Пример #1
0
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);
}