Files
libremetaverse/libsecondlife-cs/Region.cs
bushing 99755861ae In this edition of new stuff for libsl we have:
* Prelininary estate tool support
		- Kick User
		- Ban User
		- Unban User
		- Teleport user Home
	
	* EstateTools class in Region
		Client.CurrentRegion.Estate

	* .ToStringHyphenated() on LLUUID
		Returns a LSL-compatible / SL-compatible
		string translation of a UUID.

Please note. If coding additional estate tools in, the
EstateOwnerMessage sub-protocol is finnicky. If something
isnt working, try swapping the order around of parameters.

Enjoy.
-Adam



git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@165 52acb1d6-8a22-11de-b505-999d5b087335
2006-08-16 08:51:25 +00:00

255 lines
10 KiB
C#

/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the Second Life Reverse Engineering Team nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
namespace libsecondlife
{
public delegate void ParcelCompleteCallback(Region region);
/// <summary>
/// Represents a region (also known as a sim) in Second Life.
/// </summary>
public class Region
{
public LLUUID ID;
public U64 Handle;
public string Name;
public byte[] ParcelOverlay;
public int ParcelOverlaysReceived;
public int[,] ParcelMarked; // 64x64 Array of parcels which have been successfully downloaded. (and their LocalID's, 0 = Null)
public bool ParcelDownloading; // Flag to indicate whether we are downloading a sim's parcels.
public bool ParcelDwell; // Flag to indicate whether to get Dwell values automatically (NOT USED YET).
// Call <parcel>.GetDwell() instead.
public System.Collections.Hashtable Parcels;
public System.Threading.Mutex ParcelsMutex;
public float TerrainHeightRange00;
public float TerrainHeightRange01;
public float TerrainHeightRange10;
public float TerrainHeightRange11;
public float TerrainStartHeight00;
public float TerrainStartHeight01;
public float TerrainStartHeight10;
public float TerrainStartHeight11;
public float WaterHeight;
public LLUUID SimOwner;
public LLUUID TerrainBase0;
public LLUUID TerrainBase1;
public LLUUID TerrainBase2;
public LLUUID TerrainBase3;
public LLUUID TerrainDetail0;
public LLUUID TerrainDetail1;
public LLUUID TerrainDetail2;
public LLUUID TerrainDetail3;
public bool IsEstateManager;
public EstateTools Estate;
private SecondLife Client;
public event ParcelCompleteCallback OnParcelCompletion;
public Region(SecondLife client)
{
Estate = new EstateTools(client);
Client = client;
ID = new LLUUID();
Handle = new U64();
Name = "";
ParcelOverlay = new byte[4096];
ParcelOverlaysReceived = 0;
ParcelMarked = new int[64,64];
ParcelDownloading = false;
ParcelDwell = false;
Parcels = new System.Collections.Hashtable();
ParcelsMutex = new System.Threading.Mutex(false,"ParcelsMutex");
SimOwner = new LLUUID();
TerrainBase0 = new LLUUID();
TerrainBase1 = new LLUUID();
TerrainBase2 = new LLUUID();
TerrainBase3 = new LLUUID();
TerrainDetail0 = new LLUUID();
TerrainDetail1 = new LLUUID();
TerrainDetail2 = new LLUUID();
TerrainDetail3 = new LLUUID();
IsEstateManager = false;
}
public Region(SecondLife client, LLUUID id, U64 handle, string name, float[] heightList,
LLUUID simOwner, LLUUID[] terrainImages, bool isEstateManager)
{
Client = client;
Estate = new EstateTools(client);
ID = id;
Handle = handle;
Name = name;
ParcelOverlay = new byte[4096];
ParcelMarked = new int[64,64];
ParcelDownloading = false;
ParcelDwell = false;
TerrainHeightRange00 = heightList[0];
TerrainHeightRange01 = heightList[1];
TerrainHeightRange10 = heightList[2];
TerrainHeightRange11 = heightList[3];
TerrainStartHeight00 = heightList[4];
TerrainStartHeight01 = heightList[5];
TerrainStartHeight10 = heightList[6];
TerrainStartHeight11 = heightList[7];
WaterHeight = heightList[8];
SimOwner = simOwner;
TerrainBase0 = terrainImages[0];
TerrainBase1 = terrainImages[1];
TerrainBase2 = terrainImages[2];
TerrainBase3 = terrainImages[3];
TerrainDetail0 = terrainImages[4];
TerrainDetail1 = terrainImages[5];
TerrainDetail2 = terrainImages[6];
TerrainDetail3 = terrainImages[7];
IsEstateManager = isEstateManager;
}
public void ParcelSubdivide(float west, float south, float east, float north)
{
Client.Network.SendPacket(
Packets.Parcel.ParcelDivide(Client.Protocol,Client.Avatar.ID,
west,south,east,north));
}
public void ParcelJoin(float west, float south, float east, float north)
{
Client.Network.SendPacket(
Packets.Parcel.ParcelJoin(Client.Protocol,Client.Avatar.ID,
west,south,east,north));
}
public void RezObject(PrimObject prim, LLVector3 position, LLVector3 avatarPosition)
{
byte[] textureEntry = new byte[40];
Array.Copy(prim.Texture.Data, textureEntry, 16);
textureEntry[35] = 0xe0; // No clue
Packet objectAdd = libsecondlife.Packets.Object.ObjectAdd(Client.Protocol, Client.Network.AgentID,
LLUUID.GenerateUUID(), avatarPosition,
position, prim, textureEntry);
Client.Network.SendPacket(objectAdd);
}
public void FillParcels()
{
// Begins filling parcels
ParcelDownloading = true;
// TODO: Replace Client.Network with Region.Simulator, or similar?
Client.Network.SendPacket(libsecondlife.Packets.Parcel.ParcelPropertiesRequest(Client.Protocol,Client.Avatar.ID, -10000,
0.0f,0.0f,4.0f,4.0f, false));
}
public void ResetParcelDownload()
{
Parcels = new System.Collections.Hashtable();
ParcelMarked = new int[64,64];
}
public void FilledParcels()
{
if(OnParcelCompletion != null)
{
OnParcelCompletion(this);
}
}
public override int GetHashCode()
{
return ID.GetHashCode();
}
public override bool Equals(object o)
{
if (!(o is Region))
{
return false;
}
Region region = (Region)o;
return (region.ID == ID);
}
public static bool operator==(Region lhs, Region rhs)
{
try
{
return (lhs.ID == rhs.ID);
}
catch (NullReferenceException)
{
byte test;
bool lhsnull = false;
bool rhsnull = false;
try
{
test = lhs.ID.Data[0];
}
catch (NullReferenceException)
{
lhsnull = true;
}
try
{
test = rhs.ID.Data[0];
}
catch (NullReferenceException)
{
rhsnull = true;
}
return (lhsnull == rhsnull);
}
}
public static bool operator!=(Region lhs, Region rhs)
{
return !(lhs == rhs);
}
}
}