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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 System.Threading;
- using OpenMetaverse;
- 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
- /// <summary>
- /// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
- /// dispensed.
- /// </summary>
- protected uint m_lastAllocatedLocalId = 720000;
- private readonly Mutex _primAllocateMutex = new Mutex(false);
-
- 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;
- /// <value>
- /// Allows retrieval of land information for this scene.
- /// </value>
- public ILandChannel LandChannel;
- /// <value>
- /// Manage events that occur in this scene (avatar movement, script rez, etc.). Commonly used by region modules
- /// to subscribe to scene events.
- /// </value>
- public EventManager EventManager
- {
- get { return m_eventManager; }
- }
- protected EventManager m_eventManager;
- protected ScenePermissions m_permissions;
- public ScenePermissions Permissions
- {
- get { return m_permissions; }
- }
- protected string m_datastore;
- 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>
- /// Register the new client with the scene. The client starts off as a child agent - the later agent crossing
- /// will promote it to a root agent during login.
- /// </summary>
- /// <param name="client"></param
- public abstract void AddNewClient(IClientAPI client);
- /// <summary>
- /// Remove a client from the scene
- /// </summary>
- /// <param name="agentID"></param>
- public abstract void RemoveClient(UUID agentID);
- public abstract void CloseAllAgents(uint circuitcode);
- #endregion
- /// <summary>
- ///
- /// </summary>
- /// <returns></returns>
- public virtual RegionInfo RegionInfo
- {
- get { return m_regInfo; }
- }
- #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(UUID avatarID)
- {
- return false;
- }
-
- public abstract bool OtherRegionUp(RegionInfo thisRegion);
- public virtual string GetSimulatorVersion()
- {
- return "OpenSimulator Server";
- }
- #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
- /// XXX Diva: this is really truly horrible; must...move...to...LL client...stack...
- /// </summary>
- protected Dictionary<UUID, string> capsPaths = new Dictionary<UUID, string>();
- protected Dictionary<UUID, Dictionary<ulong, string>> childrenSeeds = new Dictionary<UUID, Dictionary<ulong, string>>();
- public string GetCapsPath(UUID agentId)
- {
- if (capsPaths.ContainsKey(agentId))
- {
- return capsPaths[agentId];
- }
- return null;
- }
- public Dictionary<ulong, string> GetChildrenSeeds(UUID agentID)
- {
- Dictionary<ulong, string> seeds = null;
- if (childrenSeeds.TryGetValue(agentID, out seeds))
- return seeds;
- return new Dictionary<ulong, string>();
- }
- public void DropChildSeed(UUID agentID, ulong handle)
- {
- Dictionary<ulong, string> seeds;
- if (childrenSeeds.TryGetValue(agentID, out seeds))
- {
- seeds.Remove(handle);
- }
- }
- public string GetChildSeed(UUID agentID, ulong handle)
- {
- Dictionary<ulong, string> seeds;
- if (childrenSeeds.TryGetValue(agentID, out seeds))
- {
- return seeds[handle];
- }
- return null;
- }
- public void SetChildrenSeed(UUID agentID, Dictionary<ulong, string> value)
- {
- //Console.WriteLine(" !!! Setting child seeds in {0} to {1}", RegionInfo.RegionName, value.Count);
- childrenSeeds[agentID] = value;
- }
- public void DumpChildrenSeeds(UUID agentID)
- {
- Console.WriteLine("================ ChildrenSeed {0} ================", RegionInfo.RegionName);
- foreach (KeyValuePair<ulong, string> kvp in childrenSeeds[agentID])
- {
- uint x, y;
- Utils.LongToUInts(kvp.Key, out x, out y);
- x = x / Constants.RegionSize;
- y = y / Constants.RegionSize;
- Console.WriteLine(" >> {0}, {1}: {2}", x, y, kvp.Value);
- }
- }
- /// <summary>
- /// Returns a new unallocated local ID
- /// </summary>
- /// <returns>A brand new local ID</returns>
- protected internal uint AllocateLocalId()
- {
- uint myID;
- _primAllocateMutex.WaitOne();
- myID = ++m_lastAllocatedLocalId;
- _primAllocateMutex.ReleaseMutex();
- return myID;
- }
- public virtual T RequestModuleInterface<T>()
- {
- return default(T);
- }
- public virtual T[] RequestModuleInterfaces<T>()
- {
- return new T[] { default(T) };
- }
- }
- }
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