/* Copyright (c) OpenSim project, http://osgrid.org/ * All rights reserved. * * 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 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 ``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 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.Text; using System.IO; using System.Threading; using System.Net; using System.Net.Sockets; using System.Timers; using System.Collections; using System.Collections.Generic; using libsecondlife; using libsecondlife.Packets; using OpenSim.world; using OpenSim.GridServers; using OpenSim.Assets; using PhysicsSystem; namespace OpenSim { /// /// Description of MainForm. /// public class OpenSim_Main { public static OpenSim_Main sim; public static SimConfig cfg; public static World local_world; public static Grid gridServers; public static AssetCache assetCache; //private static Thread MainListener; //private static Thread PingRespponder; public static Socket Server; private static IPEndPoint ServerIncoming; private static byte[] RecvBuffer = new byte[4096]; private byte[] ZeroBuffer = new byte[8192]; private static IPEndPoint ipeSender; private static EndPoint epSender; private static AsyncCallback ReceivedData; public Dictionary ClientThreads = new Dictionary(); private PhysicsManager physManager; private System.Timers.Timer timer1 = new System.Timers.Timer(); [STAThread] public static void Main( string[] args ) { //Console.WriteLine("OpenSim " + VersionInfo.Version + "\n"); Console.WriteLine("Starting...\n"); sim = new OpenSim_Main(); bool sandbox = false; bool loginserver = false; for (int i = 0; i < args.Length; i++) { if(args[i] == "-sandbox") { sandbox = true; } if(args[i] == "-loginserver") { loginserver = true; } } if(sandbox) { OpenSim_Main.gridServers = new Grid(true); Console.WriteLine("Starting in Sandbox mode"); } else { OpenSim_Main.gridServers = new Grid(false); Console.WriteLine("Starting in Grid mode"); } if(loginserver && sandbox) { LoginServer loginServer = new LoginServer(OpenSim_Main.gridServers.GridServer); loginServer.Startup(); } assetCache = new AssetCache(OpenSim_Main.gridServers.AssetServer); sim.Startup(); while(true) { Thread.Sleep(1000); } } private OpenSim_Main() { } private void Startup() { timer1.Enabled = true; timer1.Interval = 100; timer1.Elapsed +=new ElapsedEventHandler( this.Timer1Tick ); // We check our local database first, then the grid for config options Console.WriteLine("Main.cs:Startup() - Loading configuration"); cfg = new SimConfig(); cfg.InitConfig(); Console.WriteLine("Main.cs:Startup() - Contacting gridserver"); cfg.LoadFromGrid(); Console.WriteLine("Main.cs:Startup() - We are " + cfg.RegionName + " at " + cfg.RegionLocX.ToString() + "," + cfg.RegionLocY.ToString()); Console.WriteLine("Initialising world"); local_world = cfg.LoadWorld(); this.physManager = new PhysicsSystem.PhysicsManager(); this.physManager.LoadPlugins(); Console.WriteLine("Main.cs:Startup() - Starting up messaging system"); local_world.PhysScene = this.physManager.GetPhysicsScene("PhysX"); //should be reading from the config file what physics engine to use MainServerListener(); } private void OnReceivedData(IAsyncResult result) { ipeSender = new IPEndPoint(IPAddress.Any, 0); epSender = (EndPoint)ipeSender; Packet packet = null; int numBytes = Server.EndReceiveFrom(result, ref epSender); int packetEnd = numBytes - 1; packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer); Console.Error.WriteLine(packet.ToString()); // This is either a new client or a packet to send to an old one if(ClientThreads.ContainsKey(epSender)) { ClientThreads[epSender].InPacket(packet); } else if( packet.Type == PacketType.UseCircuitCode ) { // new client OpenSimClient newuser = new OpenSimClient(epSender,(UseCircuitCodePacket)packet); ClientThreads.Add(epSender, newuser); } else { // invalid client Console.Error.WriteLine("Main.cs:OnReceivedData() - WARNING: Got a packet from an invalid client - " + epSender.ToString()); } Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); } private void MainServerListener() { Console.WriteLine("Main.cs:MainServerListener() - New thread started"); Console.WriteLine("Main.cs:MainServerListener() - Opening UDP socket on " + cfg.IPListenAddr + ":" + cfg.IPListenPort); ServerIncoming = new IPEndPoint(IPAddress.Any, cfg.IPListenPort); Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); Server.Bind(ServerIncoming); Console.WriteLine("Main.cs:MainServerListener() - UDP socket bound, getting ready to listen"); ipeSender = new IPEndPoint(IPAddress.Any, 0); epSender = (EndPoint) ipeSender; ReceivedData = new AsyncCallback(this.OnReceivedData); Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); Console.WriteLine("Main.cs:MainServerListener() - Listening..."); } void Timer1Tick( object sender, System.EventArgs e ) { local_world.Update(); } } public class Grid { public IAssetServer AssetServer; public IGridServer GridServer; public Grid(bool sandbox) { if(sandbox) { this.AssetServer =(IAssetServer) new LocalAssetServer(); //assets not implemented yet this.GridServer =(IGridServer) new LocalGridServer(); } else { this.AssetServer =(IAssetServer) new RemoteAssetServer(); //assets not implemented yet this.GridServer =(IGridServer) new RemoteGridServer(); } } } }