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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.Net;
- using System.Reflection;
- using OpenMetaverse;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Environment.Interfaces;
- namespace OpenSim.Region.Environment.Scenes
- {
- public delegate void RestartSim(RegionInfo thisregion);
- /// <summary>
- /// Manager for adding, closing and restarting scenes.
- /// </summary>
- public class SceneManager
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public event RestartSim OnRestartSim;
- private readonly List<Scene> m_localScenes;
- private Scene m_currentScene = null;
- public List<Scene> Scenes
- {
- get { return m_localScenes; }
- }
- public Scene CurrentScene
- {
- get { return m_currentScene; }
- }
- public Scene CurrentOrFirstScene
- {
- get
- {
- if (m_currentScene == null)
- {
- return m_localScenes[0];
- }
- else
- {
- return m_currentScene;
- }
- }
- }
- public SceneManager()
- {
- m_localScenes = new List<Scene>();
- }
- public void Close()
- {
- // collect known shared modules in sharedModules
- Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
- for (int i = 0; i < m_localScenes.Count; i++)
- {
- // extract known shared modules from scene
- foreach (string k in m_localScenes[i].Modules.Keys)
- {
- if (m_localScenes[i].Modules[k].IsSharedModule &&
- !sharedModules.ContainsKey(k))
- sharedModules[k] = m_localScenes[i].Modules[k];
- }
- // close scene/region
- m_localScenes[i].Close();
- }
- // all regions/scenes are now closed, we can now safely
- // close all shared modules
- foreach (IRegionModule mod in sharedModules.Values)
- {
- mod.Close();
- }
- }
- public void Close(Scene cscene)
- {
- if (m_localScenes.Contains(cscene))
- {
- for (int i = 0; i < m_localScenes.Count; i++)
- {
- if (m_localScenes[i].Equals(cscene))
- {
- m_localScenes[i].Close();
- }
- }
- }
- }
- public void Add(Scene scene)
- {
- scene.OnRestart += HandleRestart;
- m_localScenes.Add(scene);
- }
- public void HandleRestart(RegionInfo rdata)
- {
- m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
- int RegionSceneElement = -1;
- for (int i = 0; i < m_localScenes.Count; i++)
- {
- if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
- {
- RegionSceneElement = i;
- }
- }
- // Now we make sure the region is no longer known about by the SceneManager
- // Prevents duplicates.
- if (RegionSceneElement >= 0)
- {
- m_localScenes.RemoveAt(RegionSceneElement);
- }
- // Send signal to main that we're restarting this sim.
- OnRestartSim(rdata);
- }
- public void SendSimOnlineNotification(ulong regionHandle)
- {
- RegionInfo Result = null;
- for (int i = 0; i < m_localScenes.Count; i++)
- {
- if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
- {
- // Inform other regions to tell their avatar about me
- Result = m_localScenes[i].RegionInfo;
- }
- }
- if (Result != null)
- {
- for (int i = 0; i < m_localScenes.Count; i++)
- {
- if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle)
- {
- // Inform other regions to tell their avatar about me
- //m_localScenes[i].OtherRegionUp(Result);
- }
- }
- }
- else
- {
- m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
- }
- }
- /// <summary>
- /// Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format
- /// </summary>
- /// <param name="filename"></param>
- public void SaveCurrentSceneToXml(string filename)
- {
- IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
- if (serialiser != null)
- serialiser.SavePrimsToXml(CurrentOrFirstScene, filename);
- }
- /// <summary>
- /// Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene
- /// </summary>
- /// <param name="filename"></param>
- /// <param name="generateNewIDs"></param>
- /// <param name="loadOffset"></param>
- public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, Vector3 loadOffset)
- {
- IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
- if (serialiser != null)
- serialiser.LoadPrimsFromXml(CurrentOrFirstScene, filename, generateNewIDs, loadOffset);
- }
- /// <summary>
- /// Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format
- /// </summary>
- /// <param name="filename"></param>
- public void SaveCurrentSceneToXml2(string filename)
- {
- IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
- if (serialiser != null)
- serialiser.SavePrimsToXml2(CurrentOrFirstScene, filename);
- }
- public void SaveNamedPrimsToXml2(string primName, string filename)
- {
- IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
- if (serialiser != null)
- serialiser.SaveNamedPrimsToXml2(CurrentOrFirstScene, primName, filename);
- }
- /// <summary>
- /// Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene
- /// </summary>
- public void LoadCurrentSceneFromXml2(string filename)
- {
- IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
- if (serialiser != null)
- serialiser.LoadPrimsFromXml2(CurrentOrFirstScene, filename);
- }
- /// <summary>
- /// Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets
- /// as well as the details of the prims themselves.
- /// </summary>
- /// <param name="filename"></param>
- public void SaveCurrentSceneToArchive(string filename)
- {
- IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
- if (archiver != null)
- archiver.ArchiveRegion(filename);
- }
- /// <summary>
- /// Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload
- /// their assets to the asset service.
- /// </summary>
- /// <param name="filename"></param>
- public void LoadArchiveToCurrentScene(string filename)
- {
- IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
- if (archiver != null)
- archiver.DearchiveRegion(filename);
- }
- public string SaveCurrentSceneMapToXmlString()
- {
- return CurrentOrFirstScene.Heightmap.SaveToXmlString();
- }
- public void LoadCurrenSceneMapFromXmlString(string mapData)
- {
- CurrentOrFirstScene.Heightmap.LoadFromXmlString(mapData);
- }
- [Obsolete("TODO: Remove this warning by 0.7")]
- public bool RunTerrainCmdOnCurrentScene(string[] cmdparams, ref string result)
- {
- m_log.Warn("DEPRECATED: The terrain engine has been replaced with a new terrain plugin module. Please type 'plugin terrain help' for new commands.");
- return false;
- }
- public void SendCommandToPluginModules(string[] cmdparams)
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); });
- }
- public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions)
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.Permissions.SetBypassPermissions(bypassPermissions); });
- }
- private void ForEachCurrentScene(Action<Scene> func)
- {
- if (m_currentScene == null)
- {
- m_localScenes.ForEach(func);
- }
- else
- {
- func(m_currentScene);
- }
- }
- public void RestartCurrentScene()
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.RestartNow(); });
- }
- public void BackupCurrentScene()
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.Backup(); });
- }
- public void HandleAlertCommandOnCurrentScene(string[] cmdparams)
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.HandleAlertCommand(cmdparams); });
- }
- public void SendGeneralMessage(string msg)
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.SendGeneralAlert(msg); });
- }
- public bool TrySetCurrentScene(string regionName)
- {
- if ((String.Compare(regionName, "root") == 0)
- || (String.Compare(regionName, "..") == 0)
- || (String.Compare(regionName, "/") == 0))
- {
- m_currentScene = null;
- return true;
- }
- else
- {
- foreach (Scene scene in m_localScenes)
- {
- if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
- {
- m_currentScene = scene;
- return true;
- }
- }
- return false;
- }
- }
- public bool TrySetCurrentScene(UUID regionID)
- {
- Console.WriteLine("Searching for Region: '{0}'", regionID.ToString());
- foreach (Scene scene in m_localScenes)
- {
- if (scene.RegionInfo.RegionID == regionID)
- {
- m_currentScene = scene;
- return true;
- }
- }
- return false;
- }
- public bool TryGetScene(string regionName, out Scene scene)
- {
- foreach (Scene mscene in m_localScenes)
- {
- if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
- {
- scene = mscene;
- return true;
- }
- }
- scene = null;
- return false;
- }
- public bool TryGetScene(UUID regionID, out Scene scene)
- {
- foreach (Scene mscene in m_localScenes)
- {
- if (mscene.RegionInfo.RegionID == regionID)
- {
- scene = mscene;
- return true;
- }
- }
- scene = null;
- return false;
- }
- public bool TryGetScene(uint locX, uint locY, out Scene scene)
- {
- foreach (Scene mscene in m_localScenes)
- {
- if (mscene.RegionInfo.RegionLocX == locX &&
- mscene.RegionInfo.RegionLocY == locY)
- {
- scene = mscene;
- return true;
- }
- }
- scene = null;
- return false;
- }
- public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
- {
- foreach (Scene mscene in m_localScenes)
- {
- if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
- (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
- {
- scene = mscene;
- return true;
- }
- }
- scene = null;
- return false;
- }
- /// <summary>
- /// Set the debug packet level on the current scene. This level governs which packets are printed out to the
- /// console.
- /// </summary>
- /// <param name="newDebug"></param>
- public void SetDebugPacketLevelOnCurrentScene(int newDebug)
- {
- ForEachCurrentScene(delegate(Scene scene)
- {
- List<ScenePresence> scenePresences = scene.GetScenePresences();
- foreach (ScenePresence scenePresence in scenePresences)
- {
- if (!scenePresence.IsChildAgent)
- {
- m_log.ErrorFormat("Packet debug for {0} {1} set to {2}",
- scenePresence.Firstname,
- scenePresence.Lastname,
- newDebug);
- scenePresence.ControllingClient.SetDebugPacketLevel(newDebug);
- }
- }
- });
- }
- public List<ScenePresence> GetCurrentSceneAvatars()
- {
- List<ScenePresence> avatars = new List<ScenePresence>();
- ForEachCurrentScene(delegate(Scene scene)
- {
- List<ScenePresence> scenePresences = scene.GetScenePresences();
- foreach (ScenePresence scenePresence in scenePresences)
- {
- if (!scenePresence.IsChildAgent)
- {
- avatars.Add(scenePresence);
- }
- }
- });
- return avatars;
- }
- public List<ScenePresence> GetCurrentScenePresences()
- {
- List<ScenePresence> presences = new List<ScenePresence>();
- ForEachCurrentScene(delegate(Scene scene)
- {
- List<ScenePresence> scenePresences = scene.GetScenePresences();
- presences.AddRange(scenePresences);
- });
- return presences;
- }
- public RegionInfo GetRegionInfo(ulong regionHandle)
- {
- foreach (Scene scene in m_localScenes)
- {
- if (scene.RegionInfo.RegionHandle == regionHandle)
- {
- return scene.RegionInfo;
- }
- }
- return null;
- }
- public void SetCurrentSceneTimePhase(int timePhase)
- {
- ForEachCurrentScene(delegate(Scene scene)
- {
- scene.SetTimePhase(
- timePhase)
- ;
- });
- }
- public void ForceCurrentSceneClientUpdate()
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
- }
- public void HandleEditCommandOnCurrentScene(string[] cmdparams)
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); });
- }
- public bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
- {
- foreach (Scene scene in m_localScenes)
- {
- if (scene.TryGetAvatar(avatarId, out avatar))
- {
- return true;
- }
- }
- avatar = null;
- return false;
- }
- public bool TryGetAvatarsScene(UUID avatarId, out Scene scene)
- {
- ScenePresence avatar = null;
- foreach (Scene mScene in m_localScenes)
- {
- if (mScene.TryGetAvatar(avatarId, out avatar))
- {
- scene = mScene;
- return true;
- }
- }
- scene = null;
- return false;
- }
- public void CloseScene(Scene scene)
- {
- m_localScenes.Remove(scene);
- scene.Close();
- }
- public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
- {
- foreach (Scene scene in m_localScenes)
- {
- if (scene.TryGetAvatarByName(avatarName, out avatar))
- {
- return true;
- }
- }
- avatar = null;
- return false;
- }
- public void ForEachScene(Action<Scene> action)
- {
- m_localScenes.ForEach(action);
- }
- }
- }
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