本文整理汇总了C#中OpenSim.Framework.RegionInfo类的典型用法代码示例。如果您正苦于以下问题:C# RegionInfo类的具体用法?C# RegionInfo怎么用?C# RegionInfo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。
RegionInfo类属于OpenSim.Framework命名空间,在下文中一共展示了RegionInfo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: InformNeighboursThatRegionIsUpAsync
/// <summary>
/// Asynchronous call to information neighbouring regions that this region is up
/// </summary>
/// <param name="region"></param>
/// <param name="regionhandle"></param>
private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle)
{
uint x = 0, y = 0;
Utils.LongToUInts(regionhandle, out x, out y);
GridRegion neighbour = null;
if (neighbourService != null)
neighbour = neighbourService.HelloNeighbour(regionhandle, region);
else
m_log.DebugFormat( "{0} neighbour service provided for region {0} to inform neigbhours of status", LogHeader, m_scene.Name);
if (neighbour != null)
{
m_log.DebugFormat( "{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up",
LogHeader, m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
m_scene.EventManager.TriggerOnRegionUp(neighbour);
}
else
{
m_log.WarnFormat(
"[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.",
m_scene.Name, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
}
}
示例2: RegionStatsHandler
//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public RegionStatsHandler(OpenSim.Framework.RegionInfo region_info)
{
regionInfo = region_info;
osRXStatsURI = Util.SHA1Hash(regionInfo.regionSecret);
osXStatsURI = Util.SHA1Hash(regionInfo.osSecret);
}
示例3: InformNeighboursThatRegionIsUpAsync
/// <summary>
/// Asynchronous call to information neighbouring regions that this region is up
/// </summary>
/// <param name="region"></param>
/// <param name="regionhandle"></param>
private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle)
{
uint x = 0, y = 0;
Utils.LongToUInts(regionhandle, out x, out y);
GridRegion neighbour = null;
if (neighbourService != null)
neighbour = neighbourService.HelloNeighbour(regionhandle, region);
else
m_log.DebugFormat("[SCS]: No neighbour service provided for informing neigbhours of this region");
if (neighbour != null)
{
m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
m_scene.EventManager.TriggerOnRegionUp(neighbour);
}
else
{
if (m_scene.GridService != null)
{
neighbour = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
if (neighbour != null)
m_log.InfoFormat("[INTERGRID]: Failed to inform neighbour {0}-{1} that I'm here.", x / Constants.RegionSize, y / Constants.RegionSize);
}
}
}
示例4: 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)
{
}
示例5: TestScene
public TestScene(
RegionInfo regInfo, AgentCircuitManager authen,
ISimulationDataService simDataService, IEstateDataService estateDataService,
IConfigSource config, string simulatorVersion)
: base(regInfo, authen, simDataService, estateDataService,
config, simulatorVersion)
{
}
示例6: CreateBasicPhysicsEngine
// 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
// 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
// May be 'null' if there are no overrides.
public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
{
IConfigSource openSimINI = new IniConfigSource();
IConfig startupConfig = openSimINI.AddConfig("Startup");
startupConfig.Set("physics", "BulletSim");
startupConfig.Set("meshing", "Meshmerizer");
startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
// If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
// bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
// bulletSimConfig.Set("BulletEngine", "BulletXNA");
bulletSimConfig.Set("MeshSculptedPrim", "false");
bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
if (paramOverrides != null)
{
foreach (KeyValuePair<string, string> kvp in paramOverrides)
{
bulletSimConfig.Set(kvp.Key, kvp.Value);
}
}
// If a special directory exists, put detailed logging therein.
// This allows local testing/debugging without having to worry that the build engine will output logs.
if (Directory.Exists("physlogs"))
{
bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
bulletSimConfig.Set("PhysicsLoggingEnabled","True");
bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
bulletSimConfig.Set("VehicleLoggingEnabled","True");
}
Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
RegionInfo info = new RegionInfo();
info.RegionName = "BSTestRegion";
info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info);
IMesher mesher = new OpenSim.Region.PhysicsModules.Meshing.Meshmerizer();
INonSharedRegionModule mod = mesher as INonSharedRegionModule;
mod.Initialise(openSimINI);
mod.AddRegion(scene);
mod.RegionLoaded(scene);
BSScene pScene = new BSScene();
mod = (pScene as INonSharedRegionModule);
mod.Initialise(openSimINI);
mod.AddRegion(scene);
mod.RegionLoaded(scene);
// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
// In the future, add a fake asset fetcher to get meshes and sculpts.
// bsScene.RequestAssetMethod = ???;
return pScene;
}
示例7: LoadLibraries
/// <summary>
/// Use the asset set information at path to load assets
/// </summary>
/// <param name="path"></param>
/// <param name="assets"></param>
protected void LoadLibraries(string iarFileName)
{
m_log.InfoFormat("[LIBRARY INVENTORY]: Loading iar file {0}", iarFileName);
RegionInfo regInfo = new RegionInfo();
Scene m_MockScene = null;
//Make the scene for the IAR loader
if (m_registry is Scene)
m_MockScene = (Scene)m_registry;
else
{
m_MockScene = new Scene(regInfo);
m_MockScene.AddModuleInterfaces(m_registry.GetInterfaces());
}
UserAccount uinfo = m_MockScene.UserAccountService.GetUserAccount(UUID.Zero, m_service.LibraryOwner);
//Make the user account for the default IAR
if (uinfo == null)
{
m_log.Warn("Creating user " + m_service.LibraryOwnerName[0] + " " + m_service.LibraryOwnerName[1]);
m_MockScene.UserAccountService.CreateUser(m_service.LibraryOwnerName[0],
m_service.LibraryOwnerName[1], "", "");
uinfo = m_MockScene.UserAccountService.GetUserAccount(UUID.Zero, m_service.LibraryOwnerName[0],
m_service.LibraryOwnerName[1]);
m_MockScene.InventoryService.CreateUserInventory(uinfo.PrincipalID);
}
InventoryFolderBase rootFolder = m_MockScene.InventoryService.GetRootFolder(uinfo.PrincipalID);
if (null == rootFolder)
{
//We need to create the root folder, otherwise the IAR freaks
m_MockScene.InventoryService.CreateUserInventory(uinfo.PrincipalID);
}
InventoryArchiveReadRequest archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, "/", iarFileName, false);
try
{
List<InventoryNodeBase> nodes = new List<InventoryNodeBase>(archread.Execute(true));
if (nodes.Count == 0)
return;
InventoryFolderImpl f = new InventoryFolderImpl((InventoryFolderBase)nodes[0]);
TraverseFolders(f, nodes[0].ID, m_MockScene);
//This is our loaded folder
m_service.AddToDefaultInventory(f);
}
catch (Exception e)
{
m_log.DebugFormat("[LIBRARY MODULE]: Exception when processing archive {0}: {1}", iarFileName, e.StackTrace);
}
finally
{
archread.Close();
}
}
示例8: 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)
{
}
示例9: 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)
{
}
示例10: RegisterRegion
public override RegionCommsListener RegisterRegion(RegionInfo regionInfo)
{
if (!regionInfo.RegionID.Equals(UUID.Zero))
{
m_regionsOnInstance.Add(regionInfo);
return m_remoteBackend.RegisterRegion(regionInfo);
}
else
return base.RegisterRegion(regionInfo);
}
示例11: CreateBuyPoint
public BuyPoint CreateBuyPoint(UUID uuid, string name, Vector3 pos, ILandObject osParcel, RegionInfo regionInfo)
{
BuyPoint bp = new BuyPoint(uuid, name, pos, osParcel) { Game = m_controller.Game };
bp.Location.RegionName = regionInfo.RegionName;
bp.Location.RegionId = regionInfo.RegionID;
bp.Location.RegionX = regionInfo.RegionLocX;
bp.Location.RegionY = regionInfo.RegionLocY;
return bp;
}
示例12: HelloNeighbour
public virtual bool HelloNeighbour(ulong regionHandle, RegionInfo thisRegion)
{
RegionInfo regInfo = m_MapService.RequestNeighbourInfo(regionHandle);
if ((regInfo != null) &&
// Don't remote-call this instance; that's a startup hickup
!((regInfo.ExternalHostName == thisRegion.ExternalHostName) && (regInfo.HttpPort == thisRegion.HttpPort)))
{
return DoHelloNeighbourCall(regInfo, thisRegion);
}
//else
// m_log.Warn("[REST COMMS]: Region not found " + regionHandle);
return false;
}
示例13: 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;
}
示例14: RegionDetails
public RegionDetails(RegionInfo regInfo)
{
region_name = regInfo.RegionName;
region_id = regInfo.RegionID.ToString();
region_x = regInfo.RegionLocX;
region_y = regInfo.RegionLocY;
region_owner_id = regInfo.EstateSettings.EstateOwner.ToString();
region_http_port = regInfo.HttpPort;
region_server_uri = regInfo.ServerURI;
region_external_hostname = regInfo.ExternalHostName;
Uri uri = new Uri(region_server_uri);
region_port = (uint)uri.Port;
}
示例15: AdjustRegionHandle
public static void AdjustRegionHandle(RegionInfo regInfo)
{
ulong realHandle = 0;
if (!UInt64.TryParse(regInfo.regionSecret, out realHandle))
// Nope
return;
uint x = 0, y = 0;
Utils.LongToUInts(realHandle, out x, out y);
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
regInfo.RegionLocX = x;
regInfo.RegionLocY = y;
}