LandServiceInConnectorModule.cs 5.8 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Reflection;
  29. using System.Collections.Generic;
  30. using log4net;
  31. using Mono.Addins;
  32. using Nini.Config;
  33. using OpenSim.Framework;
  34. using OpenSim.Framework.Servers;
  35. using OpenSim.Region.Framework.Scenes;
  36. using OpenSim.Region.Framework.Interfaces;
  37. using OpenSim.Server.Base;
  38. using OpenSim.Server.Handlers.Base;
  39. using OpenSim.Services.Interfaces;
  40. using OpenMetaverse;
  41. namespace OpenSim.Region.CoreModules.ServiceConnectorsIn.Land
  42. {
  43. [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LandServiceInConnectorModule")]
  44. public class LandServiceInConnectorModule : ISharedRegionModule, ILandService
  45. {
  46. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  47. private static bool m_Enabled = false;
  48. private static bool m_Registered = false;
  49. private IConfigSource m_Config;
  50. private List<Scene> m_Scenes = new List<Scene>();
  51. #region Region Module interface
  52. public void Initialise(IConfigSource config)
  53. {
  54. m_Config = config;
  55. IConfig moduleConfig = config.Configs["Modules"];
  56. if (moduleConfig != null)
  57. {
  58. m_Enabled = moduleConfig.GetBoolean("LandServiceInConnector", false);
  59. if (m_Enabled)
  60. {
  61. m_log.Info("[LAND IN CONNECTOR]: LandServiceInConnector enabled");
  62. }
  63. }
  64. }
  65. public void PostInitialise()
  66. {
  67. if (!m_Enabled)
  68. return;
  69. // m_log.Info("[LAND IN CONNECTOR]: Starting...");
  70. }
  71. public void Close()
  72. {
  73. }
  74. public Type ReplaceableInterface
  75. {
  76. get { return null; }
  77. }
  78. public string Name
  79. {
  80. get { return "LandServiceInConnectorModule"; }
  81. }
  82. public void AddRegion(Scene scene)
  83. {
  84. if (!m_Enabled)
  85. return;
  86. if (!m_Registered)
  87. {
  88. m_Registered = true;
  89. Object[] args = new Object[] { m_Config, MainServer.Instance, this, scene };
  90. ServerUtils.LoadPlugin<IServiceConnector>("OpenSim.Server.Handlers.dll:LandServiceInConnector", args);
  91. }
  92. m_Scenes.Add(scene);
  93. }
  94. public void RemoveRegion(Scene scene)
  95. {
  96. if (m_Enabled && m_Scenes.Contains(scene))
  97. m_Scenes.Remove(scene);
  98. }
  99. public void RegionLoaded(Scene scene)
  100. {
  101. }
  102. #endregion
  103. #region ILandService
  104. public LandData GetLandData(UUID scopeID, ulong regionHandle, uint x, uint y, out byte regionAccess)
  105. {
  106. // m_log.DebugFormat("[LAND IN CONNECTOR]: GetLandData for {0}. Count = {1}",
  107. // regionHandle, m_Scenes.Count);
  108. uint rx = 0, ry = 0;
  109. Util.RegionHandleToWorldLoc(regionHandle, out rx, out ry);
  110. rx += x;
  111. ry += y;
  112. foreach (Scene s in m_Scenes)
  113. {
  114. uint t = s.RegionInfo.WorldLocX;
  115. if( rx < t)
  116. continue;
  117. t += s.RegionInfo.RegionSizeX;
  118. if( rx >= t)
  119. continue;
  120. t = s.RegionInfo.WorldLocY;
  121. if( ry < t)
  122. continue;
  123. t += s.RegionInfo.RegionSizeY;
  124. if( ry < t)
  125. {
  126. // m_log.Debug("[LAND IN CONNECTOR]: Found region to GetLandData from");
  127. x = rx - s.RegionInfo.WorldLocX;
  128. y = ry - s.RegionInfo.WorldLocY;
  129. regionAccess = s.RegionInfo.AccessLevel;
  130. LandData land = s.GetLandData(x, y);
  131. IDwellModule dwellModule = s.RequestModuleInterface<IDwellModule>();
  132. if (dwellModule != null)
  133. land.Dwell = dwellModule.GetDwell(land);
  134. return land;
  135. }
  136. }
  137. m_log.DebugFormat("[LAND IN CONNECTOR]: region handle {0} not found", regionHandle);
  138. regionAccess = 42;
  139. return null;
  140. }
  141. #endregion ILandService
  142. }
  143. }