[Simian] * Fixed a regression with ViewerEffect packet handling * Added undo and redo support * Changed ISceneProvider interfaces to be more consistent and avoid duplicate lookups * Attempting to unify avatar and prim handling by storing agents as both a SimulationObject and an Agent in the scene * Comment out noisy resend logging and catch broken packets in the resend queue * Improved the README * Avoid generating two meshes when a world-transformed mesh is generated (are these even necessary?) git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2456 52acb1d6-8a22-11de-b505-999d5b087335
150 lines
6.5 KiB
C#
150 lines
6.5 KiB
C#
using System;
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using System.Collections.Generic;
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using HttpServer;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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namespace Simian
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{
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public class TerrainPatch
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{
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public float[,] Height;
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public TerrainPatch(uint width, uint height)
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{
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Height = new float[height, width];
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}
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}
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public struct AnimationTrigger
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{
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public UUID AnimationID;
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public int SequenceID;
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public AnimationTrigger(UUID animationID, int sequenceID)
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{
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AnimationID = animationID;
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SequenceID = sequenceID;
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}
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}
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public struct ViewerEffect
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{
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public UUID EffectID;
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public EffectType Type;
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public UUID AgentID;
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public Color4 Color;
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public float Duration;
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public byte[] TypeData;
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public ViewerEffect(UUID effectID, EffectType type, UUID agentID, Color4 color, float duration, byte[] typeData)
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{
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EffectID = effectID;
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Type = type;
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AgentID = agentID;
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Color = color;
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Duration = duration;
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TypeData = typeData;
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}
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}
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public enum SceneActionType
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{
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None = 0,
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ObjectAdd,
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ObjectRemove,
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ObjectTransform,
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ObjectFlags,
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ObjectModify,
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ObjectModifyTextures,
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ObjectAnimate,
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AgentAdd,
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AgentAppearance,
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TriggerSound,
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TriggerEffects,
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TerrainUpdate,
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}
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//public delegate void SceneActionCallback(SceneActionType type, OSD actionData);
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public delegate void ObjectAddCallback(object sender, SimulationObject obj, PrimFlags creatorFlags);
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public delegate void ObjectRemoveCallback(object sender, SimulationObject obj);
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public delegate void ObjectTransformCallback(object sender, SimulationObject obj, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 acceleration, Vector3 angularVelocity);
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public delegate void ObjectFlagsCallback(object sender, SimulationObject obj, PrimFlags flags);
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public delegate void ObjectModifyCallback(object sender, SimulationObject obj, Primitive.ConstructionData data);
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public delegate void ObjectModifyTexturesCallback(object sender, SimulationObject obj, string mediaURL, Primitive.TextureEntry textureEntry);
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public delegate void ObjectAnimateCallback(object sender, UUID senderID, UUID objectID, AnimationTrigger[] animations);
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public delegate void ObjectUndoCallback(object sender, SimulationObject obj);
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public delegate void ObjectRedoCallback(object sender, SimulationObject obj);
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public delegate void AgentAddCallback(object sender, Agent agent, PrimFlags creatorFlags);
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public delegate void AgentRemoveCallback(object sender, Agent agent);
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public delegate void AgentAppearanceCallback(object sender, Agent agent, Primitive.TextureEntry textures, byte[] visualParams);
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public delegate void TriggerSoundCallback(object sender, UUID objectID, UUID parentID, UUID ownerID, UUID soundID, Vector3 position, float gain);
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public delegate void TriggerEffectsCallback(object sender, ViewerEffect[] effects);
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public delegate void TerrainUpdateCallback(object sender, uint x, uint y, float[,] patchData);
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public interface ISceneProvider
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{
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event ObjectAddCallback OnObjectAdd;
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event ObjectRemoveCallback OnObjectRemove;
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event ObjectTransformCallback OnObjectTransform;
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event ObjectFlagsCallback OnObjectFlags;
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event ObjectModifyCallback OnObjectModify;
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event ObjectModifyTexturesCallback OnObjectModifyTextures;
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event ObjectAnimateCallback OnObjectAnimate;
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event ObjectUndoCallback OnObjectUndo;
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event ObjectRedoCallback OnObjectRedo;
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event AgentAddCallback OnAgentAdd;
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event AgentRemoveCallback OnAgentRemove;
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event AgentAppearanceCallback OnAgentAppearance;
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event TriggerSoundCallback OnTriggerSound;
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event TriggerEffectsCallback OnTriggerEffects;
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event TerrainUpdateCallback OnTerrainUpdate;
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uint RegionX { get; }
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uint RegionY { get; }
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ulong RegionHandle { get; }
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UUID RegionID { get; }
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string RegionName { get; }
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RegionFlags RegionFlags { get; }
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float WaterHeight { get; }
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uint TerrainPatchWidth { get; }
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uint TerrainPatchHeight { get; }
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void SetTerrainPatch(object sender, uint x, uint y, float[,] patchData);
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bool ObjectAdd(object sender, SimulationObject obj, PrimFlags creatorFlags);
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bool ObjectRemove(object sender, uint localID);
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bool ObjectRemove(object sender, UUID id);
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void ObjectTransform(object sender, SimulationObject obj, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 acceleration, Vector3 angularVelocity);
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void ObjectFlags(object sender, SimulationObject obj, PrimFlags flags);
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void ObjectModify(object sender, SimulationObject obj, Primitive.ConstructionData data);
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void ObjectModifyTextures(object sender, SimulationObject obj, string mediaURL, Primitive.TextureEntry textureEntry);
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void ObjectAnimate(object sender, UUID senderID, UUID objectID, AnimationTrigger[] animations);
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void ObjectUndo(object sender, SimulationObject obj);
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void ObjectRedo(object sender, SimulationObject obj);
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void TriggerSound(object sender, UUID objectID, UUID parentID, UUID ownerID, UUID soundID, Vector3 position, float gain);
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void TriggerEffects(object sender, ViewerEffect[] effects);
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bool AgentAdd(object sender, Agent agent, PrimFlags creatorFlags);
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void AgentAppearance(object sender, Agent agent, Primitive.TextureEntry textures, byte[] visualParams);
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float[,] GetTerrainPatch(uint x, uint y);
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bool ContainsObject(uint localID);
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bool ContainsObject(UUID id);
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int ObjectCount();
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bool TryGetObject(uint localID, out SimulationObject obj);
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bool TryGetObject(UUID id, out SimulationObject obj);
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void ForEachObject(Action<SimulationObject> obj);
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int AgentCount();
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bool TryGetAgent(uint localID, out Agent agent);
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bool TryGetAgent(UUID id, out Agent agent);
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void ForEachAgent(Action<Agent> action);
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void SendEvent(Agent agent, string name, OSDMap body);
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bool HasRunningEventQueue(Agent agent);
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bool SeedCapabilityHandler(IHttpClientContext context, IHttpRequest request, IHttpResponse response, object state);
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}
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}
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