OpenSim.Region.Framework.Scenes.ScenePresence.SendTerseUpdateToAllClients C# (CSharp) Method

SendTerseUpdateToAllClients() public method

Send a location/velocity/accelleration update to all agents in scene
public SendTerseUpdateToAllClients ( ) : void
return void
        public void SendTerseUpdateToAllClients()
        {
            m_perfMonMS = Util.EnvironmentTickCount();
            
            m_scene.ForEachClient(SendTerseUpdateToClient);

            m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
        }

Usage Example

コード例 #1
0
ファイル: LSL_Api.cs プロジェクト: TomDataworks/opensim
        protected LSL_List SetPrimParams(ScenePresence av, LSL_List rules, string originFunc, ref uint rulesParsed)
        {
            //This is a special version of SetPrimParams to deal with avatars which are sitting on the linkset.

            int idx = 0;
            int idxStart = 0;

            bool positionChanged = false;
            try
            {
                while (idx < rules.Length)
                {
                    ++rulesParsed;
                    int code = rules.GetLSLIntegerItem(idx++);

                    int remain = rules.Length - idx;
                    idxStart = idx;

                    switch (code)
                    {
                        case (int)ScriptBaseClass.PRIM_POSITION:
                        case (int)ScriptBaseClass.PRIM_POS_LOCAL:
                            {
                                if (remain < 1)
                                    return new LSL_List();

                                LSL_Vector v;
                                v = rules.GetVector3Item(idx++);

                                if(!av.LegacySitOffsets)
                                {
                                    LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);

                                    v = v + 2 * sitOffset;
                                }

                                av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
                                positionChanged = true;
                            }
                            break;

                        case (int)ScriptBaseClass.PRIM_ROTATION:
                            {
                                if (remain < 1)
                                    return new LSL_List();

                                Quaternion r;
                                r = rules.GetQuaternionItem(idx++);

                                av.Rotation = m_host.GetWorldRotation() * r;
                                positionChanged = true;
                            }
                            break;

                        case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
                            {
                                if (remain < 1)
                                    return new LSL_List();

                                LSL_Rotation r;
                                r = rules.GetQuaternionItem(idx++);

                                av.Rotation = r;
                                positionChanged = true;
                            }
                            break;

                        // parse rest doing nothing but number of parameters error check
                        case (int)ScriptBaseClass.PRIM_SIZE:
                        case (int)ScriptBaseClass.PRIM_MATERIAL:
                        case (int)ScriptBaseClass.PRIM_PHANTOM:
                        case (int)ScriptBaseClass.PRIM_PHYSICS:
                        case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
                        case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
                        case (int)ScriptBaseClass.PRIM_NAME:
                        case (int)ScriptBaseClass.PRIM_DESC:
                            if (remain < 1)
                                return new LSL_List();
                            idx++;
                            break;

                        case (int)ScriptBaseClass.PRIM_GLOW:
                        case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
                        case (int)ScriptBaseClass.PRIM_TEXGEN:
                            if (remain < 2)
                                return new LSL_List();
                            idx += 2;
                            break;

                        case (int)ScriptBaseClass.PRIM_TYPE:
                            if (remain < 3)
                                return new LSL_List();
                            code = (int)rules.GetLSLIntegerItem(idx++);
                            remain = rules.Length - idx;
                            switch (code)
                            {
                                case (int)ScriptBaseClass.PRIM_TYPE_BOX:
                                case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
                                case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
                                    if (remain < 6)
                                        return new LSL_List();
                                    idx += 6;
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
                                    if (remain < 5)
                                        return new LSL_List();
                                    idx += 5;
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
                                case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
                                case (int)ScriptBaseClass.PRIM_TYPE_RING:
                                    if (remain < 11)
                                        return new LSL_List();
                                    idx += 11;
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
                                    if (remain < 2)
                                        return new LSL_List();
                                    idx += 2;
                                    break;
                            }
                            break;

                        case (int)ScriptBaseClass.PRIM_COLOR:
                        case (int)ScriptBaseClass.PRIM_TEXT:
                        case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
                        case (int)ScriptBaseClass.PRIM_OMEGA:
                            if (remain < 3)
                                return new LSL_List();
                            idx += 3;
                            break;

                        case (int)ScriptBaseClass.PRIM_TEXTURE:
                        case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
                        case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
                            if (remain < 5)
                                return new LSL_List();
                            idx += 5;
                            break;

                        case (int)ScriptBaseClass.PRIM_FLEXIBLE:
                            if (remain < 7)
                                return new LSL_List();

                            idx += 7;
                            break;

                        case (int)ScriptBaseClass.PRIM_LINK_TARGET:
                            if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
                                return new LSL_List();

                            return rules.GetSublist(idx, -1);
                    }
                }
            }
            catch (InvalidCastException e)
            {
                Error(originFunc,string.Format(
                        " error running rule #{1}: arg #{2} ",
                         rulesParsed, idx - idxStart) + e.Message);
            }
            finally
            {
                if (positionChanged)
                    av.SendTerseUpdateToAllClients();
            }
            return new LSL_List();
        }
ScenePresence