来源:LLUDPServer.cs

示例7: Equals

 public bool Equals(Location loc)
 {
     return loc.X == X && loc.Y == Y;
 }
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:4,代码来源:Location.cs

示例8: AddScene

        public void AddScene(IScene scene)
        {
            if (m_scene != null)
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
                return;
            }

            if (!(scene is Scene))
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
                return;
            }

            m_scene = (Scene)scene;
            m_location = new Location(m_scene.RegionInfo.RegionHandle);

            // XXX: These stats are also pool stats but we register them separately since they are currently not
            // turned on and off by EnablePools()/DisablePools()
            StatsManager.RegisterStat(
                new PercentageStat(
                    "PacketsReused",
                    "Packets reused",
                    "Number of packets reused out of all requests to the packet pool",
                    "clientstack",
                    m_scene.Name,
                    StatType.Pull,
                    stat => 
                        { PercentageStat pstat = (PercentageStat)stat; 
                          pstat.Consequent = PacketPool.Instance.PacketsRequested; 
                          pstat.Antecedent = PacketPool.Instance.PacketsReused; },
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new PercentageStat(
                    "PacketDataBlocksReused",
                    "Packet data blocks reused",
                    "Number of data blocks reused out of all requests to the packet pool",
                    "clientstack",
                    m_scene.Name,
                    StatType.Pull,
                    stat =>
                        { PercentageStat pstat = (PercentageStat)stat; 
                          pstat.Consequent = PacketPool.Instance.BlocksRequested; 
                          pstat.Antecedent = PacketPool.Instance.BlocksReused; },
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new Stat(
                    "PacketsPoolCount",
                    "Objects within the packet pool",
                    "The number of objects currently stored within the packet pool",
                    "",
                    "clientstack",
                    m_scene.Name,
                    StatType.Pull,
                    stat => stat.Value = PacketPool.Instance.PacketsPooled,
                    StatVerbosity.Debug));

            StatsManager.RegisterStat(
                new Stat(
                    "PacketDataBlocksPoolCount",
                    "Objects within the packet data block pool",
                    "The number of objects currently stored within the packet data block pool",
                    "",
                    "clientstack",
                    m_scene.Name,
                    StatType.Pull,
                    stat => stat.Value = PacketPool.Instance.BlocksPooled,
                    StatVerbosity.Debug));
        
            // We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
            // scene name
            if (UsePools)
                EnablePoolStats();

            MainConsole.Instance.Commands.AddCommand(
                "Debug",
                false,
                "debug lludp start",
                "debug lludp start <in|out|all>",
                "Control LLUDP packet processing.",
                "No effect if packet processing has already started.\n"
                    + "in  - start inbound processing.\n"
                    + "out - start outbound processing.\n"
                    + "all - start in and outbound processing.\n",
                HandleStartCommand);

            MainConsole.Instance.Commands.AddCommand(
                "Debug",
                false,
                "debug lludp stop",
                "debug lludp stop <in|out|all>",
                "Stop LLUDP packet processing.",
                "No effect if packet processing has already stopped.\n"
                    + "in  - stop inbound processing.\n"
                    + "out - stop outbound processing.\n"
                    + "all - stop in and outbound processing.\n",
                HandleStopCommand);

//.........这里部分代码省略.........
开发者ID:TheCoffeeTime,项目名称:Opensim,代码行数:101,代码来源:LLUDPServer.cs

示例9: handleRestartRegion

        public void handleRestartRegion(RegionInfo whichRegion)
        {
            m_log.Info("[OPENSIM]: Got restart signal from SceneManager");

            // Shutting down the client server
            bool foundClientServer = false;
            int clientServerElement = 0;
            Location location = new Location(whichRegion.RegionHandle);

            for (int i = 0; i < m_clientServers.Count; i++)
            {
                if (m_clientServers[i].HandlesRegion(location))
                {
                    clientServerElement = i;
                    foundClientServer = true;
                    break;
                }
            }

            if (foundClientServer)
            {
                m_clientServers[clientServerElement].Server.Close();
                m_clientServers.RemoveAt(clientServerElement);
            }
            IScene scene;
            CreateRegion(whichRegion, true, out scene);
        }
开发者ID:Ideia-Boa,项目名称:diva-distribution,代码行数:27,代码来源:OpenSimBase.cs

示例10: AddScene

        public void AddScene(IScene scene)
        {
            if (m_scene != null)
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
                return;
            }

            if (!(scene is Scene))
            {
                m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
                return;
            }

            m_scene = (Scene)scene;
            m_location = new Location(m_scene.RegionInfo.RegionHandle);

            MainConsole.Instance.Commands.AddCommand(
                "Debug",
                false,
                "debug lludp start",
                "debug lludp start <in|out|all>",
                "Control LLUDP packet processing.",
                "No effect if packet processing has already started.\n"
                    + "in  - start inbound processing.\n"
                    + "out - start outbound processing.\n"
                    + "all - start in and outbound processing.\n",
                HandleStartCommand);

            MainConsole.Instance.Commands.AddCommand(
                "Debug",
                false,
                "debug lludp stop",
                "debug lludp stop <in|out|all>",
                "Stop LLUDP packet processing.",
                "No effect if packet processing has already stopped.\n"
                    + "in  - stop inbound processing.\n"
                    + "out - stop outbound processing.\n"
                    + "all - stop in and outbound processing.\n",
                HandleStopCommand);

            MainConsole.Instance.Commands.AddCommand(
                "Debug",
                false,
                "debug lludp pool",
                "debug lludp pool <on|off>",
                "Turn object pooling within the lludp component on or off.",
                HandlePoolCommand);

            MainConsole.Instance.Commands.AddCommand(
                "Debug",
                false,
                "debug lludp status",
                "debug lludp status",
                "Return status of LLUDP packet processing.",
                HandleStatusCommand);
        }
开发者ID:CCIR,项目名称:opensim,代码行数:57,代码来源:LLUDPServer.cs


注:本文中的OpenSim.Framework.Location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。