本文整理汇总了C#中IScenePresence类的典型用法代码示例。如果您正苦于以下问题:C# IScenePresence类的具体用法?C# IScenePresence怎么用?C# IScenePresence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。
IScenePresence类属于命名空间,在下文中一共展示了IScenePresence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: CanCreateAt
public bool CanCreateAt(IScenePresence presence, Vector3 location)
{
if (m_parcels == null)
return true;
SceneParcel parcel;
if (m_parcels.TryGetParcel(location, out parcel))
{
// If we can't enter the parcel we can't create anything there either
if (!CanEnterParcel(presence, parcel))
return false;
// CreateObjects flag set? We're good
if ((parcel.Flags & ParcelFlags.CreateObjects) == ParcelFlags.CreateObjects)
return true;
// CreateGroupObjects flag set and we're a member of the parcel group? We're good
if ((parcel.Flags & ParcelFlags.CreateGroupObjects) == ParcelFlags.CreateGroupObjects && IsInGroup(presence, parcel.GroupID))
return true;
return false;
}
else
{
m_log.Warn("No parcel found at " + location);
return true;
}
}
开发者ID:osgrid,项目名称:openmetaverse,代码行数:28,代码来源:LLPermissions.cs
示例2: OnMakeRootAgent
void OnMakeRootAgent (IScenePresence presence)
{
if ((presence.CallbackURI != null) && !presence.CallbackURI.Equals(""))
{
WebUtils.ServiceOSDRequest(presence.CallbackURI, null, "DELETE", 10000, false, false);
presence.CallbackURI = null;
ICapsService service = m_scene.RequestModuleInterface<ICapsService>();
if (service != null)
{
IClientCapsService clientCaps = service.GetClientCapsService (presence.UUID);
if (clientCaps != null)
{
IRegionClientCapsService regionCaps = clientCaps.GetCapsService (m_scene.RegionInfo.RegionHandle);
if (regionCaps != null)
{
regionCaps.RootAgent = true;
foreach (IRegionClientCapsService regionClientCaps in clientCaps.GetCapsServices ())
{
if (regionCaps.RegionHandle != regionClientCaps.RegionHandle)
regionClientCaps.RootAgent = false; //Reset any other agents that we might have
}
}
}
}
}
}
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:26,代码来源:RobustCaps.cs
示例3: EventManager_OnNewPresence
private void EventManager_OnNewPresence(IScenePresence presence)
{
if (_OnNewUser != null)
{
NewUserEventArgs e = new NewUserEventArgs { Avatar = new SPAvatar(m_internalScene, presence.UUID, m_security) };
_OnNewUser(this, e);
}
}
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:8,代码来源:World.cs
示例4: OnMakeRootAgent
void OnMakeRootAgent (IScenePresence presence)
{
if ((presence.CallbackURI != null) && !presence.CallbackURI.Equals(""))
{
WebUtils.ServiceOSDRequest(presence.CallbackURI, null, "DELETE", 10000);
presence.CallbackURI = null;
}
}
开发者ID:kow,项目名称:Aurora-Sim,代码行数:8,代码来源:RobustCaps.cs
示例5: EventManager_OnRemovePresence
void EventManager_OnRemovePresence (IScenePresence presence)
{
ScriptControllerPresenceModule m = (ScriptControllerPresenceModule)presence.RequestModuleInterface<IScriptControllerModule> ();
if (m != null)
{
m.Close ();
presence.UnregisterModuleInterface<IScriptControllerModule> (m);
}
}
开发者ID:kow,项目名称:Aurora-Sim,代码行数:9,代码来源:ScriptControllerModule.cs
示例6: Animator
public Animator (IScenePresence sp)
{
m_scenePresence = sp;
IConfig animationConfig = sp.Scene.Config.Configs ["Animations"];
if (animationConfig != null) {
SLOWFLY_DELAY = animationConfig.GetInt ("SlowFlyDelay", SLOWFLY_DELAY);
m_useSplatAnimation = animationConfig.GetBoolean ("enableSplatAnimation", m_useSplatAnimation);
}
//This step makes sure that we don't waste almost 2.5! seconds on incoming agents
m_animations = new AnimationSet (DefaultAnimations);
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:11,代码来源:Animator.cs
示例7: OnMakeRootAgent
void OnMakeRootAgent(IScenePresence presence)
{
try
{
//Add the user
FileStream stream = new FileStream(m_fileName, FileMode.OpenOrCreate);
StreamWriter m_streamWriter = new StreamWriter(stream);
m_streamWriter.BaseStream.Position += m_streamWriter.BaseStream.Length;
string LineToWrite = DateTime.Now.ToLongTimeString() + " - " + presence.Name + " entered " + presence.Scene.RegionInfo.RegionName + ".";
m_timesOfUsers[presence.UUID] = DateTime.Now;
m_streamWriter.WriteLine(LineToWrite);
m_streamWriter.WriteLine();
m_streamWriter.Close();
}
catch { }
}
开发者ID:kow,项目名称:Aurora-Sim,代码行数:18,代码来源:VisitorLogger.cs
示例8: ShowEntityToClient
public bool ShowEntityToClient(IScenePresence client, IEntity entity, IScene scene, int currentTickCount)
{
if (!m_useCulling)
return true; //If we arn't using culling, return true by default to show all prims
if (entity == null || client == null || scene == null)
return false;
bool cull = false;
lock (m_previousCulled)
{
if (m_previousCulled.TryGetValue(entity.LocalId, out cull))
{
Int32 diff = currentTickCount - m_lastCached;
Int32 timingDiff = (diff >= 0) ? diff : (diff + Util.EnvironmentTickCountMask + 1);
if (timingDiff > 5*1000) //Only recheck every 5 seconds
{
m_lastCached = Util.EnvironmentTickCount();
m_previousCulled.Clear();
}
else
return cull;
}
}
if (m_useDistanceCulling && !DistanceCulling(client, entity, scene))
{
lock (m_previousCulled)
m_previousCulled[entity.LocalId] = false;
return false;
}
if (!ParcelPrivateCulling(client, entity))
{
lock (m_previousCulled)
m_previousCulled[entity.LocalId] = false;
return false;
}
//No more, guess its fine
lock (m_previousCulled)
m_previousCulled[entity.LocalId] = true;
return true;
}
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:43,代码来源:Prioritizer.cs
示例9: OnNewPresence
void OnNewPresence(IScenePresence presence)
{
SendTerrainUpdatesForClient(presence);
}
开发者ID:VirtualReality,项目名称:Universe,代码行数:4,代码来源:TerrainModule.cs
示例10: SendTerrainUpdatesForClient
protected void SendTerrainUpdatesForClient(IScenePresence presence)
{
if (!m_sendTerrainUpdatesByViewDistance || m_noTerrain || presence.DrawDistance == 0)
return;
if (presence == null)
return;
bool[,] terrainarray;
lock (m_terrainPatchesSent)
{
m_terrainPatchesSent.TryGetValue(presence.UUID, out terrainarray);
}
bool fillLater = false;
if (terrainarray == null)
{
int xSize = m_scene.RegionInfo.RegionSizeX != int.MaxValue
? m_scene.RegionInfo.RegionSizeX/Constants.TerrainPatchSize
: Constants.RegionSize/Constants.TerrainPatchSize;
int ySize = m_scene.RegionInfo.RegionSizeX != int.MaxValue
? m_scene.RegionInfo.RegionSizeY/Constants.TerrainPatchSize
: Constants.RegionSize/Constants.TerrainPatchSize;
terrainarray = new bool[xSize,ySize];
fillLater = true;
}
List<int> xs = new List<int>();
List<int> ys = new List<int>();
int startX = (((int) (presence.AbsolutePosition.X - presence.DrawDistance))/Constants.TerrainPatchSize) - 2;
startX = Math.Max(startX, 0);
startX = Math.Min(startX, m_scene.RegionInfo.RegionSizeX/Constants.TerrainPatchSize);
int startY = (((int) (presence.AbsolutePosition.Y - presence.DrawDistance))/Constants.TerrainPatchSize) - 2;
startY = Math.Max(startY, 0);
startY = Math.Min(startY, m_scene.RegionInfo.RegionSizeY/Constants.TerrainPatchSize);
int endX = (((int) (presence.AbsolutePosition.X + presence.DrawDistance))/Constants.TerrainPatchSize) + 2;
endX = Math.Max(endX, 0);
endX = Math.Min(endX, m_scene.RegionInfo.RegionSizeX/Constants.TerrainPatchSize);
int endY = (((int) (presence.AbsolutePosition.Y + presence.DrawDistance))/Constants.TerrainPatchSize) + 2;
endY = Math.Max(endY, 0);
endY = Math.Min(endY, m_scene.RegionInfo.RegionSizeY/Constants.TerrainPatchSize);
for (int x = startX; x < endX; x++)
{
for (int y = startY; y < endY; y++)
{
if (x < 0 || y < 0 || x >= m_scene.RegionInfo.RegionSizeX/Constants.TerrainPatchSize ||
y >= m_scene.RegionInfo.RegionSizeY/Constants.TerrainPatchSize)
continue;
//Need to make sure we don't send the same ones over and over
if (!terrainarray[x, y])
{
Vector3 posToCheckFrom = new Vector3(presence.AbsolutePosition.X % m_scene.RegionInfo.RegionSizeX,
presence.AbsolutePosition.Y % m_scene.RegionInfo.RegionSizeY,
presence.AbsolutePosition.Z);
//Check which has less distance, camera or avatar position, both have to be done
if (Util.DistanceLessThan(posToCheckFrom,
new Vector3(
x*Constants.TerrainPatchSize,
y*Constants.TerrainPatchSize,
0), presence.DrawDistance + 50) ||
Util.DistanceLessThan(presence.CameraPosition,
new Vector3(x*Constants.TerrainPatchSize, y*Constants.TerrainPatchSize,
0), presence.DrawDistance + 50))
//Its not a radius, its a diameter and we add 35 so that it doesn't look like it cuts off
{
//They can see it, send it to them
terrainarray[x, y] = true;
xs.Add(x);
ys.Add(y);
//Wait and send them all at once
//presence.ControllingClient.SendLayerData(x, y, serializedMap);
}
}
}
}
if (xs.Count != 0)
{
//Send all the terrain patches at once
presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(), m_channel.GetSerialized(),
TerrainPatch.LayerType.Land);
if (m_use3DWater)
{
//Send all the water patches at once
presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(),
m_waterChannel.GetSerialized(),
TerrainPatch.LayerType.Water);
}
}
if ((xs.Count != 0) || (fillLater))
{
if (m_terrainPatchesSent.ContainsKey(presence.UUID))
{
lock (m_terrainPatchesSent)
m_terrainPatchesSent[presence.UUID] = terrainarray;
}
else
{
lock (m_terrainPatchesSent)
m_terrainPatchesSent.Add(presence.UUID, terrainarray);
}
}
//.........这里部分代码省略.........
开发者ID:VirtualReality,项目名称:Universe,代码行数:101,代码来源:TerrainModule.cs
示例11: TriggerOnMakeRootAgent
public void TriggerOnMakeRootAgent (IScenePresence presence)
{
OnMakeRootAgentDelegate handlerMakeRootAgent = OnMakeRootAgent;
if (handlerMakeRootAgent != null)
{
foreach (OnMakeRootAgentDelegate d in handlerMakeRootAgent.GetInvocationList ())
{
try
{
d (presence);
}
catch (Exception e)
{
m_log.ErrorFormat (
"[EVENT MANAGER]: Delegate for TriggerOnMakeRootAgent failed - continuing. {0} {1}",
e.ToString (), e.StackTrace);
}
}
}
}
开发者ID:salahzar,项目名称:Aurora-Sim,代码行数:20,代码来源:ISceneEntity.cs
示例12: TriggerOnRemovePresence
public void TriggerOnRemovePresence (IScenePresence presence)
{
OnNewPresenceDelegate handlerRemovePresence = OnRemovePresence;
if (handlerRemovePresence != null)
{
foreach (OnNewPresenceDelegate d in handlerRemovePresence.GetInvocationList ())
{
try
{
d (presence);
}
catch (Exception e)
{
m_log.ErrorFormat (
"[EVENT MANAGER]: Delegate for TriggerOnRemovePresence failed - continuing. {0} {1}",
e.ToString (), e.StackTrace);
}
}
}
}
开发者ID:salahzar,项目名称:Aurora-Sim,代码行数:20,代码来源:ISceneEntity.cs
示例13: BuildLandmark
private byte[] BuildLandmark (IScenePresence presence)
{
//See whether we have a gatekeeperURL
IConfigurationService configService = m_scene.RequestModuleInterface<IConfigurationService> ();
//We have one!
Vector3 pos = presence.AbsolutePosition;
string strdata = String.Format (
"Landmark version 2\nregion_id {0}\nlocal_pos {1} {2} {3}\nregion_handle {4}",
presence.Scene.RegionInfo.RegionID,
pos.X, pos.Y, pos.Z,
presence.Scene.RegionInfo.RegionHandle);
return Encoding.ASCII.GetBytes (strdata);
}
开发者ID:samiam123,项目名称:Aurora-Sim,代码行数:13,代码来源:LLClientInventory.cs
示例14: UpdateDetachedObject
private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState)
{
// Don't save attachments for HG visitors, it
// messes up their inventory. When a HG visitor logs
// out on a foreign grid, their attachments will be
// reloaded in the state they were in when they left
// the home grid. This is best anyway as the visited
// grid may use an incompatible script engine.
bool saveChanged
= sp.PresenceType != PresenceType.Npc
&& (m_scene.UserManagementModule == null
|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
// Remove the object from the scene so no more updates
// are sent. Doing this before the below changes will ensure
// updates can't cause "HUD artefacts"
m_scene.DeleteSceneObject(so, false, false);
// Prepare sog for storage
so.AttachedAvatar = UUID.Zero;
so.RootPart.SetParentLocalId(0);
so.IsAttachment = false;
if (saveChanged)
{
// We cannot use AbsolutePosition here because that would
// attempt to cross the prim as it is detached
so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
UpdateKnownItem(sp, so, scriptedState);
}
// Now, remove the scripts
so.RemoveScriptInstances(true);
}
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:35,代码来源:AttachmentsModule.cs
示例15: AttachObjectInternal
/// <summary>
/// Internal method which actually does all the work for attaching an object.
/// </summary>
/// <returns>The object attached.</returns>
/// <param name='sp'></param>
/// <param name='group'>The object to attach.</param>
/// <param name='attachmentPt'></param>
/// <param name='silent'></param>
/// <param name='addToInventory'>If true then add object to user inventory.</param>
/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
/// <param name='append'>Append to attachment point rather than replace.</param>
private bool AttachObjectInternal(
IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool addToInventory, bool resumeScripts, bool append)
{
if (group.GetSittingAvatarsCount() != 0)
{
if (DebugLevel > 0)
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
return false;
}
Vector3 attachPos = group.AbsolutePosition;
// If the attachment point isn't the same as the one previously used
// set it's offset position = 0 so that it appears on the attachment point
// and not in a weird location somewhere unknown.
if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
{
attachPos = Vector3.Zero;
}
// if the attachment point is the same as previous, make sure we get the saved
// position info.
if (attachmentPt != 0 && attachmentPt == group.RootPart.Shape.LastAttachPoint)
{
attachPos = group.RootPart.AttachedPos;
}
// AttachmentPt 0 means the client chose to 'wear' the attachment.
if (attachmentPt == (uint)AttachmentPoint.Default)
{
// Check object for stored attachment point
attachmentPt = group.AttachmentPoint;
}
// if we didn't find an attach point, look for where it was last attached
if (attachmentPt == 0)
{
attachmentPt = (uint)group.RootPart.Shape.LastAttachPoint;
attachPos = group.RootPart.AttachedPos;
group.HasGroupChanged = true;
}
// if we still didn't find a suitable attachment point.......
if (attachmentPt == 0)
{
// Stick it on left hand with Zero Offset from the attachment point.
attachmentPt = (uint)AttachmentPoint.LeftHand;
attachPos = Vector3.Zero;
}
group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos;
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
if (attachments.Contains(group))
{
if (DebugLevel > 0)
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
group.Name, group.LocalId, sp.Name, attachmentPt);
return false;
}
// If we already have 5, remove the oldest until only 4 are left. Skip over temp ones
while (attachments.Count >= 5)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInv(sp, attachments[0]);
attachments.RemoveAt(0);
}
// If we're not appending, remove the rest as well
if (attachments.Count != 0 && !append)
{
foreach (SceneObjectGroup g in attachments)
{
if (g.FromItemID != UUID.Zero)
DetachSingleAttachmentToInv(sp, g);
}
}
lock (sp.AttachmentsSyncLock)
{
if (addToInventory && sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, append);
//.........这里部分代码省略.........
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:101,代码来源:AttachmentsModule.cs
示例16: AttachToAgent
/// <summary>
/// Attach this scene object to the given avatar.
/// </summary>
/// <remarks>
/// This isn't publicly available since attachments should always perform the corresponding inventory
/// operation (to show the attach in user inventory and update the asset with positional information).
/// </remarks>
/// <param name="sp"></param>
/// <param name="so"></param>
/// <param name="attachmentpoint"></param>
/// <param name="attachOffset"></param>
/// <param name="silent"></param>
private void AttachToAgent(
IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
{
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
so.DetachFromBackup();
// Remove from database and parcel prim count
m_scene.DeleteFromStorage(so.UUID);
m_scene.EventManager.TriggerParcelPrimCountTainted();
so.AttachedAvatar = sp.UUID;
if (so.RootPart.PhysActor != null)
so.RootPart.RemoveFromPhysics();
so.AbsolutePosition = attachOffset;
so.RootPart.AttachedPos = attachOffset;
so.IsAttachment = true;
so.RootPart.SetParentLocalId(sp.LocalId);
so.AttachmentPoint = attachmentpoint;
sp.AddAttachment(so);
if (!silent)
{
if (so.HasPrivateAttachmentPoint)
{
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}",
so.Name, sp.Name, so.AttachmentPoint);
// As this scene object can now only be seen by the attaching avatar, tell everybody else in the
// scene that it's no longer in their awareness.
m_scene.ForEachClient(
client =>
{ if (client.AgentId != so.AttachedAvatar)
client.SendKillObject(new List<uint>() { so.LocalId });
});
}
// Fudge below is an extremely unhelpful comment. It's probably here so that the scheduled full update
// will succeed, as that will not update if an attachment is selected.
so.IsSelected = false; // fudge....
so.ScheduleGroupForFullUpdate();
}
// In case it is later dropped again, don't let
// it get cleaned up
so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
}
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:68,代码来源:AttachmentsModule.cs
示例17: AddSceneObjectAsNewAttachmentInInv
/// <summary>
/// Add a scene object as a new attachment in the user inventory.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="grp"></param>
/// <returns>The user inventory item created that holds the attachment.</returns>
private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp)
{
if (m_invAccessModule == null)
return null;
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
grp.Name, grp.LocalId, sp.Name);
InventoryItemBase newItem
= m_invAccessModule.CopyToInventory(
DeRezAction.TakeCopy,
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
new List<SceneObjectGroup> { grp },
sp.ControllingClient, true)[0];
// sets itemID so client can show item as 'attached' in inventory
grp.FromItemID = newItem.ID;
return newItem;
}
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:28,代码来源:AttachmentsModule.cs
示例18: UpdateUserInventoryWithAttachment
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool append)
{
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group, append);
}
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:9,代码来源:AttachmentsModule.cs
示例19: RezSingleAttachmentFromInventoryInternal
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append)
{
if (m_invAccessModule == null)
return null;
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
if (objatt == null)
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
return null;
}
else if (itemID == UUID.Zero)
{
// We need to have a FromItemID for multiple attachments on a single attach point to appear. This is
// true on Singularity 1.8.5 and quite possibly other viewers as well. As NPCs don't have an inventory
// we will satisfy this requirement by inserting a random UUID.
objatt.FromItemID = UUID.Random();
}
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Rezzed single object {0} with {1} prims for attachment to {2} on point {3} in {4}",
objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
// course of events. If not, then it's probably not worth trying to recover the situation
// since this is more likely to trigger further exceptions and confuse later debugging. If
// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
// since other normal error conditions will simply return false instead.
// This will throw if the attachment fails
try
{
AttachObjectInternal(sp, objatt, attachmentPt, false, true, true, append);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
if (ThrottlePer100PrimsRezzed > 0)
{
int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed);
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}",
throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
Thread.Sleep(throttleMs);
}
return objatt;
}
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:83,代码来源:AttachmentsModule.cs
示例20: RezSingleAttachmentFromInventory
public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
if (!Enabled)
return null;
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}",
(AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);
// We check the attachments in the avatar appearance here rather than the objects attached to the
// ScenePresence itself so that we can ignore calls by viewer 2/3 to attach objects on startup. We are
// already doing this in ScenePresence.MakeRootAgent(). Simulator-side attaching needs to be done
// because pre-outfit folder viewers (most version 1 viewers) require it.
bool alreadyOn = false;
List<AvatarAttachment> existingAttachments = sp.Appearance.GetAttachments();
foreach (AvatarAttachment existingAttachment in existingAttachments)
{
if (existingAttachment.ItemID == itemID)
{
alreadyOn = true;
break;
}
}
if (alreadyOn)
{
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn",
sp.Name, itemID, AttachmentPt);
return null;
}
bool append = (AttachmentPt & 0x80) != 0;
AttachmentPt &= 0x7f;
return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append);
}
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:40,代码来源:AttachmentsModule.cs
注:本文中的IScenePresence类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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