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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.IO;
- using System.Linq;
- using System.Net;
- using System.Reflection;
- using System.Text;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Console;
- using OpenSim.Framework.Servers;
- using OpenSim.Framework.Servers.HttpServer;
- using OpenSim.Framework.Monitoring;
- using OpenSim.Region.ClientStack;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
- using OpenSim.Region.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Physics.Manager;
- using OpenSim.Server.Base;
- using OpenSim.Services.Base;
- using OpenSim.Services.Interfaces;
- using OpenSim.Services.UserAccountService;
- namespace OpenSim
- {
- /// <summary>
- /// Common OpenSimulator simulator code
- /// </summary>
- public class OpenSimBase : RegionApplicationBase
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- // These are the names of the plugin-points extended by this
- // class during system startup.
- //
- private const string PLUGIN_ASSET_CACHE = "/OpenSim/AssetCache";
- private const string PLUGIN_ASSET_SERVER_CLIENT = "/OpenSim/AssetClient";
- // OpenSim.ini Section name for ESTATES Settings
- public const string ESTATE_SECTION_NAME = "Estates";
- /// <summary>
- /// Allow all plugin loading to be disabled for tests/debug.
- /// </summary>
- /// <remarks>
- /// true by default
- /// </remarks>
- public bool EnableInitialPluginLoad { get; set; }
- /// <summary>
- /// Control whether we attempt to load an estate data service.
- /// </summary>
- /// <remarks>For tests/debugging</remarks>
- public bool LoadEstateDataService { get; set; }
- protected string proxyUrl;
- protected int proxyOffset = 0;
-
- public string userStatsURI = String.Empty;
- public string managedStatsURI = String.Empty;
- protected bool m_autoCreateClientStack = true;
- /// <value>
- /// The file used to load and save prim backup xml if no filename has been specified
- /// </value>
- protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml";
- public ConfigSettings ConfigurationSettings
- {
- get { return m_configSettings; }
- set { m_configSettings = value; }
- }
- protected ConfigSettings m_configSettings;
- protected ConfigurationLoader m_configLoader;
- public ConsoleCommand CreateAccount = null;
- public List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
- /// <value>
- /// The config information passed into the OpenSimulator region server.
- /// </value>
- public OpenSimConfigSource ConfigSource { get; private set; }
- public List<IClientNetworkServer> ClientServers
- {
- get { return m_clientServers; }
- }
- protected EnvConfigSource m_EnvConfigSource = new EnvConfigSource();
- public EnvConfigSource envConfigSource
- {
- get { return m_EnvConfigSource; }
- }
- protected List<IClientNetworkServer> m_clientServers = new List<IClientNetworkServer>();
-
- public uint HttpServerPort
- {
- get { return m_httpServerPort; }
- }
- protected IRegistryCore m_applicationRegistry = new RegistryCore();
- public IRegistryCore ApplicationRegistry
- {
- get { return m_applicationRegistry; }
- }
- /// <summary>
- /// Constructor.
- /// </summary>
- /// <param name="configSource"></param>
- public OpenSimBase(IConfigSource configSource) : base()
- {
- EnableInitialPluginLoad = true;
- LoadEstateDataService = true;
- LoadConfigSettings(configSource);
- }
- protected virtual void LoadConfigSettings(IConfigSource configSource)
- {
- m_configLoader = new ConfigurationLoader();
- ConfigSource = m_configLoader.LoadConfigSettings(configSource, envConfigSource, out m_configSettings, out m_networkServersInfo);
- Config = ConfigSource.Source;
- ReadExtraConfigSettings();
- }
- protected virtual void ReadExtraConfigSettings()
- {
- IConfig networkConfig = Config.Configs["Network"];
- if (networkConfig != null)
- {
- proxyUrl = networkConfig.GetString("proxy_url", "");
- proxyOffset = Int32.Parse(networkConfig.GetString("proxy_offset", "0"));
- }
- IConfig startupConfig = Config.Configs["Startup"];
- if (startupConfig != null)
- {
- Util.LogOverloads = startupConfig.GetBoolean("LogOverloads", true);
- }
- }
- protected virtual void LoadPlugins()
- {
- IConfig startupConfig = Config.Configs["Startup"];
- string registryLocation = (startupConfig != null) ? startupConfig.GetString("RegistryLocation", String.Empty) : String.Empty;
- // The location can also be specified in the environment. If there
- // is no location in the configuration, we must call the constructor
- // without a location parameter to allow that to happen.
- if (registryLocation == String.Empty)
- {
- using (PluginLoader<IApplicationPlugin> loader = new PluginLoader<IApplicationPlugin>(new ApplicationPluginInitialiser(this)))
- {
- loader.Load("/OpenSim/Startup");
- m_plugins = loader.Plugins;
- }
- }
- else
- {
- using (PluginLoader<IApplicationPlugin> loader = new PluginLoader<IApplicationPlugin>(new ApplicationPluginInitialiser(this), registryLocation))
- {
- loader.Load("/OpenSim/Startup");
- m_plugins = loader.Plugins;
- }
- }
- }
- protected override List<string> GetHelpTopics()
- {
- List<string> topics = base.GetHelpTopics();
- Scene s = SceneManager.CurrentOrFirstScene;
- if (s != null && s.GetCommanders() != null)
- topics.AddRange(s.GetCommanders().Keys);
- return topics;
- }
- /// <summary>
- /// Performs startup specific to the region server, including initialization of the scene
- /// such as loading configuration from disk.
- /// </summary>
- protected override void StartupSpecific()
- {
- IConfig startupConfig = Config.Configs["Startup"];
- if (startupConfig != null)
- {
- string pidFile = startupConfig.GetString("PIDFile", String.Empty);
- if (pidFile != String.Empty)
- CreatePIDFile(pidFile);
-
- userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
- managedStatsURI = startupConfig.GetString("ManagedStatsRemoteFetchURI", String.Empty);
- }
- // Load the simulation data service
- IConfig simDataConfig = Config.Configs["SimulationDataStore"];
- if (simDataConfig == null)
- throw new Exception("Configuration file is missing the [SimulationDataStore] section. Have you copied OpenSim.ini.example to OpenSim.ini to reference config-include/ files?");
- string module = simDataConfig.GetString("LocalServiceModule", String.Empty);
- if (String.IsNullOrEmpty(module))
- throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [SimulationDataStore] section.");
- m_simulationDataService = ServerUtils.LoadPlugin<ISimulationDataService>(module, new object[] { Config });
- if (m_simulationDataService == null)
- throw new Exception(
- string.Format(
- "Could not load an ISimulationDataService implementation from {0}, as configured in the LocalServiceModule parameter of the [SimulationDataStore] config section.",
- module));
- // Load the estate data service
- module = Util.GetConfigVarFromSections<string>(Config, "LocalServiceModule", new string[]{"EstateDataStore", "EstateService"}, String.Empty);
- if (String.IsNullOrEmpty(module))
- throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [EstateDataStore] or [EstateService] section");
- if (LoadEstateDataService)
- {
- m_estateDataService = ServerUtils.LoadPlugin<IEstateDataService>(module, new object[] { Config });
- if (m_estateDataService == null)
- throw new Exception(
- string.Format(
- "Could not load an IEstateDataService implementation from {0}, as configured in the LocalServiceModule parameter of the [EstateDataStore] config section.",
- module));
- }
- base.StartupSpecific();
- if (EnableInitialPluginLoad)
- LoadPlugins();
- // We still want to post initalize any plugins even if loading has been disabled since a test may have
- // inserted them manually.
- foreach (IApplicationPlugin plugin in m_plugins)
- plugin.PostInitialise();
- if (m_console != null)
- AddPluginCommands(m_console);
- }
- protected virtual void AddPluginCommands(ICommandConsole console)
- {
- List<string> topics = GetHelpTopics();
- foreach (string topic in topics)
- {
- string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1);
- // This is a hack to allow the user to enter the help command in upper or lowercase. This will go
- // away at some point.
- console.Commands.AddCommand(capitalizedTopic, false, "help " + topic,
- "help " + capitalizedTopic,
- "Get help on plugin command '" + topic + "'",
- HandleCommanderHelp);
- console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic,
- "help " + capitalizedTopic,
- "Get help on plugin command '" + topic + "'",
- HandleCommanderHelp);
- ICommander commander = null;
- Scene s = SceneManager.CurrentOrFirstScene;
- if (s != null && s.GetCommanders() != null)
- {
- if (s.GetCommanders().ContainsKey(topic))
- commander = s.GetCommanders()[topic];
- }
- if (commander == null)
- continue;
- foreach (string command in commander.Commands.Keys)
- {
- console.Commands.AddCommand(capitalizedTopic, false,
- topic + " " + command,
- topic + " " + commander.Commands[command].ShortHelp(),
- String.Empty, HandleCommanderCommand);
- }
- }
- }
- private void HandleCommanderCommand(string module, string[] cmd)
- {
- SceneManager.SendCommandToPluginModules(cmd);
- }
- private void HandleCommanderHelp(string module, string[] cmd)
- {
- // Only safe for the interactive console, since it won't
- // let us come here unless both scene and commander exist
- //
- ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1].ToLower());
- if (moduleCommander != null)
- m_console.Output(moduleCommander.Help);
- }
- protected override void Initialize()
- {
- // Called from base.StartUp()
- IConfig startupConfig = Config.Configs["Startup"];
- if (startupConfig == null || startupConfig.GetBoolean("JobEngineEnabled", true))
- Watchdog.JobEngine.Start();
- m_httpServerPort = m_networkServersInfo.HttpListenerPort;
- SceneManager.OnRestartSim += HandleRestartRegion;
- // Only enable the watchdogs when all regions are ready. Otherwise we get false positives when cpu is
- // heavily used during initial startup.
- //
- // FIXME: It's also possible that region ready status should be flipped during an OAR load since this
- // also makes heavy use of the CPU.
- SceneManager.OnRegionsReadyStatusChange
- += sm => { MemoryWatchdog.Enabled = sm.AllRegionsReady; Watchdog.Enabled = sm.AllRegionsReady; };
- }
- /// <summary>
- /// Execute the region creation process. This includes setting up scene infrastructure.
- /// </summary>
- /// <param name="regionInfo"></param>
- /// <param name="portadd_flag"></param>
- /// <returns></returns>
- public List<IClientNetworkServer> CreateRegion(RegionInfo regionInfo, bool portadd_flag, out IScene scene)
- {
- return CreateRegion(regionInfo, portadd_flag, false, out scene);
- }
- /// <summary>
- /// Execute the region creation process. This includes setting up scene infrastructure.
- /// </summary>
- /// <param name="regionInfo"></param>
- /// <returns></returns>
- public List<IClientNetworkServer> CreateRegion(RegionInfo regionInfo, out IScene scene)
- {
- return CreateRegion(regionInfo, false, true, out scene);
- }
- /// <summary>
- /// Execute the region creation process. This includes setting up scene infrastructure.
- /// </summary>
- /// <param name="regionInfo"></param>
- /// <param name="portadd_flag"></param>
- /// <param name="do_post_init"></param>
- /// <returns></returns>
- public List<IClientNetworkServer> CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init, out IScene mscene)
- {
- int port = regionInfo.InternalEndPoint.Port;
- // set initial RegionID to originRegionID in RegionInfo. (it needs for loding prims)
- // Commented this out because otherwise regions can't register with
- // the grid as there is already another region with the same UUID
- // at those coordinates. This is required for the load balancer to work.
- // --Mike, 2009.02.25
- //regionInfo.originRegionID = regionInfo.RegionID;
- // set initial ServerURI
- regionInfo.HttpPort = m_httpServerPort;
- regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName + ":" + regionInfo.HttpPort.ToString() + "/";
-
- regionInfo.osSecret = m_osSecret;
-
- if ((proxyUrl.Length > 0) && (portadd_flag))
- {
- // set proxy url to RegionInfo
- regionInfo.proxyUrl = proxyUrl;
- regionInfo.ProxyOffset = proxyOffset;
- Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName);
- }
- List<IClientNetworkServer> clientServers;
- Scene scene = SetupScene(regionInfo, proxyOffset, Config, out clientServers);
- m_log.Info("[MODULES]: Loading Region's modules (old style)");
- // Use this in the future, the line above will be deprecated soon
- m_log.Info("[REGIONMODULES]: Loading Region's modules (new style)");
- IRegionModulesController controller;
- if (ApplicationRegistry.TryGet(out controller))
- {
- controller.AddRegionToModules(scene);
- }
- else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
- scene.SetModuleInterfaces();
- while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
- SetUpEstateOwner(scene);
- // Prims have to be loaded after module configuration since some modules may be invoked during the load
- scene.LoadPrimsFromStorage(regionInfo.originRegionID);
-
- // TODO : Try setting resource for region xstats here on scene
- MainServer.Instance.AddStreamHandler(new RegionStatsHandler(regionInfo));
-
- scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
- scene.EventManager.TriggerParcelPrimCountUpdate();
- try
- {
- scene.RegisterRegionWithGrid();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
- e.Message, e.StackTrace);
- // Carrying on now causes a lot of confusion down the
- // line - we need to get the user's attention
- Environment.Exit(1);
- }
- // We need to do this after we've initialized the
- // scripting engines.
- scene.CreateScriptInstances();
- SceneManager.Add(scene);
- if (m_autoCreateClientStack)
- {
- foreach (IClientNetworkServer clientserver in clientServers)
- {
- m_clientServers.Add(clientserver);
- clientserver.Start();
- }
- }
- scene.EventManager.OnShutdown += delegate() { ShutdownRegion(scene); };
- mscene = scene;
- return clientServers;
- }
- /// <summary>
- /// Try to set up the estate owner for the given scene.
- /// </summary>
- /// <remarks>
- /// The involves asking the user for information about the user on the console. If the user does not already
- /// exist then it is created.
- /// </remarks>
- /// <param name="scene"></param>
- private void SetUpEstateOwner(Scene scene)
- {
- RegionInfo regionInfo = scene.RegionInfo;
- string estateOwnerFirstName = null;
- string estateOwnerLastName = null;
- string estateOwnerEMail = null;
- string estateOwnerPassword = null;
- string rawEstateOwnerUuid = null;
- if (Config.Configs[ESTATE_SECTION_NAME] != null)
- {
- string defaultEstateOwnerName
- = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerName", "").Trim();
- string[] ownerNames = defaultEstateOwnerName.Split(' ');
- if (ownerNames.Length >= 2)
- {
- estateOwnerFirstName = ownerNames[0];
- estateOwnerLastName = ownerNames[1];
- }
- // Info to be used only on Standalone Mode
- rawEstateOwnerUuid = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerUUID", null);
- estateOwnerEMail = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerEMail", null);
- estateOwnerPassword = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerPassword", null);
- }
- MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName);
- List<char> excluded = new List<char>(new char[1]{' '});
- if (estateOwnerFirstName == null || estateOwnerLastName == null)
- {
- estateOwnerFirstName = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded);
- estateOwnerLastName = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded);
- }
- UserAccount account
- = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, estateOwnerFirstName, estateOwnerLastName);
- if (account == null)
- {
- // XXX: The LocalUserAccountServicesConnector is currently registering its inner service rather than
- // itself!
- // if (scene.UserAccountService is LocalUserAccountServicesConnector)
- // {
- // IUserAccountService innerUas
- // = ((LocalUserAccountServicesConnector)scene.UserAccountService).UserAccountService;
- //
- // m_log.DebugFormat("B {0}", innerUas.GetType());
- //
- // if (innerUas is UserAccountService)
- // {
- if (scene.UserAccountService is UserAccountService)
- {
- if (estateOwnerPassword == null)
- estateOwnerPassword = MainConsole.Instance.PasswdPrompt("Password");
- if (estateOwnerEMail == null)
- estateOwnerEMail = MainConsole.Instance.CmdPrompt("Email");
- if (rawEstateOwnerUuid == null)
- rawEstateOwnerUuid = MainConsole.Instance.CmdPrompt("User ID", UUID.Random().ToString());
-
- UUID estateOwnerUuid = UUID.Zero;
- if (!UUID.TryParse(rawEstateOwnerUuid, out estateOwnerUuid))
- {
- m_log.ErrorFormat("[OPENSIM]: ID {0} is not a valid UUID", rawEstateOwnerUuid);
- return;
- }
- // If we've been given a zero uuid then this signals that we should use a random user id
- if (estateOwnerUuid == UUID.Zero)
- estateOwnerUuid = UUID.Random();
- account
- = ((UserAccountService)scene.UserAccountService).CreateUser(
- regionInfo.ScopeID,
- estateOwnerUuid,
- estateOwnerFirstName,
- estateOwnerLastName,
- estateOwnerPassword,
- estateOwnerEMail);
- }
- }
- if (account == null)
- {
- m_log.ErrorFormat(
- "[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first at the grid level.");
- }
- else
- {
- regionInfo.EstateSettings.EstateOwner = account.PrincipalID;
- m_estateDataService.StoreEstateSettings(regionInfo.EstateSettings);
- }
- }
- private void ShutdownRegion(Scene scene)
- {
- m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
- IRegionModulesController controller;
- if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
- {
- controller.RemoveRegionFromModules(scene);
- }
- }
- public void RemoveRegion(Scene scene, bool cleanup)
- {
- // only need to check this if we are not at the
- // root level
- if ((SceneManager.CurrentScene != null) &&
- (SceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
- {
- SceneManager.TrySetCurrentScene("..");
- }
- scene.DeleteAllSceneObjects();
- SceneManager.CloseScene(scene);
- ShutdownClientServer(scene.RegionInfo);
-
- if (!cleanup)
- return;
- if (!String.IsNullOrEmpty(scene.RegionInfo.RegionFile))
- {
- if (scene.RegionInfo.RegionFile.ToLower().EndsWith(".xml"))
- {
- File.Delete(scene.RegionInfo.RegionFile);
- m_log.InfoFormat("[OPENSIM]: deleting region file \"{0}\"", scene.RegionInfo.RegionFile);
- }
- if (scene.RegionInfo.RegionFile.ToLower().EndsWith(".ini"))
- {
- try
- {
- IniConfigSource source = new IniConfigSource(scene.RegionInfo.RegionFile);
- if (source.Configs[scene.RegionInfo.RegionName] != null)
- {
- source.Configs.Remove(scene.RegionInfo.RegionName);
- if (source.Configs.Count == 0)
- {
- File.Delete(scene.RegionInfo.RegionFile);
- }
- else
- {
- source.Save(scene.RegionInfo.RegionFile);
- }
- }
- }
- catch (Exception)
- {
- }
- }
- }
- }
- public void RemoveRegion(string name, bool cleanUp)
- {
- Scene target;
- if (SceneManager.TryGetScene(name, out target))
- RemoveRegion(target, cleanUp);
- }
- /// <summary>
- /// Remove a region from the simulator without deleting it permanently.
- /// </summary>
- /// <param name="scene"></param>
- /// <returns></returns>
- public void CloseRegion(Scene scene)
- {
- // only need to check this if we are not at the
- // root level
- if ((SceneManager.CurrentScene != null) &&
- (SceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
- {
- SceneManager.TrySetCurrentScene("..");
- }
- SceneManager.CloseScene(scene);
- ShutdownClientServer(scene.RegionInfo);
- }
-
- /// <summary>
- /// Remove a region from the simulator without deleting it permanently.
- /// </summary>
- /// <param name="name"></param>
- /// <returns></returns>
- public void CloseRegion(string name)
- {
- Scene target;
- if (SceneManager.TryGetScene(name, out target))
- CloseRegion(target);
- }
-
- /// <summary>
- /// Create a scene and its initial base structures.
- /// </summary>
- /// <param name="regionInfo"></param>
- /// <param name="clientServer"> </param>
- /// <returns></returns>
- protected Scene SetupScene(RegionInfo regionInfo, out List<IClientNetworkServer> clientServer)
- {
- return SetupScene(regionInfo, 0, null, out clientServer);
- }
- /// <summary>
- /// Create a scene and its initial base structures.
- /// </summary>
- /// <param name="regionInfo"></param>
- /// <param name="proxyOffset"></param>
- /// <param name="configSource"></param>
- /// <param name="clientServer"> </param>
- /// <returns></returns>
- protected Scene SetupScene(
- RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out List<IClientNetworkServer> clientServer)
- {
- List<IClientNetworkServer> clientNetworkServers = null;
- AgentCircuitManager circuitManager = new AgentCircuitManager();
- IPAddress listenIP = regionInfo.InternalEndPoint.Address;
- //if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP))
- // listenIP = IPAddress.Parse("0.0.0.0");
- uint port = (uint) regionInfo.InternalEndPoint.Port;
- if (m_autoCreateClientStack)
- {
- clientNetworkServers = m_clientStackManager.CreateServers(
- listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource,
- circuitManager);
- }
- else
- {
- clientServer = null;
- }
- regionInfo.InternalEndPoint.Port = (int) port;
- Scene scene = CreateScene(regionInfo, m_simulationDataService, m_estateDataService, circuitManager);
- if (m_autoCreateClientStack)
- {
- foreach (IClientNetworkServer clientnetserver in clientNetworkServers)
- {
- clientnetserver.AddScene(scene);
- }
- }
- clientServer = clientNetworkServers;
- scene.LoadWorldMap();
- scene.PhysicsScene.RequestAssetMethod = scene.PhysicsRequestAsset;
- scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
- scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight);
- return scene;
- }
- protected override ClientStackManager CreateClientStackManager()
- {
- return new ClientStackManager(m_configSettings.ClientstackDll);
- }
- protected override Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService,
- IEstateDataService estateDataService, AgentCircuitManager circuitManager)
- {
- Vector3 regionExtent = new Vector3(regionInfo.RegionSizeX, regionInfo.RegionSizeY, regionInfo.RegionSizeZ);
- PhysicsScene physicsScene = GetPhysicsScene(regionInfo.RegionName, regionExtent);
- SceneCommunicationService sceneGridService = new SceneCommunicationService();
- return new Scene(
- regionInfo, circuitManager, physicsScene, sceneGridService,
- simDataService, estateDataService,
- Config, m_version);
- }
-
- protected void ShutdownClientServer(RegionInfo whichRegion)
- {
- // Close and remove the clientserver for a region
- bool foundClientServer = false;
- int clientServerElement = 0;
- Location location = new Location(whichRegion.RegionHandle);
- for (int i = 0; i < m_clientServers.Count; i++)
- {
- if (m_clientServers[i].HandlesRegion(location))
- {
- clientServerElement = i;
- foundClientServer = true;
- break;
- }
- }
- if (foundClientServer)
- {
- m_clientServers[clientServerElement].Stop();
- m_clientServers.RemoveAt(clientServerElement);
- }
- }
-
- protected virtual void HandleRestartRegion(RegionInfo whichRegion)
- {
- m_log.InfoFormat(
- "[OPENSIM]: Got restart signal from SceneManager for region {0} ({1},{2})",
- whichRegion.RegionName, whichRegion.RegionLocX, whichRegion.RegionLocY);
- ShutdownClientServer(whichRegion);
- IScene scene;
- CreateRegion(whichRegion, true, out scene);
- scene.Start();
- }
- # region Setup methods
- protected override PhysicsScene GetPhysicsScene(string osSceneIdentifier, Vector3 regionExtent)
- {
- return GetPhysicsScene(
- m_configSettings.PhysicsEngine, m_configSettings.MeshEngineName, Config, osSceneIdentifier, regionExtent);
- }
- /// <summary>
- /// Handler to supply the current status of this sim
- /// </summary>
- /// <remarks>
- /// Currently this is always OK if the simulator is still listening for connections on its HTTP service
- /// </remarks>
- public class SimStatusHandler : BaseStreamHandler
- {
- public SimStatusHandler() : base("GET", "/simstatus", "SimStatus", "Simulator Status") {}
- protected override byte[] ProcessRequest(string path, Stream request,
- IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
- {
- return Util.UTF8.GetBytes("OK");
- }
- public override string ContentType
- {
- get { return "text/plain"; }
- }
- }
- /// <summary>
- /// Handler to supply the current extended status of this sim
- /// Sends the statistical data in a json serialization
- /// </summary>
- public class XSimStatusHandler : BaseStreamHandler
- {
- OpenSimBase m_opensim;
-
- public XSimStatusHandler(OpenSimBase sim)
- : base("GET", "/" + Util.SHA1Hash(sim.osSecret), "XSimStatus", "Simulator XStatus")
- {
- m_opensim = sim;
- }
-
- protected override byte[] ProcessRequest(string path, Stream request,
- IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
- {
- return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest));
- }
- public override string ContentType
- {
- get { return "text/plain"; }
- }
- }
- /// <summary>
- /// Handler to supply the current extended status of this sim to a user configured URI
- /// Sends the statistical data in a json serialization
- /// If the request contains a key, "callback" the response will be wrappend in the
- /// associated value for jsonp used with ajax/javascript
- /// </summary>
- protected class UXSimStatusHandler : BaseStreamHandler
- {
- OpenSimBase m_opensim;
-
- public UXSimStatusHandler(OpenSimBase sim)
- : base("GET", "/" + sim.userStatsURI, "UXSimStatus", "Simulator UXStatus")
- {
- m_opensim = sim;
- }
-
- protected override byte[] ProcessRequest(string path, Stream request,
- IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
- {
- return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest));
- }
- public override string ContentType
- {
- get { return "text/plain"; }
- }
- }
- #endregion
- /// <summary>
- /// Performs any last-minute sanity checking and shuts down the region server
- /// </summary>
- protected override void ShutdownSpecific()
- {
- if (proxyUrl.Length > 0)
- {
- Util.XmlRpcCommand(proxyUrl, "Stop");
- }
- m_log.Info("[SHUTDOWN]: Closing all threads");
- m_log.Info("[SHUTDOWN]: Killing listener thread");
- m_log.Info("[SHUTDOWN]: Killing clients");
- m_log.Info("[SHUTDOWN]: Closing console and terminating");
- try
- {
- SceneManager.Close();
- foreach (IApplicationPlugin plugin in m_plugins)
- plugin.Dispose();
- }
- catch (Exception e)
- {
- m_log.Error("[SHUTDOWN]: Ignoring failure during shutdown - ", e);
- }
- base.ShutdownSpecific();
- }
- /// <summary>
- /// Get the start time and up time of Region server
- /// </summary>
- /// <param name="starttime">The first out parameter describing when the Region server started</param>
- /// <param name="uptime">The second out parameter describing how long the Region server has run</param>
- public void GetRunTime(out string starttime, out string uptime)
- {
- starttime = m_startuptime.ToString();
- uptime = (DateTime.Now - m_startuptime).ToString();
- }
- /// <summary>
- /// Get the number of the avatars in the Region server
- /// </summary>
- /// <param name="usernum">The first out parameter describing the number of all the avatars in the Region server</param>
- public void GetAvatarNumber(out int usernum)
- {
- usernum = SceneManager.GetCurrentSceneAvatars().Count;
- }
- /// <summary>
- /// Get the number of regions
- /// </summary>
- /// <param name="regionnum">The first out parameter describing the number of regions</param>
- public void GetRegionNumber(out int regionnum)
- {
- regionnum = SceneManager.Scenes.Count;
- }
-
- /// <summary>
- /// Create an estate with an initial region.
- /// </summary>
- /// <remarks>
- /// This method doesn't allow an estate to be created with the same name as existing estates.
- /// </remarks>
- /// <param name="regInfo"></param>
- /// <param name="estatesByName">A list of estate names that already exist.</param>
- /// <param name="estateName">Estate name to create if already known</param>
- /// <returns>true if the estate was created, false otherwise</returns>
- public bool CreateEstate(RegionInfo regInfo, Dictionary<string, EstateSettings> estatesByName, string estateName)
- {
- // Create a new estate
- regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true);
- string newName;
- if (!string.IsNullOrEmpty(estateName))
- newName = estateName;
- else
- newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
- if (estatesByName.ContainsKey(newName))
- {
- MainConsole.Instance.OutputFormat("An estate named {0} already exists. Please try again.", newName);
- return false;
- }
-
- regInfo.EstateSettings.EstateName = newName;
-
- // FIXME: Later on, the scene constructor will reload the estate settings no matter what.
- // Therefore, we need to do an initial save here otherwise the new estate name will be reset
- // back to the default. The reloading of estate settings by scene could be eliminated if it
- // knows that the passed in settings in RegionInfo are already valid. Also, it might be
- // possible to eliminate some additional later saves made by callers of this method.
- EstateDataService.StoreEstateSettings(regInfo.EstateSettings);
-
- return true;
- }
-
- /// <summary>
- /// Load the estate information for the provided RegionInfo object.
- /// </summary>
- /// <param name="regInfo"></param>
- public bool PopulateRegionEstateInfo(RegionInfo regInfo)
- {
- if (EstateDataService != null)
- regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false);
- if (regInfo.EstateSettings.EstateID != 0)
- return false; // estate info in the database did not change
- m_log.WarnFormat("[ESTATE] Region {0} is not part of an estate.", regInfo.RegionName);
-
- List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll();
- Dictionary<string, EstateSettings> estatesByName = new Dictionary<string, EstateSettings>();
- foreach (EstateSettings estate in estates)
- estatesByName[estate.EstateName] = estate;
- string defaultEstateName = null;
- if (Config.Configs[ESTATE_SECTION_NAME] != null)
- {
- defaultEstateName = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateName", null);
- if (defaultEstateName != null)
- {
- EstateSettings defaultEstate;
- bool defaultEstateJoined = false;
- if (estatesByName.ContainsKey(defaultEstateName))
- {
- defaultEstate = estatesByName[defaultEstateName];
- if (EstateDataService.LinkRegion(regInfo.RegionID, (int)defaultEstate.EstateID))
- defaultEstateJoined = true;
- }
- else
- {
- if (CreateEstate(regInfo, estatesByName, defaultEstateName))
- defaultEstateJoined = true;
- }
- if (defaultEstateJoined)
- return true; // need to update the database
- else
- m_log.ErrorFormat(
- "[OPENSIM BASE]: Joining default estate {0} failed", defaultEstateName);
- }
- }
- // If we have no default estate or creation of the default estate failed then ask the user.
- while (true)
- {
- if (estates.Count == 0)
- {
- m_log.Info("[ESTATE]: No existing estates found. You must create a new one.");
- if (CreateEstate(regInfo, estatesByName, null))
- break;
- else
- continue;
- }
- else
- {
- string response
- = MainConsole.Instance.CmdPrompt(
- string.Format(
- "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
- "yes",
- new List<string>() { "yes", "no" });
- if (response == "no")
- {
- if (CreateEstate(regInfo, estatesByName, null))
- break;
- else
- continue;
- }
- else
- {
- string[] estateNames = estatesByName.Keys.ToArray();
- response
- = MainConsole.Instance.CmdPrompt(
- string.Format(
- "Name of estate to join. Existing estate names are ({0})",
- string.Join(", ", estateNames)),
- estateNames[0]);
- List<int> estateIDs = EstateDataService.GetEstates(response);
- if (estateIDs.Count < 1)
- {
- MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
- continue;
- }
- int estateID = estateIDs[0];
- regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
- if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
- break;
- MainConsole.Instance.Output("Joining the estate failed. Please try again.");
- }
- }
- }
- return true; // need to update the database
- }
- }
-
- public class OpenSimConfigSource
- {
- public IConfigSource Source;
- }
- }
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