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OpenSim.Tests.Common.TestScene Class Reference
Inheritance diagram for OpenSim.Tests.Common.TestScene:
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Public Member Functions

 TestScene (RegionInfo regInfo, AgentCircuitManager authen, ISimulationDataService simDataService, IEstateDataService estateDataService, IConfigSource config, string simulatorVersion)
 
override bool VerifyUserPresence (AgentCircuitData agent, out string reason)
 Temporarily override session authentication for tests (namely teleport). More...
 
- Public Member Functions inherited from OpenSim.Region.Framework.Scenes.Scene
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)
 
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 ()
 

Properties

AsyncSceneObjectGroupDeleter SceneObjectGroupDeleter [get]
 
- Properties inherited from OpenSim.Region.Framework.Scenes.Scene
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

- Static Public Member Functions inherited from OpenSim.Region.Framework.Scenes.Scene
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 inherited from OpenSim.Region.Framework.Scenes.Scene
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 inherited from OpenSim.Region.Framework.Scenes.Scene
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 inherited from OpenSim.Region.Framework.Scenes.Scene
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
 
- Events inherited from OpenSim.Region.Framework.Scenes.SceneBase
restart OnRestart
 
- Events inherited from OpenSim.Framework.IScene
restart OnRestart
 

Detailed Description

Definition at line 41 of file TestScene.cs.

Constructor & Destructor Documentation

OpenSim.Tests.Common.TestScene.TestScene ( RegionInfo  regInfo,
AgentCircuitManager  authen,
ISimulationDataService  simDataService,
IEstateDataService  estateDataService,
IConfigSource  config,
string  simulatorVersion 
)
inline

Definition at line 43 of file TestScene.cs.

Member Function Documentation

override bool OpenSim.Tests.Common.TestScene.VerifyUserPresence ( AgentCircuitData  agent,
out string  reason 
)
inlinevirtual

Temporarily override session authentication for tests (namely teleport).

TODO: This needs to be mocked out properly.

Parameters
agent
Returns

Reimplemented from OpenSim.Region.Framework.Scenes.Scene.

Definition at line 66 of file TestScene.cs.

Property Documentation

AsyncSceneObjectGroupDeleter OpenSim.Tests.Common.TestScene.SceneObjectGroupDeleter
get

Definition at line 73 of file TestScene.cs.


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