/// <summary> /// Creates a new World class, and a region to go with it. /// </summary> /// <param name="clientThreads">Dictionary to contain client threads</param> /// <param name="regionHandle">Region Handle for this region</param> /// <param name="regionName">Region Name for this region</param> public World(Dictionary<uint, SimClient> clientThreads, ulong regionHandle, string regionName) { try { updateLock = new Mutex(false); m_clientThreads = clientThreads; m_regionHandle = regionHandle; m_regionName = regionName; m_scriptHandlers = new Dictionary<LLUUID, ScriptHandler>(); m_scripts = new Dictionary<string, ScriptFactory>(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance"); Entities = new Dictionary<libsecondlife.LLUUID, Entity>(); Avatars = new Dictionary<LLUUID, Avatar>(); Prims = new Dictionary<LLUUID, Primitive>(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating LandMap"); TerrainManager = new TerrainManager(new SecondLife()); Terrain = new TerrainEngine(); Avatar.SetupTemplate("avatar-texture.dat"); // MainConsole.Instance.WriteLine("World.cs - Creating script engine instance"); // Initialise this only after the world has loaded // Scripts = new ScriptEngine(this); Avatar.LoadAnims(); this.SetDefaultScripts(); this.LoadScriptEngines(); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: Constructor failed with exception " + e.ToString()); } }
/// <summary> /// Creates a new World class, and a region to go with it. /// </summary> /// <param name="clientThreads">Dictionary to contain client threads</param> /// <param name="regionHandle">Region Handle for this region</param> /// <param name="regionName">Region Name for this region</param> public World(Dictionary <uint, SimClient> clientThreads, ulong regionHandle, string regionName) { try { updateLock = new Mutex(false); m_clientThreads = clientThreads; m_regionHandle = regionHandle; m_regionName = regionName; m_scriptHandlers = new Dictionary <LLUUID, ScriptHandler>(); m_scripts = new Dictionary <string, ScriptFactory>(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance"); Entities = new Dictionary <libsecondlife.LLUUID, Entity>(); Avatars = new Dictionary <LLUUID, Avatar>(); Prims = new Dictionary <LLUUID, Primitive>(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating LandMap"); TerrainManager = new TerrainManager(new SecondLife()); Terrain = new TerrainEngine(); Avatar.SetupTemplate("avatar-texture.dat"); // MainConsole.Instance.WriteLine("World.cs - Creating script engine instance"); // Initialise this only after the world has loaded // Scripts = new ScriptEngine(this); Avatar.LoadAnims(); this.SetDefaultScripts(); this.LoadScriptEngines(); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: Constructor failed with exception " + e.ToString()); } }
/// <summary> /// Default constructor /// </summary> public SecondLife() { // These are order-dependant Network = new NetworkManager(this); Settings = new Settings(this); Parcels = new ParcelManager(this); Self = new AgentManager(this); Avatars = new AvatarManager(this); Friends = new FriendsManager(this); Grid = new GridManager(this); Objects = new ObjectManager(this); Groups = new GroupManager(this); Assets = new AssetManager(this); Appearance = new AppearanceManager(this, Assets); Inventory = new InventoryManager(this); Directory = new DirectoryManager(this); Terrain = new TerrainManager(this); Sound = new SoundManager(this); Throttle = new AgentThrottle(this); }