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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 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.Net;
- using System.Reflection;
- using OpenMetaverse;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- namespace OpenSim.Region.Framework.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;
- /// <summary>
- /// Fired when either all regions are ready for use or at least one region has become unready for use where
- /// previously all regions were ready.
- /// </summary>
- public event Action<SceneManager> OnRegionsReadyStatusChange;
- /// <summary>
- /// Are all regions ready for use?
- /// </summary>
- public bool AllRegionsReady
- {
- get
- {
- return m_allRegionsReady;
- }
- private set
- {
- if (m_allRegionsReady != value)
- {
- m_allRegionsReady = value;
- Action<SceneManager> handler = OnRegionsReadyStatusChange;
- if (handler != null)
- {
- foreach (Action<SceneManager> d in handler.GetInvocationList())
- {
- try
- {
- d(this);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[SCENE MANAGER]: Delegate for OnRegionsReadyStatusChange failed - continuing {0} - {1}",
- e.Message, e.StackTrace);
- }
- }
- }
- }
- }
- }
- private bool m_allRegionsReady;
- private static SceneManager m_instance = null;
- public static SceneManager Instance
- {
- get {
- if (m_instance == null)
- m_instance = new SceneManager();
- return m_instance;
- }
- }
- private readonly List<Scene> m_localScenes = new List<Scene>();
- public List<Scene> Scenes
- {
- get { return new List<Scene>(m_localScenes); }
- }
- /// <summary>
- /// Scene selected from the console.
- /// </summary>
- /// <value>
- /// If null, then all scenes are considered selected (signalled as "Root" on the console).
- /// </value>
- public Scene CurrentScene { get; private set; }
- public Scene CurrentOrFirstScene
- {
- get
- {
- if (CurrentScene == null)
- {
- lock (m_localScenes)
- {
- if (m_localScenes.Count > 0)
- return m_localScenes[0];
- else
- return null;
- }
- }
- else
- {
- return CurrentScene;
- }
- }
- }
- public SceneManager()
- {
- m_instance = this;
- m_localScenes = new List<Scene>();
- }
- public void Close()
- {
- lock (m_localScenes)
- {
- for (int i = 0; i < m_localScenes.Count; i++)
- {
- m_localScenes[i].Close();
- }
- }
- }
- public void Close(Scene cscene)
- {
- lock (m_localScenes)
- {
- 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)
- {
- lock (m_localScenes)
- m_localScenes.Add(scene);
- scene.OnRestart += HandleRestart;
- scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
- }
- public void HandleRestart(RegionInfo rdata)
- {
- Scene restartedScene = null;
- lock (m_localScenes)
- {
- for (int i = 0; i < m_localScenes.Count; i++)
- {
- if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
- {
- restartedScene = m_localScenes[i];
- m_localScenes.RemoveAt(i);
- break;
- }
- }
- }
- // If the currently selected scene has been restarted, then we can't reselect here since we the scene
- // hasn't yet been recreated. We will have to leave this to the caller.
- if (CurrentScene == restartedScene)
- CurrentScene = null;
- // Send signal to main that we're restarting this sim.
- OnRestartSim(rdata);
- }
- private void HandleRegionReadyStatusChange(IScene scene)
- {
- lock (m_localScenes)
- AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready);
- }
- public void SendSimOnlineNotification(ulong regionHandle)
- {
- RegionInfo Result = null;
- lock (m_localScenes)
- {
- 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="cmdparams"></param>
- public void SaveCurrentSceneToArchive(string[] cmdparams)
- {
- IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
- if (archiver != null)
- archiver.HandleSaveOarConsoleCommand(string.Empty, cmdparams);
- }
- /// <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="cmdparams"></param>
- public void LoadArchiveToCurrentScene(string[] cmdparams)
- {
- IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
- if (archiver != null)
- archiver.HandleLoadOarConsoleCommand(string.Empty, cmdparams);
- }
- public string SaveCurrentSceneMapToXmlString()
- {
- return CurrentOrFirstScene.Heightmap.SaveToXmlString();
- }
- public void LoadCurrenSceneMapFromXmlString(string mapData)
- {
- CurrentOrFirstScene.Heightmap.LoadFromXmlString(mapData);
- }
- 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 (CurrentScene == null)
- {
- lock (m_localScenes)
- m_localScenes.ForEach(func);
- }
- else
- {
- func(CurrentScene);
- }
- }
- public void RestartCurrentScene()
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.RestartNow(); });
- }
- public void BackupCurrentScene()
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.Backup(true); });
- }
- public bool TrySetCurrentScene(string regionName)
- {
- if ((String.Compare(regionName, "root") == 0)
- || (String.Compare(regionName, "..") == 0)
- || (String.Compare(regionName, "/") == 0))
- {
- CurrentScene = null;
- return true;
- }
- else
- {
- lock (m_localScenes)
- {
- foreach (Scene scene in m_localScenes)
- {
- if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
- {
- CurrentScene = scene;
- return true;
- }
- }
- }
- return false;
- }
- }
- public bool TrySetCurrentScene(UUID regionID)
- {
- m_log.Debug("Searching for Region: '" + regionID + "'");
- lock (m_localScenes)
- {
- foreach (Scene scene in m_localScenes)
- {
- if (scene.RegionInfo.RegionID == regionID)
- {
- CurrentScene = scene;
- return true;
- }
- }
- }
- return false;
- }
- public bool TryGetScene(string regionName, out Scene scene)
- {
- lock (m_localScenes)
- {
- 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)
- {
- lock (m_localScenes)
- {
- 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)
- {
- lock (m_localScenes)
- {
- 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)
- {
- lock (m_localScenes)
- {
- 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 each current scene. This level governs which packets are printed out to the
- /// console.
- /// </summary>
- /// <param name="newDebug"></param>
- /// <param name="name">Name of avatar to debug</param>
- public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
- {
- ForEachCurrentScene(scene =>
- scene.ForEachScenePresence(sp =>
- {
- if (name == null || sp.Name == name)
- {
- m_log.DebugFormat(
- "Packet debug for {0} ({1}) set to {2}",
- sp.Name, sp.IsChildAgent ? "child" : "root", newDebug);
- sp.ControllingClient.DebugPacketLevel = newDebug;
- }
- })
- );
- }
- public List<ScenePresence> GetCurrentSceneAvatars()
- {
- List<ScenePresence> avatars = new List<ScenePresence>();
- ForEachCurrentScene(
- delegate(Scene scene)
- {
- scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
- {
- avatars.Add(scenePresence);
- });
- }
- );
- return avatars;
- }
- public List<ScenePresence> GetCurrentScenePresences()
- {
- List<ScenePresence> presences = new List<ScenePresence>();
- ForEachCurrentScene(delegate(Scene scene)
- {
- scene.ForEachScenePresence(delegate(ScenePresence sp)
- {
- presences.Add(sp);
- });
- });
- return presences;
- }
- public RegionInfo GetRegionInfo(UUID regionID)
- {
- lock (m_localScenes)
- {
- foreach (Scene scene in m_localScenes)
- {
- if (scene.RegionInfo.RegionID == regionID)
- {
- return scene.RegionInfo;
- }
- }
- }
- return null;
- }
- public void ForceCurrentSceneClientUpdate()
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
- }
- public void HandleEditCommandOnCurrentScene(string[] cmdparams)
- {
- ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); });
- }
- public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
- {
- lock (m_localScenes)
- {
- foreach (Scene scene in m_localScenes)
- {
- if (scene.TryGetScenePresence(avatarId, out avatar))
- {
- return true;
- }
- }
- }
- avatar = null;
- return false;
- }
- public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
- {
- lock (m_localScenes)
- {
- foreach (Scene scene in m_localScenes)
- {
- avatar = scene.GetScenePresence(avatarId);
- if (avatar != null && !avatar.IsChildAgent)
- return true;
- }
- }
- avatar = null;
- return false;
- }
- public void CloseScene(Scene scene)
- {
- lock (m_localScenes)
- m_localScenes.Remove(scene);
- scene.Close();
- }
- public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
- {
- lock (m_localScenes)
- {
- foreach (Scene scene in m_localScenes)
- {
- if (scene.TryGetAvatarByName(avatarName, out avatar))
- {
- return true;
- }
- }
- }
- avatar = null;
- return false;
- }
- public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
- {
- lock (m_localScenes)
- {
- foreach (Scene scene in m_localScenes)
- {
- sp = scene.GetScenePresence(firstName, lastName);
- if (sp != null && !sp.IsChildAgent)
- return true;
- }
- }
- sp = null;
- return false;
- }
- public void ForEachScene(Action<Scene> action)
- {
- lock (m_localScenes)
- m_localScenes.ForEach(action);
- }
- }
- }
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