本文整理汇总了C#中LandData类的典型用法代码示例。如果您正苦于以下问题:C# LandData类的具体用法?C# LandData怎么用?C# LandData使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
LandData类属于命名空间,在下文中一共展示了LandData类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: AddLandObject
/// <summary>
/// This also updates the parcel, not for just adding a new one
/// </summary>
/// <param name="args"></param>
/// <param name="regionID"></param>
/// <param name="forSale"></param>
/// <param name="EstateID"></param>
/// <param name="showInSearch"></param>
public void AddLandObject(LandData args)
{
//Check whether this region is just spamming add to search and stop them if they are
if (timeBeforeNextUpdate.ContainsKey(args.InfoUUID) &&
Util.UnixTimeSinceEpoch() < timeBeforeNextUpdate[args.InfoUUID])
return; //Too soon to update
//Update the time with now + the time to wait for the next update
timeBeforeNextUpdate[args.InfoUUID] = Util.UnixTimeSinceEpoch() + (60 * minTimeBeforeNextParcelUpdate);
List<object> Values = new List<object>();
Values.Add(args.RegionID);
Values.Add(args.GlobalID);
Values.Add(args.LocalID);
Values.Add(args.UserLocation.X);
Values.Add(args.UserLocation.Y);
Values.Add(args.UserLocation.Z);
Values.Add(args.Name);
Values.Add(args.Description);
Values.Add(args.Flags);
Values.Add(args.Dwell);
//InfoUUID is the missing 'real' Gridwide ParcelID
Values.Add(args.InfoUUID);
Values.Add(((args.Flags & (uint)ParcelFlags.ForSale) == (uint)ParcelFlags.ForSale) ? 1 : 0);
Values.Add(args.SalePrice);
Values.Add(args.AuctionID);
Values.Add(args.Area);
Values.Add(0);
Values.Add(args.Maturity);
Values.Add(args.OwnerID);
Values.Add(args.GroupID);
Values.Add(((args.Flags & (uint)ParcelFlags.ShowDirectory) == (uint)ParcelFlags.ShowDirectory) ? 1 : 0);
Values.Add(args.SnapshotID);
List<string> Keys = new List<string>();
Keys.Add("RegionID");
Keys.Add("ParcelID");
Keys.Add("LocalID");
Keys.Add("LandingX");
Keys.Add("LandingY");
Keys.Add("LandingZ");
Keys.Add("Name");
Keys.Add("Description");
Keys.Add("Flags");
Keys.Add("Dwell");
Keys.Add("InfoUUID");
Keys.Add("ForSale");
Keys.Add("SalePrice");
Keys.Add("Auction");
Keys.Add("Area");
Keys.Add("EstateID");
Keys.Add("Maturity");
Keys.Add("OwnerID");
Keys.Add("GroupID");
Keys.Add("ShowInSearch");
Keys.Add("SnapshotID");
GD.Replace("searchparcel", Keys.ToArray(), Values.ToArray());
}
开发者ID:WordfromtheWise,项目名称:Aurora,代码行数:67,代码来源:LocalDirectoryServiceConnector.cs
示例2: AddLandObject
/// <summary>
/// This also updates the parcel, not for just adding a new one
/// </summary>
/// <param name="args"></param>
/// <param name="regionID"></param>
/// <param name="forSale"></param>
/// <param name="EstateID"></param>
/// <param name="showInSearch"></param>
public void AddLandObject(LandData args)
{
OSDMap mess = args.ToOSD ();
mess["Method"] = "addlandobject";
List<string> m_ServerURIs = m_registry.RequestModuleInterface<IConfigurationService>().FindValueOf("RemoteServerURI");
foreach (string m_ServerURI in m_ServerURIs)
{
WebUtils.PostToService (m_ServerURI + "osd", mess, false, false);
}
}
开发者ID:rknop,项目名称:Aurora-Sim,代码行数:18,代码来源:RemoteDirectoryServiceConnector.cs
示例3: AddLandObject
/// <summary>
/// This also updates the parcel, not for just adding a new one
/// </summary>
/// <param name="args"></param>
/// <param name="regionID"></param>
/// <param name="forSale"></param>
/// <param name="EstateID"></param>
/// <param name="showInSearch"></param>
public void AddLandObject(LandData args)
{
Dictionary<string, object> sendData = args.ToKeyValuePairs();
sendData["METHOD"] = "addlandobject";
string reqString = ServerUtils.BuildXmlResponse(sendData);
try
{
SynchronousRestFormsRequester.MakeRequest("POST",
m_ServerURI + "/auroradata",
reqString);
}
catch (Exception e)
{
m_log.DebugFormat("[AuroraRemoteDirectoryServiceConnector]: Exception when contacting server: {0}", e.Message);
}
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:27,代码来源:RemoteDirectoryServiceConnector.cs
示例4: SaveParcelAccessList
private void SaveParcelAccessList(LandData data)
{
foreach (ParcelManager.ParcelAccessEntry entry in data.ParcelAccessList)
{
GD.Replace("parcelaccess", new string[]
{
"ParcelID",
"AccessID",
"Flags",
"Time"
}
,
new object[]
{
data.GlobalID,
entry.AgentID,
entry.Flags,
entry.Time.Ticks
});
}
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:21,代码来源:LocalParcelServiceConnector.cs
示例5: AddLandObject
/// <summary>
/// This also updates the parcel, not for just adding a new one
/// </summary>
/// <param name="args"></param>
/// <param name="regionID"></param>
/// <param name="forSale"></param>
/// <param name="EstateID"></param>
/// <param name="showInSearch"></param>
public void AddLandObject(LandData args)
{
Dictionary<string, object> sendData = args.ToKeyValuePairs();
sendData["METHOD"] = "addlandobject";
string reqString = WebUtils.BuildXmlResponse(sendData);
try
{
List<string> m_ServerURIs = m_registry.RequestModuleInterface<IConfigurationService>().FindValueOf("RemoteServerURI");
foreach (string m_ServerURI in m_ServerURIs)
{
AsynchronousRestObjectRequester.MakeRequest("POST",
m_ServerURI,
reqString);
}
}
catch (Exception e)
{
m_log.DebugFormat("[AuroraRemoteDirectoryServiceConnector]: Exception when contacting server: {0}", e.ToString());
}
}
开发者ID:kow,项目名称:Aurora-Sim,代码行数:31,代码来源:RemoteDirectoryServiceConnector.cs
示例6: SaveParcelAccessList
/// <summary>
/// Save this parcel's access list
/// </summary>
/// <param name="data"></param>
private void SaveParcelAccessList(LandData data)
{
//Clear out all old parcel bans and access list entries
GD.Delete("parcelaccess", new string[] { "ParcelID" }, new object[] { data.GlobalID });
foreach (ParcelManager.ParcelAccessEntry entry in data.ParcelAccessList)
{
//Replace all the old ones
GD.Replace("parcelaccess", new string[]
{
"ParcelID",
"AccessID",
"Flags",
"Time"
}
,
new object[]
{
data.GlobalID,
entry.AgentID,
entry.Flags,
entry.Time.Ticks
});
}
}
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:28,代码来源:LocalParcelServiceConnector.cs
示例7: BuildParcelAccessList
private void BuildParcelAccessList(LandData LandData)
{
List<string> Query = GD.Query("ParcelID", LandData.GlobalID, "parcelaccess", "AccessID, Flags, Time");
int i = 0;
int dataCount = 0;
ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
foreach (string retVal in Query)
{
if (dataCount == 0)
entry.AgentID = UUID.Parse(Query[i]);
if (dataCount == 1)
entry.Flags = (AccessList)int.Parse(Query[i]);
if (dataCount == 2)
entry.Time = new DateTime(long.Parse(Query[i]));
dataCount++;
i++;
if (dataCount == 3)
{
LandData.ParcelAccessList.Add(entry);
entry = new ParcelManager.ParcelAccessEntry();
dataCount = 0;
}
}
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:24,代码来源:LocalParcelServiceConnector.cs
示例8: GetParcelInfo
public LandData GetParcelInfo(UUID InfoUUID)
{
List<string> Query = GD.Query("InfoUUID", InfoUUID, "searchparcel", "*");
LandData LandData = new LandData();
if (Query.Count == 0)
return null;
LandData.RegionID = UUID.Parse(Query[0]);
LandData.GlobalID = UUID.Parse(Query[1]);
LandData.LocalID = int.Parse(Query[2]);
LandData.UserLocation = Vector3.Parse(Query[3]);
LandData.Name = Query[6];
LandData.Description = Query[7];
LandData.Flags = uint.Parse(Query[8]);
LandData.Dwell = int.Parse(Query[9]);
LandData.InfoUUID = UUID.Parse(Query[10]);
LandData.AuctionID = uint.Parse(Query[13]);
LandData.Area = int.Parse(Query[14]);
LandData.Maturity = int.Parse(Query[16]);
LandData.OwnerID = UUID.Parse(Query[17]);
LandData.GroupID = UUID.Parse(Query[18]);
LandData.SnapshotID = UUID.Parse(Query[20]);
return LandData;
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:23,代码来源:LocalDirectoryServiceConnector.cs
示例9: Duplicate
public override IDataTransferable Duplicate()
{
LandData m = new LandData();
m.FromOSD(ToOSD());
return m;
}
开发者ID:NickyPerian,项目名称:Aurora-Sim,代码行数:6,代码来源:LandData.cs
示例10: Copy
/// <summary>
/// Make a new copy of the land data
/// </summary>
/// <returns></returns>
public LandData Copy()
{
LandData landData = new LandData();
landData._AABBMax = _AABBMax;
landData._AABBMin = _AABBMin;
landData._area = _area;
landData._auctionID = _auctionID;
landData._authBuyerID = _authBuyerID;
landData._category = _category;
landData._claimDate = _claimDate;
landData._claimPrice = _claimPrice;
landData._globalID = _globalID;
landData._groupID = _groupID;
landData._isGroupOwned = _isGroupOwned;
landData._localID = _localID;
landData._landingType = _landingType;
landData._mediaAutoScale = _mediaAutoScale;
landData._mediaID = _mediaID;
landData._mediaURL = _mediaURL;
landData._musicURL = _musicURL;
landData._ownerID = _ownerID;
landData._bitmap = (byte[]) _bitmap.Clone();
landData._description = _description;
landData._flags = _flags;
landData._name = _name;
landData._status = _status;
landData._passHours = _passHours;
landData._passPrice = _passPrice;
landData._salePrice = _salePrice;
landData._snapshotID = _snapshotID;
landData._userLocation = _userLocation;
landData._userLookAt = _userLookAt;
landData._otherCleanTime = _otherCleanTime;
landData._dwell = _dwell;
landData._mediaType = _mediaType;
landData._mediaDescription = _mediaDescription;
landData._mediaWidth = _mediaWidth;
landData._mediaHeight = _mediaHeight;
landData._mediaLoop = _mediaLoop;
landData._MediaLoopSet = _MediaLoopSet;
landData._obscureMusic = _obscureMusic;
landData._obscureMedia = _obscureMedia;
landData._regionID = _regionID;
landData._regionHandle = _regionHandle;
landData._infoUUID = _infoUUID;
landData._Maturity = _Maturity;
landData._private = _private;
landData._parcelAccessList.Clear();
foreach (ParcelManager.ParcelAccessEntry entry in _parcelAccessList)
{
ParcelManager.ParcelAccessEntry newEntry = new ParcelManager.ParcelAccessEntry();
newEntry.AgentID = entry.AgentID;
newEntry.Flags = entry.Flags;
newEntry.Time = entry.Time;
landData._parcelAccessList.Add(newEntry);
}
return landData;
}
开发者ID:NickyPerian,项目名称:Aurora-Sim,代码行数:66,代码来源:LandData.cs
示例11: TileData
// Issue 5 - End
static TileData()
{
using (FileStream fileStream = FileManager.GetFile("tiledata.mul"))
{
BinaryReader bin = new BinaryReader(fileStream);
LandData landData;
ItemData itemData;
if (fileStream.Length == 3188736)
{ // 7.0.9.0
LandData = new LandData[0x4000];
for (int i = 0; i < 0x4000; ++i)
{
landData = new LandData();
if (i == 1 || (i > 0 && (i & 0x1F) == 0))
{
bin.ReadInt32();
}
TileFlag flags = (TileFlag)bin.ReadInt64();
int iTextureID = bin.ReadInt16();
bin.BaseStream.Seek(20, SeekOrigin.Current);
landData.Flags = flags;
landData.TextureID = iTextureID;
LandData[i] = landData;
}
ItemData = new ItemData[0x10000];
for (int i = 0; i < 0x10000; ++i)
{
itemData = new ItemData();
if ((i & 0x1F) == 0)
{
bin.ReadInt32();
}
itemData.Flags = (TileFlag)bin.ReadInt64();
itemData.Weight = bin.ReadByte();
itemData.Quality = bin.ReadByte();
itemData.Unknown1 = bin.ReadByte();
itemData.Unknown2 = bin.ReadByte();
itemData.Unknown3 = bin.ReadByte();
itemData.Quantity = bin.ReadByte();
itemData.AnimID = bin.ReadInt16();
bin.BaseStream.Seek(2, SeekOrigin.Current); // hue?
itemData.Unknown4 = bin.ReadByte();
itemData.Value = bin.ReadByte();
itemData.Height = bin.ReadByte();
itemData.Name = ASCIIEncoding.ASCII.GetString((bin.ReadBytes(20)));
itemData.Name = itemData.Name.Trim('\0');
// binaryReader.BaseStream.Seek(20, SeekOrigin.Current);
// Issue 5 - Statics (bridge, stairs, etc) should be walkable - http://code.google.com/p/ultimaxna/issues/detail?id=5 - Smjert
if (i > 1005 && i < 7640)
itemData.IsStairs = !(Array.BinarySearch(m_StairsID, i) < 0);
// Issue 5 - End
ItemData[i] = itemData;
}
}
else
{
LandData = new LandData[0x4000];
for (int i = 0; i < 0x4000; ++i)
{
landData = new LandData();
if ((i & 0x1F) == 0)
{
bin.ReadInt32();
}
TileFlag flags = (TileFlag)bin.ReadInt32();
int iTextureID = bin.ReadInt16();
bin.BaseStream.Seek(20, SeekOrigin.Current);
landData.Flags = flags;
landData.TextureID = iTextureID;
LandData[i] = landData;
}
//.........这里部分代码省略.........
开发者ID:jorsi,项目名称:UltimaXNA,代码行数:101,代码来源:TileData.cs
示例12: LoadModuleFromArchive
public void LoadModuleFromArchive(byte[] data, string filePath, TarArchiveReader.TarEntryType type, IScene scene)
{
if (filePath.StartsWith("parcels/"))
{
if (!m_merge)
{
//Only use if we are not merging
LandData parcel = new LandData();
OSD parcelData = OSDParser.DeserializeLLSDBinary(data);
parcel.FromOSD((OSDMap)parcelData);
m_parcels.Add(parcel);
}
}
#region New Style Terrain Loading
else if (filePath.StartsWith ("newstyleterrain/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
terrainModule.TerrainMap = ReadTerrain(data, scene);
}
else if (filePath.StartsWith ("newstylerevertterrain/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
terrainModule.TerrainRevertMap = ReadTerrain(data, scene);
}
else if (filePath.StartsWith ("newstylewater/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
terrainModule.TerrainWaterMap = ReadTerrain(data, scene);
}
else if (filePath.StartsWith ("newstylerevertwater/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
terrainModule.TerrainWaterRevertMap = ReadTerrain(data, scene);
}
#endregion
else if (filePath.StartsWith ("terrain/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream (data);
terrainModule.LoadFromStream (filePath, ms, 0, 0);
ms.Close ();
}
else if (filePath.StartsWith ("revertterrain/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream (data);
terrainModule.LoadRevertMapFromStream (filePath, ms, 0, 0);
ms.Close ();
}
else if (filePath.StartsWith ("water/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream (data);
terrainModule.LoadWaterFromStream (filePath, ms, 0, 0);
ms.Close ();
}
else if (filePath.StartsWith ("revertwater/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream (data);
terrainModule.LoadWaterRevertMapFromStream (filePath, ms, 0, 0);
ms.Close ();
}
else if (filePath.StartsWith ("entities/"))
{
MemoryStream ms = new MemoryStream (data);
SceneObjectGroup sceneObject = OpenSim.Region.Framework.Scenes.Serialization.SceneObjectSerializer.FromXml2Format (ref ms, scene);
ms.Close ();
ms = null;
data = null;
foreach(ISceneChildEntity part in sceneObject.ChildrenEntities())
{
if (!ResolveUserUuid (part.CreatorID))
part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid (part.OwnerID))
part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid (part.LastOwnerID))
part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
// Fix ownership/creator of inventory items
// Not doing so results in inventory items
// being no copy/no mod for everyone
lock (part.TaskInventory)
{
TaskInventoryDictionary inv = part.TaskInventory;
foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
{
if (!ResolveUserUuid (kvp.Value.OwnerID))
{
kvp.Value.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
}
if (!ResolveUserUuid (kvp.Value.CreatorID))
{
kvp.Value.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner;
//.........这里部分代码省略.........
开发者ID:NickyPerian,项目名称:Aurora-Sim,代码行数:101,代码来源:Backup.cs
示例13: GetParcelInfo
/// <summary>
/// Gets a parcel from the search database by Info UUID (the true cross instance parcel ID)
/// </summary>
/// <param name="ParcelID"></param>
/// <returns></returns>
public LandData GetParcelInfo(UUID InfoUUID)
{
//Get info about a specific parcel somewhere in the metaverse
List<string> Query = GD.Query("InfoUUID", InfoUUID, "searchparcel", "*");
//Cant find it, return
if (Query.Count == 0)
return null;
//Parse and return
LandData LandData = new LandData();
LandData.RegionID = UUID.Parse(Query[0]);
LandData.GlobalID = UUID.Parse(Query[1]);
LandData.LocalID = int.Parse(Query[2]);
LandData.UserLocation = new Vector3(float.Parse(Query[3]), float.Parse(Query[4]), float.Parse(Query[5]));
LandData.Name = Query[6];
LandData.Description = Query[7];
LandData.Flags = uint.Parse(Query[8]);
LandData.Dwell = int.Parse(Query[9]);
LandData.InfoUUID = UUID.Parse(Query[10]);
LandData.AuctionID = uint.Parse(Query[13]);
LandData.Area = int.Parse(Query[14]);
LandData.Maturity = int.Parse(Query[16]);
LandData.OwnerID = UUID.Parse(Query[17]);
LandData.GroupID = UUID.Parse(Query[18]);
LandData.SnapshotID = UUID.Parse(Query[20]);
return LandData;
}
开发者ID:WordfromtheWise,项目名称:Aurora,代码行数:32,代码来源:LocalDirectoryServiceConnector.cs
示例14: GetParcelInfo
/// <summary>
/// Gets a parcel from the search database by Info UUID (the true cross instance parcel ID)
/// </summary>
/// <param name="ParcelID"></param>
/// <returns></returns>
public LandData GetParcelInfo(UUID InfoUUID)
{
//Split the InfoUUID so that we get the regions, we'll check for positions in a bit
int RegionX, RegionY;
uint X, Y;
ulong RegionHandle;
Util.ParseFakeParcelID (InfoUUID, out RegionHandle, out X, out Y);
Util.UlongToInts (RegionHandle, out RegionX, out RegionY);
OpenSim.Services.Interfaces.GridRegion r = m_registry.RequestModuleInterface<IGridService> ().GetRegionByPosition (UUID.Zero, (int)RegionX, (int)RegionY);
if (r == null)
{
m_log.Warn("[DirectoryService]: Could not find region for ParcelID: " + InfoUUID);
return null;
}
//Get info about a specific parcel somewhere in the metaverse
List<string> Query = GD.Query("RegionID", r.RegionID, "searchparcel", "*");
//Cant find it, return
if (Query.Count == 0)
return null;
List<LandData> Lands = new List<LandData>();
//Parse and return
LandData LandData = new LandData();
//Add all the parcels belonging to the owner to the list
for (int i = 0; i < Query.Count; i += 22)
{
LandData.RegionID = UUID.Parse(Query[i]);
LandData.GlobalID = UUID.Parse(Query[i + 1]);
LandData.LocalID = int.Parse(Query[i + 2]);
LandData.UserLocation = new Vector3(float.Parse(Query[i + 3]), float.Parse(Query[i + 4]), float.Parse(Query[i + 5]));
LandData.Name = Query[i + 6];
LandData.Description = Query[i + 7];
LandData.Flags = uint.Parse(Query[i + 8]);
LandData.Dwell = int.Parse(Query[i + 9]);
LandData.InfoUUID = UUID.Parse(Query[i + 10]);
LandData.AuctionID = uint.Parse(Query[i + 13]);
LandData.Area = int.Parse(Query[i + 14]);
LandData.Maturity = int.Parse(Query[i + 16]);
LandData.OwnerID = UUID.Parse(Query[i + 17]);
LandData.GroupID = UUID.Parse(Query[i + 18]);
LandData.SnapshotID = UUID.Parse(Query[i + 20]);
try
{
LandData.Bitmap = OSDParser.DeserializeLLSDXml(Query[i + 21]);
}
catch
{
}
Lands.Add(LandData);
LandData = new LandData();
}
LandData = null;
bool[,] tempConvertMap = new bool[r.RegionSizeX / 4, r.RegionSizeX / 4];
tempConvertMap.Initialize();
foreach (LandData land in Lands)
{
if (land.Bitmap == null)
continue;
ConvertBytesToLandBitmap(ref tempConvertMap, land.Bitmap, r.RegionSizeX);
if (tempConvertMap[X / 64, Y / 64])
{
LandData = land;
break;
}
}
if (LandData == null && Lands.Count != 0)
LandData = Lands[0];
return LandData;
}
开发者ID:NickyPerian,项目名称:Aurora-Sim,代码行数:78,代码来源:LocalDirectoryServiceConnector.cs
示例15: IncomingLandObjectFromStorage
public void IncomingLandObjectFromStorage(LandData data)
{
ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
new_land.LandData = data;
new_land.SetLandBitmapFromByteArray();
new_land.SetInfoID();
AddLandObject(new_land);
}
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:8,代码来源:ParcelManagementModule.cs
示例16: Query2LandData
private static List<LandData> Query2LandData(List<string> Query)
{
List<LandData> Lands = new List<LandData>();
LandData LandData;
for (int i = 0; i < Query.Count; i += 23)
{
LandData = new LandData();
LandData.RegionID = UUID.Parse(Query[i]);
LandData.GlobalID = UUID.Parse(Query[i + 1]);
LandData.LocalID = int.Parse(Query[i + 2]);
LandData.UserLocation = new Vector3(float.Parse(Query[i + 3]), float.Parse(Query[i + 4]),
float.Parse(Query[i + 5]));
LandData.Name = Query[i + 6];
LandData.Description = Query[i + 7];
LandData.Flags = uint.Parse(Query[i + 8]);
LandData.Dwell = int.Parse(Query[i + 9]);
LandData.InfoUUID = UUID.Parse(Query[i + 10]);
LandData.AuctionID = uint.Parse(Query[i + 13]);
LandData.Area = int.Parse(Query[i + 14]);
LandData.Maturity = int.Parse(Query[i + 16]);
LandData.OwnerID = UUID.Parse(Query[i + 17]);
LandData.GroupID = UUID.Parse(Query[i + 18]);
LandData.SnapshotID = UUID.Parse(Query[i + 20]);
try
{
LandData.Bitmap = OSDParser.DeserializeLLSDXml(Query[i + 21]);
}
catch
{
}
LandData.Category = (Query[i + 22] == string.Empty) ? ParcelCategory.None : (ParcelCategory)int.Parse(Query[i + 22]);
Lands.Add(LandData);
}
return Lands;
}
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:38,代码来源:LocalDirectoryServiceConnector.cs
示例17: LoadModuleFromArchive
public void LoadModuleFromArchive(byte[] data, string filePath, TarArchiveReader.TarEntryType type,
IScene scene)
{
if (filePath.StartsWith("parcels/"))
{
if (!m_merge)
{
//Only use if we are not merging
LandData parcel = new LandData();
OSD parcelData = OSDParser.DeserializeLLSDBinary(data);
parcel.FromOSD((OSDMap) parcelData);
m_parcels.Add(parcel);
}
}
#region New Style Terrain Loading
else if (filePath.StartsWith("newstyleterrain/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
terrainModule.TerrainMap = ReadTerrain(data, scene);
}
else if (filePath.StartsWith("newstylerevertterrain/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
terrainModule.TerrainRevertMap = ReadTerrain(data, scene);
}
else if (filePath.StartsWith("newstylewater/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
terrainModule.TerrainWaterMap = ReadTerrain(data, scene);
}
else if (filePath.StartsWith("newstylerevertwater/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
terrainModule.TerrainWaterRevertMap = ReadTerrain(data, scene);
}
#endregion
#region Old Style Terrain Loading
else if (filePath.StartsWith("terrain/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadFromStream(filePath, ms, 0, 0);
ms.Close();
}
else if (filePath.StartsWith("revertterrain/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadRevertMapFromStream(filePath, ms, 0, 0);
ms.Close();
}
else if (filePath.StartsWith("water/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadWaterFromStream(filePath, ms, 0, 0);
ms.Close();
}
else if (filePath.StartsWith("revertwater/"))
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadWaterRevertMapFromStream(filePath, ms, 0, 0);
ms.Close();
}
#endregion
else if (filePath.StartsWith("entities/"))
{
MemoryStream ms = new MemoryStream(data);
ISceneEntity sceneObject = SceneEntitySerializer.SceneObjectSerializer.FromXml2Format(ref ms, scene);
ms.Close();
ms = null;
data = null;
m_groups.Add(sceneObject);
}
else if (filePath.StartsWith("assets/"))
{
if (m_loadAssets)
{
AssetBase asset = new AssetBase();
asset.Unpack(OSDParser.DeserializeJson(Encoding.UTF8.GetString(data)));
scene.AssetService.Store(asset);
}
}
}
开发者ID:samiam123,项目名称:sam2Aurora,代码行数:92,代码来源:Backup.cs
示例18: UpdateLandObject
public void UpdateLandObject(int local_id, LandData data)
{
LandData newData = data.Copy();
newData.LocalID = local_id;
lock (m_landList)
{
if (m_landList.ContainsKey(local_id))
{
m_landList[local_id].LandData = newData;
AddLandObjectToSearch(data);
IParcelServiceConnector conn = Aurora.DataManager.DataManager.RequestPlugin<IParcelServiceConnector>();
if (conn != null)
conn.StoreLandObject(data);
m_scene.EventManager.TriggerLandObjectAdded(m_landList[local_id].LandData);
}
}
}
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:18,代码来源:ParcelManagementModule.cs
示例19: PreprocessIncomingLandObjectFromStorage
public bool PreprocessIncomingLandObjectFromStorage(LandData data)
{
ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
new_land.LandData = data;
new_land.SetInfoID();
if (!new_land.SetLandBitmapFromByteArray())
return false;
AddLandObject(new_land, true);
return true;
}
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:10,代码来源:ParcelManagementModule.cs
示例20: GetParcelByOwner
public LandData[] GetParcelByOwner(UUID OwnerID)
{
List<LandData> Lands = new List<LandData>();
List<string> Query = GD.Query("OwnerID", OwnerID, "searchparcel", "*");
if (Query.Count == 0)
return Lands.ToArray();
int i = 0;
int DataCount = 0;
LandData LandData = new LandData();
foreach (string RetVal in Query)
{
if (DataCount == 0)
LandData.RegionID = UUID.Parse(Query[i]);
if (DataCount == 1)
LandData.GlobalID = UUID.Parse(Query[i]);
if (DataCount == 2)
LandData.LocalID = int.Parse(Query[i]);
if (DataCount == 3)
LandData.UserLocation = Vector3.Parse(Query[i]);
if (DataCount == 6)
LandData.Name = Query[i];
if (DataCount == 7)
LandData.Description = Query[i];
if (DataCount == 8)
LandData.Flags = uint.Parse(Query[i]);
if (DataCount == 9)
LandData.Dwell = int.Parse(Query[i]);
if (DataCount == 10)
LandData.InfoUUID = UUID.Parse(Query[i]);
if (DataCount == 13)
LandData.AuctionID = uint.Parse(Query[i]);
if (DataCount == 14)
LandData.Area = int.Parse(Query[i]);
if (DataCount == 16)
LandData.Maturity = int.Parse(Query[i]);
if (DataCount == 17)
LandData.OwnerID = UUID.Parse(Query[i]);
if (DataCount == 18)
LandData.GroupID = UUID.Parse(Query[i]);
if (DataCount == 20)
LandData.SnapshotID = UUID.Parse(Query[i]);
DataCount++;
i++;
if (DataCount == 21)
{
Lands.Add(LandData);
LandData = new LandData();
Dat
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