Manager for adding, closing and restarting scenes.
예제 #1
0
 public HGGridServicesGridMode(NetworkServersInfo servers_info,
     SceneManager sman, UserProfileCacheService userv)
     : base(servers_info, sman)
 {
     m_remoteBackend = new OGS1GridServices(servers_info);
     m_userProfileCache = userv;
 }
예제 #2
0
        public HGCommunicationsGridMode(
            NetworkServersInfo serversInfo,
            SceneManager sman, LibraryRootFolder libraryRootFolder)
            : base(serversInfo, libraryRootFolder)
        {
            // From constructor at CommunicationsOGS1
            HGGridServices gridInterComms = new HGGridServicesGridMode(serversInfo, sman, m_userProfileCacheService);
            m_gridService = gridInterComms;
            m_osw = gridInterComms;

            // The HG InventoryService always uses secure handlers
            HGInventoryServiceClient invService = new HGInventoryServiceClient(serversInfo.InventoryURL, this.m_userProfileCacheService, true);
            invService.UserProfileCache = m_userProfileCacheService; 
            AddSecureInventoryService(invService);
            m_defaultInventoryHost = invService.Host;
            if (SecureInventoryService != null)
                m_log.Info("[HG]: SecureInventoryService.");
            else
                m_log.Info("[HG]: Non-secureInventoryService.");

            HGUserServices userServices = new HGUserServices(this);
            // This plugin arrangement could eventually be configurable rather than hardcoded here.
            userServices.AddPlugin(new TemporaryUserProfilePlugin());
            userServices.AddPlugin(new OGS1UserDataPlugin(this));            
            
            m_userService = userServices;
            m_messageService = userServices;
            m_avatarService = userServices;           
        }
예제 #3
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="sceneManager"></param>
 /// <param name="layerParams"></param>
 public ObjectLayer(SceneManager sceneManager, LayerParams layerParams)
     : base(layerParams)
 {
     _sceneManager = sceneManager;
     _polygonList = new List<Polygon>();
     m_layerRegion = new BBOXF(256000, 256000, 256512, 256512);
 }
예제 #4
0
 public AgentLayer(SceneManager sceneManager, string name, Size cacheSize)
     : base(name, cacheSize)
 {
     //update agent position each 1 sec
     this._sceneManager = sceneManager;
     this.m_pollingInterval = 1000;
     agentList = new Dictionary<UUID, AgentInfo>();
 }
예제 #5
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="sceneManager"></param>
 public ObjectLayer(SceneManager sceneManager, string layerName, Size cacheSize)
     : base(layerName,cacheSize)
 {
     _sceneManager = sceneManager;
     _polygonList = new List<Polygon>();
     //TODO: layer region should be updated according to the real region change
     m_layerRegion = new BBOXF(256000, 256000, 256512, 256512);
 }
예제 #6
0
        public HGGridServicesStandalone(NetworkServersInfo servers_info, BaseHttpServer httpServe, IAssetCache asscache, SceneManager sman)
            : base(servers_info, sman)
        {
            //Respond to Grid Services requests
            MainServer.Instance.AddXmlRPCHandler("logoff_user", LogOffUser);
            MainServer.Instance.AddXmlRPCHandler("check", PingCheckReply);
            MainServer.Instance.AddXmlRPCHandler("land_data", LandData);

        }
        public HGCommunicationsGridMode(
            NetworkServersInfo serversInfo,
            SceneManager sman, LibraryRootFolder libraryRootFolder)
            : base(serversInfo, libraryRootFolder)
        {

            HGUserServices userServices = new HGUserServices(this);
            // This plugin arrangement could eventually be configurable rather than hardcoded here.
            userServices.AddPlugin(new TemporaryUserProfilePlugin());
            userServices.AddPlugin(new HGUserDataPlugin(this, userServices));
            
            m_userService = userServices;
            m_messageService = userServices;
            m_avatarService = userServices;
        }
예제 #8
0
 public RegionManager(bool killOnCreate, bool openCreatePageFirst, ISimulationBase baseOpenSim)
 {
     m_OpenSimBase = baseOpenSim;
     m_sceneManager = m_OpenSimBase.ApplicationRegistry.RequestModuleInterface<SceneManager> ();
     m_connector = DataManager.DataManager.RequestPlugin<IRegionInfoConnector>();
     KillAfterRegionCreation = killOnCreate;
     InitializeComponent();
     if (openCreatePageFirst)
         tabControl1.SelectedTab = tabPage2;
     CStartupType.SelectedIndex = 1;
     RefreshCurrentRegions();
     GetDefaultRegions ();
     m_timer.Interval = 100;
     m_timer.Tick += m_timer_Tick;
     m_timer.Start ();
 }
예제 #9
0
        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;
        }
        public HGCommunicationsGridMode(
            NetworkServersInfo serversInfo,
            SceneManager sman, LibraryRootFolder libraryRootFolder)
            : base(serversInfo, libraryRootFolder)
        {
            // From constructor at CommunicationsOGS1
            HGGridServices gridInterComms = new HGGridServicesGridMode(serversInfo, sman, m_userProfileCacheService);
            m_gridService = gridInterComms;
            m_osw = gridInterComms;

            HGUserServices userServices = new HGUserServices(this);
            // This plugin arrangement could eventually be configurable rather than hardcoded here.
            userServices.AddPlugin(new TemporaryUserProfilePlugin());
            userServices.AddPlugin(new OGS1UserDataPlugin(this));            
            
            m_userService = userServices;
            m_messageService = userServices;
            m_avatarService = userServices;           
        }
예제 #11
0
        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;

            SimDataService 
                = OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
        }
예제 #12
0
        public Scene(RegionInfo regInfo, AgentCircuitManager authen, SceneManager manager)
            : this(regInfo)
        {
            m_sceneManager = manager;

            m_config = manager.ConfigSource;
            m_authenticateHandler = authen;

            m_AuroraEventManager = new AuroraEventManager();
            m_eventManager = new EventManager();
            m_permissions = new ScenePermissions(this);

            // Load region settings
            m_regInfo.RegionSettings = m_sceneManager.SimulationDataService.LoadRegionSettings(m_regInfo.RegionID);

            m_sceneGraph = new SceneGraph(this, m_regInfo);

            #region Region Config

            IConfig aurorastartupConfig = m_config.Configs["AuroraStartup"];
            if (aurorastartupConfig != null)
            {
                MaxLowValue = aurorastartupConfig.GetFloat("MaxLowValue", -1000);
                m_DefaultObjectName = aurorastartupConfig.GetString("DefaultObjectName", m_DefaultObjectName);
                CheckForObjectCulling = aurorastartupConfig.GetBoolean("CheckForObjectCulling", CheckForObjectCulling);
                //Region specific is still honored here, the RegionInfo checks for it
                RegionInfo.ObjectCapacity = aurorastartupConfig.GetInt("ObjectCapacity", 80000);
            }

            //Animation states
            IConfig animationConfig = m_config.Configs["Animations"];
            if (animationConfig != null)
            {
                m_usePreJump = animationConfig.GetBoolean("enableprejump", m_usePreJump);
                m_useSplatAnimation = animationConfig.GetBoolean("enableSplatAnimation", m_useSplatAnimation);
            }

            IConfig packetConfig = m_config.Configs["PacketPool"];
            if (packetConfig != null)
            {
                PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
                PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
            }

            #endregion Region Config

            m_basesimfps = 45f;
            m_basesimphysfps = 45f;

            m_basesimphysfps = Config.Configs["Physics"].GetFloat("BasePhysicsFPS", 45f);
            if (m_basesimphysfps > 45f)
                m_basesimphysfps = 45f;

            m_basesimfps = Config.Configs["Protection"].GetFloat("BaseRateFramesPerSecond", 45f);
            if (m_basesimfps > 45f)
                m_basesimfps = 45f;

            if (m_basesimphysfps > m_basesimfps)
                m_basesimphysfps = m_basesimfps;

            m_updatetimespan = 1 / m_basesimfps;
            m_physicstimespan = 1 / m_basesimphysfps;

            #region Startup Complete config

            EventManager.OnAddToStartupQueue += AddToStartupQueue;
            EventManager.OnModuleFinishedStartup += FinishedStartup;
            EventManager.OnStartupComplete += StartupComplete;

            AddToStartupQueue("Startup");

            #endregion
        }
예제 #13
0
        /// <summary>
        /// Introduce an agent into the scene by adding a new client.
        /// </summary>
        /// <returns>The scene presence added</returns>
        /// <param name='sceneManager'>
        /// Scene manager.  Can be null if there is only one region in the test or multiple regions that are not
        /// neighbours and where no teleporting takes place.
        /// </param>
        /// <param name='scene'></param>
        /// <param name='sceneManager></param>
        /// <param name='agentData'></param>
        /// <param name='tf'></param>
        private static ScenePresence IntroduceClientToScene(
            Scene scene, SceneManager sceneManager, AgentCircuitData agentData, TeleportFlags tf)
        {
            string reason;

            // Stage 1: tell the scene to expect a new user connection
            if (!scene.NewUserConnection(agentData, (uint)tf, out reason))
                Console.WriteLine("NewUserConnection failed: " + reason);

            // Stage 2: add the new client as a child agent to the scene
            TestClient client = new TestClient(agentData, scene, sceneManager);
            scene.AddNewClient(client, PresenceType.User);

            return scene.GetScenePresence(agentData.AgentID);
        }
예제 #14
0
        /// <summary>
        /// Add a root agent.
        /// </summary>
        /// <remarks>
        /// This function
        ///
        /// 1)  Tells the scene that an agent is coming.  Normally, the login service (local if standalone, from the
        /// userserver if grid) would give initial login data back to the client and separately tell the scene that the
        /// agent was coming.
        ///
        /// 2)  Connects the agent with the scene
        ///
        /// This function performs actions equivalent with notifying the scene that an agent is
        /// coming and then actually connecting the agent to the scene.  The one step missed out is the very first
        /// </remarks>
        /// <param name="scene"></param>
        /// <param name="agentData"></param>
        /// <param name="sceneManager"></param>
        /// <returns></returns>
        public static ScenePresence AddScenePresence(Scene scene, AgentCircuitData agentData, SceneManager sceneManager)
        {
            // We emulate the proper login sequence here by doing things in four stages

            // Stage 0: login
            // We need to punch through to the underlying service because scene will not, correctly, let us call it
            // through it's reference to the LPSC
            LocalPresenceServicesConnector lpsc = (LocalPresenceServicesConnector)scene.PresenceService;
            lpsc.m_PresenceService.LoginAgent(agentData.AgentID.ToString(), agentData.SessionID, agentData.SecureSessionID);

            // Stages 1 & 2
            ScenePresence sp = IntroduceClientToScene(scene, sceneManager, agentData, TeleportFlags.ViaLogin);

            // Stage 3: Complete the entrance into the region.  This converts the child agent into a root agent.
            sp.CompleteMovement(sp.ControllingClient, true);

            return sp;
        }
예제 #15
0
 /// <summary>
 /// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
 /// </summary>
 /// <remarks>
 /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
 /// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
 /// </remarks>
 /// <param name="scene"></param>
 /// <param name="agentId"></param>
 /// <param name="sceneManager"></param>
 /// <returns></returns>
 public static ScenePresence AddScenePresence(Scene scene, UUID agentId, SceneManager sceneManager)
 {
     return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
 }
예제 #16
0
        public void Initialize (RegionInfo regionInfo, AgentCircuitManager authen, IClientNetworkServer clientServer)
        {
            Initialize (regionInfo);

            //Set up the clientServer
            m_clientServer = clientServer;
            clientServer.AddScene (this);

            m_sceneManager = RequestModuleInterface<SceneManager> ();
            m_simDataStore = m_sceneManager.GetSimulationDataStore ();

            m_config = m_sceneManager.ConfigSource;
            m_authenticateHandler = authen;

            m_AuroraEventManager = new AuroraEventManager();
            m_eventManager = new EventManager();
            m_permissions = new ScenePermissions(this);

            // Load region settings
            m_regInfo.RegionSettings = Aurora.DataManager.DataManager.RequestPlugin<IRegionInfoConnector> ().LoadRegionSettings (m_regInfo.RegionID);

            m_sceneGraph = new SceneGraph(this, m_regInfo);

            #region Region Config

            IConfig aurorastartupConfig = m_config.Configs["AuroraStartup"];
            if (aurorastartupConfig != null)
            {
                //Region specific is still honored here, the RegionInfo checks for it
                RegionInfo.ObjectCapacity = aurorastartupConfig.GetInt("ObjectCapacity", 80000);
            }

            IConfig packetConfig = m_config.Configs["PacketPool"];
            if (packetConfig != null)
            {
                PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
                PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
            }

            #endregion Region Config

            m_basesimfps = 45f;
            m_basesimphysfps = 45f;

            m_basesimphysfps = Config.Configs["Physics"].GetFloat("BasePhysicsFPS", 45f);
            if (m_basesimphysfps > 45f)
                m_basesimphysfps = 45f;

            m_basesimfps = Config.Configs["Protection"].GetFloat("BaseRateFramesPerSecond", 45f);
            if (m_basesimfps > 45f)
                m_basesimfps = 45f;

            if (m_basesimphysfps > m_basesimfps)
                m_basesimphysfps = m_basesimfps;

            m_updatetimespan = 1000 / m_basesimfps;
            m_physicstimespan = 1000 / m_basesimphysfps;

            #region Startup Complete config

            EventManager.OnAddToStartupQueue += AddToStartupQueue;
            EventManager.OnModuleFinishedStartup += FinishedStartup;
            //EventManager.OnStartupComplete += StartupComplete;

            AddToStartupQueue("Startup");

            #endregion
        }
예제 #17
0
 public TerrainLayer(SceneManager sceneManager, LayerParams layerParams)
     : base(layerParams)
 {
     _sceneManager = sceneManager;
     m_regionNumber = 0;
 }
예제 #18
0
 public TerrainLayer(SceneManager sceneManager, string name, Size cacheSize)
     : base(name, cacheSize)
 {
     _sceneManager = sceneManager;
     m_regionNumber = 0;
 }
예제 #19
0
        private void HandleOnRegionsReadyStatusChange(SceneManager obj)
        {
            if (m_initialized || !obj.AllRegionsReady)
                return;

            try
            {
                UserAccount economyUserAccount
                    = m_scenes[0].UserAccountService.GetUserAccount(
                        UUID.Zero, WaterWarsConstants.ECONOMY_PLAYER_FIRST_NAME, WaterWarsConstants.ECONOMY_PLAYER_LAST_NAME);

                if (null == economyUserAccount)
                    throw new Exception(
                        string.Format(
                            "Economy user \"{0} {1}\" not present.  Please create this user before restarting",
                            WaterWarsConstants.ECONOMY_PLAYER_FIRST_NAME, WaterWarsConstants.ECONOMY_PLAYER_LAST_NAME));

                m_controller
                    = new WaterWarsController(
                        m_scenes,
                        null,
                        new Recorder(new FileDestination()),
                        new SimpleForecaster(),
                        new SeriesRainfallGenerator(),
                        new FairWaterDistributor(),
                        new SimpleWaterAllocator(),
                        new SimpleEconomicForecaster(),
                        new SeriesEconomicGenerator(),
                        new SimpleEconomicDistributor(),
                        economyUserAccount);

                m_controller.Dispatcher = new OpenSimDispatcher(m_controller);
                m_controller.Initialise(true);
            }
            catch (Exception e)
            {
                m_log.ErrorFormat("[WATER WARS]: ERROR {0} {1}", e.Message, e.StackTrace);
            }
            finally
            {
                m_initialized = true;
            }
        }
예제 #20
0
 public void PostInitialise()
 {
     if (m_enabled)
     {
         manager = m_application.ApplicationRegistry.Get<SceneManager>();
         if (!CreateDefaultAvatars())
         {
             m_log.Info("[RADMIN]: Default avatars not loaded");
         }
     }
 }
예제 #21
0
        public SceneManager()
        {
			if (m_log.IsDebugEnabled) {
				m_log.DebugFormat ("{0} called", System.Reflection.MethodBase.GetCurrentMethod ().Name);
			}


            m_instance = this;
            m_localScenes = new List<Scene>();
        }
예제 #22
0
파일: Backup.cs 프로젝트: x8ball/Aurora-Sim
 public void PostFinishStartup(Scene scene, IConfigSource source, ISimulationBase openSimBase)
 {
     m_manager = scene.RequestModuleInterface<SceneManager>();
     m_backup[scene].FinishStartup();
 }
예제 #23
0
        /// <summary>
        /// Performs initialisation of the scene, such as loading configuration from disk.
        /// </summary>
        public virtual void Startup()
        {
            m_log.Warn("====================================================================");
            m_log.Warn("========================= STARTING AURORA =========================");
            m_log.Warn("====================================================================");
            m_log.Warn("[AURORASTARTUP]: Version: " + Version + "\n");

            SetUpHTTPServer();

            //Move out!
            m_stats = StatsManager.StartCollectingSimExtraStats();
            m_DiagnosticsManager = new DiagnosticsManager(m_stats, this);

            List<IApplicationPlugin> plugins = AuroraModuleLoader.PickupModules<IApplicationPlugin>();
            foreach (IApplicationPlugin plugin in plugins)
            {
                plugin.Initialize(this);
            }
            m_sceneManager = ApplicationRegistry.Get<SceneManager>();

            foreach (IApplicationPlugin plugin in plugins)
            {
                plugin.PostInitialise();
            }
            
            //Has to be after Scene Manager startup
			AddPluginCommands();

            RunStartupCommands();

            try
            {
                //Start the prompt
                MainConsole.Instance.ReadConsole();
            }
            catch (Exception ex)
            {
                //Only error that ever could occur is the restart one
                Shutdown(false);
                throw ex;
            }
		}
예제 #24
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="sceneManager"></param>
 /// <param name="layerParams"></param>
 public AgentLayer(SceneManager sceneManager, LayerParams layerParams)
     : base(layerParams)
 {
     this._sceneManager = sceneManager;
         agentList = new Dictionary<UUID, AgentInfo>();
 }
예제 #25
0
        /// <summary>
        /// This method will produce a random city with the central region of the city being
        /// specified as a parameter. More parameters need to be made available for this method
        /// to produce a better quality city, note for now the minimum area for a city is a
        /// 3x3 grid of regions. This code is based on the original C++ version called pixel city.
        /// </summary>
        /// <param name="seed_value">Random integer seed value.</param>
        /// <returns>true / false indicator of success or failure.</returns>
        private bool doGenerate(int seed_value)
        {
            int rx, ry;
            //  Based on the initial seed value populate the regions that this shared module
            // is connected to, this means first get a list of the region, determine which
            // region is in the center of all the regions and set this as the hotzone, or
            // central part of the city (this is where the tallest/largest buildings will
            // be created) and will extend out to cover virtually all of the connected
            // regions if desired. No support for aging of the buildings or the city exists
            // yet it is a possible course for the future of this module.

            //  First quick check to see if the module is enabled or not.
            if (!m_fEnabled)
            {
                m_log.Info("[CITY BUILDER]: Disabled, aborting auto generation.");
                return (false);
            }

            m_log.Info("[CITY BUILDER]: Auto generating the city.");

            //  Now we need to ask some basic values for the city generation, we already have
            // the base seed value as this is part of the 'city generate' command, now what
            // about a name, position, size, densities etc. Some of this can be generated
            // based on the seed value, but then, it would need to be confirmed by the user
            // or allow them to change it. TODO move all requested data into the configuration file.
            if (m_UserAccountService == null)
            {
                m_UserAccountService = simulationBase.ApplicationRegistry.RequestModuleInterface<IUserAccountService>();
            }

            //  Decide where the city is to be placed within the server instance.
            int r = this.randomValue(10);

            string regionCount = MainConsole.Instance.CmdPrompt("Region Count ", r.ToString());
            r = Convert.ToInt32(regionCount);
            m_log.InfoFormat("[CITY BUILDER]: City area {0} x {1} regions ", r, r);

            cityName = MainConsole.Instance.CmdPrompt("City Name ", cityName);
            cityOwner = MainConsole.Instance.CmdPrompt("City Owner ", cityOwner);
            m_DefaultUserName = cityOwner;

            //  Make sure that the user and estate information specified in the configuration file
            // have been loaded and the information has either been found or has been created.
            m_DefaultUserAccount = m_UserAccountService.GetUserAccount(UUID.Zero, cityOwner);
            if (m_DefaultUserAccount == null)
            {
                m_log.InfoFormat("[CITY BUILDER]: Creating default account {0}", m_DefaultUserName);
                m_UserAccountService.CreateUser(m_DefaultUserName, Util.Md5Hash(m_DefaultUserPword), m_DefaultUserEmail);
                m_DefaultUserAccount = m_UserAccountService.GetUserAccount(UUID.Zero, m_DefaultUserName);
                cityOwner = m_DefaultUserName;
            }
            else
                m_log.InfoFormat("[CITY BUILDER]: Account found for {0}", m_DefaultUserName);

            // Obtain the scene manager that the server instance is using.
            sceneManager = simulationBase.ApplicationRegistry.RequestModuleInterface<SceneManager>();

            //  Construct the data instance for a city map to hold the total regions in the simulation.
            cityMap = new CityMap();
            citySeed = seed_value;
            cityMap.cityRegions = new Scene[r, r];
            cityMap.cityPlots = new List<BuildingPlot>();
            cityMap.cityBuildings = new List<CityBuilding>();

            //  Construct land and estate data and update to reflect the found user or the newly created one.
            cityLandData = new LandData();
            RegionInfo regionInfo = new RegionInfo();

            regionInfo.RegionID = UUID.Random();

            //Create an estate
            m_DefaultEstate = new EstateSettings();

            m_log.InfoFormat("[CITY BUILDER]: No estates found for user {0}, constructing default estate.", m_DefaultUserAccount.Name);

            m_DefaultEstate.EstateOwner = m_DefaultUserAccount.PrincipalID;
            m_DefaultEstate.EstateName = m_DefaultEstateName;
            m_DefaultEstate.EstatePass = Util.Md5Hash(Util.Md5Hash(m_DefaultEstatePassword));
            m_DefaultEstate.EstateID = (uint)this.randomValue(1000);

            regionInfo.EstateSettings = m_DefaultEstate; //Just set the estate, this module took care of the loading and the rest will leave it alone

            cityLandData.OwnerID = m_DefaultUserAccount.PrincipalID;
            cityLandData.Name = m_DefaultEstateName;
            cityLandData.GlobalID = UUID.Random();
            cityLandData.GroupID = UUID.Zero;

            int regionPort = startPort;

            //  Construct the region.
            regionInfo.RegionSizeX = cityConfig.GetInt("DefaultRegionSize", 256);
            regionInfo.RegionSizeY = regionInfo.RegionSizeX;
            regionInfo.RegionType = "Mainland";
            regionInfo.ObjectCapacity = 100000;
            regionInfo.Startup = StartupType.Normal;
            regionInfo.ScopeID = UUID.Zero;

            IParcelServiceConnector parcelService = Aurora.DataManager.DataManager.RequestPlugin<IParcelServiceConnector>();
            if (r == 1)
            {
                m_log.Info("[CITY BUILDER]: Single region city.");
                IPAddress address = IPAddress.Parse("0.0.0.0");
                regionInfo.ExternalHostName = Aurora.Framework.Utilities.GetExternalIp();
                regionInfo.FindExternalAutomatically = true;
                regionInfo.InternalEndPoint = new IPEndPoint(address, regionPort++);
                cityLandData.RegionID = regionInfo.RegionID;
                if(parcelService != null)
                    parcelService.StoreLandObject(cityLandData.LandData);
                regionInfo.RegionName = "Region00";
                regionInfo.RegionLocX = (int)m_DefaultStartLocation.X;
                regionInfo.RegionLocY = (int)m_DefaultStartLocation.Y;
                if (!createRegion(0, 0, regionInfo))
                {
                    m_log.Info("[CITY BUILDER]: Failed to construct region.");
                    return (false);
                }
            }
            else if (r > 1)
            {
                m_log.Info("[CITY BUILDER]: Multi-region city.");
                IPAddress address = IPAddress.Parse("0.0.0.0");
                regionInfo.ExternalHostName = Aurora.Framework.Utilities.GetExternalIp();
                regionInfo.FindExternalAutomatically = true;
                //  Construct the regions for the city.
                regionPort = startPort;
                for (rx = 0; rx < r; rx++)
                {
                    for (ry = 0; ry < r; ry++)
                    {
                        regionInfo.InternalEndPoint = new IPEndPoint(address, regionPort++);
                        cityLandData.RegionID = regionInfo.RegionID;
                        if(parcelService != null)
                            parcelService.StoreLandObject(cityLandData.LandData);
                        regionInfo.RegionName = "Region" + rx + ry;
                        regionInfo.RegionLocX = (int)(m_DefaultStartLocation.X + rx);
                        regionInfo.RegionLocY = (int)(m_DefaultStartLocation.Y + ry);
                        m_log.InfoFormat("[CITY BUILDER]: '{0}' @ {1},{2}, http://{3}/", regionInfo.RegionName,
                            regionInfo.RegionLocX, regionInfo.RegionLocY, regionInfo.InternalEndPoint);
                        //We already set the estate before, we don't need to deal with linking it or anything
                        //EstateConnector.LinkRegion(regionInfo.RegionID, (int)m_DefaultEstate.EstateID, m_DefaultEstate.EstatePass);
                        if (!createRegion(rx, ry, regionInfo))
                        {
                            m_log.InfoFormat("[CITY BUILDER]: Failed to construct region at {0},{1}", rx, ry);
                            return (false);
                        }
                    }
                }
            }

            //  Either generate the terrain or loading from an existing file, DEM for example.
            m_log.Info("[CITY BUILDER]: [TERRAIN]");

            //  For each region, just fill the terrain to be 21. This is just above the default
            // water level for Aurora.
            float[,] tHeight = new float[256, 256];
            for (rx = 0; rx < 256; rx++)
            {
                for (ry = 0; ry < 256; ry++)
                {
                    tHeight[rx, ry] = 21.0f;
                }
            }
            //  Construct the new terrain for each region and pass the height map to it.
            for (rx = 0; rx < r; rx++)
            {
                for (ry = 0; ry < r; ry++)
                {
                    Scene region = cityMap.cityRegions[rx, ry];
                    ITerrainChannel tChannel = new TerrainChannel(true, region);
                    ITerrain terrain = null;
                    try
                    {
                        region.TryRequestModuleInterface<ITerrain>(out terrain);
                        terrain.SetHeights2D(tHeight);
                    }
                    catch
                    {
                    }
                }
            }

            //  Rivers and other waterways.

            //  From the total number of regions pick a number of regions that will be 'centers'
            // for the entire city, record these in the centralRegions list.
            m_log.Info("[CITY BUILDER]: [CENTERS]");
            //  ( region count * region count ) / 3
            int aNum = this.randomValue((cityMap.cityRegions.GetUpperBound(0) * cityMap.cityRegions.GetUpperBound(1))/3);
            if (aNum == 0)
            {
                aNum = 1;
            }
            m_log.InfoFormat("[CITY BUILDER]: Total regions {0}, selecting {1} regions for centers.", (r*r), aNum );
            int prevRegionX = 0;
            int prevRegionY = 0;
            while ( aNum > 0 )
            {
                int currRegionX = randomValue( cityMap.cityRegions.GetUpperBound(0) ) / 2;
                int currRegionY = randomValue( cityMap.cityRegions.GetUpperBound(1) ) / 2;

                // If the location selected is the same as the previous location try again.
                if (currRegionX == prevRegionX && currRegionY == prevRegionY)
                {
                    aNum--;
                    continue;
                }

                m_log.InfoFormat("[CITY BUILDER]: Region {0}, located {1},{2}", aNum, prevRegionX, prevRegionY);

                try
                {
                    Scene region = cityMap.centralRegions[(prevRegionX * cityMap.cityRegions.GetUpperBound(0)) + prevRegionY];
                    if (region!=null)
                    {
                        cityMap.centralRegions.Add(region);
                    }
                }
                catch
                {
                }
                aNum--;
                prevRegionX = currRegionX;
                prevRegionY = currRegionY;
            }

            m_log.Info("[CITY BUILDER]: [DENSITY]");
            float avgDensity = 0.0f;

            avgDensity += cityDensities[0];
            avgDensity += cityDensities[1];
            avgDensity += cityDensities[2];
            avgDensity += cityDensities[3];
            avgDensity /= 4;

            //  Before ANYTHING else is created construct the transport systems, priority is given
            // to the road network before the rail network, perhaps a configuration option to allow
            // for the prioritisation value of the transport system is possible.
            m_log.Info("[CITY BUILDER]: [FREEWAYS]");
            m_log.Info("[CITY BUILDER]: [HIGHWAYS]");
            m_log.Info("[CITY BUILDER]: [STREETS]");
            m_log.Info("[CITY BUILDER]: [RAILWAYS]");

            m_log.InfoFormat("[CITY BUILDER]: [RESIDENTIAL DENSITY] {0}%", cityDensities[0] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [COMMERCIAL DENSITY] {0}%", cityDensities[1] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [CORPORATE DENSITY] {0}%", cityDensities[2] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [INDUSTRIAL DENISTY] {0}%", cityDensities[3] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [AVERAGE DENSITY] {0}%", avgDensity);

            m_log.Info("[CITY BUILDER]: [BLOCKS]");
            m_log.Info("[CITY BUILDER]: [ALLOTMENT PLOTS]");
            m_log.Info("[CITY BUILDER]: [BUILDINGS]");

            return (true);
        }
예제 #26
0
        /// <summary>
        /// This method will produce a random city with the central region of the city being
        /// specified as a parameter. More parameters need to be made available for this method
        /// to produce a better quality city, note for now the minimum area for a city is a
        /// 3x3 grid of regions. This code is based on the original C++ version called pixel city.
        /// </summary>
        /// <param name="seed_value">Random integer seed value.</param>
        /// <returns>true / false indicator of success or failure.</returns>
        private bool doGenerate(int seed_value)
        {
            int rx, ry;
            //  Based on the initial seed value populate the regions that this shared module
            // is connected to, this means first get a list of the region, determine which
            // region is in the center of all the regions and set this as the hotzone, or
            // central part of the city (this is where the tallest/largest buildings will
            // be created) and will extend out to cover virtually all of the connected
            // regions if desired. No support for aging of the buildings or the city exists
            // yet it is a possible course for the future of this module.

            //  TODO
            //
            //      Validate the details in the configuration file against the settings in
            // the database, otherwise a new user/estate/parcel could be created which will
            // negate any of the security systems that Aurora has in place.

            //  First quick check to see if the module is enabled or not.
            if (!m_fEnabled)
            {
                m_log.Info("[CITY BUILDER]: Disabled, aborting auto generation.");
                return (false);
            }

            m_log.Info("[CITY BUILDER]: Auto generating the city.");

            //  Now we need to ask some basic values for the city generation, we already have
            // the base seed value as this is part of the 'city generate' command, now what
            // about a name, position, size, densities etc. Some of this can be generated
            // based on the seed value, but then, it would need to be confirmed by the user
            // or allow them to change it. TODO move all requested data into the configuration file.
            if (m_UserAccountService == null)
            {
                m_UserAccountService = simulationBase.ApplicationRegistry.RequestModuleInterface<IUserAccountService>();
            }

            //  Decide where the city is to be placed within the server instance.
            int r = CityModule.randomValue(10);

            string regionCount = MainConsole.Instance.CmdPrompt("Region Count ", r.ToString());
            r = Convert.ToInt32(regionCount);
            m_log.InfoFormat("[CITY BUILDER]: City area {0} x {1} regions ", r, r);

            //  Needs to be changed to use the 'defualt' properties and ask about the default
            // estate settings that are to be used, even if it is nothing more than just a
            // confirmation of the settings that are in the configuration file.
            cityName = MainConsole.Instance.CmdPrompt("City Name ", cityName);
            cityOwner = MainConsole.Instance.CmdPrompt("City Owner ", cityOwner);
            m_DefaultUserName = cityOwner;

            //  Make sure that the user and estate information specified in the configuration file
            // have been loaded and the information has either been found or has been created.
            m_DefaultUserAccount = m_UserAccountService.GetUserAccount(UUID.Zero, cityOwner);
            if (m_DefaultUserAccount == null)
            {
                m_log.InfoFormat("[CITY BUILDER]: Creating default account {0}", m_DefaultUserName);
                m_UserAccountService.CreateUser(m_DefaultUserName, Util.Md5Hash(m_DefaultUserPword), m_DefaultUserEmail);
                m_DefaultUserAccount = m_UserAccountService.GetUserAccount(UUID.Zero, m_DefaultUserName);
                cityOwner = m_DefaultUserName;
            }
            else
                m_log.InfoFormat("[CITY BUILDER]: Account found for {0}", m_DefaultUserName);

            // Obtain the scene manager that the server instance is using.
            sceneManager = simulationBase.ApplicationRegistry.RequestModuleInterface<SceneManager>();

            //  Construct the data instance for a city map to hold the total regions in the simulation.
            cityMap = new CityMap();
            citySeed = seed_value;
            cityMap.cityRegions = new Scene[r, r];
            cityMap.cityPlots = new List<BuildingPlot>();
            cityMap.cityBuildings = new List<CityBuilding>();

            //  Construct land and estate data and update to reflect the found user or the newly created one.
            cityLandData = new LandData();
            RegionInfo regionInfo = new RegionInfo();

            regionInfo.RegionID = UUID.Random();

            //  Determine if the default user account as specified in City Builder's configuration file
            // has any predefined estates, if so, just select the first one for now. Perhaps a search of
            // the estates to attempt to find a match to the details from the configuration file.
            EstateConnector = Aurora.DataManager.DataManager.RequestPlugin<IEstateConnector>();
            // Valid estate connection established.
            if (EstateConnector != null)
            {
                //  Valid estate connector, determine if the default user account has any estates.
                List<EstateSettings> estates = EstateConnector.GetEstates(m_DefaultUserAccount.PrincipalID);
                // No estates are found, so construct a new one based on the default estate settings
                // from the configuration file.
                if (estates == null)
                {
                    // No estates present so construct one.
                    m_DefaultEstate = new EstateSettings();

                    m_log.InfoFormat("[CITY BUILDER]: No estates found for user {0}, constructing default estate.", m_DefaultUserAccount.Name);

                    m_DefaultEstate.EstateOwner = m_DefaultUserAccount.PrincipalID;
                    m_DefaultEstate.EstateName = m_DefaultEstateName;
                    m_DefaultEstate.EstatePass = Util.Md5Hash(Util.Md5Hash(m_DefaultEstatePassword));
                    m_DefaultEstate.EstateID = (uint)CityModule.randomValue(1000);

                    regionInfo.EstateSettings = EstateConnector.CreateEstate(m_DefaultEstate, regionInfo.RegionID);
                }
                else
                {
                    //  Estates have been found, select the first estate in the list. No checking is done
                    // against the configuration file settings. TODO validate the estate against the
                    // configuration file.
                    m_DefaultEstate = estates[0];
                    regionInfo.EstateSettings = m_DefaultEstate;
                    m_log.InfoFormat("[CITY BUILDER]: {0} estates found for user {1}, selecting {2}",
                        estates.Count, m_DefaultUserAccount.Name, m_DefaultEstate.EstateName);
                }
            }
            else
            {
                m_log.Info("[CITY BUILDER]: No connection with server.");
                return (false);
            }

            //  Fill in land data for the estate/owner.
            cityLandData.OwnerID = m_DefaultUserAccount.PrincipalID;
            cityLandData.Name = m_DefaultEstateName;
            cityLandData.GlobalID = UUID.Random();
            cityLandData.GroupID = UUID.Zero;

            int regionPort = startPort;

            //  Construct the region.
            regionInfo.RegionSizeX = cityConfig.GetInt("DefaultRegionSize", 256);
            regionInfo.RegionSizeY = regionInfo.RegionSizeX;
            regionInfo.RegionType = "Mainland";
            regionInfo.ObjectCapacity = 100000;
            regionInfo.Startup = StartupType.Normal;
            regionInfo.ScopeID = UUID.Zero;

            IParcelServiceConnector parcelService = simulationBase.ApplicationRegistry.RequestModuleInterface<IParcelServiceConnector>();
            if (parcelService == null)
            {
                m_log.Info("[CITY BUILDER]: Unable to connect to servers parcel service.");
            }

            if (r == 1)
            {
                m_log.Info("[CITY BUILDER]: Single region city.");
                IPAddress address = IPAddress.Parse("0.0.0.0");
                regionInfo.ExternalHostName = Aurora.Framework.Utilities.GetExternalIp();
                regionInfo.FindExternalAutomatically = true;
                regionInfo.InternalEndPoint = new IPEndPoint(address, regionPort++);
                cityLandData.RegionID = regionInfo.RegionID;
                regionInfo.RegionName = "Region00";
                regionInfo.RegionLocX = (int)m_DefaultStartLocation.X;
                regionInfo.RegionLocY = (int)m_DefaultStartLocation.Y;
                if (parcelService != null)
                    parcelService.StoreLandObject(cityLandData);
                if (!createRegion(0, 0, regionInfo))
                {
                    m_log.Info("[CITY BUILDER]: Failed to construct region.");
                    return (false);
                }
            }
            else if (r > 1)
            {
                m_log.Info("[CITY BUILDER]: Multi-region city.");
                m_log.Info("[CITY BUILDER]: Finding external IP, please wait ... ");
                regionInfo.ExternalHostName = Aurora.Framework.Utilities.GetExternalIp();
                if (regionInfo.ExternalHostName.Length <= 0)
                {
                    regionInfo.FindExternalAutomatically = false;
                }
                else
                {
                    m_log.InfoFormat("[CITY BUILDER]: External IP address is {0}", regionInfo.ExternalHostName);
                    regionInfo.FindExternalAutomatically = true;
                }
                //  Construct the regions for the city.
                regionPort = startPort;
                INeighborService neighbours = simulationBase.ApplicationRegistry.RequestModuleInterface<INeighborService>();
                if (neighbours == null)
                {
                    m_log.Info("[CITY BUILDER]: No neighbours.");
                }
                else
                {
                    m_log.Info("[CITY BUILDER]: Neighbours service found.");
                }
                IPAddress address = IPAddress.Parse("0.0.0.0");

                for (rx = 0; rx < r; rx++)
                {
                    for (ry = 0; ry < r; ry++)
                    {
                        regionInfo.InternalEndPoint = new IPEndPoint(address, regionPort++);
                        cityLandData.RegionID = regionInfo.RegionID;
                        regionInfo.RegionName = "Region" + rx + ry;
                        regionInfo.RegionLocX = (int)(m_DefaultStartLocation.X + rx);
                        regionInfo.RegionLocY = (int)(m_DefaultStartLocation.Y + ry);
                        m_log.InfoFormat("[CITY BUILDER]: '{0}' @ {1},{2}, http://{3}/", regionInfo.RegionName,
                            regionInfo.RegionLocX, regionInfo.RegionLocY, regionInfo.InternalEndPoint);
                        if (parcelService != null)
                            parcelService.StoreLandObject(cityLandData);
                        if (!createRegion(rx, ry, regionInfo))
                        {
                            m_log.InfoFormat("[CITY BUILDER]: Failed to construct region at {0},{1}", rx, ry);
                            return (false);
                        }
                        if (neighbours != null)
                        {
                            m_log.Info("[CITY BUILDER]: Informing neighbours.");
                            neighbours.InformOurRegionsOfNewNeighbor(regionInfo);
                        }
                    }
                }
            }

            //  Either generate the terrain or loading from an existing file, DEM for example.
            m_log.Info("[CITY BUILDER]: [TERRAIN]");

            //  Construct the new terrain for each region and pass the height map to it.
            //  For the entire area covered by all of the regions construct a new terrain heightfield for it.
            // Also construct several maps that can be blended together in order to provide a suitablly natural
            // looking terrain which is not too flat or doesn't entirely consist of mountains.
            float[,] terrainMap;
            float[,] hMap1;
            float[,] hMap2;
            float[,] hMap3;
            float[,] hMap4;
            float[] bFactors = new float[4];
            int size = regionInfo.RegionSizeX;
            int y;
            int x;

            terrainMap = new float[ size * r, size * r ];
            hMap1 = new float[ size * r, size * r ];
            hMap2 = new float[ size * r, size * r ];
            hMap3 = new float[ size * r, size * r ];
            hMap4 = new float[ size * r, size * r ];
            //  Set blending factors.
            bFactors[0] = 0.75f;
            bFactors[1] = 0.55f;
            bFactors[2] = 0.35f;
            bFactors[3] = 0.05f;

            //  Generate four layers for the initial height map and then blend them together.
            for (x = 0; x < size; x++)
            {
                for (y = 0; y < size; y++)
                {
                    for (int i = 0; i < r; i++)
                    {
                        for (int j = 0; j < r; j++)
                        {
                            hMap1[i * x, i * y] = Perlin.noise2((float)x+i, (float)y+i);
                            hMap2[i * x, i * y] = Perlin.noise2((float)x, (float)y+i);
                            hMap3[i * x, i * y] = Perlin.noise2((float)x+i, (float)y);
                            hMap4[i * x, i * y] = Perlin.noise2((float)x+j, (float)y+i);
                            terrainMap[i*x, i*y] = (hMap1[i*x, i*y] * bFactors[0]) + (hMap2[i*x, i*y] * bFactors[1]) +
                                (hMap3[i*x, i*y] * bFactors[2]) + (hMap4[i*x, i*y] * bFactors[3]);
                        }
                    }
                }
            }

            //  DEBUG code that will save the resulting terrainMap as a jpeg image.
            m_log.Info("[CITY BUILDER]: Debug, save terrain map (full) as a jpeg image.");
            ManagedImage mImage = new ManagedImage(r * size, r * size, ManagedImage.ImageChannels.Bump);

            //   Find a way of copying the terrainMap array into the newly created image, then save
            // the image to disk.

            m_log.Info("[CITY BUILDER]: Terrain built and blended, tiling and region application.");

            //  Set the height map of each region based on the newly created terrainMap.
            ITerrain terrain = null;
            for (rx = 0; rx < r; rx++)
            {
                for (ry = 0; ry < r; ry++)
                {
                    Scene region = cityMap.cityRegions[rx, ry];
                    ITerrainChannel tChannel = new TerrainChannel(true, region);
                    region.TryRequestModuleInterface<ITerrain>(out terrain);

                    m_log.InfoFormat("[CITY BUILDER]: Region [ {0}, {1} ]", rx, ry);

                    float[,] tile = new float[ size, size ];
                    for (int i = 0; i < size; i++)
                    {
                        for (int j = 0; i < size; j++)
                        {
                            tile[i, j] = terrainMap[(rx * size) + i, (ry * size) + j];
                        }
                    }

                    if (terrain != null & tile!=null)
                        terrain.SetHeights2D(tile);

                    // dispose of the tile now thats its not needed as a new tile is allocated next loop run.
                    tile = null;
                }
            }

            //  Rivers and other waterways. Randomly select a number of rivers for the entire area
            // and place them.
            int rCount = CityModule.randomValue(size / r);
            m_log.InfoFormat("[CITY BUILDER]: River count for entire area {0}", rCount);

            //  From the total number of regions pick a number of regions that will be 'centers'
            // for the entire city, record these in the centralRegions list.
            m_log.Info("[CITY BUILDER]: [CENTERS]");
            //  ( region count * region count ) / 3
            int aNum = CityModule.randomValue((cityMap.cityRegions.GetUpperBound(0) * cityMap.cityRegions.GetUpperBound(1))/3);
            if (aNum == 0)
            {
                aNum = 1;
            }
            m_log.InfoFormat("[CITY BUILDER]: Total regions {0}, selecting {1} regions for centers.", (r*r), aNum );
            int prevRegionX = 0;
            int prevRegionY = 0;
            while ( aNum > 0 )
            {
                int currRegionX = randomValue( cityMap.cityRegions.GetUpperBound(0) ) / 2;
                int currRegionY = randomValue( cityMap.cityRegions.GetUpperBound(1) ) / 2;

                // If the location selected is the same as the previous location try again.
                if (currRegionX == prevRegionX && currRegionY == prevRegionY)
                {
                    aNum--;
                    continue;
                }

                m_log.InfoFormat("[CITY BUILDER]: Region {0}, located {1},{2}", aNum, prevRegionX, prevRegionY);

                try
                {
                    Scene region = cityMap.centralRegions[(prevRegionX * cityMap.cityRegions.GetUpperBound(0)) + prevRegionY];
                    if (region!=null)
                    {
                        cityMap.centralRegions.Add(region);
                    }
                }
                catch
                {
                }
                aNum--;
                prevRegionX = currRegionX;
                prevRegionY = currRegionY;
            }

            m_log.Info("[CITY BUILDER]: [DENSITY]");
            float avgDensity = 0.0f;

            avgDensity += cityDensities[0];
            avgDensity += cityDensities[1];
            avgDensity += cityDensities[2];
            avgDensity += cityDensities[3];
            avgDensity /= 4;

            //  Before ANYTHING else is created construct the transport systems, priority is given
            // to the road network before the rail network, perhaps a configuration option to allow
            // for the prioritisation value of the transport system is possible.
            m_log.Info("[CITY BUILDER]: [FREEWAYS]");

            //  Construct a road system (high speed ~50-70 mph) between and around the city center regions.

            m_log.Info("[CITY BUILDER]: [HIGHWAYS]");

            m_log.Info("[CITY BUILDER]: [STREETS]");

            m_log.Info("[CITY BUILDER]: [RAILWAYS]");

            m_log.InfoFormat("[CITY BUILDER]: [RESIDENTIAL DENSITY] {0}%", cityDensities[0] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [COMMERCIAL DENSITY] {0}%", cityDensities[1] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [CORPORATE DENSITY] {0}%", cityDensities[2] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [INDUSTRIAL DENISTY] {0}%", cityDensities[3] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [AVERAGE DENSITY] {0}%", avgDensity);

            m_log.Info("[CITY BUILDER]: [BLOCKS]");
            m_log.Info("[CITY BUILDER]: [ALLOTMENT PLOTS]");
            m_log.Info("[CITY BUILDER]: [BUILDINGS]");

            return (true);
        }
예제 #27
0
 public void PostStart()
 {
     if (m_enabled)
     {
         manager = m_application.ApplicationRegistry.RequestModuleInterface<SceneManager>();
         if (!CreateDefaultAvatars())
         {
             m_log.Info("[RADMIN]: Default avatars not loaded");
         }
     }
 }
예제 #28
0
        /// <summary>
        /// Contructor.  Adds "expect_hg_user" and "check" xmlrpc method handlers
        /// </summary>
        /// <param name="servers_info"></param>
        public HGGridServices(NetworkServersInfo servers_info, SceneManager sman)
        {
            serversInfo = servers_info;
            m_sceneman = sman;

            random = new Random();

            MainServer.Instance.AddXmlRPCHandler("link_region", LinkRegionRequest);
            MainServer.Instance.AddXmlRPCHandler("expect_hg_user", ExpectHGUser);

            HGNetworkServersInfo.Init(servers_info.AssetURL, servers_info.InventoryURL, servers_info.UserURL);
        }
예제 #29
0
 public SceneManager()
 {
     m_instance = this;
     m_localScenes = new DoubleDictionary<UUID, string, Scene>();
 }
예제 #30
0
 public SceneManager()
 {
     m_instance = this;
     m_localScenes = new List<Scene>();
 }