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OpenSim.Region.Framework.Scenes.Scene Class Reference
Inheritance diagram for OpenSim.Region.Framework.Scenes.Scene:
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Collaboration diagram for OpenSim.Region.Framework.Scenes.Scene:
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Public Member Functions

delegate void SynchronizeSceneHandler (Scene scene)
 
void setThreadCount (int inUseThreads)
 
 Scene (RegionInfo regInfo, AgentCircuitManager authen, ISimulationDataService simDataService, IEstateDataService estateDataService, IConfigSource config, string simulatorVersion)
 
 Scene (RegionInfo regInfo)
 
void AllModulesLoaded ()
 Called by the module loader when all modules are loaded, after each module's RegionLoaded hook is called. This is the earliest time where RequestModuleInterface may be used. More...
 
override string GetSimulatorVersion ()
 
override void OtherRegionUp (GridRegion otherRegion)
 Process the fact that a neighbouring region has come up. More...
 
bool isNeighborRegion (GridRegion otherRegion)
 
void AddNeighborRegion (RegionInfo region)
 
bool CheckNeighborRegion (RegionInfo region)
 
GridRegion IncomingHelloNeighbour (RegionInfo neighbour)
 
void RestartNow ()
 
void RestartNotifyWaitElapsed (object sender, ElapsedEventArgs e)
 
int GetInaccurateNeighborCount ()
 
override void Close ()
 Tidy before shutdown More...
 
override void Start ()
 Start the scene and associated scripts within it. More...
 
void Start (bool startScripts)
 Start the scene More...
 
void SetModuleInterfaces ()
 Sets up references to modules required by the scene More...
 
void DoMaintenance (int runs)
 
override void Update (int frames)
 Called to update the scene loop by a number of frames and until shutdown. More...
 
void AddScriptExecutionTime (long ticks)
 Adds the execution time of one script to the total scripts execution time for this region. More...
 
long GetAndResetScriptExecutionTime ()
 Returns the total execution time of all the scripts in the region since the last call (in milliseconds), and clears the value in preparation for the next call. More...
 
void AddGroupTarget (SceneObjectGroup grp)
 
void RemoveGroupTarget (SceneObjectGroup grp)
 
void Backup (bool forced)
 Backup the scene. More...
 
void ForceSceneObjectBackup (SceneObjectGroup group)
 Synchronous force backup. For deletes and links/unlinks More...
 
void AddReturn (UUID agentID, string objectName, Vector3 location, string reason)
 Tell an agent that their object has been returned. More...
 
void SaveTerrain ()
 Store the terrain in the persistant data store More...
 
void StoreWindlightProfile (RegionLightShareData wl)
 
void LoadWindlightProfile ()
 
override void LoadWorldMap ()
 Loads the World heightmap More...
 
void RegisterRegionWithGrid ()
 Register this region with a grid service More...
 
void loadAllLandObjectsFromStorage (UUID regionID)
 Loads all Parcel data from the datastore for region identified by regionID More...
 
virtual void LoadPrimsFromStorage (UUID regionID)
 Loads the World's objects More...
 
bool SupportsRayCastFiltered ()
 
object RayCastFiltered (Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
 
Vector3 GetNewRezLocation (Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
 Gets a new rez location based on the raycast and the size of the object that is being rezzed. More...
 
virtual void AddNewPrim (UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection)
 Create a New SceneObjectGroup/Part by raycasting More...
 
virtual SceneObjectGroup AddNewPrim (UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
 
bool AddRestoredSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
 Add an object into the scene that has come from storage More...
 
bool AddRestoredSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
 Add an object into the scene that has come from storage More...
 
bool AddNewSceneObject (SceneObjectGroup sceneObject, bool attachToBackup)
 Add a newly created object to the scene. Updates are also sent to viewers. More...
 
bool AddNewSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
 Add a newly created object to the scene More...
 
bool AddNewSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, Vector3?pos, Quaternion?rot, Vector3 vel)
 Add a newly created object to the scene. More...
 
void DeleteAllSceneObjects ()
 Delete every object from the scene. This does not include attachments worn by avatars. More...
 
void DeleteAllSceneObjects (bool exceptNoCopy)
 Delete every object from the scene. This does not include attachments worn by avatars. More...
 
void DeleteSceneObject (SceneObjectGroup group, bool silent)
 Synchronously delete the given object from the scene. More...
 
void DeleteSceneObject (SceneObjectGroup group, bool silent, bool removeScripts)
 Synchronously delete the given object from the scene. More...
 
bool UnlinkSceneObject (SceneObjectGroup so, bool softDelete)
 Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the object itself is not destroyed. More...
 
void updateScenePartGroup (SceneObjectPart part, SceneObjectGroup grp)
 
bool PositionIsInCurrentRegion (Vector3 pos)
 
bool IncomingCreateObject (Vector3 newPosition, ISceneObject sog)
 Called when objects or attachments cross the border, or teleport, between regions. More...
 
bool AddSceneObject (SceneObjectGroup sceneObject)
 Adds a Scene Object group to the Scene. Verifies that the creator of the object is not banned from the simulator. Checks if the item is an Attachment More...
 
int GetUserFlags (UUID user)
 
override ISceneAgent AddNewAgent (IClientAPI client, PresenceType type)
 Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent More...
 
string GetAgentHomeURI (UUID agentID)
 Returns the Home URI of the agent, or null if unknown. More...
 
override bool CheckClient (UUID agentID, System.Net.IPEndPoint ep)
 
virtual void SubscribeToClientEvents (IClientAPI client)
 Register for events from the client More...
 
virtual void SubscribeToClientTerrainEvents (IClientAPI client)
 
virtual void SubscribeToClientPrimEvents (IClientAPI client)
 
virtual void SubscribeToClientPrimRezEvents (IClientAPI client)
 
virtual void SubscribeToClientInventoryEvents (IClientAPI client)
 
virtual void SubscribeToClientTeleportEvents (IClientAPI client)
 
virtual void SubscribeToClientScriptEvents (IClientAPI client)
 
virtual void SubscribeToClientParcelEvents (IClientAPI client)
 
virtual void SubscribeToClientGridEvents (IClientAPI client)
 
virtual void SubscribeToClientNetworkEvents (IClientAPI client)
 
virtual void UnSubscribeToClientEvents (IClientAPI client)
 Unsubscribe the client from events. More...
 
virtual void UnSubscribeToClientTerrainEvents (IClientAPI client)
 
virtual void UnSubscribeToClientPrimEvents (IClientAPI client)
 
virtual void UnSubscribeToClientPrimRezEvents (IClientAPI client)
 
virtual void UnSubscribeToClientInventoryEvents (IClientAPI client)
 
virtual void UnSubscribeToClientTeleportEvents (IClientAPI client)
 
virtual void UnSubscribeToClientScriptEvents (IClientAPI client)
 
virtual void UnSubscribeToClientParcelEvents (IClientAPI client)
 
virtual void UnSubscribeToClientGridEvents (IClientAPI client)
 
virtual void UnSubscribeToClientNetworkEvents (IClientAPI client)
 
virtual bool TeleportClientHome (UUID agentId, IClientAPI client)
 Teleport an avatar to their home region More...
 
void DuplicateObject (uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
 Duplicates object specified by localID. This is the event handler for IClientAPI. More...
 
void doObjectDuplicateOnRay (uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
 Duplicates object specified by localID at position raycasted against RayTargetObject using RayEnd and RayStart to determine what the angle of the ray is More...
 
void GetAvatarAppearance (IClientAPI client, out AvatarAppearance appearance)
 Get the avatar appearance for the given client. More...
 
void RemoveClient (UUID agentID, bool closeChildAgents)
 
void HandleRemoveKnownRegionsFromAvatar (UUID avatarID, List< ulong > regionslst)
 Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry. More...
 
void SendKillObject (List< uint > localIDs)
 
bool NewUserConnection (AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason)
 Do the work necessary to initiate a new user connection for a particular scene. More...
 
bool NewUserConnection (AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup)
 
bool TestLandRestrictions (UUID agentID, out string reason, ref float posX, ref float posY)
 
virtual bool VerifyUserPresence (AgentCircuitData agent, out string reason)
 Verifies that the user has a presence on the Grid More...
 
void UpdateCircuitData (AgentCircuitData data)
 Update an AgentCircuitData object with new information More...
 
bool ChangeCircuitCode (uint oldcc, uint newcc)
 Change the Circuit Code for the user's Circuit Data More...
 
virtual bool IncomingUpdateChildAgent (AgentData cAgentData)
 We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's the full data. More...
 
virtual bool IncomingUpdateChildAgent (AgentPosition cAgentData)
 We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's only positional data More...
 
bool CloseAgent (UUID agentID, bool force, string auth_token)
 Authenticated close (via network) More...
 
bool IncomingPreCloseClient (ScenePresence sp)
 Tell a single client to prepare to close. More...
 
override bool CloseAgent (UUID agentID, bool force)
 Tell a single agent to disconnect from the region. More...
 
void RequestTeleportLocation (IClientAPI remoteClient, string regionName, Vector3 position, Vector3 lookat, uint teleportFlags)
 Tries to teleport agent to another region. More...
 
void RequestTeleportLocation (IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
 Tries to teleport agent to other region. More...
 
bool CrossAgentToNewRegion (ScenePresence agent, bool isFlying)
 
void SendOutChildAgentUpdates (AgentPosition cadu, ScenePresence presence)
 
void HandleObjectPermissionsUpdate (IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)
 
void ForceClientUpdate ()
 Causes all clients to get a full object update on all of the objects in the scene. More...
 
void HandleEditCommand (string[] cmdparams)
 This is currently only used for scale (to scale to MegaPrim size) There is a console command that calls this in OpenSimMain More...
 
void SendCommandToPlugins (string[] args)
 Console command handler to send script command to script engine. More...
 
LandData GetLandData (float x, float y)
 
LandData GetLandData (Vector3 pos)
 Get LandData by position. More...
 
LandData GetLandData (uint x, uint y)
 
bool ScriptDanger (uint localID, Vector3 pos)
 
bool PipeEventsForScript (uint localID)
 
UUID ConvertLocalIDToFullID (uint localID)
 
void SwapRootAgentCount (bool rootChildChildRootTF)
 
void AddPhysicalPrim (int num)
 
void RemovePhysicalPrim (int num)
 
int GetRootAgentCount ()
 
int GetChildAgentCount ()
 
ScenePresence GetScenePresence (UUID agentID)
 Request a scene presence by UUID. Fast, indexed lookup. More...
 
ScenePresence GetScenePresence (string firstName, string lastName)
 Request the scene presence by name. More...
 
ScenePresence GetScenePresence (uint localID)
 Request the scene presence by localID. More...
 
List< ScenePresenceGetScenePresences ()
 Gets all the scene presences in this scene. More...
 
void ForEachRootScenePresence (Action< ScenePresence > action)
 Performs action on all avatars in the scene (root scene presences) Avatars may be an NPC or a 'real' client. More...
 
void ForEachScenePresence (Action< ScenePresence > action)
 Performs action on all scene presences (root and child) More...
 
List< SceneObjectGroupGetSceneObjectGroups ()
 Get all the scene object groups. More...
 
SceneObjectGroup GetSceneObjectGroup (UUID fullID)
 Get a group via its UUID More...
 
SceneObjectGroup GetSceneObjectGroup (uint localID)
 Get a group via its local ID More...
 
SceneObjectGroup GetSceneObjectGroup (string name)
 Get a group by name from the scene (will return the first found, if there are more than one prim with the same name) More...
 
bool TryGetSceneObjectGroup (UUID fullID, out SceneObjectGroup sog)
 Attempt to get the SOG via its UUID More...
 
SceneObjectPart GetSceneObjectPart (string name)
 Get a prim by name from the scene (will return the first found, if there are more than one prim with the same name) More...
 
SceneObjectPart GetSceneObjectPart (uint localID)
 Get a prim via its local id More...
 
SceneObjectPart GetSceneObjectPart (UUID fullID)
 Get a prim via its UUID More...
 
bool TryGetSceneObjectPart (UUID fullID, out SceneObjectPart sop)
 Attempt to get a prim via its UUID More...
 
SceneObjectGroup GetGroupByPrim (uint localID)
 Get a scene object group that contains the prim with the given local id More...
 
SceneObjectGroup GetGroupByPrim (UUID fullID)
 Get a scene object group that contains the prim with the given uuid More...
 
override bool TryGetScenePresence (UUID agentID, out ScenePresence sp)
 Try to get a scene presence from the scene More...
 
bool TryGetAvatarByName (string avatarName, out ScenePresence avatar)
 
void ForEachRootClient (Action< IClientAPI > action)
 Perform an action on all clients with an avatar in this scene (root only) More...
 
void ForEachClient (Action< IClientAPI > action)
 Perform an action on all clients connected to the region (root and child) More...
 
bool TryGetClient (UUID avatarID, out IClientAPI client)
 
bool TryGetClient (System.Net.IPEndPoint remoteEndPoint, out IClientAPI client)
 
void ForEachSOG (Action< SceneObjectGroup > action)
 
EntityBase[] GetEntities ()
 Returns a list of the entities in the scene. This is a new list so operations perform on the list itself will not affect the original list of objects in the scene. More...
 
void CleanTempObjects ()
 
void DeleteFromStorage (UUID uuid)
 
int GetHealth (out int flags, out string message)
 
void jointErrorMessage (PhysicsJoint joint, string message)
 
Scene ConsoleScene ()
 
float GetGroundHeight (float x, float y)
 
override ISceneObject DeserializeObject (string representation)
 
Vector3 GetNearestAllowedPosition (ScenePresence avatar)
 
Vector3 GetNearestAllowedPosition (ScenePresence avatar, ILandObject excludeParcel)
 
ILandObject GetNearestAllowedParcel (UUID avatarId, float x, float y)
 
ILandObject GetNearestAllowedParcel (UUID avatarId, float x, float y, ILandObject excludeParcel)
 
List< UUID > GetEstateRegions (int estateID)
 
void ReloadEstateData ()
 
void TriggerEstateSunUpdate ()
 
void ThreadAlive (int threadCode)
 
void RegenerateMaptileAndReregister (object sender, ElapsedEventArgs e)
 
bool QueryAccess (UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List< UUID > features, out string reason)
 This method is called across the simulation connector to determine if a given agent is allowed in this region AS A ROOT AGENT More...
 
bool CheckLandPositionAccess (UUID agentID, bool NotCrossing, bool checkTeleHub, Vector3 position, out string reason)
 
void StartTimerWatchdog ()
 
void TimerWatchdog (object sender, ElapsedEventArgs e)
 
int SpawnPoint ()
 
void PhysicsRequestAsset (UUID assetID, AssetReceivedDelegate callback)
 Wrappers to get physics modules retrieve assets. More...
 
string GetExtraSetting (string name)
 
void StoreExtraSetting (string name, string val)
 
void RemoveExtraSetting (string name)
 
int CreateScriptInstances ()
 Creates all the scripts in the scene which should be started. More...
 
void StartScripts ()
 Lets the script engines start processing scripts. More...
 
void AddUploadedInventoryItem (UUID agentID, InventoryItemBase item, uint cost)
 
bool AddInventoryItemReturned (UUID AgentId, InventoryItemBase item)
 
bool AddInventoryItem (InventoryItemBase item)
 
bool AddInventoryItem (InventoryItemBase item, bool trigger)
 Add the given inventory item to a user's inventory. More...
 
void AddInventoryItem (UUID AgentID, InventoryItemBase item)
 Add the given inventory item to a user's inventory. More...
 
void AddInventoryItem (IClientAPI remoteClient, InventoryItemBase item)
 Add an inventory item to an avatar's inventory. More...
 
UUID CapsUpdateInventoryItemAsset (UUID avatarId, UUID itemID, byte[] data)
 CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[]) More...
 
ArrayList CapsUpdateTaskInventoryScriptAsset (IClientAPI remoteClient, UUID itemId, UUID primId, bool isScriptRunning, byte[] data)
 Capability originating call to update the asset of a script in a prim's (task's) inventory More...
 
ArrayList CapsUpdateTaskInventoryScriptAsset (UUID avatarId, UUID itemId, UUID primId, bool isScriptRunning, byte[] data)
 CapsUpdateTaskInventoryScriptAsset(IClientAPI, UUID, UUID, bool, byte[]) More...
 
void UpdateInventoryItemAsset (IClientAPI remoteClient, UUID transactionID, UUID itemID, InventoryItemBase itemUpd)
 Update an item which is either already in the client's inventory or is within a transaction More...
 
virtual void GiveInventoryItem (IClientAPI recipientClient, UUID senderId, UUID itemId, out string message)
 Give an inventory item from one user to another More...
 
virtual InventoryItemBase GiveInventoryItem (UUID recipient, UUID senderId, UUID itemId, out string message)
 Give an inventory item from one user to another More...
 
virtual InventoryItemBase GiveInventoryItem (UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId, out string message)
 Give an inventory item from one user to another More...
 
virtual InventoryFolderBase GiveInventoryFolder (IClientAPI client, UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId)
 Give an entire inventory folder from one user to another. The entire contents (including all descendent folders) is given. More...
 
void CopyInventoryItem (IClientAPI remoteClient, uint callbackID, UUID oldAgentID, UUID oldItemID, UUID newFolderID, string newName)
 
AssetBase CreateAsset (string name, string description, sbyte assetType, byte[] data, UUID creatorID)
 Create a new asset data structure. More...
 
void MoveInventoryItemsLeaveCopy (IClientAPI remoteClient, List< InventoryItemBase > items, UUID destfolder)
 Move an item within the agent's inventory, and leave a copy (used in making a new outfit) More...
 
void MoveInventoryItem (IClientAPI remoteClient, List< InventoryItemBase > items)
 Move an item within the agent's inventory. More...
 
void CreateNewInventoryItem (IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType, uint nextOwnerMask, int creationDate)
 Create a new inventory item. More...
 
void RequestTaskInventory (IClientAPI remoteClient, uint primLocalID)
 Send the details of a prim's inventory to the client. More...
 
void RemoveTaskInventory (IClientAPI remoteClient, UUID itemID, uint localID)
 Remove an item from a prim (task) inventory More...
 
InventoryItemBase MoveTaskInventoryItem (IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
 Move the given item in the given prim to a folder in the client's inventory More...
 
void ClientMoveTaskInventoryItem (IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId)
 ClientMoveTaskInventoryItem More...
 
InventoryItemBase MoveTaskInventoryItem (UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
 MoveTaskInventoryItem More...
 
void MoveTaskInventoryItem (UUID destId, SceneObjectPart part, UUID itemId)
 Copy a task (prim) inventory item to another task (prim) More...
 
UUID MoveTaskInventoryItems (UUID destID, string category, SceneObjectPart host, List< UUID > items)
 
void SendInventoryUpdate (IClientAPI client, InventoryFolderBase folder, bool fetchFolders, bool fetchItems)
 
void UpdateTaskInventory (IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo, uint primLocalID)
 Update an item in a prim (task) inventory. This method does not handle scripts, RezScript(IClientAPI, UUID, unit) More...
 
void RezScript (IClientAPI remoteClient, InventoryItemBase itemBase, UUID transactionID, uint localID)
 Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory More...
 
SceneObjectPart RezScriptFromAgentInventory (UUID agentID, UUID fromItemID, uint localID)
 Rez a script into a prim from an agent inventory. More...
 
SceneObjectPart RezNewScript (UUID agentID, InventoryItemBase itemBase)
 Rez a new script from nothing. More...
 
SceneObjectPart RezNewScript (UUID agentID, InventoryItemBase itemBase, string scriptText)
 Rez a new script from nothing with given script text. More...
 
void RezScriptFromPrim (UUID srcId, SceneObjectPart srcPart, UUID destId, int pin, int running, int start_param)
 Rez a script into a prim's inventory from another prim More...
 
virtual void DeRezObjects (IClientAPI remoteClient, List< uint > localIDs, UUID groupID, DeRezAction action, UUID destinationID)
 Derez one or more objects from the scene. More...
 
UUID attachObjectAssetStore (IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
 
bool GetObjectsToRez (byte[] assetData, bool isAttachment, out List< SceneObjectGroup > objlist, out List< Vector3 > veclist, out Vector3 bbox, out float offsetHeight)
 Returns the list of Scene Objects in an asset. More...
 
virtual void RezObject (IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID)
 Event Handler Rez an object into a scene Calls the non-void event handler More...
 
virtual List< SceneObjectGroupRezObject (SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion?rot, Vector3 vel, int param, bool atRoot)
 Rez an object into the scene from a prim's inventory. More...
 
virtual bool returnObjects (SceneObjectGroup[] returnobjects, UUID AgentId)
 
void SetScriptRunning (IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
 
void GetScriptRunning (IClientAPI controllingClient, UUID objectID, UUID itemID)
 
void DelinkObjects (List< uint > primIds, IClientAPI client)
 
void LinkObjects (IClientAPI client, uint parentPrimId, List< uint > childPrimIds)
 Link the scene objects containing the indicated parts to a root object. More...
 
void LinkObjects (UUID agentId, uint parentPrimId, List< uint > childPrimIds)
 Link the scene objects containing the indicated parts to a root object. More...
 
void SimChat (byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
 Send chat to listeners. More...
 
void SimChat (byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
 
void SimChat (string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
 
void SimChat (string message, string fromName)
 
void SimChatBroadcast (byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
 
void SimChatToAgent (UUID targetID, byte[] message, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
 
void RequestPrim (uint primLocalID, IClientAPI remoteClient)
 Invoked when the client requests a prim. More...
 
void SelectPrim (uint primLocalID, IClientAPI remoteClient)
 Invoked when the client selects a prim. More...
 
void DeselectPrim (uint primLocalID, IClientAPI remoteClient)
 Handle the deselection of a prim from the client. More...
 
virtual void ProcessMoneyTransferRequest (UUID source, UUID destination, int amount, int transactiontype, string description)
 
virtual void ProcessParcelBuy (UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated)
 
virtual void ProcessObjectGrab (uint localID, Vector3 offsetPos, IClientAPI remoteClient, List< SurfaceTouchEventArgs > surfaceArgs)
 
virtual void ProcessObjectGrabUpdate (UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List< SurfaceTouchEventArgs > surfaceArgs)
 
virtual void ProcessObjectDeGrab (uint localID, IClientAPI remoteClient, List< SurfaceTouchEventArgs > surfaceArgs)
 
void ProcessScriptReset (IClientAPI remoteClient, UUID objectID, UUID itemID)
 
void HandleFetchInventoryDescendents (IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
 Tell the client about the various child items and folders contained in the requested folder. More...
 
void HandleCreateInventoryFolder (IClientAPI remoteClient, UUID folderID, ushort folderType, string folderName, UUID parentID)
 Handle an inventory folder creation request from the client. More...
 
void HandleUpdateInventoryFolder (IClientAPI remoteClient, UUID folderID, ushort type, string name, UUID parentID)
 Handle a client request to update the inventory folder More...
 
void HandleMoveInventoryFolder (IClientAPI remoteClient, UUID folderID, UUID parentID)
 
void HandlePurgeInventoryDescendents (IClientAPI remoteClient, UUID folderID)
 This should delete all the items and folders in the given directory. More...
 
- Public Member Functions inherited from OpenSim.Region.Framework.Scenes.SceneBase
 SceneBase (RegionInfo regInfo)
 
virtual void SendLayerData (IClientAPI RemoteClient)
 Send the region heightmap to the client More...
 
bool TryGetScenePresence (UUID agentID, out object scenePresence)
 
uint AllocateLocalId ()
 Returns a new unallocated local ID More...
 
void AddRegionModule (string name, IRegionModuleBase module)
 Add a region-module to this scene. TODO: This will replace AddModule in the future. More...
 
void RemoveRegionModule (string name)
 
void RegisterModuleCommander (ICommander commander)
 Register a module commander. More...
 
void UnregisterModuleCommander (string name)
 Unregister a module commander and all its commands More...
 
ICommander GetCommander (string name)
 Get a module commander More...
 
Dictionary< string, ICommanderGetCommanders ()
 
List< UUID > GetFormatsOffered ()
 
void RegisterModuleInterface< M > (M mod)
 Register an interface to a region module. This allows module methods to be called directly as well as via events. If there is already a module registered for this interface, it is not replaced (is this the best behaviour?) More...
 
void UnregisterModuleInterface< M > (M mod)
 
void StackModuleInterface< M > (M mod)
 
RequestModuleInterface< T > ()
 For the given interface, retrieve the region module which implements it. More...
 
T[] RequestModuleInterfaces< T > ()
 For the given interface, retrieve an array of region modules that implement it. More...
 
void AddCommand (IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
 Call this from a region module to add a command to the OpenSim console. More...
 
void AddCommand (string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
 Call this from a region module to add a command to the OpenSim console. More...
 
void AddCommand (IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
 Call this from a region module to add a command to the OpenSim console. More...
 
void AddCommand (string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
 Call this from a region module to add a command to the OpenSim console. More...
 
void Restart ()
 

Static Public Member Functions

static Vector3[] GetCombinedBoundingBox (List< SceneObjectGroup > objects, out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
 Get the volume of space that will encompass all the given objects. More...
 

Public Attributes

bool EmergencyMonitoring = false
 
SynchronizeSceneHandler SynchronizeScene
 
float m_minNonphys = 0.001f
 Minimum value of the size of a non-physical prim in each axis More...
 
float m_maxNonphys = 256
 Maximum value of the size of a non-physical prim in each axis More...
 
float m_minPhys = 0.01f
 Minimum value of the size of a physical prim in each axis More...
 
float m_maxPhys = 10
 Maximum value of the size of a physical prim in each axis More...
 
int m_linksetCapacity = 0
 Max prims an object will hold More...
 
bool m_clampPrimSize
 
bool m_trustBinaries
 
bool m_allowScriptCrossings = true
 
bool LegacySitOffsets = true
 use legacy sittarget offsets to avoid contents breaks to compensate for SL bug More...
 
int m_linksetPhysCapacity = 0
 
bool m_useFlySlow
 
bool m_useTrashOnDelete = true
 
bool m_strictAccessControl = true
 
bool m_seeIntoBannedRegion = false
 
int MaxUndoCount = 5
 
bool LoginLock = false
 
bool StartDisabled = false
 
bool LoadingPrims
 
IXfer XferManager
 
long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L
 
long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L
 
bool CombineRegions = false
 
- Public Attributes inherited from OpenSim.Region.Framework.Scenes.SceneBase
ITerrainChannel Heightmap
 
ILandChannel LandChannel
 

Protected Member Functions

virtual void RegisterDefaultSceneEvents ()
 
virtual bool AuthorizeUser (AgentCircuitData agent, bool bypassAccessControl, out string reason)
 Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access More...
 
virtual ScenePresence WaitGetScenePresence (UUID agentID)
 Poll until the requested ScenePresence appears or we timeout. More...
 
override IConfigSource GetConfig ()
 
void SimChat (byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent, bool broadcast)
 
- Protected Member Functions inherited from OpenSim.Region.Framework.Scenes.SceneBase
void CheckAndAddAgentDataFormats (object mod)
 

Protected Attributes

float m_defaultDrawDistance = 255f
 
float m_maxDrawDistance = 512.0f
 
float m_maxRegionViewDistance = 255f
 
int m_splitRegionID
 
Timer m_restartWaitTimer = new Timer()
 
Timer m_timerWatchdog = new Timer()
 
List< RegionInfom_regionRestartNotifyList = new List<RegionInfo>()
 
List< RegionInfom_neighbours = new List<RegionInfo>()
 
string m_simulatorVersion = "OpenSimulator Server"
 
AgentCircuitManager m_authenticateHandler
 
SceneCommunicationService m_sceneGridService
 
ISnmpModule m_snmpService = null
 
ISimulationDataService m_SimulationDataService
 
IEstateDataService m_EstateDataService
 
IAssetService m_AssetService
 
IAuthorizationService m_AuthorizationService
 
IInventoryService m_InventoryService
 
IGridService m_GridService
 
ILibraryService m_LibraryService
 
ISimulationService m_simulationService
 
IAuthenticationService m_AuthenticationService
 
IPresenceService m_PresenceService
 
IUserAccountService m_UserAccountService
 
IAvatarService m_AvatarService
 
IGridUserService m_GridUserService
 
IAgentPreferencesService m_AgentPreferencesService
 
IXMLRPC m_xmlrpcModule
 
IWorldComm m_worldCommModule
 
IAvatarFactoryModule m_AvatarFactory
 
IConfigSource m_config
 
IRegionSerialiserModule m_serialiser
 
IDialogModule m_dialogModule
 
ICapabilitiesModule m_capsModule
 
IGroupsModule m_groupsModule
 
AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter
 Allows asynchronous derezzing of objects from the scene into a client's inventory. More...
 
AsyncInventorySender m_asyncInventorySender
 Allows inventory details to be sent to clients asynchronously More...
 
- Protected Attributes inherited from OpenSim.Region.Framework.Scenes.SceneBase
Dictionary< Type, List< object > > ModuleInterfaces = new Dictionary<Type, List<object>>()
 
List< UUID > FormatsOffered = new List<UUID>()
 These two objects hold the information about any formats used by modules that hold agent specific data. More...
 
Dictionary< object, List< UUID > > FormatsWanted = new Dictionary<object, List<UUID>>()
 
Dictionary< string, object > ModuleAPIMethods = new Dictionary<string, object>()
 
Dictionary< string, ICommanderm_moduleCommanders = new Dictionary<string, ICommander>()
 
Dictionary< PCode, IEntityCreatorm_entityCreators = new Dictionary<PCode, IEntityCreator>()
 
uint m_lastAllocatedLocalId = 720000
 The last allocated local prim id. When a new local id is requested, the next number in the sequence is dispensed. More...
 
readonly ClientManager m_clientManager = new ClientManager()
 
EventManager m_eventManager
 
ScenePermissions m_permissions
 
RegionStatus m_regStatus
 

Properties

bool DebugAnimations [get, set]
 Show debug information about animations. More...
 
bool DebugTeleporting [get, set]
 Show debug information about teleports. More...
 
bool DebugUpdates [get, set]
 Show debug information about the scene loop. More...
 
bool PeriodicBackup [get, set]
 If true then the scene is saved to persistent storage periodically, every m_update_backup frames and if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter). More...
 
bool UseBackup [get, set]
 If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even if the scene is being shut down for the final time. More...
 
bool PhysicsEnabled [get, set]
 If false then physical objects are disabled, though collisions will continue as normal. More...
 
bool ScriptsEnabled [get, set]
 If false then scripts are not enabled on the smiulator More...
 
bool ClampNegativeZ [get]
 
SimStatsReporter StatsReporter [get, set]
 Statistical information for this scene. More...
 
bool PhysicalPrims [get, set]
 Controls whether physics can be applied to prims. Even if false, prims still have entries in a PhysicsScene in order to perform collision detection More...
 
bool CollidablePrims [get, set]
 Controls whether prims can be collided with. More...
 
bool AllowAvatarCrossing [get, set]
 Can avatars cross from and to this region? More...
 
bool SendPeriodicAppearanceUpdates [get, set]
 Temporarily setting to trigger appearance resends at 60 second intervals. More...
 
float RootPositionUpdateTolerance [get, set]
 How much a root agent has to change position before updates are sent to viewers. More...
 
float RootRotationUpdateTolerance [get, set]
 How much a root agent has to rotate before updates are sent to viewers. More...
 
float RootVelocityUpdateTolerance [get, set]
 How much a root agent has to change velocity before updates are sent to viewers. More...
 
int RootTerseUpdatePeriod [get, set]
 If greater than 1, we only send terse updates to other root agents on every n updates. More...
 
int ChildTerseUpdatePeriod [get, set]
 If greater than 1, we only send terse updates to child agents on every n updates. More...
 
float DefaultDrawDistance [get]
 
float MaxDrawDistance [get]
 
float MaxRegionViewDistance [get]
 
bool SeeIntoRegion [get, set]
 
uint Frame [get, set]
 Current scene frame number More...
 
uint MaintenanceRun [get, set]
 Current maintenance run number More...
 
float FrameTime [get, set]
 Frame time More...
 
int FrameTimeWarnPercent [get, set]
 
int FrameTimeCritPercent [get, set]
 
bool Normalized55FPS [get, set]
 
float MinMaintenanceTime [get, set]
 The minimum length of time in seconds that will be taken for a scene frame. More...
 
int UnixStartTime [get]
 
bool ShuttingDown [get]
 True if these scene is in the process of shutting down or is shutdown. More...
 
bool Active [get, set]
 Is the scene active? More...
 
bool IsRunning [get]
 If true then updates are running. This may be true for a short period after a scene is de-activated. More...
 
int SplitRegionID [get, set]
 
new float TimeDilation [get]
 
SceneCommunicationService SceneGridService [get]
 
ISnmpModule SnmpService [get]
 
ISimulationDataService SimulationDataService [get]
 
IEstateDataService EstateDataService [get]
 
IAssetService AssetService [get]
 
IAuthorizationService AuthorizationService [get]
 
IInventoryService InventoryService [get]
 
IGridService GridService [get]
 
ILibraryService LibraryService [get]
 
ISimulationService SimulationService [get]
 
IAuthenticationService AuthenticationService [get]
 
IPresenceService PresenceService [get]
 
IUserAccountService UserAccountService [get]
 
IAvatarService AvatarService [get]
 
IGridUserService GridUserService [get]
 
IAgentPreferencesService AgentPreferencesService [get]
 
IAttachmentsModule AttachmentsModule [get, set]
 
IEntityTransferModule EntityTransferModule [get, set]
 
IAgentAssetTransactions AgentTransactionsModule [get, set]
 
IUserManagement UserManagementModule [get, set]
 
IAvatarFactoryModule AvatarFactory [get]
 
ICapabilitiesModule CapsModule [get]
 
int MonitorFrameTime [get]
 
int MonitorPhysicsUpdateTime [get]
 
int MonitorPhysicsSyncTime [get]
 
int MonitorOtherTime [get]
 
int MonitorTempOnRezTime [get]
 
int MonitorEventTime [get]
 
int MonitorBackupTime [get]
 
int MonitorTerrainTime [get]
 
int MonitorLandTime [get]
 
int MonitorLastFrameTick [get]
 
UpdatePrioritizationSchemes UpdatePrioritizationScheme [get, set]
 
bool IsReprioritizationEnabled [get, set]
 
float ReprioritizationInterval [get, set]
 
float RootReprioritizationDistance [get, set]
 
float ChildReprioritizationDistance [get, set]
 
AgentCircuitManager AuthenticateHandler [get]
 
PhysicsScene PhysicsScene [get, set]
 
string DefaultScriptEngine [get]
 
EntityManager Entities [get]
 
string SpawnPointRouting [get, set]
 
bool TelehubAllowLandmarks [get, set]
 
SceneGraph SceneGraph [get]
 
override bool AllowScriptCrossings [get]
 
- Properties inherited from OpenSim.Region.Framework.Scenes.SceneBase
string Name [get]
 
IConfigSource Config [get]
 
Dictionary< string,
IRegionModuleBase
RegionModules [get]
 
bool LoginsEnabled [get, set]
 
bool Ready [get, set]
 
float TimeDilation [get]
 
EventManager EventManager [get]
 
ScenePermissions Permissions [get]
 
RegionStatus RegionStatus [get, set]
 
virtual RegionInfo RegionInfo [get, set]
 
virtual bool AllowScriptCrossings [get]
 
- Properties inherited from OpenSim.Framework.IScene
string Name [get]
 The name of this scene. More...
 
RegionInfo RegionInfo [get]
 
RegionStatus RegionStatus [get, set]
 
IConfigSource Config [get]
 
bool LoginsEnabled [get, set]
 Are logins enabled on this simulator? More...
 
bool Ready [get, set]
 Is this region ready for use? More...
 
float TimeDilation [get]
 
bool AllowScriptCrossings [get]
 

Additional Inherited Members

- Events inherited from OpenSim.Region.Framework.Scenes.SceneBase
restart OnRestart
 
- Events inherited from OpenSim.Framework.IScene
restart OnRestart
 

Detailed Description

Definition at line 60 of file Scene.cs.

Constructor & Destructor Documentation

OpenSim.Region.Framework.Scenes.Scene.Scene ( RegionInfo  regInfo,
AgentCircuitManager  authen,
ISimulationDataService  simDataService,
IEstateDataService  estateDataService,
IConfigSource  config,
string  simulatorVersion 
)
inline

Definition at line 867 of file Scene.cs.

OpenSim.Region.Framework.Scenes.Scene.Scene ( RegionInfo  regInfo)
inline

Definition at line 1214 of file Scene.cs.

Member Function Documentation

void OpenSim.Region.Framework.Scenes.Scene.AddGroupTarget ( SceneObjectGroup  grp)
inline

Definition at line 1985 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddInventoryItem ( InventoryItemBase  item)
inline

Definition at line 133 of file Scene.Inventory.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddInventoryItem ( InventoryItemBase  item,
bool  trigger 
)
inline

Add the given inventory item to a user's inventory.

Parameters
item

Definition at line 142 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.AddInventoryItem ( UUID  AgentID,
InventoryItemBase  item 
)
inline

Add the given inventory item to a user's inventory.

Parameters
AgentIDA UUID
itemA InventoryItemBase

Definition at line 249 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.AddInventoryItem ( IClientAPI  remoteClient,
InventoryItemBase  item 
)
inline

Add an inventory item to an avatar's inventory.

Parameters
remoteClientThe remote client controlling the avatar
itemThe item. This structure contains all the item metadata, including the folder in which the item is to be placed.

Definition at line 260 of file Scene.Inventory.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddInventoryItemReturned ( UUID  AgentId,
InventoryItemBase  item 
)
inline

Definition at line 120 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.AddNeighborRegion ( RegionInfo  region)
inline

Definition at line 1381 of file Scene.cs.

override ISceneAgent OpenSim.Region.Framework.Scenes.Scene.AddNewAgent ( IClientAPI  client,
PresenceType  type 
)
inlinevirtual

Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent

  • the later agent crossing will promote it to a root agent.
Parameters
client
typeThe type of agent to add.
Returns
The scene agent if the new client was added or if an agent that already existed.

Implements OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 3124 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.AddNewPrim ( UUID  ownerID,
UUID  groupID,
Vector3  RayEnd,
Quaternion  rot,
PrimitiveBaseShape  shape,
byte  bypassRaycast,
Vector3  RayStart,
UUID  RayTargetID,
byte  RayEndIsIntersection 
)
inlinevirtual

Create a New SceneObjectGroup/Part by raycasting

Parameters
ownerID
groupID
RayEnd
rot
shape
bypassRaycast
RayStart
RayTargetID
RayEndIsIntersection

Definition at line 2529 of file Scene.cs.

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virtual SceneObjectGroup OpenSim.Region.Framework.Scenes.Scene.AddNewPrim ( UUID  ownerID,
UUID  groupID,
Vector3  pos,
Quaternion  rot,
PrimitiveBaseShape  shape 
)
inlinevirtual

Definition at line 2550 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddNewSceneObject ( SceneObjectGroup  sceneObject,
bool  attachToBackup 
)
inline

Add a newly created object to the scene. Updates are also sent to viewers.

Parameters
sceneObject
attachToBackupIf true, the object is made persistent into the scene. If false, the object will not persist over server restarts
Returns
true if the object was added. false if not

Definition at line 2643 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddNewSceneObject ( SceneObjectGroup  sceneObject,
bool  attachToBackup,
bool  sendClientUpdates 
)
inline

Add a newly created object to the scene

Parameters
sceneObject
attachToBackupIf true, the object is made persistent into the scene. If false, the object will not persist over server restarts
sendClientUpdatesIf true, updates for the new scene object are sent to all viewers in range. If false, it is left to the caller to schedule the update
Returns
true if the object was added. false if not

Definition at line 2661 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddNewSceneObject ( SceneObjectGroup  sceneObject,
bool  attachToBackup,
Vector3?  pos,
Quaternion?  rot,
Vector3  vel 
)
inline

Add a newly created object to the scene.

This method does not send updates to the client - callers need to handle this themselves.

Parameters
sceneObject
attachToBackup
posPosition of the object. If null then the position stored in the object is used.
rotRotation of the object. If null then the rotation stored in the object is used.
velVelocity of the object. This parameter only has an effect if the object is physical
Returns

Definition at line 2684 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.AddPhysicalPrim ( int  num)
inline

Definition at line 5196 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddRestoredSceneObject ( SceneObjectGroup  sceneObject,
bool  attachToBackup,
bool  alreadyPersisted,
bool  sendClientUpdates 
)
inline

Add an object into the scene that has come from storage

Parameters
sceneObject
attachToBackupIf true, changes to the object will be reflected in its persisted data If false, the persisted data will not be changed even if the object in the scene is changed
alreadyPersistedIf true, we won't persist this object until it changes If false, we'll persist this object immediately
sendClientUpdatesIf true, we send updates to the client to tell it about this object If false, we leave it up to the caller to do this
Returns
true if the object was added, false if an object with the same uuid was already in the scene

Definition at line 2599 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddRestoredSceneObject ( SceneObjectGroup  sceneObject,
bool  attachToBackup,
bool  alreadyPersisted 
)
inline

Add an object into the scene that has come from storage

Parameters
sceneObject
attachToBackupIf true, changes to the object will be reflected in its persisted data If false, the persisted data will not be changed even if the object in the scene is changed
alreadyPersistedIf true, we won't persist this object until it changes If false, we'll persist this object immediately
Returns
true if the object was added, false if an object with the same uuid was already in the scene

Definition at line 2628 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.AddReturn ( UUID  agentID,
string  objectName,
Vector3  location,
string  reason 
)
inline

Tell an agent that their object has been returned.

The actual return is handled by the caller.

Parameters
agentIDAvatar Unique Id
objectNameName of object returned
locationLocation of object returned
reasonReasion for object return

Definition at line 2139 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AddSceneObject ( SceneObjectGroup  sceneObject)
inline

Adds a Scene Object group to the Scene. Verifies that the creator of the object is not banned from the simulator. Checks if the item is an Attachment

Parameters
sceneObject
Returns
True if the SceneObjectGroup was added, False if it was not

Definition at line 3007 of file Scene.cs.

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void OpenSim.Region.Framework.Scenes.Scene.AddScriptExecutionTime ( long  ticks)
inline

Adds the execution time of one script to the total scripts execution time for this region.

Parameters
ticksElapsed Stopwatch ticks

Definition at line 1965 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.AddUploadedInventoryItem ( UUID  agentID,
InventoryItemBase  item,
uint  cost 
)
inline

Definition at line 109 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.AllModulesLoaded ( )
inline

Called by the module loader when all modules are loaded, after each module's RegionLoaded hook is called. This is the earliest time where RequestModuleInterface may be used.

Definition at line 1275 of file Scene.cs.

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UUID OpenSim.Region.Framework.Scenes.Scene.attachObjectAssetStore ( IClientAPI  remoteClient,
SceneObjectGroup  grp,
UUID  AgentId,
out UUID  itemID 
)
inline

Definition at line 2295 of file Scene.Inventory.cs.

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virtual bool OpenSim.Region.Framework.Scenes.Scene.AuthorizeUser ( AgentCircuitData  agent,
bool  bypassAccessControl,
out string  reason 
)
inlineprotectedvirtual

Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access

Parameters
agentThe circuit data for the agent
reasonoutputs the reason to this string
Returns
True if the region accepts this agent. False if it does not. False will also return a reason.

Definition at line 4407 of file Scene.cs.

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void OpenSim.Region.Framework.Scenes.Scene.Backup ( bool  forced)
inline

Backup the scene.

This acts as the main method of the backup thread. In a regression test whether the backup thread is not running independently this can be invoked directly.

Parameters
forcedIf true, then any changes that have not yet been persisted are persisted. If false, then the persistence decision is left to the backup code (in some situations, such as object persistence, it's much more efficient to backup multiple changes at once rather than every single one).
Returns

Definition at line 2077 of file Scene.cs.

UUID OpenSim.Region.Framework.Scenes.Scene.CapsUpdateInventoryItemAsset ( UUID  avatarId,
UUID  itemID,
byte[]  data 
)
inline

CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[])

Definition at line 269 of file Scene.Inventory.cs.

ArrayList OpenSim.Region.Framework.Scenes.Scene.CapsUpdateTaskInventoryScriptAsset ( IClientAPI  remoteClient,
UUID  itemId,
UUID  primId,
bool  isScriptRunning,
byte[]  data 
)
inline

Capability originating call to update the asset of a script in a prim's (task's) inventory

Parameters
remoteClient
itemID
primIDThe prim which contains the item to update
isScriptRunningIndicates whether the script to update is currently running
data

Definition at line 298 of file Scene.Inventory.cs.

ArrayList OpenSim.Region.Framework.Scenes.Scene.CapsUpdateTaskInventoryScriptAsset ( UUID  avatarId,
UUID  itemId,
UUID  primId,
bool  isScriptRunning,
byte[]  data 
)
inline
bool OpenSim.Region.Framework.Scenes.Scene.ChangeCircuitCode ( uint  oldcc,
uint  newcc 
)
inline

Change the Circuit Code for the user's Circuit Data

Parameters
oldccThe old Circuit Code. Must match a previous circuit code
newccThe new Circuit Code. Must not be an already existing circuit code
Returns
True if we successfully changed it. False if we did not

Definition at line 4531 of file Scene.cs.

override bool OpenSim.Region.Framework.Scenes.Scene.CheckClient ( UUID  agentID,
System.Net.IPEndPoint  ep 
)
inlinevirtual

Implements OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 3312 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.CheckLandPositionAccess ( UUID  agentID,
bool  NotCrossing,
bool  checkTeleHub,
Vector3  position,
out string  reason 
)
inline

Definition at line 6201 of file Scene.cs.

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bool OpenSim.Region.Framework.Scenes.Scene.CheckNeighborRegion ( RegionInfo  region)
inline

Definition at line 1392 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.CleanTempObjects ( )
inline

Definition at line 5470 of file Scene.cs.

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void OpenSim.Region.Framework.Scenes.Scene.ClientMoveTaskInventoryItem ( IClientAPI  remoteClient,
UUID  folderId,
uint  primLocalId,
UUID  itemId 
)
inline

ClientMoveTaskInventoryItem

Parameters
remoteClient
folderID
primLocalID
itemID

Definition at line 1364 of file Scene.Inventory.cs.

override void OpenSim.Region.Framework.Scenes.Scene.Close ( )
inlinevirtual

Tidy before shutdown

Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 1475 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.CloseAgent ( UUID  agentID,
bool  force,
string  auth_token 
)
inline

Authenticated close (via network)

Parameters
agentID
force
auth_token
Returns

Definition at line 4757 of file Scene.cs.

override bool OpenSim.Region.Framework.Scenes.Scene.CloseAgent ( UUID  agentID,
bool  force 
)
inlinevirtual

Tell a single agent to disconnect from the region.

Parameters
agentID
forceForce the agent to close even if it might be in the middle of some other operation. You do not want to force unless you are absolutely sure that the agent is dead and a normal close is not working.

Implements OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 4849 of file Scene.cs.

Scene OpenSim.Region.Framework.Scenes.Scene.ConsoleScene ( )
inline

Definition at line 5707 of file Scene.cs.

UUID OpenSim.Region.Framework.Scenes.Scene.ConvertLocalIDToFullID ( uint  localID)
inline

Parameters
localID
Returns

Definition at line 5186 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.CopyInventoryItem ( IClientAPI  remoteClient,
uint  callbackID,
UUID  oldAgentID,
UUID  oldItemID,
UUID  newFolderID,
string  newName 
)
inline

Definition at line 858 of file Scene.Inventory.cs.

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AssetBase OpenSim.Region.Framework.Scenes.Scene.CreateAsset ( string  name,
string  description,
sbyte  assetType,
byte[]  data,
UUID  creatorID 
)
inline

Create a new asset data structure.

Definition at line 938 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.CreateNewInventoryItem ( IClientAPI  remoteClient,
string  creatorID,
string  creatorData,
UUID  folderID,
string  name,
string  description,
uint  flags,
uint  callbackID,
UUID  assetID,
sbyte  assetType,
sbyte  invType,
uint  nextOwnerMask,
int  creationDate 
)
inline

Create a new inventory item.

Parameters
remoteClientClient creating this inventory item.
creatorID
creatorData
folderIDUUID of folder in which this item should be placed.
nameItem name.
Parameters
descriptionItem description.
flagsItem flags
callbackIDGenerated by the client.
Parameters
assetAsset to which this item refers.
invTypeType of inventory item.
nextOwnerMaskNext owner pemrissions mask.
creationDateUnix timestamp at which this item was created.

Definition at line 997 of file Scene.Inventory.cs.

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int OpenSim.Region.Framework.Scenes.Scene.CreateScriptInstances ( )
inline

Creates all the scripts in the scene which should be started.

Returns
Number of scripts that were valid for starting. This does not guarantee that all these scripts were actually started, but just that the start could be attempt (e.g. the asset data for the script could be found)

Definition at line 72 of file Scene.Inventory.cs.

bool OpenSim.Region.Framework.Scenes.Scene.CrossAgentToNewRegion ( ScenePresence  agent,
bool  isFlying 
)
inline

Definition at line 4968 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.DeleteAllSceneObjects ( )
inline

Delete every object from the scene. This does not include attachments worn by avatars.

Definition at line 2699 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.DeleteAllSceneObjects ( bool  exceptNoCopy)
inline

Delete every object from the scene. This does not include attachments worn by avatars.

Definition at line 2707 of file Scene.cs.

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void OpenSim.Region.Framework.Scenes.Scene.DeleteFromStorage ( UUID  uuid)
inline

Definition at line 5492 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.DeleteSceneObject ( SceneObjectGroup  group,
bool  silent 
)
inline

Synchronously delete the given object from the scene.

Scripts are also removed.

Parameters
groupObject Id
silentSuppress broadcasting changes to other clients.

Definition at line 2746 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.DeleteSceneObject ( SceneObjectGroup  group,
bool  silent,
bool  removeScripts 
)
inline

Synchronously delete the given object from the scene.

Parameters
groupObject Id
silentSuppress broadcasting changes to other clients.
removeScriptsIf true, then scripts are removed. If false, then they are only stopped.

Definition at line 2757 of file Scene.cs.

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void OpenSim.Region.Framework.Scenes.Scene.DelinkObjects ( List< uint >  primIds,
IClientAPI  client 
)
inline

Definition at line 2792 of file Scene.Inventory.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.DeRezObjects ( IClientAPI  remoteClient,
List< uint >  localIDs,
UUID  groupID,
DeRezAction  action,
UUID  destinationID 
)
inlinevirtual

Derez one or more objects from the scene.

Won't actually remove the scene object in the case where the object is being copied to a user inventory.

Parameters
remoteClientClient requesting derez
localIDsLocal ids of root parts of objects to delete.
groupIDNot currently used. Here because the client passes this to us.
actionDeRezAction
destinationIDUser folder ID to place derezzed object

Definition at line 2130 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.DeselectPrim ( uint  primLocalID,
IClientAPI  remoteClient 
)
inline

Handle the deselection of a prim from the client.

Parameters
primLocalID
remoteClient

Definition at line 262 of file Scene.PacketHandlers.cs.

override ISceneObject OpenSim.Region.Framework.Scenes.Scene.DeserializeObject ( string  representation)
inlinevirtual

Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 5770 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.DoMaintenance ( int  runs)
inline

Definition at line 1644 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.doObjectDuplicateOnRay ( uint  localID,
uint  dupeFlags,
UUID  AgentID,
UUID  GroupID,
UUID  RayTargetObj,
Vector3  RayEnd,
Vector3  RayStart,
bool  BypassRaycast,
bool  RayEndIsIntersection,
bool  CopyCenters,
bool  CopyRotates 
)
inline

Duplicates object specified by localID at position raycasted against RayTargetObject using RayEnd and RayStart to determine what the angle of the ray is

Parameters
localIDID of object to duplicate
dupeFlags
AgentIDAgent doing the duplication
GroupIDGroup of new object
RayTargetObjThe target of the Ray
RayEndThe ending of the ray (farthest away point)
RayStartThe Beginning of the ray (closest point)
BypassRaycastBool to bypass raycasting
RayEndIsIntersectionThe End specified is the place to add the object
CopyCentersPosition the object at the center of the face that it's colliding with
CopyRotatesRotate the object the same as the localID object

Definition at line 3651 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.DuplicateObject ( uint  originalPrim,
Vector3  offset,
uint  flags,
UUID  AgentID,
UUID  GroupID 
)
inline

Duplicates object specified by localID. This is the event handler for IClientAPI.

Parameters
originalPrimID of object to duplicate
offset
flags
AgentIDAgent doing the duplication
GroupIDGroup of new object

Definition at line 3629 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ForceClientUpdate ( )
inline

Causes all clients to get a full object update on all of the objects in the scene.

Definition at line 5018 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ForceSceneObjectBackup ( SceneObjectGroup  group)
inline

Synchronous force backup. For deletes and links/unlinks

Parameters
groupObject to be backed up

Definition at line 2120 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ForEachClient ( Action< IClientAPI action)
inline

Perform an action on all clients connected to the region (root and child)

Parameters
action

Definition at line 5427 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ForEachRootClient ( Action< IClientAPI action)
inline

Perform an action on all clients with an avatar in this scene (root only)

Parameters
action

Definition at line 5415 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ForEachRootScenePresence ( Action< ScenePresence action)
inline

Performs action on all avatars in the scene (root scene presences) Avatars may be an NPC or a 'real' client.

Parameters
action

Definition at line 5269 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ForEachScenePresence ( Action< ScenePresence action)
inline

Performs action on all scene presences (root and child)

Parameters
action

Definition at line 5278 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ForEachSOG ( Action< SceneObjectGroup action)
inline

Definition at line 5442 of file Scene.cs.

string OpenSim.Region.Framework.Scenes.Scene.GetAgentHomeURI ( UUID  agentID)
inline

Returns the Home URI of the agent, or null if unknown.

Definition at line 3231 of file Scene.cs.

long OpenSim.Region.Framework.Scenes.Scene.GetAndResetScriptExecutionTime ( )
inline

Returns the total execution time of all the scripts in the region since the last call (in milliseconds), and clears the value in preparation for the next call.

Returns
Time in milliseconds

Definition at line 1979 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.GetAvatarAppearance ( IClientAPI  client,
out AvatarAppearance  appearance 
)
inline

Get the avatar appearance for the given client.

Parameters
client
appearance

Definition at line 3722 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.GetChildAgentCount ( )
inline

Definition at line 5211 of file Scene.cs.

static Vector3 [] OpenSim.Region.Framework.Scenes.Scene.GetCombinedBoundingBox ( List< SceneObjectGroup objects,
out float  minX,
out float  maxX,
out float  minY,
out float  maxY,
out float  minZ,
out float  maxZ 
)
inlinestatic

Get the volume of space that will encompass all the given objects.

Parameters
objects
minX
maxX
minY
maxY
minZ
maxZ
Returns

Definition at line 5976 of file Scene.cs.

override IConfigSource OpenSim.Region.Framework.Scenes.Scene.GetConfig ( )
inlineprotectedvirtual

Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 4991 of file Scene.cs.

EntityBase [] OpenSim.Region.Framework.Scenes.Scene.GetEntities ( )
inline

Returns a list of the entities in the scene. This is a new list so operations perform on the list itself will not affect the original list of objects in the scene.

Returns

Definition at line 5452 of file Scene.cs.

List<UUID> OpenSim.Region.Framework.Scenes.Scene.GetEstateRegions ( int  estateID)
inline

Definition at line 5931 of file Scene.cs.

string OpenSim.Region.Framework.Scenes.Scene.GetExtraSetting ( string  name)
inline

Definition at line 6432 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.GetGroundHeight ( float  x,
float  y 
)
inline

Definition at line 5720 of file Scene.cs.

SceneObjectGroup OpenSim.Region.Framework.Scenes.Scene.GetGroupByPrim ( uint  localID)
inline

Get a scene object group that contains the prim with the given local id

Parameters
localID
Returns
null if no scene object group containing that prim is found

Definition at line 5386 of file Scene.cs.

SceneObjectGroup OpenSim.Region.Framework.Scenes.Scene.GetGroupByPrim ( UUID  fullID)
inline

Get a scene object group that contains the prim with the given uuid

Parameters
fullID
Returns
null if no scene object group containing that prim is found

Definition at line 5396 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.GetHealth ( out int  flags,
out string  message 
)
inline

Definition at line 5497 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.GetInaccurateNeighborCount ( )
inline

Definition at line 1469 of file Scene.cs.

LandData OpenSim.Region.Framework.Scenes.Scene.GetLandData ( float  x,
float  y 
)
inline

Definition at line 5071 of file Scene.cs.

LandData OpenSim.Region.Framework.Scenes.Scene.GetLandData ( Vector3  pos)
inline

Get LandData by position.

Parameters
pos
Returns

Definition at line 5084 of file Scene.cs.

LandData OpenSim.Region.Framework.Scenes.Scene.GetLandData ( uint  x,
uint  y 
)
inline

Definition at line 5089 of file Scene.cs.

ILandObject OpenSim.Region.Framework.Scenes.Scene.GetNearestAllowedParcel ( UUID  avatarId,
float  x,
float  y 
)
inline

Definition at line 5834 of file Scene.cs.

ILandObject OpenSim.Region.Framework.Scenes.Scene.GetNearestAllowedParcel ( UUID  avatarId,
float  x,
float  y,
ILandObject  excludeParcel 
)
inline

Definition at line 5839 of file Scene.cs.

Vector3 OpenSim.Region.Framework.Scenes.Scene.GetNearestAllowedPosition ( ScenePresence  avatar)
inline

Definition at line 5780 of file Scene.cs.

Vector3 OpenSim.Region.Framework.Scenes.Scene.GetNearestAllowedPosition ( ScenePresence  avatar,
ILandObject  excludeParcel 
)
inline

Definition at line 5785 of file Scene.cs.

Vector3 OpenSim.Region.Framework.Scenes.Scene.GetNewRezLocation ( Vector3  RayStart,
Vector3  RayEnd,
UUID  RayTargetID,
Quaternion  rot,
byte  bypassRayCast,
byte  RayEndIsIntersection,
bool  frontFacesOnly,
Vector3  scale,
bool  FaceCenter 
)
inline

Gets a new rez location based on the raycast and the size of the object that is being rezzed.

Parameters
RayStart
RayEnd
RayTargetID
rot
bypassRayCast
RayEndIsIntersection
frontFacesOnly
scale
FaceCenter
Returns

Definition at line 2352 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.GetObjectsToRez ( byte[]  assetData,
bool  isAttachment,
out List< SceneObjectGroup objlist,
out List< Vector3 >  veclist,
out Vector3  bbox,
out float  offsetHeight 
)
inline

Returns the list of Scene Objects in an asset.

Returns one object if the asset is a regular object, and multiple objects for a coalesced object.

Parameters
assetDataAsset data
isAttachmentTrue if the object is an attachment.
objlistThe objects included in the asset
veclistRelative positions of the objects
bboxBounding box of all the objects
offsetHeightOffset in the Z axis from the centre of the bounding box to the centre of the root prim (relevant only when returning a single object)
Returns
true if returning a single object or deserialization fails, false if returning the coalesced list of objects

Definition at line 2395 of file Scene.Inventory.cs.

int OpenSim.Region.Framework.Scenes.Scene.GetRootAgentCount ( )
inline

Definition at line 5206 of file Scene.cs.

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SceneObjectGroup OpenSim.Region.Framework.Scenes.Scene.GetSceneObjectGroup ( UUID  fullID)
inline

Get a group via its UUID

Parameters
fullID
Returns
null if no group with that id exists

Definition at line 5299 of file Scene.cs.

SceneObjectGroup OpenSim.Region.Framework.Scenes.Scene.GetSceneObjectGroup ( uint  localID)
inline

Get a group via its local ID

This will only return a group if the local ID matches a root part

Parameters
localID
Returns
null if no group with that id exists

Definition at line 5310 of file Scene.cs.

SceneObjectGroup OpenSim.Region.Framework.Scenes.Scene.GetSceneObjectGroup ( string  name)
inline

Get a group by name from the scene (will return the first found, if there are more than one prim with the same name)

Parameters
name
Returns
null if no group with that name exists

Definition at line 5321 of file Scene.cs.

List<SceneObjectGroup> OpenSim.Region.Framework.Scenes.Scene.GetSceneObjectGroups ( )
inline

Get all the scene object groups.

Returns
The scene object groups. If the scene is empty then an empty list is returned.

Definition at line 5289 of file Scene.cs.

SceneObjectPart OpenSim.Region.Framework.Scenes.Scene.GetSceneObjectPart ( string  name)
inline

Get a prim by name from the scene (will return the first found, if there are more than one prim with the same name)

Parameters
name
Returns

Definition at line 5344 of file Scene.cs.

SceneObjectPart OpenSim.Region.Framework.Scenes.Scene.GetSceneObjectPart ( uint  localID)
inline

Get a prim via its local id

Parameters
localID
Returns

Definition at line 5354 of file Scene.cs.

SceneObjectPart OpenSim.Region.Framework.Scenes.Scene.GetSceneObjectPart ( UUID  fullID)
inline

Get a prim via its UUID

Parameters
fullID
Returns

Definition at line 5364 of file Scene.cs.

ScenePresence OpenSim.Region.Framework.Scenes.Scene.GetScenePresence ( UUID  agentID)
inline

Request a scene presence by UUID. Fast, indexed lookup.

Parameters
agentID
Returns
null if the presence was not found

Definition at line 5221 of file Scene.cs.

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ScenePresence OpenSim.Region.Framework.Scenes.Scene.GetScenePresence ( string  firstName,
string  lastName 
)
inline

Request the scene presence by name.

Parameters
firstName
lastName
Returns
null if the presence was not found

Definition at line 5232 of file Scene.cs.

ScenePresence OpenSim.Region.Framework.Scenes.Scene.GetScenePresence ( uint  localID)
inline

Request the scene presence by localID.

Parameters
localID
Returns
null if the presence was not found

Definition at line 5242 of file Scene.cs.

List<ScenePresence> OpenSim.Region.Framework.Scenes.Scene.GetScenePresences ( )
inline

Gets all the scene presences in this scene.

This method will return both root and child scene presences.

Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not involving creating a new List object.

Returns
A list of the scene presences. Adding or removing from the list will not affect the presences in the scene.

Definition at line 5259 of file Scene.cs.

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void OpenSim.Region.Framework.Scenes.Scene.GetScriptRunning ( IClientAPI  controllingClient,
UUID  objectID,
UUID  itemID 
)
inline

Definition at line 2714 of file Scene.Inventory.cs.

override string OpenSim.Region.Framework.Scenes.Scene.GetSimulatorVersion ( )
inlinevirtual

Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 1310 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.GetUserFlags ( UUID  user)
inline

Definition at line 3101 of file Scene.cs.

virtual InventoryFolderBase OpenSim.Region.Framework.Scenes.Scene.GiveInventoryFolder ( IClientAPI  client,
UUID  recipientId,
UUID  senderId,
UUID  folderId,
UUID  recipientParentFolderId 
)
inlinevirtual

Give an entire inventory folder from one user to another. The entire contents (including all descendent folders) is given.

Parameters
recipientId
senderIdID of the sender of the item
folderId
recipientParentFolderIdThe id of the receipient folder in which the send folder should be placed. If UUID.Zero then the recipient folder is the root folder
Returns
The inventory folder copy given, null if the copy was unsuccessful

Definition at line 806 of file Scene.Inventory.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.GiveInventoryItem ( IClientAPI  recipientClient,
UUID  senderId,
UUID  itemId,
out string  message 
)
inlinevirtual

Give an inventory item from one user to another

Parameters
recipientClient
senderIdID of the sender of the item
itemId

Definition at line 544 of file Scene.Inventory.cs.

virtual InventoryItemBase OpenSim.Region.Framework.Scenes.Scene.GiveInventoryItem ( UUID  recipient,
UUID  senderId,
UUID  itemId,
out string  message 
)
inlinevirtual

Give an inventory item from one user to another

Parameters
recipient
senderIdID of the sender of the item
itemId
Returns
The inventory item copy given, null if the give was unsuccessful

Definition at line 559 of file Scene.Inventory.cs.

virtual InventoryItemBase OpenSim.Region.Framework.Scenes.Scene.GiveInventoryItem ( UUID  recipient,
UUID  senderId,
UUID  itemId,
UUID  recipientFolderId,
out string  message 
)
inlinevirtual

Give an inventory item from one user to another

Parameters
recipient
senderIdID of the sender of the item
itemId
recipientFolderIdThe id of the folder in which the copy item should go. If UUID.Zero then the item is placed in the most appropriate default folder.
Returns
The inventory item copy given, null if the give was unsuccessful

Definition at line 577 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.HandleCreateInventoryFolder ( IClientAPI  remoteClient,
UUID  folderID,
ushort  folderType,
string  folderName,
UUID  parentID 
)
inline

Handle an inventory folder creation request from the client.

Parameters
remoteClient
folderID
folderType
folderName
parentID

Definition at line 599 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.HandleEditCommand ( string[]  cmdparams)
inline

This is currently only used for scale (to scale to MegaPrim size) There is a console command that calls this in OpenSimMain

Parameters
cmdparams

Definition at line 5035 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.HandleFetchInventoryDescendents ( IClientAPI  remoteClient,
UUID  folderID,
UUID  ownerID,
bool  fetchFolders,
bool  fetchItems,
int  sortOrder 
)
inline

Tell the client about the various child items and folders contained in the requested folder.

Parameters
remoteClient
folderID
ownerID
fetchFolders
fetchItems
sortOrder

Definition at line 499 of file Scene.PacketHandlers.cs.

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void OpenSim.Region.Framework.Scenes.Scene.HandleMoveInventoryFolder ( IClientAPI  remoteClient,
UUID  folderID,
UUID  parentID 
)
inline

Definition at line 646 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.HandleObjectPermissionsUpdate ( IClientAPI  controller,
UUID  agentID,
UUID  sessionID,
byte  field,
uint  localId,
uint  mask,
byte  set 
)
inline

Definition at line 4998 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.HandlePurgeInventoryDescendents ( IClientAPI  remoteClient,
UUID  folderID 
)
inline

This should delete all the items and folders in the given directory.

Parameters
remoteClient
folderID

Definition at line 671 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.HandleRemoveKnownRegionsFromAvatar ( UUID  avatarID,
List< ulong >  regionslst 
)
inline

Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry.

Parameters
avatarID
regionslst

Definition at line 3896 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.HandleUpdateInventoryFolder ( IClientAPI  remoteClient,
UUID  folderID,
ushort  type,
string  name,
UUID  parentID 
)
inline

Handle a client request to update the inventory folder

FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE so this will work to rename an existing folder. Needless to say, to rely on this is very confusing, and needs to be changed.

Parameters
remoteClient
folderID
type
name
parentID

Definition at line 624 of file Scene.PacketHandlers.cs.

bool OpenSim.Region.Framework.Scenes.Scene.IncomingCreateObject ( Vector3  newPosition,
ISceneObject  sog 
)
inline

Called when objects or attachments cross the border, or teleport, between regions.

Parameters
sog
Returns

Definition at line 2931 of file Scene.cs.

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GridRegion OpenSim.Region.Framework.Scenes.Scene.IncomingHelloNeighbour ( RegionInfo  neighbour)
inline

Definition at line 1410 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.IncomingPreCloseClient ( ScenePresence  sp)
inline

Tell a single client to prepare to close.

This should only be called if we may close the client but there will be some delay in so doing. Meant for internal use - other callers should almost certainly called CloseClient().

Parameters
sp
Returns
true if pre-close state notification was successful. false if the agent was not in a state where it could transition to pre-close.

Definition at line 4807 of file Scene.cs.

virtual bool OpenSim.Region.Framework.Scenes.Scene.IncomingUpdateChildAgent ( AgentData  cAgentData)
inlinevirtual

We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's the full data.

Parameters
cAgentDataAgent that contains all of the relevant things about an agent. Appearance, animations, position, etc.
Returns
true if we handled it.

Definition at line 4607 of file Scene.cs.

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virtual bool OpenSim.Region.Framework.Scenes.Scene.IncomingUpdateChildAgent ( AgentPosition  cAgentData)
inlinevirtual

We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's only positional data

Parameters
cAgentDataAgentPosition that contains agent positional data so we can know what to send
Returns
true if we handled it.

Definition at line 4696 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.isNeighborRegion ( GridRegion  otherRegion)
inline

Definition at line 1366 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.jointErrorMessage ( PhysicsJoint  joint,
string  message 
)
inline

Definition at line 5669 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.LinkObjects ( IClientAPI  client,
uint  parentPrimId,
List< uint >  childPrimIds 
)
inline

Link the scene objects containing the indicated parts to a root object.

Parameters
client
parentPrimIdA root prim id of the object which will be the root prim of the resulting linkset.
childPrimIdsA list of child prims for the objects that should be linked in.

Definition at line 2816 of file Scene.Inventory.cs.

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void OpenSim.Region.Framework.Scenes.Scene.LinkObjects ( UUID  agentId,
uint  parentPrimId,
List< uint >  childPrimIds 
)
inline

Link the scene objects containing the indicated parts to a root object.

Parameters
agentIdThe ID of the user linking.
parentPrimIdA root prim id of the object which will be the root prim of the resulting linkset.
childPrimIdsA list of child prims for the objects that should be linked in.

Definition at line 2827 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.loadAllLandObjectsFromStorage ( UUID  regionID)
inline

Loads all Parcel data from the datastore for region identified by regionID

Parameters
regionIDUnique Identifier of the Region to load parcel data for

Definition at line 2270 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.LoadPrimsFromStorage ( UUID  regionID)
inlinevirtual

Loads the World's objects

Parameters
regionID

Definition at line 2300 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.LoadWindlightProfile ( )
inline

Definition at line 2180 of file Scene.cs.

override void OpenSim.Region.Framework.Scenes.Scene.LoadWorldMap ( )
inlinevirtual

Loads the World heightmap

Implements OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 2189 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.MoveInventoryItem ( IClientAPI  remoteClient,
List< InventoryItemBase items 
)
inline

Move an item within the agent's inventory.

Parameters
remoteClient
folderID
itemID
length
newName

Definition at line 973 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.MoveInventoryItemsLeaveCopy ( IClientAPI  remoteClient,
List< InventoryItemBase items,
UUID  destfolder 
)
inline

Move an item within the agent's inventory, and leave a copy (used in making a new outfit)

Definition at line 950 of file Scene.Inventory.cs.

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InventoryItemBase OpenSim.Region.Framework.Scenes.Scene.MoveTaskInventoryItem ( IClientAPI  remoteClient,
UUID  folderId,
SceneObjectPart  part,
UUID  itemId,
out string  message 
)
inline

Move the given item in the given prim to a folder in the client's inventory

Parameters
remoteClient
folderID
part
itemID

Definition at line 1338 of file Scene.Inventory.cs.

InventoryItemBase OpenSim.Region.Framework.Scenes.Scene.MoveTaskInventoryItem ( UUID  avatarId,
UUID  folderId,
SceneObjectPart  part,
UUID  itemId,
out string  message 
)
inline

MoveTaskInventoryItem

Parameters
remoteClient
folderIDThe user inventory folder to move (or copy) the item to. If null, then the most suitable system folder is used (e.g. the Objects folder for objects). If there is no suitable folder, then the item is placed in the user's root inventory folder
part
itemID

Definition at line 1426 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.MoveTaskInventoryItem ( UUID  destId,
SceneObjectPart  part,
UUID  itemId 
)
inline

Copy a task (prim) inventory item to another task (prim)

Parameters
destIdID of destination part
partSource part
itemIdSource item id to transfer

Definition at line 1457 of file Scene.Inventory.cs.

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UUID OpenSim.Region.Framework.Scenes.Scene.MoveTaskInventoryItems ( UUID  destID,
string  category,
SceneObjectPart  host,
List< UUID >  items 
)
inline

Definition at line 1557 of file Scene.Inventory.cs.

bool OpenSim.Region.Framework.Scenes.Scene.NewUserConnection ( AgentCircuitData  agent,
uint  teleportFlags,
GridRegion  source,
out string  reason 
)
inline

Do the work necessary to initiate a new user connection for a particular scene.

Parameters
agentCircuitData of the agent who is connecting
teleportFlags
sourceSource region (may be null)
reasonOutputs the reason for the false response on this string
Returns
True if the region accepts this agent. False if it does not. False will also return a reason.

Definition at line 3949 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.NewUserConnection ( AgentCircuitData  acd,
uint  teleportFlags,
GridRegion  source,
out string  reason,
bool  requirePresenceLookup 
)
inline

Definition at line 3980 of file Scene.cs.

override void OpenSim.Region.Framework.Scenes.Scene.OtherRegionUp ( GridRegion  otherRegion)
inlinevirtual

Process the fact that a neighbouring region has come up.

We only add it to the neighbor list if it's within 1 region from here. Agents may have draw distance values that cross two regions though, so we add it to the notify list regardless of distance. We'll check the agent's draw distance before notifying them though.

Parameters
otherRegionRegionInfo handle for the new region.
Returns
True after all operations complete, throws exceptions otherwise.

Implements OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 1326 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.PhysicsRequestAsset ( UUID  assetID,
AssetReceivedDelegate  callback 
)
inline

Wrappers to get physics modules retrieve assets.

Has to be done this way because we can't assign the asset service to physics directly - at the time physics are instantiated it's not registered but it will be by the time the first prim exists.

Parameters
assetID
callback

Definition at line 6420 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.PipeEventsForScript ( uint  localID)
inline

Definition at line 5162 of file Scene.cs.

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bool OpenSim.Region.Framework.Scenes.Scene.PositionIsInCurrentRegion ( Vector3  pos)
inline

Definition at line 2903 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.ProcessMoneyTransferRequest ( UUID  source,
UUID  destination,
int  amount,
int  transactiontype,
string  description 
)
inlinevirtual

Definition at line 318 of file Scene.PacketHandlers.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.ProcessObjectDeGrab ( uint  localID,
IClientAPI  remoteClient,
List< SurfaceTouchEventArgs surfaceArgs 
)
inlinevirtual

Definition at line 400 of file Scene.PacketHandlers.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.ProcessObjectGrab ( uint  localID,
Vector3  offsetPos,
IClientAPI  remoteClient,
List< SurfaceTouchEventArgs surfaceArgs 
)
inlinevirtual

Definition at line 341 of file Scene.PacketHandlers.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.ProcessObjectGrabUpdate ( UUID  objectID,
Vector3  offset,
Vector3  pos,
IClientAPI  remoteClient,
List< SurfaceTouchEventArgs surfaceArgs 
)
inlinevirtual

Definition at line 373 of file Scene.PacketHandlers.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.ProcessParcelBuy ( UUID  agentId,
UUID  groupId,
bool  final,
bool  groupOwned,
bool  removeContribution,
int  parcelLocalID,
int  parcelArea,
int  parcelPrice,
bool  authenticated 
)
inlinevirtual

Definition at line 327 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.ProcessScriptReset ( IClientAPI  remoteClient,
UUID  objectID,
UUID  itemID 
)
inline

Definition at line 420 of file Scene.PacketHandlers.cs.

bool OpenSim.Region.Framework.Scenes.Scene.QueryAccess ( UUID  agentID,
string  agentHomeURI,
bool  viaTeleport,
Vector3  position,
List< UUID >  features,
out string  reason 
)
inline

This method is called across the simulation connector to determine if a given agent is allowed in this region AS A ROOT AGENT

Returning false here will prevent them from logging into the region, teleporting into the region or corssing the broder walking, but will NOT prevent child agent creation, thereby emulating the SL behavior.

Parameters
agentIDThe visitor's User ID
agentHomeURIThe visitor's Home URI (may be null)
position
reason
Returns

Definition at line 6122 of file Scene.cs.

object OpenSim.Region.Framework.Scenes.Scene.RayCastFiltered ( Vector3  position,
Vector3  direction,
float  length,
int  Count,
RayFilterFlags  filter 
)
inline

Definition at line 2332 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RegenerateMaptileAndReregister ( object  sender,
ElapsedEventArgs  e 
)
inline

Definition at line 6095 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.RegisterDefaultSceneEvents ( )
inlineprotectedvirtual

Definition at line 1305 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RegisterRegionWithGrid ( )
inline

Register this region with a grid service

Exceptions
System.ExceptionThrown if registration of the region itself fails.

Definition at line 2239 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ReloadEstateData ( )
inline

Definition at line 5940 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RemoveClient ( UUID  agentID,
bool  closeChildAgents 
)
inline

Definition at line 3757 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RemoveExtraSetting ( string  name)
inline

Definition at line 6465 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RemoveGroupTarget ( SceneObjectGroup  grp)
inline

Definition at line 1991 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RemovePhysicalPrim ( int  num)
inline

Definition at line 5201 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RemoveTaskInventory ( IClientAPI  remoteClient,
UUID  itemID,
uint  localID 
)
inline

Remove an item from a prim (task) inventory

Parameters
remoteClientUnused at the moment but retained since the avatar ID might be necessary for a permissions check at some stage.
itemID
localID

Definition at line 1183 of file Scene.Inventory.cs.

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void OpenSim.Region.Framework.Scenes.Scene.RequestPrim ( uint  primLocalID,
IClientAPI  remoteClient 
)
inline

Invoked when the client requests a prim.

Parameters
primLocalID
remoteClient

Definition at line 154 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.RequestTaskInventory ( IClientAPI  remoteClient,
uint  primLocalID 
)
inline

Send the details of a prim's inventory to the client.

Parameters
remoteClient
primLocalID

Definition at line 1166 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.RequestTeleportLocation ( IClientAPI  remoteClient,
string  regionName,
Vector3  position,
Vector3  lookat,
uint  teleportFlags 
)
inline

Tries to teleport agent to another region.

The region name must exactly match that given.

Parameters
remoteClient
regionName
position
lookAt
teleportFlags

Definition at line 4927 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RequestTeleportLocation ( IClientAPI  remoteClient,
ulong  regionHandle,
Vector3  position,
Vector3  lookAt,
uint  teleportFlags 
)
inline

Tries to teleport agent to other region.

Parameters
remoteClient
regionHandle
position
lookAt
teleportFlags

Definition at line 4950 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RestartNotifyWaitElapsed ( object  sender,
ElapsedEventArgs  e 
)
inline

Definition at line 1441 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.RestartNow ( )
inline

Definition at line 1417 of file Scene.cs.

virtual bool OpenSim.Region.Framework.Scenes.Scene.returnObjects ( SceneObjectGroup[]  returnobjects,
UUID  AgentId 
)
inlinevirtual

Definition at line 2682 of file Scene.Inventory.cs.

SceneObjectPart OpenSim.Region.Framework.Scenes.Scene.RezNewScript ( UUID  agentID,
InventoryItemBase  itemBase 
)
inline

Rez a new script from nothing.

Parameters
remoteClient
itemBase
Returns
The part where the script was rezzed if successful. False otherwise.

Definition at line 1924 of file Scene.Inventory.cs.

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SceneObjectPart OpenSim.Region.Framework.Scenes.Scene.RezNewScript ( UUID  agentID,
InventoryItemBase  itemBase,
string  scriptText 
)
inline

Rez a new script from nothing with given script text.

Parameters
remoteClient
itemBaseTemplate item.
scriptText
Returns
The part where the script was rezzed if successful. False otherwise.

Definition at line 1939 of file Scene.Inventory.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.RezObject ( IClientAPI  remoteClient,
UUID  itemID,
Vector3  RayEnd,
Vector3  RayStart,
UUID  RayTargetID,
byte  BypassRayCast,
bool  RayEndIsIntersection,
bool  RezSelected,
bool  RemoveItem,
UUID  fromTaskID 
)
inlinevirtual

Event Handler Rez an object into a scene Calls the non-void event handler

Parameters
remoteClient
itemID
RayEnd
RayStart
RayTargetID
BypassRayCast
RayEndIsIntersection
EveryoneMask
GroupMask
RezSelected
RemoveItem
fromTaskID

Definition at line 2500 of file Scene.Inventory.cs.

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virtual List<SceneObjectGroup> OpenSim.Region.Framework.Scenes.Scene.RezObject ( SceneObjectPart  sourcePart,
TaskInventoryItem  item,
Vector3  pos,
Quaternion?  rot,
Vector3  vel,
int  param,
bool  atRoot 
)
inlinevirtual

Rez an object into the scene from a prim's inventory.

Parameters
sourcePart
item
posThe position of the rezzed object.
rotThe rotation of the rezzed object. If null, then the rotation stored with the object will be used if it exists.
velThe velocity of the rezzed object.
param
Returns
The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful

Definition at line 2560 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.RezScript ( IClientAPI  remoteClient,
InventoryItemBase  itemBase,
UUID  transactionID,
uint  localID 
)
inline

Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory

Parameters
remoteClient
itemBase
transactionID
localID

Definition at line 1842 of file Scene.Inventory.cs.

SceneObjectPart OpenSim.Region.Framework.Scenes.Scene.RezScriptFromAgentInventory ( UUID  agentID,
UUID  fromItemID,
uint  localID 
)
inline

Rez a script into a prim from an agent inventory.

Parameters
agentID
fromItemID
localID
Returns
The part where the script was rezzed if successful. False otherwise.

Definition at line 1862 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.RezScriptFromPrim ( UUID  srcId,
SceneObjectPart  srcPart,
UUID  destId,
int  pin,
int  running,
int  start_param 
)
inline

Rez a script into a prim's inventory from another prim

Parameters
remoteClient
srcPart
destId
pin
running
start_param

Definition at line 2013 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.SaveTerrain ( )
inline

Store the terrain in the persistant data store

Definition at line 2168 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.ScriptDanger ( uint  localID,
Vector3  pos 
)
inline

Definition at line 5149 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.SelectPrim ( uint  primLocalID,
IClientAPI  remoteClient 
)
inline

Invoked when the client selects a prim.

Parameters
primLocalID
remoteClient

Definition at line 167 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.SendCommandToPlugins ( string[]  args)
inline

Console command handler to send script command to script engine.

Parameters
args

Definition at line 5066 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.SendInventoryUpdate ( IClientAPI  client,
InventoryFolderBase  folder,
bool  fetchFolders,
bool  fetchItems 
)
inline

Definition at line 1610 of file Scene.Inventory.cs.

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void OpenSim.Region.Framework.Scenes.Scene.SendKillObject ( List< uint >  localIDs)
inline

Definition at line 3915 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.SendOutChildAgentUpdates ( AgentPosition  cadu,
ScenePresence  presence 
)
inline

Definition at line 4982 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.SetModuleInterfaces ( )
inline

Sets up references to modules required by the scene

Definition at line 1595 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.SetScriptRunning ( IClientAPI  controllingClient,
UUID  objectID,
UUID  itemID,
bool  running 
)
inline

Definition at line 2699 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.setThreadCount ( int  inUseThreads)
inline

Definition at line 555 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.SimChat ( byte[]  message,
ChatTypeEnum  type,
int  channel,
Vector3  fromPos,
string  fromName,
UUID  fromID,
UUID  targetID,
bool  fromAgent,
bool  broadcast 
)
inline

Send chat to listeners.

Parameters
message
type/param>
Parameters
channel
fromPos
fromName
fromID
targetID
fromAgent
broadcast

Definition at line 52 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.SimChat ( byte[]  message,
ChatTypeEnum  type,
int  channel,
Vector3  fromPos,
string  fromName,
UUID  fromID,
bool  fromAgent,
bool  broadcast 
)
inlineprotected

Definition at line 90 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.SimChat ( byte[]  message,
ChatTypeEnum  type,
int  channel,
Vector3  fromPos,
string  fromName,
UUID  fromID,
bool  fromAgent 
)
inline

Parameters
message
type
fromPos
fromName
fromAgentID

Definition at line 104 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.SimChat ( string  message,
ChatTypeEnum  type,
Vector3  fromPos,
string  fromName,
UUID  fromID,
bool  fromAgent 
)
inline

Definition at line 110 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.SimChat ( string  message,
string  fromName 
)
inline

Definition at line 115 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.SimChatBroadcast ( byte[]  message,
ChatTypeEnum  type,
int  channel,
Vector3  fromPos,
string  fromName,
UUID  fromID,
bool  fromAgent 
)
inline

Parameters
message
type
fromPos
fromName
fromAgentID

Definition at line 128 of file Scene.PacketHandlers.cs.

void OpenSim.Region.Framework.Scenes.Scene.SimChatToAgent ( UUID  targetID,
byte[]  message,
int  channel,
Vector3  fromPos,
string  fromName,
UUID  fromID,
bool  fromAgent 
)
inline

Parameters
message
type
channel
fromPos
fromName
fromAgentID
targetID

Definition at line 144 of file Scene.PacketHandlers.cs.

int OpenSim.Region.Framework.Scenes.Scene.SpawnPoint ( )
inline

This method deals with movement when an avatar is automatically moving (but this is distinct from the autopilot that moves an avatar to a sit target!.

This is not intended as a permament location for this method.

Parameters
presence

Definition at line 6391 of file Scene.cs.

override void OpenSim.Region.Framework.Scenes.Scene.Start ( )
inlinevirtual

Start the scene and associated scripts within it.

Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 1539 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.Start ( bool  startScripts)
inline

Start the scene

Parameters
startScriptsStart the scripts within the scene.

Definition at line 1550 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.StartScripts ( )
inline

Lets the script engines start processing scripts.

Definition at line 99 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.StartTimerWatchdog ( )
inline

Definition at line 6312 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.StoreExtraSetting ( string  name,
string  val 
)
inline

Definition at line 6445 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.StoreWindlightProfile ( RegionLightShareData  wl)
inline

Definition at line 2173 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientEvents ( IClientAPI  client)
inlinevirtual

Register for events from the client

Parameters
clientThe IClientAPI of the connected client

Definition at line 3354 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientGridEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3465 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientInventoryEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3424 of file Scene.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientNetworkEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3471 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientParcelEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3458 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientPrimEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3372 of file Scene.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientPrimRezEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3418 of file Scene.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientScriptEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3451 of file Scene.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientTeleportEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3446 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientTerrainEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3367 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.SupportsRayCastFiltered ( )
inline

Definition at line 2325 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.SwapRootAgentCount ( bool  rootChildChildRootTF)
inline

Definition at line 5191 of file Scene.cs.

delegate void OpenSim.Region.Framework.Scenes.Scene.SynchronizeSceneHandler ( Scene  scene)
virtual bool OpenSim.Region.Framework.Scenes.Scene.TeleportClientHome ( UUID  agentId,
IClientAPI  client 
)
inlinevirtual

Teleport an avatar to their home region

Parameters
agentIdThe avatar's Unique ID
clientThe IClientAPI for the client

Definition at line 3607 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.TestLandRestrictions ( UUID  agentID,
out string  reason,
ref float  posX,
ref float  posY 
)
inline

Definition at line 4320 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.ThreadAlive ( int  threadCode)
inline

Definition at line 6082 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.TimerWatchdog ( object  sender,
ElapsedEventArgs  e 
)
inline

Definition at line 6320 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.TriggerEstateSunUpdate ( )
inline

Definition at line 5950 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.TryGetAvatarByName ( string  avatarName,
out ScenePresence  avatar 
)
inline

Definition at line 5406 of file Scene.cs.

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bool OpenSim.Region.Framework.Scenes.Scene.TryGetClient ( UUID  avatarID,
out IClientAPI  client 
)
inline

Definition at line 5432 of file Scene.cs.

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bool OpenSim.Region.Framework.Scenes.Scene.TryGetClient ( System.Net.IPEndPoint  remoteEndPoint,
out IClientAPI  client 
)
inline

Definition at line 5437 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.TryGetSceneObjectGroup ( UUID  fullID,
out SceneObjectGroup  sog 
)
inline

Attempt to get the SOG via its UUID

Parameters
fullID
sog
Returns

Definition at line 5332 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.TryGetSceneObjectPart ( UUID  fullID,
out SceneObjectPart  sop 
)
inline

Attempt to get a prim via its UUID

Parameters
fullID
sop
Returns

Definition at line 5375 of file Scene.cs.

override bool OpenSim.Region.Framework.Scenes.Scene.TryGetScenePresence ( UUID  agentID,
out ScenePresence  scenePresence 
)
inlinevirtual

Try to get a scene presence from the scene

Parameters
agentID
scenePresencenull if there is no scene presence with the given agent id
Returns
true if there was a scene presence with the given id, false otherwise.

Implements OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 5401 of file Scene.cs.

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bool OpenSim.Region.Framework.Scenes.Scene.UnlinkSceneObject ( SceneObjectGroup  so,
bool  softDelete 
)
inline

Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the object itself is not destroyed.

Parameters
soThe scene object.
softDeleteIf true, only deletes from scene, but keeps the object in the database.
Returns
true if the object was in the scene, false if it was not

Definition at line 2817 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientEvents ( IClientAPI  client)
inlinevirtual

Unsubscribe the client from events.

FIXME: Not called anywhere!

Parameters
clientThe IClientAPI of the client

Definition at line 3482 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientGridEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3590 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientInventoryEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3549 of file Scene.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientNetworkEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3596 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientParcelEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3583 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientPrimEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3500 of file Scene.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientPrimRezEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3543 of file Scene.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientScriptEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3576 of file Scene.cs.

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virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientTeleportEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3569 of file Scene.cs.

virtual void OpenSim.Region.Framework.Scenes.Scene.UnSubscribeToClientTerrainEvents ( IClientAPI  client)
inlinevirtual

Definition at line 3495 of file Scene.cs.

override void OpenSim.Region.Framework.Scenes.Scene.Update ( int  frames)
inlinevirtual

Called to update the scene loop by a number of frames and until shutdown.

Parameters
framesNumber of frames to update. Exits on shutdown even if there are frames remaining. If -1 then updates until shutdown.
Returns
true if update completed within minimum frame time, false otherwise.

Implements OpenSim.Region.Framework.Scenes.SceneBase.

Definition at line 1721 of file Scene.cs.

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void OpenSim.Region.Framework.Scenes.Scene.UpdateCircuitData ( AgentCircuitData  data)
inline

Update an AgentCircuitData object with new information

Parameters
dataInformation to update the AgentCircuitData with

Definition at line 4520 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.UpdateInventoryItemAsset ( IClientAPI  remoteClient,
UUID  transactionID,
UUID  itemID,
InventoryItemBase  itemUpd 
)
inline

Update an item which is either already in the client's inventory or is within a transaction

Parameters
remoteClient
transactionIDThe transaction ID. If this is UUID.Zero we will assume that we are not in a transaction
itemIDThe ID of the updated item
nameThe name of the updated item
descriptionThe description of the updated item
nextOwnerMaskThe permissions of the updated item

Definition at line 399 of file Scene.Inventory.cs.

void OpenSim.Region.Framework.Scenes.Scene.updateScenePartGroup ( SceneObjectPart  part,
SceneObjectGroup  grp 
)
inline

Definition at line 2843 of file Scene.cs.

void OpenSim.Region.Framework.Scenes.Scene.UpdateTaskInventory ( IClientAPI  remoteClient,
UUID  transactionID,
TaskInventoryItem  itemInfo,
uint  primLocalID 
)
inline

Update an item in a prim (task) inventory. This method does not handle scripts, RezScript(IClientAPI, UUID, unit)

Parameters
remoteClient
transactionID
itemInfo
primLocalID

Definition at line 1682 of file Scene.Inventory.cs.

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virtual bool OpenSim.Region.Framework.Scenes.Scene.VerifyUserPresence ( AgentCircuitData  agent,
out string  reason 
)
inlinevirtual

Verifies that the user has a presence on the Grid

Parameters
agentCircuit Data of the Agent we're verifying
reasonOutputs the reason for the false response on this string
Returns
True if the user has a session on the grid. False if it does not. False will also return a reason.

Reimplemented in OpenSim.Tests.Common.TestScene.

Definition at line 4378 of file Scene.cs.

virtual ScenePresence OpenSim.Region.Framework.Scenes.Scene.WaitGetScenePresence ( UUID  agentID)
inlineprotectedvirtual

Poll until the requested ScenePresence appears or we timeout.

Returns
The scene presence is found, else null.
Parameters
agentID

Definition at line 4735 of file Scene.cs.

Member Data Documentation

bool OpenSim.Region.Framework.Scenes.Scene.CombineRegions = false

Definition at line 426 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.EmergencyMonitoring = false

Definition at line 70 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.LegacySitOffsets = true

use legacy sittarget offsets to avoid contents breaks to compensate for SL bug

Definition at line 241 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.LoadingPrims

Definition at line 320 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.LoginLock = false

Definition at line 317 of file Scene.cs.

IAgentPreferencesService OpenSim.Region.Framework.Scenes.Scene.m_AgentPreferencesService
protected

Definition at line 351 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.m_allowScriptCrossings = true

Definition at line 235 of file Scene.cs.

IAssetService OpenSim.Region.Framework.Scenes.Scene.m_AssetService
protected

Definition at line 340 of file Scene.cs.

AsyncInventorySender OpenSim.Region.Framework.Scenes.Scene.m_asyncInventorySender
protected

Allows inventory details to be sent to clients asynchronously

Definition at line 63 of file Scene.Inventory.cs.

AsyncSceneObjectGroupDeleter OpenSim.Region.Framework.Scenes.Scene.m_asyncSceneObjectDeleter
protected

Allows asynchronous derezzing of objects from the scene into a client's inventory.

Definition at line 58 of file Scene.Inventory.cs.

AgentCircuitManager OpenSim.Region.Framework.Scenes.Scene.m_authenticateHandler
protected

Definition at line 334 of file Scene.cs.

IAuthenticationService OpenSim.Region.Framework.Scenes.Scene.m_AuthenticationService
protected

Definition at line 346 of file Scene.cs.

IAuthorizationService OpenSim.Region.Framework.Scenes.Scene.m_AuthorizationService
protected

Definition at line 341 of file Scene.cs.

IAvatarFactoryModule OpenSim.Region.Framework.Scenes.Scene.m_AvatarFactory
protected

Definition at line 355 of file Scene.cs.

IAvatarService OpenSim.Region.Framework.Scenes.Scene.m_AvatarService
protected

Definition at line 349 of file Scene.cs.

ICapabilitiesModule OpenSim.Region.Framework.Scenes.Scene.m_capsModule
protected

Definition at line 359 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.m_clampPrimSize

Definition at line 233 of file Scene.cs.

IConfigSource OpenSim.Region.Framework.Scenes.Scene.m_config
protected

Definition at line 356 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.m_defaultDrawDistance = 255f
protected

Definition at line 286 of file Scene.cs.

IDialogModule OpenSim.Region.Framework.Scenes.Scene.m_dialogModule
protected

Definition at line 358 of file Scene.cs.

long OpenSim.Region.Framework.Scenes.Scene.m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L

Definition at line 324 of file Scene.cs.

IEstateDataService OpenSim.Region.Framework.Scenes.Scene.m_EstateDataService
protected

Definition at line 339 of file Scene.cs.

IGridService OpenSim.Region.Framework.Scenes.Scene.m_GridService
protected

Definition at line 343 of file Scene.cs.

IGridUserService OpenSim.Region.Framework.Scenes.Scene.m_GridUserService
protected

Definition at line 350 of file Scene.cs.

IGroupsModule OpenSim.Region.Framework.Scenes.Scene.m_groupsModule
protected

Definition at line 360 of file Scene.cs.

IInventoryService OpenSim.Region.Framework.Scenes.Scene.m_InventoryService
protected

Definition at line 342 of file Scene.cs.

ILibraryService OpenSim.Region.Framework.Scenes.Scene.m_LibraryService
protected

Definition at line 344 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.m_linksetCapacity = 0

Max prims an object will hold

Definition at line 231 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.m_linksetPhysCapacity = 0

Max prims an Physical object will hold

Definition at line 251 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.m_maxDrawDistance = 512.0f
protected

Definition at line 292 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.m_maxNonphys = 256

Maximum value of the size of a non-physical prim in each axis

Definition at line 216 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.m_maxPhys = 10

Maximum value of the size of a physical prim in each axis

Definition at line 226 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.m_maxRegionViewDistance = 255f
protected

Definition at line 299 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.m_minNonphys = 0.001f

Minimum value of the size of a non-physical prim in each axis

Definition at line 211 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.m_minPhys = 0.01f

Minimum value of the size of a physical prim in each axis

Definition at line 221 of file Scene.cs.

List<RegionInfo> OpenSim.Region.Framework.Scenes.Scene.m_neighbours = new List<RegionInfo>()
protected

Definition at line 332 of file Scene.cs.

long OpenSim.Region.Framework.Scenes.Scene.m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L

Definition at line 326 of file Scene.cs.

IPresenceService OpenSim.Region.Framework.Scenes.Scene.m_PresenceService
protected

Definition at line 347 of file Scene.cs.

List<RegionInfo> OpenSim.Region.Framework.Scenes.Scene.m_regionRestartNotifyList = new List<RegionInfo>()
protected

Definition at line 331 of file Scene.cs.

Timer OpenSim.Region.Framework.Scenes.Scene.m_restartWaitTimer = new Timer()
protected

Definition at line 329 of file Scene.cs.

SceneCommunicationService OpenSim.Region.Framework.Scenes.Scene.m_sceneGridService
protected

Definition at line 335 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.m_seeIntoBannedRegion = false

Definition at line 311 of file Scene.cs.

IRegionSerialiserModule OpenSim.Region.Framework.Scenes.Scene.m_serialiser
protected

Definition at line 357 of file Scene.cs.

ISimulationDataService OpenSim.Region.Framework.Scenes.Scene.m_SimulationDataService
protected

Definition at line 338 of file Scene.cs.

ISimulationService OpenSim.Region.Framework.Scenes.Scene.m_simulationService
protected

Definition at line 345 of file Scene.cs.

string OpenSim.Region.Framework.Scenes.Scene.m_simulatorVersion = "OpenSimulator Server"
protected

Definition at line 333 of file Scene.cs.

ISnmpModule OpenSim.Region.Framework.Scenes.Scene.m_snmpService = null
protected

Definition at line 336 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.m_splitRegionID
protected

Definition at line 328 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.m_strictAccessControl = true

Definition at line 310 of file Scene.cs.

Timer OpenSim.Region.Framework.Scenes.Scene.m_timerWatchdog = new Timer()
protected

Definition at line 330 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.m_trustBinaries

Definition at line 234 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.m_useFlySlow

Definition at line 253 of file Scene.cs.

IUserAccountService OpenSim.Region.Framework.Scenes.Scene.m_UserAccountService
protected

Definition at line 348 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.m_useTrashOnDelete = true

Definition at line 254 of file Scene.cs.

IWorldComm OpenSim.Region.Framework.Scenes.Scene.m_worldCommModule
protected

Definition at line 354 of file Scene.cs.

IXMLRPC OpenSim.Region.Framework.Scenes.Scene.m_xmlrpcModule
protected

Definition at line 353 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MaxUndoCount = 5

Definition at line 312 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.StartDisabled = false

Definition at line 319 of file Scene.cs.

SynchronizeSceneHandler OpenSim.Region.Framework.Scenes.Scene.SynchronizeScene

Definition at line 175 of file Scene.cs.

IXfer OpenSim.Region.Framework.Scenes.Scene.XferManager

Definition at line 321 of file Scene.cs.

Property Documentation

bool OpenSim.Region.Framework.Scenes.Scene.Active
getset

Is the scene active?

If false, maintenance and update loops are not being run, though after setting to false update may still be active for a period (and IsRunning will still be true). Updates can still be triggered manually if the scene is not active.

Definition at line 501 of file Scene.cs.

IAgentPreferencesService OpenSim.Region.Framework.Scenes.Scene.AgentPreferencesService
get

Definition at line 762 of file Scene.cs.

IAgentAssetTransactions OpenSim.Region.Framework.Scenes.Scene.AgentTransactionsModule
getset

Definition at line 773 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.AllowAvatarCrossing
getset

Can avatars cross from and to this region?

Definition at line 246 of file Scene.cs.

override bool OpenSim.Region.Framework.Scenes.Scene.AllowScriptCrossings
get

Definition at line 5776 of file Scene.cs.

IAssetService OpenSim.Region.Framework.Scenes.Scene.AssetService
get

Definition at line 617 of file Scene.cs.

IAttachmentsModule OpenSim.Region.Framework.Scenes.Scene.AttachmentsModule
getset

Definition at line 771 of file Scene.cs.

AgentCircuitManager OpenSim.Region.Framework.Scenes.Scene.AuthenticateHandler
get

Definition at line 805 of file Scene.cs.

IAuthenticationService OpenSim.Region.Framework.Scenes.Scene.AuthenticationService
get

Definition at line 712 of file Scene.cs.

IAuthorizationService OpenSim.Region.Framework.Scenes.Scene.AuthorizationService
get

Definition at line 635 of file Scene.cs.

IAvatarFactoryModule OpenSim.Region.Framework.Scenes.Scene.AvatarFactory
get

Definition at line 777 of file Scene.cs.

IAvatarService OpenSim.Region.Framework.Scenes.Scene.AvatarService
get

Definition at line 742 of file Scene.cs.

ICapabilitiesModule OpenSim.Region.Framework.Scenes.Scene.CapsModule
get

Definition at line 782 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.ChildReprioritizationDistance
getset

Definition at line 801 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.ChildTerseUpdatePeriod
getset

If greater than 1, we only send terse updates to child agents on every n updates.

Definition at line 284 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.ClampNegativeZ
get

Definition at line 178 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.CollidablePrims
getset

Controls whether prims can be collided with.

If this is set to false then prims cannot be subject to physics either.

Definition at line 206 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.DebugAnimations
getset

Show debug information about animations.

Definition at line 75 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.DebugTeleporting
getset

Show debug information about teleports.

Definition at line 80 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.DebugUpdates
getset

Show debug information about the scene loop.

Definition at line 85 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.DefaultDrawDistance
get

Definition at line 288 of file Scene.cs.

string OpenSim.Region.Framework.Scenes.Scene.DefaultScriptEngine
get

Definition at line 838 of file Scene.cs.

EntityManager OpenSim.Region.Framework.Scenes.Scene.Entities
get

Definition at line 843 of file Scene.cs.

IEntityTransferModule OpenSim.Region.Framework.Scenes.Scene.EntityTransferModule
getset

Definition at line 772 of file Scene.cs.

IEstateDataService OpenSim.Region.Framework.Scenes.Scene.EstateDataService
get

Definition at line 599 of file Scene.cs.

uint OpenSim.Region.Framework.Scenes.Scene.Frame
getset

Current scene frame number

Definition at line 368 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.FrameTime
getset

Frame time

Definition at line 381 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.FrameTimeCritPercent
getset

Definition at line 383 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.FrameTimeWarnPercent
getset

Definition at line 382 of file Scene.cs.

IGridService OpenSim.Region.Framework.Scenes.Scene.GridService
get

Definition at line 672 of file Scene.cs.

IGridUserService OpenSim.Region.Framework.Scenes.Scene.GridUserService
get

Definition at line 752 of file Scene.cs.

IInventoryService OpenSim.Region.Framework.Scenes.Scene.InventoryService
get

Definition at line 654 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.IsReprioritizationEnabled
getset

Definition at line 798 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.IsRunning
get

If true then updates are running. This may be true for a short period after a scene is de-activated.

Definition at line 523 of file Scene.cs.

ILibraryService OpenSim.Region.Framework.Scenes.Scene.LibraryService
get

Definition at line 690 of file Scene.cs.

uint OpenSim.Region.Framework.Scenes.Scene.MaintenanceRun
getset

Current maintenance run number

Definition at line 376 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.MaxDrawDistance
get

Definition at line 295 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.MaxRegionViewDistance
get

Definition at line 301 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.MinMaintenanceTime
getset

The minimum length of time in seconds that will be taken for a scene frame.

Always derived from MinFrameTicks.

Definition at line 395 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorBackupTime
get

Definition at line 792 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorEventTime
get

Definition at line 791 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorFrameTime
get

Definition at line 786 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorLandTime
get

Definition at line 794 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorLastFrameTick
get

Definition at line 795 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorOtherTime
get

Definition at line 789 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorPhysicsSyncTime
get

Definition at line 788 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorPhysicsUpdateTime
get

Definition at line 787 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorTempOnRezTime
get

Definition at line 790 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.MonitorTerrainTime
get

Definition at line 793 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.Normalized55FPS
getset

Definition at line 387 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.PeriodicBackup
getset

If true then the scene is saved to persistent storage periodically, every m_update_backup frames and if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter).

Even if false, the scene will still be saved on clean shutdown. FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels. This needs to be fixed.

Definition at line 96 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.PhysicalPrims
getset

Controls whether physics can be applied to prims. Even if false, prims still have entries in a PhysicsScene in order to perform collision detection

Definition at line 198 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.PhysicsEnabled
getset

If false then physical objects are disabled, though collisions will continue as normal.

Definition at line 109 of file Scene.cs.

PhysicsScene OpenSim.Region.Framework.Scenes.Scene.PhysicsScene
getset

Definition at line 811 of file Scene.cs.

IPresenceService OpenSim.Region.Framework.Scenes.Scene.PresenceService
get

Definition at line 722 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.ReprioritizationInterval
getset

Definition at line 799 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.RootPositionUpdateTolerance
getset

How much a root agent has to change position before updates are sent to viewers.

Definition at line 264 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.RootReprioritizationDistance
getset

Definition at line 800 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.RootRotationUpdateTolerance
getset

How much a root agent has to rotate before updates are sent to viewers.

Definition at line 269 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.RootTerseUpdatePeriod
getset

If greater than 1, we only send terse updates to other root agents on every n updates.

Definition at line 279 of file Scene.cs.

float OpenSim.Region.Framework.Scenes.Scene.RootVelocityUpdateTolerance
getset

How much a root agent has to change velocity before updates are sent to viewers.

Definition at line 274 of file Scene.cs.

SceneGraph OpenSim.Region.Framework.Scenes.Scene.SceneGraph
get

The scene graph for this scene

TODO: Possibly stop other classes being able to manipulate this directly.

Definition at line 1266 of file Scene.cs.

SceneCommunicationService OpenSim.Region.Framework.Scenes.Scene.SceneGridService
get

Definition at line 563 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.ScriptsEnabled
getset

If false then scripts are not enabled on the smiulator

Definition at line 136 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.SeeIntoRegion
getset

Definition at line 314 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.SendPeriodicAppearanceUpdates
getset

Temporarily setting to trigger appearance resends at 60 second intervals.

Definition at line 259 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.ShuttingDown
get

True if these scene is in the process of shutting down or is shutdown.

Definition at line 487 of file Scene.cs.

ISimulationDataService OpenSim.Region.Framework.Scenes.Scene.SimulationDataService
get

Definition at line 581 of file Scene.cs.

ISimulationService OpenSim.Region.Framework.Scenes.Scene.SimulationService
get

Definition at line 701 of file Scene.cs.

ISnmpModule OpenSim.Region.Framework.Scenes.Scene.SnmpService
get

Definition at line 568 of file Scene.cs.

string OpenSim.Region.Framework.Scenes.Scene.SpawnPointRouting
getset

Definition at line 852 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.SplitRegionID
getset

Definition at line 545 of file Scene.cs.

SimStatsReporter OpenSim.Region.Framework.Scenes.Scene.StatsReporter
getset

Statistical information for this scene.

Definition at line 192 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.TelehubAllowLandmarks
getset

Definition at line 858 of file Scene.cs.

new float OpenSim.Region.Framework.Scenes.Scene.TimeDilation
get

Definition at line 551 of file Scene.cs.

int OpenSim.Region.Framework.Scenes.Scene.UnixStartTime
get

Definition at line 464 of file Scene.cs.

UpdatePrioritizationSchemes OpenSim.Region.Framework.Scenes.Scene.UpdatePrioritizationScheme
getset

Definition at line 797 of file Scene.cs.

bool OpenSim.Region.Framework.Scenes.Scene.UseBackup
getset

If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even if the scene is being shut down for the final time.

Definition at line 102 of file Scene.cs.

IUserAccountService OpenSim.Region.Framework.Scenes.Scene.UserAccountService
get

Definition at line 732 of file Scene.cs.

IUserManagement OpenSim.Region.Framework.Scenes.Scene.UserManagementModule
getset

Definition at line 774 of file Scene.cs.


The documentation for this class was generated from the following files: