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

ScenePresence() private method

private ScenePresence ( IClientAPI client, Scene world, RegionInfo reginfo ) : System
client IClientAPI
world Scene
reginfo RegionInfo
return System
        private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
        {
            m_rootRegionHandle = reginfo.RegionHandle;
            m_controllingClient = client;
            m_firstname = m_controllingClient.FirstName;
            m_lastname = m_controllingClient.LastName;
            m_name = String.Format("{0} {1}", m_firstname, m_lastname);
            m_scene = world;
            m_uuid = client.AgentId;
            m_regionInfo = reginfo;
            m_localId = m_scene.AllocateLocalId();

            UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);

            if (account != null)
                m_userLevel = account.UserLevel;

            IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
            if (gm != null)
                m_grouptitle = gm.GetGroupTitle(m_uuid);

            m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
            
            AbsolutePosition = posLastSignificantMove = m_CameraCenter =
                m_lastCameraCenter = m_controllingClient.StartPos;

            m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
            m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
            m_reprioritization_timer.AutoReset = false;

            AdjustKnownSeeds();

            // TODO: I think, this won't send anything, as we are still a child here...
            Animator.TrySetMovementAnimation("STAND"); 

            // we created a new ScenePresence (a new child agent) in a fresh region.
            // Request info about all the (root) agents in this region
            // Note: This won't send data *to* other clients in that region (children don't send)

// MIC: This gets called again in CompleteMovement
            SendInitialFullUpdateToAllClients();

            RegisterToEvents();
            SetDirectionVectors();
        }

Same methods

ScenePresence::ScenePresence ( ) : System
ScenePresence::ScenePresence ( IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance ) : System
ScenePresence