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C# Scene.GetLandData方法代码示例

本文整理汇总了C#中OpenSim.Region.Framework.Scenes.Scene.GetLandData方法的典型用法代码示例。如果您正苦于以下问题:C# Scene.GetLandData方法的具体用法?C# Scene.GetLandData怎么用?C# Scene.GetLandData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OpenSim.Region.Framework.Scenes.Scene的用法示例。


在下文中一共展示了Scene.GetLandData方法的5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: ParcelVoiceInfoRequest

        /// Callback for a client request for ParcelVoiceInfo
        public string ParcelVoiceInfoRequest(Scene scene, string request, string path, string param,
                                             UUID agentID, Caps caps)
        {
            m_log.Info("[MurmurVoice]: Calling ParcelVoiceInfoRequest...");
            try
            {
                ScenePresence avatar = scene.GetScenePresence(agentID);

                LLSDParcelVoiceInfoResponse parcelVoiceInfo;
                string channel_uri = String.Empty;

                if (null == scene.LandChannel)
                    throw new Exception(String.Format("region \"{0}\": avatar \"{1}\": land data not yet available",
                                                      scene.RegionInfo.RegionName, avatar.Name));

                // get channel_uri: check first whether estate
                // settings allow voice, then whether parcel allows
                // voice, if all do retrieve or obtain the parcel
                // voice channel
                LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);

                m_log.DebugFormat("[MurmurVoice]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
                                  scene.RegionInfo.RegionName, land.Name, land.LocalID, avatar.Name, request, path, param);

                if ( ((land.Flags & (uint)ParcelFlags.AllowVoiceChat) > 0) && scene.RegionInfo.EstateSettings.AllowVoice )
                {
                    Agent agent = m_manager.Agent.GetOrCreate(agentID);

                    string RegionName  = scene.RegionInfo.RegionName;
                    if(m_RegionParents.ContainsKey(RegionName))
                        {
                        int RParent = m_RegionParents[RegionName];

                        agent.channel = m_manager.Channel.GetOrCreate(ChannelName(scene, land),RParent);

                    // Host/port pair for voice server
                        channel_uri = String.Format("{0}:{1}", m_murmurd_exthost, m_murmurd_port);

                        m_log.InfoFormat("[MurmurVoice]: {0}", channel_uri);
                        m_callback.AddUserToChan(agent);
                        }
                    else
                        m_log.DebugFormat("[MurmurVoice]: Region Parent channel not found: {0}",RegionName);
                } else {
                    m_log.DebugFormat("[MurmurVoice]: Voice not enabled.");
                }

                Hashtable creds = new Hashtable();
                creds["channel_uri"] = channel_uri;

                parcelVoiceInfo = new LLSDParcelVoiceInfoResponse(scene.RegionInfo.RegionName, land.LocalID, creds);
                string r = LLSDHelpers.SerialiseLLSDReply(parcelVoiceInfo);
                m_log.InfoFormat("[MurmurVoice]: Parcel: {0}", r);

                return r;
            }
            catch (Exception e)
            {
                m_log.ErrorFormat("[MurmurVoice]: Exception: " + e.ToString());
                return "<llsd><undef /></llsd>";
            }
        }
开发者ID:UbitUmarov,项目名称:MurmurVoice-opensim,代码行数:63,代码来源:MurmurVoiceModule.cs

示例2: ParcelVoiceInfoRequest

        /// <summary>
        /// Callback for a client request for ParcelVoiceInfo
        /// </summary>
        /// <param name="scene">current scene object of the client</param>
        /// <param name="request"></param>
        /// <param name="path"></param>
        /// <param name="param"></param>
        /// <param name="agentID"></param>
        /// <param name="caps"></param>
        /// <returns></returns>
        public string ParcelVoiceInfoRequest(Scene scene, string request, string path, string param,
                                             UUID agentID, Caps caps)
        {
            m_log.DebugFormat(
                "[FreeSwitchVoice][PARCELVOICE]: ParcelVoiceInfoRequest() on {0} for {1}", 
                scene.RegionInfo.RegionName, agentID);
            
            ScenePresence avatar = scene.GetScenePresence(agentID);
            string avatarName = avatar.Name;

            // - check whether we have a region channel in our cache
            // - if not:
            //       create it and cache it
            // - send it to the client
            // - send channel_uri: as "sip:[email protected]_sipDomain"
            try
            {
                LLSDParcelVoiceInfoResponse parcelVoiceInfo;
                string channelUri;

                if (null == scene.LandChannel)
                    throw new Exception(String.Format("region \"{0}\": avatar \"{1}\": land data not yet available",
                                                      scene.RegionInfo.RegionName, avatarName));

                // get channel_uri: check first whether estate
                // settings allow voice, then whether parcel allows
                // voice, if all do retrieve or obtain the parcel
                // voice channel
                LandData land = scene.GetLandData(avatar.AbsolutePosition);

                //m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
                //                  scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);

                // TODO: EstateSettings don't seem to get propagated...
                // if (!scene.RegionInfo.EstateSettings.AllowVoice)
                // {
                //     m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": voice not enabled in estate settings",
                //                       scene.RegionInfo.RegionName);
                //     channel_uri = String.Empty;
                // }
                // else

                if ((land.Flags & (uint)ParcelFlags.AllowVoiceChat) == 0)
                {
//                    m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": voice not enabled for parcel",
//                                      scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName);
                    channelUri = String.Empty;
                }
                else
                {
                    channelUri = ChannelUri(scene, land);
                }

                // fill in our response to the client
                Hashtable creds = new Hashtable();
                creds["channel_uri"] = channelUri;

                parcelVoiceInfo = new LLSDParcelVoiceInfoResponse(scene.RegionInfo.RegionName, land.LocalID, creds);
                string r = LLSDHelpers.SerialiseLLSDReply(parcelVoiceInfo);

//                m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": {4}",
//                                  scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, r);
                return r;
            }
            catch (Exception e)
            {
                m_log.ErrorFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": avatar \"{1}\": {2}, retry later",
                                  scene.RegionInfo.RegionName, avatarName, e.Message);
                m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": avatar \"{1}\": {2} failed",
                                  scene.RegionInfo.RegionName, avatarName, e.ToString());

                return "<llsd>undef</llsd>";
            }
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:84,代码来源:FreeSwitchVoiceModule.cs

示例3: ParcelVoiceInfoRequest

        /// Callback for a client request for ParcelVoiceInfo
        public string ParcelVoiceInfoRequest(Scene scene, string request, string path, string param,
                                             UUID agentID)
        {
            m_log.Debug("[MurmurVoice] Calling ParcelVoiceInfoRequest...");
            try
            {
                ScenePresence avatar = scene.GetScenePresence(agentID);

                string channel_uri = String.Empty;

                if (null == scene.LandChannel) 
                    throw new Exception(String.Format("region \"{0}\": avatar \"{1}\": land data not yet available",
                                                      scene.RegionInfo.RegionName, avatar.Name));

                // get channel_uri: check first whether estate
                // settings allow voice, then whether parcel allows
                // voice, if all do retrieve or obtain the parcel
                // voice channel
                LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
                if (null == land) 
                    throw new Exception(String.Format("region \"{0}\": avatar \"{1}\": land data not yet available",
                                                      scene.RegionInfo.RegionName, avatar.Name));

                m_log.DebugFormat("[MurmurVoice] region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
                                  scene.RegionInfo.RegionName, land.Name, land.LocalID, avatar.Name, request, path, param);

                if (((land.Flags & (uint)ParcelFlags.AllowVoiceChat) > 0) && scene.RegionInfo.EstateSettings.AllowVoice)
                {
                    ServerManager manager = GetServerManager(scene);
                    Agent agent = manager.Agent.GetOrCreate(agentID, scene);

                    if (agent == null)
                    {
                        m_log.ErrorFormat("[MurmurVoice] Agent not connected {0}", agentID);

                        return "<llsd><undef /></llsd>";
                    }

                    agent.channel = manager.Channel.GetOrCreate(ChannelName(scene, land));

                    // Wait for session connect
                    int retry = 0;
                    while (agent.session < 0)
                    {
                        if (++retry > 50)
                        {
                            m_log.ErrorFormat("[MurmurVoice] Connecting failed {0} (uid {1}) identified by {2}", agent.uuid.ToString(), agent.userid, agent.pass);

                            return "<llsd><undef /></llsd>";
                        }

                        Thread.Sleep(200);
                    }

                    // Host/port pair for voice server
                    channel_uri = String.Format("{0}:{1}", m_murmurd_host, m_murmurd_port);

                    Murmur.User state = manager.Server.getState(agent.session);
                    GetServerCallback(scene).AddUserToChan(state, agent.channel);

                    m_log.DebugFormat("[MurmurVoice] {0}", channel_uri);
                }
                else
                {
                    m_log.DebugFormat("[MurmurVoice] Voice not enabled.");
                }

                Hashtable creds = new Hashtable();
                creds["channel_uri"] = channel_uri;

                LLSDParcelVoiceInfoResponse parcelVoiceInfo = new LLSDParcelVoiceInfoResponse(scene.RegionInfo.RegionName, land.LocalID, creds);
                string r = LLSDHelpers.SerialiseLLSDReply(parcelVoiceInfo);
                m_log.DebugFormat("[MurmurVoice] Parcel: {0}", r);

                return r;
            }
            catch (Exception e)
            {
                m_log.ErrorFormat("[MurmurVoice] Exception: " + e.ToString());
                return "<llsd><undef /></llsd>";
            }
        }
开发者ID:Vinhold,项目名称:halcyon,代码行数:83,代码来源:MurmurVoiceModule.cs

示例4: ParcelVoiceInfoRequest

        /// <summary>
        /// Callback for a client request for ParcelVoiceInfo
        /// </summary>
        /// <param name="scene">current scene object of the client</param>
        /// <param name="request"></param>
        /// <param name="path"></param>
        /// <param name="param"></param>
        /// <param name="agentID"></param>
        /// <param name="caps"></param>
        /// <returns></returns>
        public string ParcelVoiceInfoRequest(Scene scene, string request, string path, string param,
                                             UUID agentID, Caps caps)
        {
            ScenePresence avatar = scene.GetScenePresence(agentID);
            if (avatar == null) // seen on the main grid, perhaps on user disconnect or viewer crash
                return EMPTY_RESPONSE;

            string        avatarName = avatar.Name;

            // - check whether we have a region channel in our cache
            // - if not: 
            //       create it and cache it
            // - send it to the client
            // - send channel_uri: as "sip:[email protected]_sipDomain"
            try
            {
                LLSDParcelVoiceInfoResponse parcelVoiceInfo;
                string channel_uri;

                if (null == scene.LandChannel) 
                    throw new Exception(String.Format("region \"{0}\": avatar \"{1}\": land data not yet available",
                                                      scene.RegionInfo.RegionName, avatarName));

                // If the avatar is in transit between regions, avatar.AbsolutePosition calls below can return undefined values.
                if (avatar.IsInTransit)
                {
                    m_log.WarnFormat("[VivoxVoice][PARCELVOICE]: Cannot process voice info request - avatar {0} is still in transit between regions.", avatarName);
                    return EMPTY_RESPONSE;
                }

                // get channel_uri: check first whether estate
                // settings allow voice, then whether parcel allows
                // voice, if all do retrieve or obtain the parcel
                // voice channel
                LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
                if (land == null)
                {
                    // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": avatar\"{1}\" at ({2}): Land parcel not found.",
                    //                scene.RegionInfo.RegionName, avatarName, avatar.AbsolutePosition.ToString());
                    return EMPTY_RESPONSE;
                }

                // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
                //                  scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
                // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: avatar \"{0}\": location: {1} {2} {3}",
                //                   avatarName, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);

                // TODO: EstateSettings don't seem to get propagated...
                if (!scene.RegionInfo.EstateSettings.AllowVoice)
                {
                    m_log.InfoFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": voice not enabled in estate settings",
                                      scene.RegionInfo.RegionName);
                    channel_uri = String.Empty;
                }

                if ((land.Flags & (uint)ParcelFlags.AllowVoiceChat) == 0)
                {
                    m_log.InfoFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": voice not enabled for parcel",
                                      scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName);
                    channel_uri = String.Empty;
                }
                else
                {
                    channel_uri = RegionGetOrCreateChannel(scene, land);
                }

                // fill in our response to the client
                Hashtable creds = new Hashtable();
                creds["channel_uri"] = channel_uri;

                parcelVoiceInfo = new LLSDParcelVoiceInfoResponse(scene.RegionInfo.RegionName, land.LocalID, creds);
                string r = LLSDHelpers.SerializeLLSDReply(parcelVoiceInfo);

                // m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": {4}", 
                //                   scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, r);
                return r;
            }
            catch (Exception e)
            {
                m_log.ErrorFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": avatar \"{1}\": {2} failed", 
                                  scene.RegionInfo.RegionName, avatarName, e.Message);
                m_log.ErrorFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": avatar \"{1}\": {2} exception", 
                                  scene.RegionInfo.RegionName, avatarName, e.ToString());

                return EMPTY_RESPONSE;
            }
        }
开发者ID:Fred2008Levasseur,项目名称:halcyon,代码行数:97,代码来源:VivoxVoiceModule.cs

示例5: RestGetMumbleServerInfo

        /// <summary>
        /// Returns information about a mumble server via a REST Request
        /// </summary>
        /// <param name="request"></param>
        /// <param name="path"></param>
        /// <param name="param">A string representing the sim's UUID</param>
        /// <param name="httpRequest">HTTP request header object</param>
        /// <param name="httpResponse">HTTP response header object</param>
        /// <returns>Information about the mumble server in http response headers</returns>
        public string RestGetMumbleServerInfo(Scene scene, string request, string path, string param,
                                       OSHttpRequest httpRequest, OSHttpResponse httpResponse)
        {
            if (m_murmurd_host == null)
            {
                httpResponse.StatusCode = 404;
                httpResponse.StatusDescription = "Not Found";

                string message = "[MurmurVoice]: Server info request from " + httpRequest.RemoteIPEndPoint.Address + ". Cannot send response, module is not configured properly.";
                m_log.Warn(message);
                return "Mumble server info is not available.";
            }
            if (httpRequest.Headers.GetValues("avatar_uuid") == null)
            {
                httpResponse.StatusCode = 400;
                httpResponse.StatusDescription = "Bad Request";

                string message = "[MurmurVoice]: Invalid server info request from " + httpRequest.RemoteIPEndPoint.Address + "";
                m_log.Warn(message);
                return "avatar_uuid header is missing";
            }
                
            string avatar_uuid = httpRequest.Headers.GetValues("avatar_uuid")[0];
            string responseBody = String.Empty;
            UUID avatarId;
            if (UUID.TryParse(avatar_uuid, out avatarId))
            {
                if (scene == null) throw new Exception("[MurmurVoice] Invalid scene.");

                ServerManager manager = GetServerManager(scene);
                Agent agent = manager.Agent.GetOrCreate(avatarId, scene);

                string channel_uri;

                ScenePresence avatar = scene.GetScenePresence(avatarId);
                
                // get channel_uri: check first whether estate
                // settings allow voice, then whether parcel allows
                // voice, if all do retrieve or obtain the parcel
                // voice channel
                LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
                if (null == land) 
                    throw new Exception(String.Format("region \"{0}\": avatar \"{1}\": land data not yet available",
                                                      scene.RegionInfo.RegionName, avatar.Name));

                m_log.DebugFormat("[MurmurVoice] region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
                                  scene.RegionInfo.RegionName, land.Name, land.LocalID, avatar.Name, request, path, param);

                if (((land.Flags & (uint)ParcelFlags.AllowVoiceChat) > 0) && scene.RegionInfo.EstateSettings.AllowVoice)
                {
                    agent.channel = manager.Channel.GetOrCreate(ChannelName(scene, land));

                    // Host/port pair for voice server
                    channel_uri = String.Format("{0}:{1}", m_murmurd_host, m_murmurd_port);

                    if (agent.session > 0)
                    {
                        Murmur.User state = manager.Server.getState(agent.session);
                        GetServerCallback(scene).AddUserToChan(state, agent.channel);
                    }

                    m_log.InfoFormat("[MurmurVoice] {0}", channel_uri);
                }
                else
                {
                    m_log.DebugFormat("[MurmurVoice] Voice not enabled.");
                    channel_uri = "";
                }
                string m_context = "Mumble voice system";

                httpResponse.AddHeader("Mumble-Server", m_murmurd_host);
                httpResponse.AddHeader("Mumble-Version", m_server_version);
                httpResponse.AddHeader("Mumble-Channel", channel_uri);
                httpResponse.AddHeader("Mumble-User", avatar_uuid);
                httpResponse.AddHeader("Mumble-Password", agent.pass);
                httpResponse.AddHeader("Mumble-Avatar-Id", avatar_uuid);
                httpResponse.AddHeader("Mumble-Context-Id", m_context);

                responseBody += "Mumble-Server: " + m_murmurd_host + "\n";
                responseBody += "Mumble-Version: " + m_server_version + "\n";
                responseBody += "Mumble-Channel: " + channel_uri + "\n";
                responseBody += "Mumble-User: " + avatar_uuid + "\n";
                responseBody += "Mumble-Password: " + agent.pass + "\n";
                responseBody += "Mumble-Avatar-Id: " + avatar_uuid + "\n";
                responseBody += "Mumble-Context-Id: " + m_context + "\n";

                string log_message = "[MurmurVoice]: Server info request handled for " + httpRequest.RemoteIPEndPoint.Address + "";
                m_log.Info(log_message);
            }
            else
            {
//.........这里部分代码省略.........
开发者ID:Vinhold,项目名称:halcyon,代码行数:101,代码来源:MurmurVoiceModule.cs


注:本文中的OpenSim.Region.Framework.Scenes.Scene.GetLandData方法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。