void LLViewerRegion::unpackRegionHandshake() { LLMessageSystem *msg = gMessageSystem; U32 region_flags; U8 sim_access; std::string sim_name; LLUUID sim_owner; BOOL is_estate_manager; F32 water_height; F32 billable_factor; LLUUID cache_id; msg->getU32 ("RegionInfo", "RegionFlags", region_flags); msg->getU8 ("RegionInfo", "SimAccess", sim_access); msg->getString ("RegionInfo", "SimName", sim_name); msg->getUUID ("RegionInfo", "SimOwner", sim_owner); msg->getBOOL ("RegionInfo", "IsEstateManager", is_estate_manager); msg->getF32 ("RegionInfo", "WaterHeight", water_height); msg->getF32 ("RegionInfo", "BillableFactor", billable_factor); msg->getUUID ("RegionInfo", "CacheID", cache_id ); #if 0 setRegionFlags(region_flags); setSimAccess(sim_access); setOwner(sim_owner); setIsEstateManager(is_estate_manager); setWaterHeight(water_height); setBillableFactor(billable_factor); setCacheID(cache_id); #endif setRegionNameAndZone(sim_name); LLUUID region_id; msg->getUUID("RegionInfo2", "RegionID", region_id); // setRegionID(region_id); #if 0 LLVLComposition *compp = getComposition(); if (compp) { LLUUID tmp_id; msg->getUUID("RegionInfo", "TerrainDetail0", tmp_id); compp->setDetailTextureID(0, tmp_id); msg->getUUID("RegionInfo", "TerrainDetail1", tmp_id); compp->setDetailTextureID(1, tmp_id); msg->getUUID("RegionInfo", "TerrainDetail2", tmp_id); compp->setDetailTextureID(2, tmp_id); msg->getUUID("RegionInfo", "TerrainDetail3", tmp_id); compp->setDetailTextureID(3, tmp_id); F32 tmp_f32; msg->getF32("RegionInfo", "TerrainStartHeight00", tmp_f32); compp->setStartHeight(0, tmp_f32); msg->getF32("RegionInfo", "TerrainStartHeight01", tmp_f32); compp->setStartHeight(1, tmp_f32); msg->getF32("RegionInfo", "TerrainStartHeight10", tmp_f32); compp->setStartHeight(2, tmp_f32); msg->getF32("RegionInfo", "TerrainStartHeight11", tmp_f32); compp->setStartHeight(3, tmp_f32); msg->getF32("RegionInfo", "TerrainHeightRange00", tmp_f32); compp->setHeightRange(0, tmp_f32); msg->getF32("RegionInfo", "TerrainHeightRange01", tmp_f32); compp->setHeightRange(1, tmp_f32); msg->getF32("RegionInfo", "TerrainHeightRange10", tmp_f32); compp->setHeightRange(2, tmp_f32); msg->getF32("RegionInfo", "TerrainHeightRange11", tmp_f32); compp->setHeightRange(3, tmp_f32); // If this is an UPDATE (params already ready, we need to regenerate // all of our terrain stuff, by if (compp->getParamsReady()) { //getLand().dirtyAllPatches(); } else { compp->setParamsReady(); } } #endif // Now that we have the name, we can load the cache file // off disk. //loadCache(); // After loading cache, signal that simulator can start // sending data. // TODO: Send all upstream viewer->sim handshake info here. LLHost host = msg->getSender(); msg->newMessageFast( _PREHASH_RegionHandshakeReply ); msg->nextBlockFast(_PREHASH_AgentData); msg->addUUIDFast(_PREHASH_AgentID, LLC::ManagerImpl::GetInstance()->GetAgentId()); msg->addUUIDFast(_PREHASH_SessionID, LLC::ManagerImpl::GetInstance()->GetSessionId()); msg->nextBlockFast(_PREHASH_RegionInfo); msg->addU32Fast(_PREHASH_Flags, 0x0 ); msg->sendReliable(host); }
void LLViewerRegion::unpackRegionHandshake() { LLMessageSystem *msg = gMessageSystem; U32 region_flags; U8 sim_access; std::string sim_name; LLUUID sim_owner; BOOL is_estate_manager; F32 water_height; F32 billable_factor; LLUUID cache_id; msg->getU32 ("RegionInfo", "RegionFlags", region_flags); msg->getU8 ("RegionInfo", "SimAccess", sim_access); msg->getString ("RegionInfo", "SimName", sim_name); msg->getUUID ("RegionInfo", "SimOwner", sim_owner); msg->getBOOL ("RegionInfo", "IsEstateManager", is_estate_manager); msg->getF32 ("RegionInfo", "WaterHeight", water_height); msg->getF32 ("RegionInfo", "BillableFactor", billable_factor); msg->getUUID ("RegionInfo", "CacheID", cache_id ); setRegionFlags(region_flags); setSimAccess(sim_access); setRegionNameAndZone(sim_name); setOwner(sim_owner); setIsEstateManager(is_estate_manager); setWaterHeight(water_height); setBillableFactor(billable_factor); setCacheID(cache_id); LLUUID region_id; msg->getUUID("RegionInfo2", "RegionID", region_id); setRegionID(region_id); // Retrieve the CR-53 (Homestead/Land SKU) information S32 classID = 0; S32 cpuRatio = 0; std::string coloName; std::string productSKU; std::string productName; // the only reasonable way to decide if we actually have any data is to // check to see if any of these fields have positive sizes if (msg->getSize("RegionInfo3", "ColoName") > 0 || msg->getSize("RegionInfo3", "ProductSKU") > 0 || msg->getSize("RegionInfo3", "ProductName") > 0) { msg->getS32 ("RegionInfo3", "CPUClassID", classID); msg->getS32 ("RegionInfo3", "CPURatio", cpuRatio); msg->getString ("RegionInfo3", "ColoName", coloName); msg->getString ("RegionInfo3", "ProductSKU", productSKU); msg->getString ("RegionInfo3", "ProductName", productName); mClassID = classID; mCPURatio = cpuRatio; mColoName = coloName; mProductSKU = productSKU; mProductName = productName; } LLVLComposition *compp = getComposition(); if (compp) { LLUUID tmp_id; msg->getUUID("RegionInfo", "TerrainDetail0", tmp_id); compp->setDetailTextureID(0, tmp_id); msg->getUUID("RegionInfo", "TerrainDetail1", tmp_id); compp->setDetailTextureID(1, tmp_id); msg->getUUID("RegionInfo", "TerrainDetail2", tmp_id); compp->setDetailTextureID(2, tmp_id); msg->getUUID("RegionInfo", "TerrainDetail3", tmp_id); compp->setDetailTextureID(3, tmp_id); F32 tmp_f32; msg->getF32("RegionInfo", "TerrainStartHeight00", tmp_f32); compp->setStartHeight(0, tmp_f32); msg->getF32("RegionInfo", "TerrainStartHeight01", tmp_f32); compp->setStartHeight(1, tmp_f32); msg->getF32("RegionInfo", "TerrainStartHeight10", tmp_f32); compp->setStartHeight(2, tmp_f32); msg->getF32("RegionInfo", "TerrainStartHeight11", tmp_f32); compp->setStartHeight(3, tmp_f32); msg->getF32("RegionInfo", "TerrainHeightRange00", tmp_f32); compp->setHeightRange(0, tmp_f32); msg->getF32("RegionInfo", "TerrainHeightRange01", tmp_f32); compp->setHeightRange(1, tmp_f32); msg->getF32("RegionInfo", "TerrainHeightRange10", tmp_f32); compp->setHeightRange(2, tmp_f32); msg->getF32("RegionInfo", "TerrainHeightRange11", tmp_f32); compp->setHeightRange(3, tmp_f32); // If this is an UPDATE (params already ready, we need to regenerate // all of our terrain stuff, by if (compp->getParamsReady()) { getLand().dirtyAllPatches(); } else { compp->setParamsReady(); } } // Now that we have the name, we can load the cache file // off disk. loadObjectCache(); // After loading cache, signal that simulator can start // sending data. // TODO: Send all upstream viewer->sim handshake info here. LLHost host = msg->getSender(); msg->newMessage("RegionHandshakeReply"); msg->nextBlock("AgentData"); msg->addUUID("AgentID", gAgent.getID()); msg->addUUID("SessionID", gAgent.getSessionID()); msg->nextBlock("RegionInfo"); msg->addU32("Flags", 0x0 ); msg->sendReliable(host); }