OpenSim
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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< ScenePresence > | GetScenePresences () |
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< SceneObjectGroup > | GetSceneObjectGroups () |
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< SceneObjectGroup > | RezObject (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, ICommander > | GetCommanders () |
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) |
T | 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) |
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 |
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Definition at line 133 of file Scene.Inventory.cs.
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Add the given inventory item to a user's inventory.
item |
Definition at line 142 of file Scene.Inventory.cs.
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Add the given inventory item to a user's inventory.
AgentID | A UUID |
item | A InventoryItemBase |
Definition at line 249 of file Scene.Inventory.cs.
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Add an inventory item to an avatar's inventory.
remoteClient | The remote client controlling the avatar |
item | The 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.
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Definition at line 120 of file Scene.Inventory.cs.
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Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent
client | |
type | The type of agent to add. |
Implements OpenSim.Region.Framework.Scenes.SceneBase.
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Add a newly created object to the scene. Updates are also sent to viewers.
sceneObject | |
attachToBackup | If true, the object is made persistent into the scene. If false, the object will not persist over server restarts |
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Add a newly created object to the scene
sceneObject | |
attachToBackup | If true, the object is made persistent into the scene. If false, the object will not persist over server restarts |
sendClientUpdates | If 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 |
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Add a newly created object to the scene.
This method does not send updates to the client - callers need to handle this themselves.
sceneObject | |
attachToBackup | |
pos | Position of the object. If null then the position stored in the object is used. |
rot | Rotation of the object. If null then the rotation stored in the object is used. |
vel | Velocity of the object. This parameter only has an effect if the object is physical |
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Add an object into the scene that has come from storage
sceneObject | |
attachToBackup | If 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 |
alreadyPersisted | If true, we won't persist this object until it changes If false, we'll persist this object immediately |
sendClientUpdates | If 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 |
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Add an object into the scene that has come from storage
sceneObject | |
attachToBackup | If 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 |
alreadyPersisted | If true, we won't persist this object until it changes If false, we'll persist this object immediately |
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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
sceneObject |
Definition at line 3007 of file Scene.cs.
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Definition at line 109 of file Scene.Inventory.cs.
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Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access
agent | The circuit data for the agent |
reason | outputs the reason to this string |
Definition at line 4407 of file Scene.cs.
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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.
forced | If 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).
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CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[])
Definition at line 269 of file Scene.Inventory.cs.
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Capability originating call to update the asset of a script in a prim's (task's) inventory
remoteClient | |
itemID | |
primID | The prim which contains the item to update |
isScriptRunning | Indicates whether the script to update is currently running |
data |
Definition at line 298 of file Scene.Inventory.cs.
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CapsUpdateTaskInventoryScriptAsset(IClientAPI, UUID, UUID, bool, byte[])
Definition at line 365 of file Scene.Inventory.cs.
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Change the Circuit Code for the user's Circuit Data
oldcc | The old Circuit Code. Must match a previous circuit code |
newcc | The new Circuit Code. Must not be an already existing circuit code |
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Implements OpenSim.Region.Framework.Scenes.SceneBase.
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ClientMoveTaskInventoryItem
remoteClient | |
folderID | |
primLocalID | |
itemID |
Definition at line 1364 of file Scene.Inventory.cs.
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Tidy before shutdown
Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.
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Tell a single agent to disconnect from the region.
agentID | |
force | Force 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.
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Create a new asset data structure.
Definition at line 938 of file Scene.Inventory.cs.
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Create a new inventory item.
remoteClient | Client creating this inventory item. | ||||||||||||||
creatorID | |||||||||||||||
creatorData | |||||||||||||||
folderID | UUID of folder in which this item should be placed. | ||||||||||||||
name | Item name.
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Definition at line 997 of file Scene.Inventory.cs.
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Creates all the scripts in the scene which should be started.
Definition at line 72 of file Scene.Inventory.cs.
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Synchronously delete the given object from the scene.
group | Object Id |
silent | Suppress broadcasting changes to other clients. |
removeScripts | If true, then scripts are removed. If false, then they are only stopped. |
Definition at line 2757 of file Scene.cs.
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Definition at line 2792 of file Scene.Inventory.cs.
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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.
remoteClient | Client requesting derez |
localIDs | Local ids of root parts of objects to delete. |
groupID | Not currently used. Here because the client passes this to us. |
action | DeRezAction |
destinationID | User folder ID to place derezzed object |
Definition at line 2130 of file Scene.Inventory.cs.
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Handle the deselection of a prim from the client.
primLocalID | |
remoteClient |
Definition at line 262 of file Scene.PacketHandlers.cs.
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Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.
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Duplicates object specified by localID at position raycasted against RayTargetObject using RayEnd and RayStart to determine what the angle of the ray is
localID | ID of object to duplicate |
dupeFlags | |
AgentID | Agent doing the duplication |
GroupID | Group of new object |
RayTargetObj | The target of the Ray |
RayEnd | The ending of the ray (farthest away point) |
RayStart | The Beginning of the ray (closest point) |
BypassRaycast | Bool to bypass raycasting |
RayEndIsIntersection | The End specified is the place to add the object |
CopyCenters | Position the object at the center of the face that it's colliding with |
CopyRotates | Rotate the object the same as the localID object |
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Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.
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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.
assetData | Asset data |
isAttachment | True if the object is an attachment. |
objlist | The objects included in the asset |
veclist | Relative positions of the objects |
bbox | Bounding box of all the objects |
offsetHeight | Offset 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) |
Definition at line 2395 of file Scene.Inventory.cs.
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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.
Definition at line 5259 of file Scene.cs.
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Definition at line 2714 of file Scene.Inventory.cs.
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Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.
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Give an entire inventory folder from one user to another. The entire contents (including all descendent folders) is given.
recipientId | |
senderId | ID of the sender of the item |
folderId | |
recipientParentFolderId | The id of the receipient folder in which the send folder should be placed. If UUID.Zero then the recipient folder is the root folder |
Definition at line 806 of file Scene.Inventory.cs.
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Give an inventory item from one user to another
recipientClient | |
senderId | ID of the sender of the item |
itemId |
Definition at line 544 of file Scene.Inventory.cs.
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Give an inventory item from one user to another
recipient | |
senderId | ID of the sender of the item |
itemId |
Definition at line 559 of file Scene.Inventory.cs.
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Give an inventory item from one user to another
recipient | |
senderId | ID of the sender of the item |
itemId | |
recipientFolderId | The 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. |
Definition at line 577 of file Scene.Inventory.cs.
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Handle an inventory folder creation request from the client.
remoteClient | |
folderID | |
folderType | |
folderName | |
parentID |
Definition at line 599 of file Scene.PacketHandlers.cs.
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Tell the client about the various child items and folders contained in the requested folder.
remoteClient | |
folderID | |
ownerID | |
fetchFolders | |
fetchItems | |
sortOrder |
Definition at line 499 of file Scene.PacketHandlers.cs.
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Definition at line 646 of file Scene.PacketHandlers.cs.
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This should delete all the items and folders in the given directory.
remoteClient | |
folderID |
Definition at line 671 of file Scene.PacketHandlers.cs.
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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.
remoteClient | |
folderID | |
type | |
name | |
parentID |
Definition at line 624 of file Scene.PacketHandlers.cs.
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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().
sp |
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We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's the full data.
cAgentData | Agent that contains all of the relevant things about an agent. Appearance, animations, position, etc. |
Definition at line 4607 of file Scene.cs.
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We've got an update about an agent that sees into this region, send it to ScenePresence for processing It's only positional data
cAgentData | AgentPosition that contains agent positional data so we can know what to send |
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Link the scene objects containing the indicated parts to a root object.
client | |
parentPrimId | A root prim id of the object which will be the root prim of the resulting linkset. |
childPrimIds | A 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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Link the scene objects containing the indicated parts to a root object.
agentId | The ID of the user linking. |
parentPrimId | A root prim id of the object which will be the root prim of the resulting linkset. |
childPrimIds | A list of child prims for the objects that should be linked in. |
Definition at line 2827 of file Scene.Inventory.cs.
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Loads the World heightmap
Implements OpenSim.Region.Framework.Scenes.SceneBase.
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Move an item within the agent's inventory.
remoteClient | |
folderID | |
itemID | |
length | |
newName |
Definition at line 973 of file Scene.Inventory.cs.
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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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Move the given item in the given prim to a folder in the client's inventory
remoteClient | |
folderID | |
part | |
itemID |
Definition at line 1338 of file Scene.Inventory.cs.
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MoveTaskInventoryItem
remoteClient | |
folderID | The 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.
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Copy a task (prim) inventory item to another task (prim)
destId | ID of destination part |
part | Source part |
itemId | Source item id to transfer |
Definition at line 1457 of file Scene.Inventory.cs.
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Definition at line 1557 of file Scene.Inventory.cs.
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Do the work necessary to initiate a new user connection for a particular scene.
agent | CircuitData of the agent who is connecting |
teleportFlags | |
source | Source region (may be null) |
reason | Outputs the reason for the false response on this string |
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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.
otherRegion | RegionInfo handle for the new region. |
Implements OpenSim.Region.Framework.Scenes.SceneBase.
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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.
assetID | |
callback |
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Definition at line 318 of file Scene.PacketHandlers.cs.
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Definition at line 400 of file Scene.PacketHandlers.cs.
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Definition at line 373 of file Scene.PacketHandlers.cs.
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Definition at line 327 of file Scene.PacketHandlers.cs.
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Definition at line 420 of file Scene.PacketHandlers.cs.
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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.
agentID | The visitor's User ID |
agentHomeURI | The visitor's Home URI (may be null) |
position | |
reason |
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Remove an item from a prim (task) inventory
remoteClient | Unused 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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Invoked when the client requests a prim.
primLocalID | |
remoteClient |
Definition at line 154 of file Scene.PacketHandlers.cs.
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Send the details of a prim's inventory to the client.
remoteClient | |
primLocalID |
Definition at line 1166 of file Scene.Inventory.cs.
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Definition at line 2682 of file Scene.Inventory.cs.
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Rez a new script from nothing.
remoteClient | |
itemBase |
Definition at line 1924 of file Scene.Inventory.cs.
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Rez a new script from nothing with given script text.
remoteClient | |
itemBase | Template item. |
scriptText |
Definition at line 1939 of file Scene.Inventory.cs.
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Event Handler Rez an object into a scene Calls the non-void event handler
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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Rez an object into the scene from a prim's inventory.
sourcePart | |
item | |
pos | The position of the rezzed object. |
rot | The rotation of the rezzed object. If null, then the rotation stored with the object will be used if it exists. |
vel | The velocity of the rezzed object. |
param |
Definition at line 2560 of file Scene.Inventory.cs.
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Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory
remoteClient | |
itemBase | |
transactionID | |
localID |
Definition at line 1842 of file Scene.Inventory.cs.
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Rez a script into a prim from an agent inventory.
agentID | |
fromItemID | |
localID |
Definition at line 1862 of file Scene.Inventory.cs.
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Rez a script into a prim's inventory from another prim
remoteClient | |
srcPart | |
destId | |
pin | |
running | |
start_param |
Definition at line 2013 of file Scene.Inventory.cs.
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Invoked when the client selects a prim.
primLocalID | |
remoteClient |
Definition at line 167 of file Scene.PacketHandlers.cs.
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Definition at line 2699 of file Scene.Inventory.cs.
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Send chat to listeners.
message | |||||||||||||||
type | /param>
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Definition at line 52 of file Scene.PacketHandlers.cs.
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Definition at line 90 of file Scene.PacketHandlers.cs.
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message | |
type | |
fromPos | |
fromName | |
fromAgentID |
Definition at line 104 of file Scene.PacketHandlers.cs.
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Definition at line 110 of file Scene.PacketHandlers.cs.
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Definition at line 115 of file Scene.PacketHandlers.cs.
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message | |
type | |
fromPos | |
fromName | |
fromAgentID |
Definition at line 128 of file Scene.PacketHandlers.cs.
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message | |
type | |
channel | |
fromPos | |
fromName | |
fromAgentID | |
targetID |
Definition at line 144 of file Scene.PacketHandlers.cs.
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Start the scene and associated scripts within it.
Reimplemented from OpenSim.Region.Framework.Scenes.SceneBase.
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Lets the script engines start processing scripts.
Definition at line 99 of file Scene.Inventory.cs.
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delegate void OpenSim.Region.Framework.Scenes.Scene.SynchronizeSceneHandler | ( | Scene | scene | ) |
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Try to get a scene presence from the scene
agentID | |
scenePresence | null if there is no scene presence with the given agent id |
Implements OpenSim.Region.Framework.Scenes.SceneBase.
Definition at line 5401 of file Scene.cs.
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Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the object itself is not destroyed.
so | The scene object. |
softDelete | If true, only deletes from scene, but keeps the object in the database. |
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Called to update the scene loop by a number of frames and until shutdown.
frames | Number of frames to update. Exits on shutdown even if there are frames remaining. If -1 then updates until shutdown. |
Implements OpenSim.Region.Framework.Scenes.SceneBase.
Definition at line 1721 of file Scene.cs.
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Update an item which is either already in the client's inventory or is within a transaction
remoteClient | |
transactionID | The transaction ID. If this is UUID.Zero we will assume that we are not in a transaction |
itemID | The ID of the updated item |
name | The name of the updated item |
description | The description of the updated item |
nextOwnerMask | The permissions of the updated item |
Definition at line 399 of file Scene.Inventory.cs.
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Update an item in a prim (task) inventory. This method does not handle scripts, RezScript(IClientAPI, UUID, unit)
remoteClient | |
transactionID | |
itemInfo | |
primLocalID |
Definition at line 1682 of file Scene.Inventory.cs.
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Verifies that the user has a presence on the Grid
agent | Circuit Data of the Agent we're verifying |
reason | Outputs the reason for the false response on this string |
Reimplemented in OpenSim.Tests.Common.TestScene.
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Poll until the requested ScenePresence appears or we timeout.
agentID |
bool OpenSim.Region.Framework.Scenes.Scene.CombineRegions = false |
bool OpenSim.Region.Framework.Scenes.Scene.EmergencyMonitoring = false |
bool OpenSim.Region.Framework.Scenes.Scene.LegacySitOffsets = true |
bool OpenSim.Region.Framework.Scenes.Scene.LoginLock = false |
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bool OpenSim.Region.Framework.Scenes.Scene.m_allowScriptCrossings = true |
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Allows inventory details to be sent to clients asynchronously
Definition at line 63 of file Scene.Inventory.cs.
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Allows asynchronous derezzing of objects from the scene into a client's inventory.
Definition at line 58 of file Scene.Inventory.cs.
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long OpenSim.Region.Framework.Scenes.Scene.m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L |
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int OpenSim.Region.Framework.Scenes.Scene.m_linksetCapacity = 0 |
int OpenSim.Region.Framework.Scenes.Scene.m_linksetPhysCapacity = 0 |
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float OpenSim.Region.Framework.Scenes.Scene.m_maxNonphys = 256 |
float OpenSim.Region.Framework.Scenes.Scene.m_maxPhys = 10 |
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float OpenSim.Region.Framework.Scenes.Scene.m_minNonphys = 0.001f |
float OpenSim.Region.Framework.Scenes.Scene.m_minPhys = 0.01f |
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long OpenSim.Region.Framework.Scenes.Scene.m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L |
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bool OpenSim.Region.Framework.Scenes.Scene.m_seeIntoBannedRegion = false |
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bool OpenSim.Region.Framework.Scenes.Scene.m_strictAccessControl = true |
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bool OpenSim.Region.Framework.Scenes.Scene.m_useTrashOnDelete = true |
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bool OpenSim.Region.Framework.Scenes.Scene.StartDisabled = false |
SynchronizeSceneHandler OpenSim.Region.Framework.Scenes.Scene.SynchronizeScene |
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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.
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