git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@658 52acb1d6-8a22-11de-b505-999d5b087335
287 lines
10 KiB
C#
287 lines
10 KiB
C#
/*
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* Copyright (c) 2006, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using libsecondlife.Packets;
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namespace libsecondlife
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{
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/// <summary>
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///
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/// </summary>
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/// <param name="region"></param>
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public delegate void ParcelCompleteCallback(Region region);
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/// <summary>
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/// Represents a region (also known as a sim) in Second Life.
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/// </summary>
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public class Region
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{
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/// <summary></summary>
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public event ParcelCompleteCallback OnParcelCompletion;
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// FIXME: This whole setup is fscked in a really bad way. We can't be
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// locking on a publically accessible container, and we shouldn't have
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// publically accessible containers anyways because external programs
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// might be iterating through them or modifying them when internally
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// we are doing the opposite. The best way to fix this will be
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// privatizing and adding helper functions to access the dictionary
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public Dictionary<int, Parcel> Parcels;
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/// <summary></summary>
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public LLUUID ID = LLUUID.Zero;
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/// <summary></summary>
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public ulong Handle;
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/// <summary></summary>
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public string Name = "";
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/// <summary></summary>
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public byte[] ParcelOverlay;
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/// <summary></summary>
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public int ParcelOverlaysReceived;
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/// <summary>64x64 Array of parcels which have been successfully downloaded
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/// (and their LocalID's, 0 = Null)</summary>
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public int[,] ParcelMarked;
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/// <summary>Flag to indicate whether we are downloading a sim's parcels</summary>
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public bool ParcelDownloading;
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/// <summary>Flag to indicate whether to get Dwell values automatically (NOT USED YET). Call Parcel.GetDwell() instead</summary>
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public bool ParcelDwell;
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/// <summary></summary>
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public float TerrainHeightRange00;
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/// <summary></summary>
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public float TerrainHeightRange01;
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/// <summary></summary>
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public float TerrainHeightRange10;
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/// <summary></summary>
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public float TerrainHeightRange11;
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/// <summary></summary>
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public float TerrainStartHeight00;
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/// <summary></summary>
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public float TerrainStartHeight01;
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/// <summary></summary>
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public float TerrainStartHeight10;
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/// <summary></summary>
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public float TerrainStartHeight11;
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/// <summary></summary>
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public float WaterHeight;
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/// <summary></summary>
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public LLUUID SimOwner = LLUUID.Zero;
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/// <summary></summary>
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public LLUUID TerrainBase0 = LLUUID.Zero;
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/// <summary></summary>
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public LLUUID TerrainBase1 = LLUUID.Zero;
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/// <summary></summary>
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public LLUUID TerrainBase2 = LLUUID.Zero;
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/// <summary></summary>
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public LLUUID TerrainBase3 = LLUUID.Zero;
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/// <summary></summary>
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public LLUUID TerrainDetail0 = LLUUID.Zero;
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/// <summary></summary>
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public LLUUID TerrainDetail1 = LLUUID.Zero;
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/// <summary></summary>
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public LLUUID TerrainDetail2 = LLUUID.Zero;
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/// <summary></summary>
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public LLUUID TerrainDetail3 = LLUUID.Zero;
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/// <summary></summary>
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public bool IsEstateManager;
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/// <summary></summary>
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public EstateTools Estate;
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/// <summary></summary>
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/// <remarks>This may cause your code to block while the GridRegion data is fetched for the 1st time.</remarks>
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private GridRegion _GridRegionData = null;
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public GridRegion GridRegionData
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{
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get
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{
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if (_GridRegionData == null)
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{
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if ((Name != null) && (!Name.Equals("")))
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{
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_GridRegionData = Client.Grid.GetGridRegion(Client.Network.CurrentSim.Region.Name);
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}
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}
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return _GridRegionData;
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}
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}
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private SecondLife Client;
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/// <summary>
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///
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/// </summary>
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/// <param name="client"></param>
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public Region(SecondLife client)
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{
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Estate = new EstateTools(client);
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Client = client;
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ParcelOverlay = new byte[4096];
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ParcelMarked = new int[64, 64];
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Parcels = new Dictionary<int, Parcel>();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="client"></param>
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/// <param name="id"></param>
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/// <param name="handle"></param>
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/// <param name="name"></param>
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/// <param name="heightList"></param>
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/// <param name="simOwner"></param>
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/// <param name="terrainImages"></param>
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/// <param name="isEstateManager"></param>
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public Region(SecondLife client, LLUUID id, ulong handle, string name, float[] heightList,
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LLUUID simOwner, LLUUID[] terrainImages, bool isEstateManager)
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{
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Client = client;
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Estate = new EstateTools(client);
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ID = id;
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Handle = handle;
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Name = name;
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ParcelOverlay = new byte[4096];
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ParcelMarked = new int[64, 64];
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ParcelDownloading = false;
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ParcelDwell = false;
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TerrainHeightRange00 = heightList[0];
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TerrainHeightRange01 = heightList[1];
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TerrainHeightRange10 = heightList[2];
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TerrainHeightRange11 = heightList[3];
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TerrainStartHeight00 = heightList[4];
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TerrainStartHeight01 = heightList[5];
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TerrainStartHeight10 = heightList[6];
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TerrainStartHeight11 = heightList[7];
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WaterHeight = heightList[8];
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SimOwner = simOwner;
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TerrainBase0 = terrainImages[0];
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TerrainBase1 = terrainImages[1];
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TerrainBase2 = terrainImages[2];
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TerrainBase3 = terrainImages[3];
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TerrainDetail0 = terrainImages[4];
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TerrainDetail1 = terrainImages[5];
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TerrainDetail2 = terrainImages[6];
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TerrainDetail3 = terrainImages[7];
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IsEstateManager = isEstateManager;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="west"></param>
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/// <param name="south"></param>
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/// <param name="east"></param>
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/// <param name="north"></param>
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public void ParcelSubdivide(float west, float south, float east, float north)
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{
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ParcelDividePacket divide = new ParcelDividePacket();
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divide.AgentData.AgentID = Client.Network.AgentID;
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divide.AgentData.SessionID = Client.Network.SessionID;
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divide.ParcelData.East = east;
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divide.ParcelData.North = north;
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divide.ParcelData.South = south;
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divide.ParcelData.West = west;
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// FIXME: Region needs a reference to it's parent Simulator
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//Client.Network.SendPacket((Packet)divide, this.Simulator);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="west"></param>
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/// <param name="south"></param>
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/// <param name="east"></param>
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/// <param name="north"></param>
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public void ParcelJoin(float west, float south, float east, float north)
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{
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ParcelJoinPacket join = new ParcelJoinPacket();
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join.AgentData.AgentID = Client.Network.AgentID;
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join.AgentData.SessionID = Client.Network.SessionID;
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join.ParcelData.East = east;
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join.ParcelData.North = north;
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join.ParcelData.South = south;
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join.ParcelData.West = west;
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// FIXME: Region needs a reference to it's parent Simulator
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//Client.Network.SendPacket((Packet)join, this.Simulator);
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}
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/// <summary>
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///
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/// </summary>
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public void FillParcels()
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{
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// Begins filling parcels
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ParcelDownloading = true;
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ParcelPropertiesRequestPacket tPacket = new ParcelPropertiesRequestPacket();
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tPacket.AgentData.AgentID = Client.Self.ID;
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tPacket.AgentData.SessionID = Client.Network.SessionID;
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tPacket.ParcelData.SequenceID = -10000;
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tPacket.ParcelData.West = 0.0f;
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tPacket.ParcelData.South = 0.0f;
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tPacket.ParcelData.East = 0.0f;
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tPacket.ParcelData.North = 0.0f;
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Client.Network.SendPacket((Packet)tPacket);
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}
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/// <summary>
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///
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/// </summary>
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public void ResetParcelDownload()
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{
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Parcels = new Dictionary<int, Parcel>();
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ParcelMarked = new int[64, 64];
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}
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/// <summary>
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///
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/// </summary>
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public void FilledParcels()
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{
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if (OnParcelCompletion != null)
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{
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OnParcelCompletion(this);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public override int GetHashCode()
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{
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return ID.GetHashCode();
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}
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}
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}
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