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- /*
- * 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 OpenSim 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 libsecondlife;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Region.Environment.Interfaces;
- namespace OpenSim.Region.Environment.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
- private readonly ClientManager m_clientManager = new ClientManager();
- public ClientManager ClientManager
- {
- get { return m_clientManager; }
- }
- protected ulong m_regionHandle;
- protected string m_regionName;
- protected RegionInfo m_regInfo;
- //public TerrainEngine Terrain;
- public ITerrainChannel Heightmap;
- public ILandChannel LandChannel;
- protected EventManager m_eventManager;
- public EventManager EventManager
- {
- get { return m_eventManager; }
- }
- protected SceneExternalChecks m_externalChecks;
- public SceneExternalChecks ExternalChecks
- {
- get { return m_externalChecks; }
- }
- protected string m_datastore;
- private uint m_nextLocalId = 8880000;
- private AssetCache m_assetCache;
- public AssetCache AssetCache
- {
- get { return m_assetCache; }
- set { m_assetCache = value; }
- }
- protected RegionStatus m_regStatus;
- public RegionStatus Region_Status
- {
- get { return m_regStatus; }
- set { m_regStatus = value; }
- }
- #endregion
- #region Update Methods
- /// <summary>
- /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
- /// </summary>
- public abstract void Update();
- #endregion
- #region Terrain Methods
- /// <summary>
- /// Loads the World heightmap
- /// </summary>
- public abstract void LoadWorldMap();
- /// <summary>
- /// Send the region heightmap to the client
- /// </summary>
- /// <param name="RemoteClient">Client to send to</param>
- public virtual void SendLayerData(IClientAPI RemoteClient)
- {
- RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
- }
- #endregion
- #region Add/Remove Agent/Avatar
- /// <summary>
- ///
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="agentID"></param>
- /// <param name="child"></param>
- public abstract void AddNewClient(IClientAPI client, bool child);
- /// <summary>
- ///
- /// </summary>
- /// <param name="agentID"></param>
- public abstract void RemoveClient(LLUUID agentID);
- public abstract void CloseAllAgents(uint circuitcode);
- #endregion
- /// <summary>
- ///
- /// </summary>
- /// <returns></returns>
- public virtual RegionInfo RegionInfo
- {
- get { return m_regInfo; }
- }
- public uint NextLocalId
- {
- get { return m_nextLocalId++; }
- }
- #region admin stuff
- /// <summary>
- /// Region Restart - Seconds till restart.
- /// </summary>
- /// <param name="seconds"></param>
- public virtual void Restart(int seconds)
- {
- m_log.Error("[REGION]: passing Restart Message up the namespace");
- restart handlerPhysicsCrash = OnRestart;
- if (handlerPhysicsCrash != null)
- handlerPhysicsCrash(RegionInfo);
- }
- public virtual bool PresenceChildStatus(LLUUID avatarID)
- {
- return false;
- }
- public abstract bool OtherRegionUp(RegionInfo thisRegion);
- public virtual string GetSimulatorVersion()
- {
- return "OpenSimulator v0.5 SVN";
- }
- #endregion
- #region Shutdown
- /// <summary>
- /// Tidy before shutdown
- /// </summary>
- public virtual void Close()
- {
- try
- {
- EventManager.TriggerShutdown();
- }
- catch (Exception e)
- {
- m_log.Error("[SCENE]: SceneBase.cs: Close() - Failed with exception " + e.ToString());
- }
- }
- #endregion
- /// <summary>
- /// XXX These two methods are very temporary
- /// </summary>
- protected Dictionary<LLUUID, string> capsPaths = new Dictionary<LLUUID, string>();
- public string GetCapsPath(LLUUID agentId)
- {
- if (capsPaths.ContainsKey(agentId))
- {
- return capsPaths[agentId];
- }
- return null;
- }
- }
- }
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