本文整理汇总了C#中ISimulationDataService类的典型用法代码示例。如果您正苦于以下问题:C# ISimulationDataService类的具体用法?C# ISimulationDataService怎么用?C# ISimulationDataService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。
ISimulationDataService类属于命名空间,在下文中一共展示了ISimulationDataService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: TestScene
public TestScene(
RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene,
SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService,
IConfigSource config, string simulatorVersion)
: base(regInfo, authen, physicsScene, sceneGridService, simDataService, estateDataService,
config, simulatorVersion)
{
}
开发者ID:ffoliveira,项目名称:opensimulator,代码行数:8,代码来源:TestScene.cs
示例2: TestScene
public TestScene(
RegionInfo regInfo, AgentCircuitManager authen,
ISimulationDataService simDataService, IEstateDataService estateDataService,
IConfigSource config, string simulatorVersion)
: base(regInfo, authen, simDataService, estateDataService,
config, simulatorVersion)
{
}
开发者ID:CassieEllen,项目名称:opensim,代码行数:8,代码来源:TestScene.cs
示例3: TestScene
public TestScene(
RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService,
ModuleLoader moduleLoader, bool dumpAssetsToFile,
IConfigSource config, string simulatorVersion)
: base(regInfo, authen, sceneGridService, simDataService, estateDataService, moduleLoader,
dumpAssetsToFile, config, simulatorVersion)
{
}
开发者ID:JAllard,项目名称:opensim,代码行数:9,代码来源:TestScene.cs
示例4: ProcessBackup
/// <summary>
/// Processes backup.
/// </summary>
/// <param name="datastore"></param>
public virtual void ProcessBackup(ISimulationDataService datastore, bool forcedBackup)
{
if (!m_isBackedUp)
{
// m_log.DebugFormat(
// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
return;
}
if (IsDeleted || UUID == UUID.Zero)
{
// m_log.DebugFormat(
// "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID);
return;
}
// Since this is the top of the section of call stack for backing up a particular scene object, don't let
// any exception propogate upwards.
try
{
if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart
{
ILandObject parcel = m_scene.LandChannel.GetLandObject(
m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
if (parcel != null && parcel.LandData != null &&
parcel.LandData.OtherCleanTime != 0)
{
if (parcel.LandData.OwnerID != OwnerID &&
(parcel.LandData.GroupID != GroupID ||
parcel.LandData.GroupID == UUID.Zero))
{
if ((DateTime.UtcNow - RootPart.Rezzed).TotalMinutes >
parcel.LandData.OtherCleanTime)
{
DetachFromBackup();
m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn",
RootPart.UUID);
m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn");
m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
DeRezAction.Return, UUID.Zero);
return;
}
}
}
}
if (m_scene.UseBackup && HasGroupChanged)
{
// don't backup while it's selected or you're asking for changes mid stream.
if (isTimeToPersist() || forcedBackup)
{
// m_log.DebugFormat(
// "[SCENE]: Storing {0}, {1} in {2}",
// Name, UUID, m_scene.RegionInfo.RegionName);
SceneObjectGroup backup_group = Copy(false);
backup_group.RootPart.Velocity = RootPart.Velocity;
backup_group.RootPart.Acceleration = RootPart.Acceleration;
backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
HasGroupChanged = false;
HasGroupChangedDueToDelink = false;
m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
backup_group.ForEachPart(delegate(SceneObjectPart part)
{
part.Inventory.ProcessInventoryBackup(datastore);
});
backup_group = null;
}
// else
// {
// m_log.DebugFormat(
// "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
// Name, UUID, IsSelected);
// }
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}",
Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace);
}
}
开发者ID:justasabc,项目名称:opensim75grid,代码行数:95,代码来源:SceneObjectGroup.cs
示例5: ProcessInventoryBackup
/// <summary>
/// Process inventory backup
/// </summary>
/// <param name="datastore"></param>
public void ProcessInventoryBackup(ISimulationDataService datastore)
{
if (HasInventoryChanged)
{
HasInventoryChanged = false;
List<TaskInventoryItem> items = GetInventoryItems();
datastore.StorePrimInventory(m_part.UUID, items);
}
}
开发者ID:openmetaversefoundation,项目名称:fortis-opensim,代码行数:14,代码来源:SceneObjectPartInventory.cs
示例6: CreateScene
protected override Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService,
IEstateDataService estateDataService, AgentCircuitManager circuitManager)
{
SceneCommunicationService sceneGridService = new SceneCommunicationService();
return new Scene(
regionInfo, circuitManager, sceneGridService,
simDataService, estateDataService, m_moduleLoader, false, m_configSettings.PhysicalPrim,
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
}
开发者ID:NovaGrid,项目名称:opensim,代码行数:10,代码来源:OpenSimBase.cs
示例7: Scene
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
ISimulationDataService simDataService, IEstateDataService estateDataService,
IConfigSource config, string simulatorVersion)
: this(regInfo)
{
m_config = config;
FrameTime = 0.0908f;
FrameTimeWarnPercent = 60;
FrameTimeCritPercent = 40;
Normalized55FPS = true;
MinMaintenanceTime = 1;
SeeIntoRegion = true;
Random random = new Random();
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
m_authenticateHandler = authen;
m_sceneGridService = new SceneCommunicationService();
m_SimulationDataService = simDataService;
m_EstateDataService = estateDataService;
m_lastIncoming = 0;
m_lastOutgoing = 0;
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
m_asyncInventorySender = new AsyncInventorySender(this);
#region Region Settings
// Load region settings
// LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
// However, in this case, the default textures are not set in memory properly, so we need to do it here and
// resave.
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
// region is set up and avoid these gyrations.
RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID);
bool updatedTerrainTextures = false;
if (rs.TerrainTexture1 == UUID.Zero)
{
rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture2 == UUID.Zero)
{
rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture3 == UUID.Zero)
{
rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture4 == UUID.Zero)
{
rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
updatedTerrainTextures = true;
}
if (updatedTerrainTextures)
rs.Save();
RegionInfo.RegionSettings = rs;
if (estateDataService != null)
RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
#endregion Region Settings
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(simDataService.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
RegisterDefaultSceneEvents();
// XXX: Don't set the public property since we don't want to activate here. This needs to be handled
// better in the future.
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
#region Region Config
// Region config overrides global config
//
if (m_config.Configs["Startup"] != null)
{
IConfig startupConfig = m_config.Configs["Startup"];
StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
//.........这里部分代码省略.........
开发者ID:emperorstarfinder,项目名称:Opensim2,代码行数:101,代码来源:Scene.cs
示例8: StartupSpecific
/// <summary>
/// Performs startup specific to the region server, including initialization of the scene
/// such as loading configuration from disk.
/// </summary>
protected virtual void StartupSpecific()
{
#region Console Setup
if (m_console != null)
{
ILoggerRepository repository = LogManager.GetRepository();
IAppender[] appenders = repository.GetAppenders();
foreach (IAppender appender in appenders)
{
if (appender.Name == "Console")
{
m_consoleAppender = (OpenSimAppender)appender;
break;
}
}
if (null == m_consoleAppender)
{
Notice("No appender named Console found (see the log4net config file for this executable)!");
}
else
{
m_consoleAppender.Console = m_console;
// If there is no threshold set then the threshold is effectively everything.
if (null == m_consoleAppender.Threshold)
m_consoleAppender.Threshold = Level.All;
Notice(String.Format("Console log level is {0}", m_consoleAppender.Threshold));
}
m_console.Commands.AddCommand("base", false, "quit",
"quit",
"Quit the application", HandleQuit);
m_console.Commands.AddCommand("base", false, "shutdown",
"shutdown",
"Quit the application", HandleQuit);
m_console.Commands.AddCommand("base", false, "set log level",
"set log level <level>",
"Set the console logging level", HandleLogLevel);
m_console.Commands.AddCommand("base", false, "show info",
"show info",
"Show general information", HandleShow);
m_console.Commands.AddCommand("base", false, "show stats",
"show stats",
"Show statistics", HandleShow);
m_console.Commands.AddCommand("base", false, "show threads",
"show threads",
"Show thread status", HandleShow);
m_console.Commands.AddCommand("base", false, "show uptime",
"show uptime",
"Show server uptime", HandleShow);
m_console.Commands.AddCommand("base", false, "show version",
"show version",
"Show server version", HandleShow);
}
#endregion Console Setup
IConfig startupConfig = m_config.Source.Configs["Startup"];
if (startupConfig != null)
{
string pidFile = startupConfig.GetString("PIDFile", String.Empty);
if (pidFile != String.Empty)
CreatePIDFile(pidFile);
userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
}
// Load the simulation data service
IConfig simDataConfig = m_config.Source.Configs["SimulationDataStore"];
if (simDataConfig == null)
throw new Exception("Configuration file is missing the [SimulationDataStore] section");
string module = simDataConfig.GetString("LocalServiceModule", String.Empty);
if (String.IsNullOrEmpty(module))
throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [SimulationDataStore] section");
m_simulationDataService = ServerUtils.LoadPlugin<ISimulationDataService>(module, new object[] { m_config.Source });
// Load the estate data service
IConfig estateDataConfig = m_config.Source.Configs["EstateDataStore"];
if (estateDataConfig == null)
throw new Exception("Configuration file is missing the [EstateDataStore] section");
module = estateDataConfig.GetString("LocalServiceModule", String.Empty);
if (String.IsNullOrEmpty(module))
throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [EstateDataStore] section");
m_estateDataService = ServerUtils.LoadPlugin<IEstateDataService>(module, new object[] { m_config.Source });
//.........这里部分代码省略.........
开发者ID:hanu4me,项目名称:fortis-opensim,代码行数:101,代码来源:OpenSimBase.cs
示例9: SceneHelpers
public SceneHelpers(CoreAssetCache cache)
{
SceneManager = new SceneManager();
m_assetService = StartAssetService(cache);
m_authenticationService = StartAuthenticationService();
m_inventoryService = StartInventoryService();
m_gridService = StartGridService();
m_userAccountService = StartUserAccountService();
m_presenceService = StartPresenceService();
m_inventoryService.PostInitialise();
m_assetService.PostInitialise();
m_userAccountService.PostInitialise();
m_presenceService.PostInitialise();
m_cache = cache;
m_physicsScene = StartPhysicsScene();
SimDataService
= OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
}
开发者ID:CassieEllen,项目名称:opensim,代码行数:23,代码来源:SceneHelpers.cs
示例10: TriggerOnBackup
public void TriggerOnBackup(ISimulationDataService dstore, bool forced)
{
OnBackupDelegate handlerOnAttach = OnBackup;
if (handlerOnAttach != null)
{
foreach (OnBackupDelegate d in handlerOnAttach.GetInvocationList())
{
try
{
d(dstore, forced);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[EVENT MANAGER]: Delegate for TriggerOnBackup failed - continuing. {0} {1}",
e.Message, e.StackTrace);
}
}
}
}
开发者ID:CCIR,项目名称:opensim,代码行数:20,代码来源:EventManager.cs
示例11: Scene
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService,
ISimulationDataService simDataService, IEstateDataService estateDataService,
ModuleLoader moduleLoader, bool dumpAssetsToFile,
IConfigSource config, string simulatorVersion)
: this(regInfo)
{
m_config = config;
Random random = new Random();
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
m_sceneGridService = sceneGridService;
m_SimulationDataService = simDataService;
m_EstateDataService = estateDataService;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
m_asyncInventorySender = new AsyncInventorySender(this);
#region Region Settings
// Load region settings
// LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
// However, in this case, the default textures are not set in memory properly, so we need to do it here and
// resave.
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
// region is set up and avoid these gyrations.
RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID);
bool updatedTerrainTextures = false;
if (rs.TerrainTexture1 == UUID.Zero)
{
rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture2 == UUID.Zero)
{
rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture3 == UUID.Zero)
{
rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture4 == UUID.Zero)
{
rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
updatedTerrainTextures = true;
}
if (updatedTerrainTextures)
rs.Save();
m_regInfo.RegionSettings = rs;
if (estateDataService != null)
m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
#endregion Region Settings
MainConsole.Instance.Commands.AddCommand("region", false, "reload estate",
"reload estate",
"Reload the estate data", HandleReloadEstate);
MainConsole.Instance.Commands.AddCommand("region", false, "delete object owner",
"delete object owner <UUID>",
"Delete object by owner", HandleDeleteObject);
MainConsole.Instance.Commands.AddCommand("region", false, "delete object creator",
"delete object creator <UUID>",
"Delete object by creator", HandleDeleteObject);
MainConsole.Instance.Commands.AddCommand("region", false, "delete object uuid",
"delete object uuid <UUID>",
"Delete object by uuid", HandleDeleteObject);
MainConsole.Instance.Commands.AddCommand("region", false, "delete object name",
"delete object name <name>",
"Delete object by name", HandleDeleteObject);
MainConsole.Instance.Commands.AddCommand("region", false, "delete object outside",
"delete object outside",
"Delete all objects outside boundaries", HandleDeleteObject);
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(simDataService.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
m_sceneGraph = new SceneGraph(this);
// If the scene graph has an Unrecoverable error, restart this sim.
//.........这里部分代码省略.........
开发者ID:JamesStallings,项目名称:Ubit-opensim,代码行数:101,代码来源:Scene.cs
示例12: Scene
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService,
ISimulationDataService simDataService, IEstateDataService estateDataService,
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
{
m_config = config;
Random random = new Random();
BordersLocked = true;
Border northBorder = new Border();
northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
northBorder.CrossDirection = Cardinals.N;
NorthBorders.Add(northBorder);
Border southBorder = new Border();
southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
southBorder.CrossDirection = Cardinals.S;
SouthBorders.Add(southBorder);
Border eastBorder = new Border();
eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
eastBorder.CrossDirection = Cardinals.E;
EastBorders.Add(eastBorder);
Border westBorder = new Border();
westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
westBorder.CrossDirection = Cardinals.W;
WestBorders.Add(westBorder);
BordersLocked = false;
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4);
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
m_sceneGridService = sceneGridService;
m_SimulationDataService = simDataService;
m_EstateDataService = estateDataService;
m_regInfo = regInfo;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_datastore = m_regInfo.DataStore;
m_lastUpdate = Util.EnvironmentTickCount();
m_physicalPrim = physicalPrim;
m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
m_eventManager = new EventManager();
m_permissions = new ScenePermissions(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
#region Region Settings
// Load region settings
m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
if (estateDataService != null)
m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
#endregion Region Settings
MainConsole.Instance.Commands.AddCommand("region", false, "reload estate",
"reload estate",
"Reload the estate data", HandleReloadEstate);
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(simDataService.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
m_sceneGraph = new SceneGraph(this, m_regInfo);
// If the scene graph has an Unrecoverable error, restart this sim.
// Currently the only thing that causes it to happen is two kinds of specific
// Physics based crashes.
//
// Out of memory
// Operating system has killed the plugin
m_sceneGraph.UnRecoverableError += RestartNow;
RegisterDefaultSceneEvents();
DumpAssetsToFile = dumpAssetsToFile;
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
StatsReporter = new SimStatsReporter(this);
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
// Old
/*
m_simulatorVersion = simulatorVersion
+ " (OS " + Util.GetOperatingSystemInformation() + ")"
//.........这里部分代码省略.........
开发者ID:N3X15,项目名称:VoxelSim,代码行数:101,代码来源:Scene.cs
示例13: Scene
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService,
IConfigSource config, string simulatorVersion, ISimulationDataService simDataService, IStatsCollector stats)
{
//THIS NEEDS RESET TO FIX RESTARTS
shuttingdown = false;
m_stats = stats;
m_config = config;
Random random = new Random();
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
m_authenticateHandler = authen;
m_sceneGridService = sceneGridService;
m_regInfo = regInfo;
m_lastUpdate = Util.EnvironmentTickCount();
BordersLocked = true;
Border northBorder = new Border();
northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
northBorder.CrossDirection = Cardinals.N;
NorthBorders.Add(northBorder);
Border southBorder = new Border();
southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
southBorder.CrossDirection = Cardinals.S;
SouthBorders.Add(southBorder);
Border eastBorder = new Border();
eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
eastBorder.CrossDirection = Cardinals.E;
EastBorders.Add(eastBorder);
Border westBorder = new Border();
westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
westBorder.CrossDirection = Cardinals.W;
WestBorders.Add(westBorder);
BordersLocked = false;
AuroraEventManager = new AuroraEventManager();
m_eventManager = new EventManager();
m_permissions = new ScenePermissions(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter.Enabled = true;
m_SimulationDataService = simDataService;
// Load region settings
m_regInfo.RegionSettings = m_SimulationDataService.LoadRegionSettings(m_regInfo.RegionID);
FindEstateInfo();
//Bind Storage Manager functions to some land manager functions for this scene
IParcelServiceConnector conn = DataManager.RequestPlugin<IParcelServiceConnector>();
if(conn != null)
{
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(conn.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(conn.RemoveLandObject);
}
else
{
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(SimulationDataService.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(SimulationDataService.RemoveLandObject);
}
m_sceneGraph = new SceneGraph(this, m_regInfo);
StatsReporter = new SimStatsReporter(this);
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
#region Region Config
try
{
DirectionsToBlockChildAgents = new bool[3,3];
DirectionsToBlockChildAgents.Initialize();
IConfig aurorastartupConfig = m_config.Configs["AuroraStartup"];
if (aurorastartupConfig != null)
{
RunScriptsInAttachments = aurorastartupConfig.GetBoolean("AllowRunningOfScriptsInAttachments", false);
m_UseSelectionParticles = aurorastartupConfig.GetBoolean("UseSelectionParticles", true);
EnableFakeRaycasting = aurorastartupConfig.GetBoolean("EnableFakeRaycasting", false);
MaxLowValue = aurorastartupConfig.GetFloat("MaxLowValue", -1000);
Util.RegionViewSize = aurorastartupConfig.GetInt("RegionSightSize", 1);
Util.CloseLocalRegions = aurorastartupConfig.GetBoolean("CloseLocalAgents", true);
m_DefaultObjectName = aurorastartupConfig.GetString("DefaultObjectName", m_DefaultObjectName);
CheckForObjectCulling = aurorastartupConfig.GetBoolean("CheckForObjectCulling", CheckForObjectCulling);
SetObjectCapacity(aurorastartupConfig.GetInt("ObjectCapacity", ObjectCapacity));
}
IConfig regionConfig = m_config.Configs[this.RegionInfo.RegionName];
//.........这里部分代码省略.........
开发者ID:shangcheng,项目名称:Aurora,代码行数:101,代码来源:Scene.cs
示例14: CreateScene
protected override Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService,
IEstateDataService estateDataService, AgentCircuitManager circuitManager)
{
if (m_log.IsDebugEnabled) {
m_log.DebugFormat ("{0} called", System.Reflection.MethodBase.GetCurrentMethod ().Name);
}
SceneCommunicationService sceneGridService = new SceneCommunicationService();
return new Scene(
regionInfo, circuitManager, sceneGridService,
simDataService, estateDataService,
Config, m_version);
}
开发者ID:AkiraSonoda,项目名称:akisim,代码行数:14,代码来源:OpenSimBase.cs
示例15: ProcessInventoryBackup
/// <summary>
/// Process inventory backup
/// </summary>
/// <param name="datastore"></param>
public void ProcessInventoryBackup(ISimulationDataService datastore)
{
// Removed this because linking will cause an immediate delete of the new
// child prim from the database and the subsequent storing of the prim sees
// the inventory of it as unchanged and doesn't store it at all. The overhead
// of storing prim inventory needlessly is much less than the aggravation
// of prim inventory loss.
// if (HasInventoryChanged)
// {
Items.LockItemsForRead(true);
try
{
datastore.StorePrimInventory(m_part.UUID, Items.Values);
}
catch {}
HasInventoryChanged = false;
Items.LockItemsForRead(false);
// }
}
开发者ID:CassieEllen,项目名称:opensim,代码行数:26,代码来源:SceneObjectPartInventory.cs
示例16: ProcessBackup
/// <summary>
/// Processes backup.
/// </summary>
/// <param name="datastore"></param>
public virtual bool ProcessBackup(ISimulationDataService datastore, bool forcedBackup)
{
//if (!m_isBackedUp)
// return true;
// Since this is the top of the section of call stack for backing up a particular scene object, don't let
// any exception propogate upwards.
if (IsDeleted || UUID == UUID.Zero)
return true;
try
{
if (isTimeToPersist() || forcedBackup) // forced means FORCED, you don't get a choice!
{
if (HasGroupChanged || forcedBackup)
{
// don't backup while it's selected or you're asking for changes mid stream.
//m_log.DebugFormat(
// "[SCENE]: Storing {0}, {1} in {2}",
// Name, UUID, m_scene.RegionInfo.RegionName);
SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false, Scene, false);
backup_group.RootPart.Velocity = RootPart.Velocity;
backup_group.RootPart.Acceleration = RootPart.Acceleration;
backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
HasGroupChanged = false;
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
backup_group.ForEachPart(delegate(SceneObjectPart part)
{
part.Inventory.ProcessInventoryBackup(datastore);
});
backup_group = null;
return true;
}
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}\n\t{4}",
Name, UUID, m_scene.RegionInfo.RegionName, e, e.StackTrace);
}
return false;
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:53,代码来源:SceneObjectGroup.cs
示例17: CreateScene
protected abstract Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService, IEstateDataService estateDataService, AgentCircuitManager circuitManager);
开发者ID:rryk,项目名称:omp-server,代码行数:1,代码来源:RegionApplicationBase.cs
示例18: ProcessInventoryBackup
/// <summary>
/// Process inventory backup
/// </summary>
/// <param name="datastore"></param>
public void ProcessInventoryBackup(ISimulationDataService datastore)
{
if (HasInventoryChanged)
{
HasInventoryChanged = false;
List<TaskInventoryItem> items = GetInventoryItems();
datastore.StorePrimInventory(m_part.UUID, items);
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
if (engines != null)
{
foreach (TaskInventoryItem item in items)
{
if (item.Type == (int)InventoryType.LSL)
{
foreach (IScriptModule engine in engines)
{
if (engine != null)
{
engine.SaveStateSave(item.ItemID, m_part.UUID);
}
}
}
}
}
}
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:32,代码来源:SceneObjectPartInventory.cs
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