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C# ScenePresence.SendInitialFullUpdateToAllClients方法代码示例

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


在下文中一共展示了ScenePresence.SendInitialFullUpdateToAllClients方法的3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: CrossAgentToNewRegionAsync

        /// <summary>
        /// This Closes child agents on neighboring regions
        /// Calls an asynchronous method to do so..  so it doesn't lag the sim.
        /// </summary>
        protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying)
        {
            m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);

            Scene m_scene = agent.Scene;
            ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));

            int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
            GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);

            if (neighbourRegion != null && agent.ValidateAttachments())
            {
                pos = pos + (agent.Velocity);

                SetInTransit(agent.UUID);
                AgentData cAgent = new AgentData();
                agent.CopyTo(cAgent);
                cAgent.Position = pos;
                if (isFlying)
                    cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
                cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort +
                    "/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";

                if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
                {
                    // region doesn't take it
                    ResetFromTransit(agent.UUID);
                    return agent;
                }

				agent.ControllingClient.RequestClientInfo();

                string agentcaps;
                if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
                {
                    m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
                                     neighbourRegion.RegionHandle);
                    return agent;
                }
                // TODO Should construct this behind a method
                string capsPath =
                    "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
                     + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";

                m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);

                IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
                if (eq != null)
                {
                    eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                   capsPath, agent.UUID, agent.ControllingClient.SessionId);
                }
                else
                {
                    agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                                capsPath);
                }

                if (!WaitForCallback(agent.UUID))
                {
                    m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
                    ResetFromTransit(agent.UUID);

                    // Yikes! We should just have a ref to scene here.
                    //agent.Scene.InformClientOfNeighbours(agent);
                    EnableChildAgents(agent);

                    return agent;
                }

                // Next, let's close the child agent connections that are too far away.
                agent.CloseChildAgents(neighbourx, neighboury);

                agent.MakeChildAgent();
                // now we have a child agent in this region. Request all interesting data about other (root) agents
                agent.SendInitialFullUpdateToAllClients();

                CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
            }

            //m_log.Debug("AFTER CROSS");
            //Scene.DumpChildrenSeeds(UUID);
            //DumpKnownRegions();
            return agent;
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:89,代码来源:EntityTransferModule.cs

示例2: CrossAgentSittingToNewRegionAsync

        /// <summary>
        /// This Closes child agents on neighboring regions
        /// Calls an asynchronous method to do so..  so it doesn't lag the sim.
        /// </summary>
        protected ScenePresence CrossAgentSittingToNewRegionAsync(ScenePresence agent, GridRegion neighbourRegion, SceneObjectGroup grp)
        {
            Scene m_scene = agent.Scene;
            
            if (agent.ValidateAttachments())
            {
                AgentData cAgent = new AgentData();
                agent.CopyTo(cAgent);
                cAgent.Position = grp.AbsolutePosition;
                    

                cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort +
                    "/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";

                if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
                {
                    // region doesn't take it
                    ResetFromTransit(agent.UUID);
                    return agent;
                }

                // Next, let's close the child agent connections that are too far away.
                agent.CloseChildAgents((uint)neighbourRegion.RegionLocX / 256, (uint)neighbourRegion.RegionLocY / 256);

                string agentcaps;
                if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
                {
                    m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
                                     neighbourRegion.RegionHandle);
                    return agent;
                }
                // TODO Should construct this behind a method
                string capsPath =
                    "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
                     + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";

                m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);

                IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
                if (eq != null)
                {
                    eq.CrossRegion(neighbourRegion.RegionHandle, agent.AbsolutePosition, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                   capsPath, agent.UUID, agent.ControllingClient.SessionId);
                }
                else
                {
                    agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, agent.AbsolutePosition, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                                capsPath);
                }

                agent.MakeChildAgent();
                // now we have a child agent in this region. Request all interesting data about other (root) agents
                agent.SendInitialFullUpdateToAllClients();

                CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
            }
            return agent;
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:62,代码来源:EntityTransferModule.cs

示例3: CrossAgentToNewRegionAsync

        /// <summary>
        /// This Closes child agents on neighboring regions
        /// Calls an asynchronous method to do so..  so it doesn't lag the sim.
        /// </summary>
        protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying)
        {
            m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);

            ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));

            int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
            GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);

            if (neighbourRegion != null && agent.ValidateAttachments())
            {
                pos = pos + (agent.Velocity);

                //CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
                //if (userInfo != null)
                //{
                //    userInfo.DropInventory();
                //}
                //else
                //{
                //    m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}", 
                //            agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName);
                //}

                //bool crossingSuccessful =
                //    CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos,
                                                      //isFlying);

                SetInTransit(agent.UUID);
                AgentData cAgent = new AgentData();
                agent.CopyTo(cAgent);
                cAgent.Position = pos;
                if (isFlying)
                    cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
                cAgent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort +
                    "/agent/" + agent.UUID.ToString() + "/" + agent.Scene.RegionInfo.RegionHandle.ToString() + "/release/";

                m_interregionCommsOut.SendChildAgentUpdate(neighbourHandle, cAgent);

                // Next, let's close the child agent connections that are too far away.
                agent.CloseChildAgents(neighbourx, neighboury);

                //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
                agent.ControllingClient.RequestClientInfo();

                //m_log.Debug("BEFORE CROSS");
                //Scene.DumpChildrenSeeds(UUID);
                //DumpKnownRegions();
                string agentcaps;
                if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
                {
                    m_log.ErrorFormat("[SCENE COMM]: No CAPS information for region handle {0}, exiting CrossToNewRegion.",
                                     neighbourRegion.RegionHandle);
                    return agent;
                }
                // TODO Should construct this behind a method
                string capsPath =
                    "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
                     + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";

                m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);

                IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
                if (eq != null)
                {
                    eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                   capsPath, agent.UUID, agent.ControllingClient.SessionId);
                }
                else
                {
                    agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                                capsPath);
                }

                if (!WaitForCallback(agent.UUID))
                {
                    ResetFromTransit(agent.UUID);

                    // Yikes! We should just have a ref to scene here.
                    agent.Scene.InformClientOfNeighbours(agent);

                    return agent;
                }

                agent.MakeChildAgent();
                // now we have a child agent in this region. Request all interesting data about other (root) agents
                agent.SendInitialFullUpdateToAllClients();

                agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true);

                //                    m_scene.SendKillObject(m_localId);

                agent.Scene.NotifyMyCoarseLocationChange();
                // the user may change their profile information in other region,
                // so the userinfo in UserProfileCache is not reliable any more, delete it
                if (agent.Scene.NeedSceneCacheClear(agent.UUID))
//.........这里部分代码省略.........
开发者ID:dirkhusemann,项目名称:opensim,代码行数:101,代码来源:SceneCommunicationService.cs


注:本文中的OpenSim.Region.Framework.Scenes.ScenePresence.SendInitialFullUpdateToAllClients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。