/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes
{
public abstract class SceneBase : IScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Events
public event restart OnRestart;
#endregion
#region Fields
public string Name { get { return RegionInfo.RegionName; } }
public IConfigSource Config
{
get { return GetConfig(); }
}
protected virtual IConfigSource GetConfig()
{
return null;
}
///
/// All the region modules attached to this scene.
///
public Dictionary RegionModules
{
get { return m_regionModules; }
}
private Dictionary m_regionModules = new Dictionary();
///
/// The module interfaces available from this scene.
///
protected Dictionary> ModuleInterfaces = new Dictionary>();
protected Dictionary ModuleAPIMethods = new Dictionary();
///
/// The module commanders available from this scene
///
protected Dictionary m_moduleCommanders = new Dictionary();
///
/// Registered classes that are capable of creating entities.
///
protected Dictionary m_entityCreators = new Dictionary();
///
/// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
/// dispensed.
///
protected uint m_lastAllocatedLocalId = 720000;
private readonly Mutex _primAllocateMutex = new Mutex(false);
protected readonly ClientManager m_clientManager = new ClientManager();
public bool LoginsEnabled
{
get
{
return m_loginsEnabled;
}
set
{
if (m_loginsEnabled != value)
{
m_loginsEnabled = value;
EventManager.TriggerRegionLoginsStatusChange(this);
}
}
}
private bool m_loginsEnabled;
public bool Ready
{
get
{
return m_ready;
}
set
{
if (m_ready != value)
{
m_ready = value;
EventManager.TriggerRegionReadyStatusChange(this);
}
}
}
private bool m_ready;
public float TimeDilation
{
get { return 1.0f; }
}
protected ulong m_regionHandle;
protected string m_regionName;
protected RegionInfo m_regInfo;
public ITerrainChannel Heightmap;
///
/// Allows retrieval of land information for this scene.
///
public ILandChannel LandChannel;
///
/// Manage events that occur in this scene (avatar movement, script rez, etc.). Commonly used by region modules
/// to subscribe to scene events.
///
public EventManager EventManager
{
get { return m_eventManager; }
}
protected EventManager m_eventManager;
protected ScenePermissions m_permissions;
public ScenePermissions Permissions
{
get { return m_permissions; }
}
/* Used by the loadbalancer plugin on GForge */
protected RegionStatus m_regStatus;
public RegionStatus RegionStatus
{
get { return m_regStatus; }
set { m_regStatus = value; }
}
#endregion
public SceneBase(RegionInfo regInfo)
{
RegionInfo = regInfo;
}
#region Update Methods
///
/// Called to update the scene loop by a number of frames and until shutdown.
///
///
/// Number of frames to update. Exits on shutdown even if there are frames remaining.
/// If -1 then updates until shutdown.
///
public abstract void Update(int frames);
#endregion
#region Terrain Methods
///
/// Loads the World heightmap
///
public abstract void LoadWorldMap();
///
/// Send the region heightmap to the client
///
/// Client to send to
public virtual void SendLayerData(IClientAPI RemoteClient)
{
RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
}
#endregion
#region Add/Remove Agent/Avatar
public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
///
/// Remove the given client from the scene.
///
///
/// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
/// to properly operate the state machine and avoid race conditions with other close requests (such as directly
/// from viewers).
///
/// ID of agent to close
///
/// Close the neighbour child agents associated with this client.
///
public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
public bool TryGetScenePresence(UUID agentID, out object scenePresence)
{
scenePresence = null;
ScenePresence sp = null;
if (TryGetScenePresence(agentID, out sp))
{
scenePresence = sp;
return true;
}
return false;
}
///
/// Try to get a scene presence from the scene
///
///
/// null if there is no scene presence with the given agent id
/// true if there was a scene presence with the given id, false otherwise.
public abstract bool TryGetScenePresence(UUID agentID, out ScenePresence scenePresence);
#endregion
///
///
///
///
public virtual RegionInfo RegionInfo { get; private set; }
#region admin stuff
public abstract void OtherRegionUp(GridRegion otherRegion);
public virtual string GetSimulatorVersion()
{
return "OpenSimulator Server";
}
#endregion
#region Shutdown
///
/// Tidy before shutdown
///
public virtual void Close()
{
try
{
EventManager.TriggerShutdown();
}
catch (Exception e)
{
m_log.Error(string.Format("[SCENE]: SceneBase.cs: Close() - Failed with exception ", e));
}
}
#endregion
///
/// Returns a new unallocated local ID
///
/// A brand new local ID
public uint AllocateLocalId()
{
uint myID;
_primAllocateMutex.WaitOne();
myID = ++m_lastAllocatedLocalId;
_primAllocateMutex.ReleaseMutex();
return myID;
}
#region Module Methods
///
/// Add a region-module to this scene. TODO: This will replace AddModule in the future.
///
///
///
public void AddRegionModule(string name, IRegionModuleBase module)
{
if (!RegionModules.ContainsKey(name))
{
RegionModules.Add(name, module);
}
}
public void RemoveRegionModule(string name)
{
RegionModules.Remove(name);
}
///
/// Register a module commander.
///
///
public void RegisterModuleCommander(ICommander commander)
{
lock (m_moduleCommanders)
{
m_moduleCommanders.Add(commander.Name, commander);
}
}
///
/// Unregister a module commander and all its commands
///
///
public void UnregisterModuleCommander(string name)
{
lock (m_moduleCommanders)
{
ICommander commander;
if (m_moduleCommanders.TryGetValue(name, out commander))
m_moduleCommanders.Remove(name);
}
}
///
/// Get a module commander
///
///
/// The module commander, null if no module commander with that name was found
public ICommander GetCommander(string name)
{
lock (m_moduleCommanders)
{
if (m_moduleCommanders.ContainsKey(name))
return m_moduleCommanders[name];
}
return null;
}
public Dictionary GetCommanders()
{
return m_moduleCommanders;
}
///
/// Register an interface to a region module. This allows module methods to be called directly as
/// well as via events. If there is already a module registered for this interface, it is not replaced
/// (is this the best behaviour?)
///
///
public void RegisterModuleInterface(M mod)
{
// m_log.DebugFormat("[SCENE BASE]: Registering interface {0}", typeof(M));
List