OpenSimMirror/OpenSim/Region/Application/OpenSimBase.cs

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/*
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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
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* 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.
*/
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using System;
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using System.Collections.Generic;
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using System.IO;
using System.Linq;
using System.Net;
using System.Reflection;
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using System.Text;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework.Monitoring;
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using OpenSim.Region.ClientStack;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
using OpenSim.Server.Base;
using OpenSim.Services.Base;
using OpenSim.Services.Interfaces;
using OpenSim.Services.UserAccountService;
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namespace OpenSim
{
/// <summary>
/// Common OpenSimulator simulator code
/// </summary>
public class OpenSimBase : RegionApplicationBase
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{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
From: Alan Webb <awebb@linux.vnet.ibm.com> The change makes two principal implementation changes: [1] It removes the hard coded set of possible asset server client implementations, allowing any arbitrary implementation that has been identified to the PluginLoader as an appropriate extension. The extension point for asset server client extension is /OpenSim/AssetServerClient. All of the old configuration rules have been preserved, and any of the legacy configuration values will still work as they did before, except the implementation is now loaded as a plug-in, rather than as a hard-coded instantiation of a specific class. The re-hashing of IAssetServer as an extension of IPlugin made upgrading of the implementation classes a necessity. Caveat: I have not been able to meaningfully test the crypto-grid clients. I believe they should work correctly, but the refactoring necessary to handle plug-in based initialization (vs constructor-based initialisation) admits the possibility of a problem. [2] The asset cache implementation, previously introduce as a hard-code class instantiation is now implemented as an IPlugin. Once again the previous (configurationless) behavior has been preserved. But now it is possible for those interested in experimenting with cache technologies to do so simply by introducing a new extension for the asset cache extension point (/OpenSim/AssetCache). I've tested all of the configuration settings, after applying the patch to a newly extracted tree, and they seem to work OK.
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// These are the names of the plugin-points extended by this
// class during system startup.
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//
From: Alan Webb <awebb@linux.vnet.ibm.com> The change makes two principal implementation changes: [1] It removes the hard coded set of possible asset server client implementations, allowing any arbitrary implementation that has been identified to the PluginLoader as an appropriate extension. The extension point for asset server client extension is /OpenSim/AssetServerClient. All of the old configuration rules have been preserved, and any of the legacy configuration values will still work as they did before, except the implementation is now loaded as a plug-in, rather than as a hard-coded instantiation of a specific class. The re-hashing of IAssetServer as an extension of IPlugin made upgrading of the implementation classes a necessity. Caveat: I have not been able to meaningfully test the crypto-grid clients. I believe they should work correctly, but the refactoring necessary to handle plug-in based initialization (vs constructor-based initialisation) admits the possibility of a problem. [2] The asset cache implementation, previously introduce as a hard-code class instantiation is now implemented as an IPlugin. Once again the previous (configurationless) behavior has been preserved. But now it is possible for those interested in experimenting with cache technologies to do so simply by introducing a new extension for the asset cache extension point (/OpenSim/AssetCache). I've tested all of the configuration settings, after applying the patch to a newly extracted tree, and they seem to work OK.
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private const string PLUGIN_ASSET_CACHE = "/OpenSim/AssetCache";
private const string PLUGIN_ASSET_SERVER_CLIENT = "/OpenSim/AssetClient";
From: Alan Webb <awebb@linux.vnet.ibm.com> The change makes two principal implementation changes: [1] It removes the hard coded set of possible asset server client implementations, allowing any arbitrary implementation that has been identified to the PluginLoader as an appropriate extension. The extension point for asset server client extension is /OpenSim/AssetServerClient. All of the old configuration rules have been preserved, and any of the legacy configuration values will still work as they did before, except the implementation is now loaded as a plug-in, rather than as a hard-coded instantiation of a specific class. The re-hashing of IAssetServer as an extension of IPlugin made upgrading of the implementation classes a necessity. Caveat: I have not been able to meaningfully test the crypto-grid clients. I believe they should work correctly, but the refactoring necessary to handle plug-in based initialization (vs constructor-based initialisation) admits the possibility of a problem. [2] The asset cache implementation, previously introduce as a hard-code class instantiation is now implemented as an IPlugin. Once again the previous (configurationless) behavior has been preserved. But now it is possible for those interested in experimenting with cache technologies to do so simply by introducing a new extension for the asset cache extension point (/OpenSim/AssetCache). I've tested all of the configuration settings, after applying the patch to a newly extracted tree, and they seem to work OK.
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// 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;
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/// <value>
/// The file used to load and save prim backup xml if no filename has been specified
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/// </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>();
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/// <value>
/// The config information passed into the OpenSimulator region server.
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/// </value>
public OpenSimConfigSource ConfigSource { get; private set; }
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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>
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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()
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{
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);
}
}
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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
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/// 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
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regionInfo.HttpPort = m_httpServerPort;
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regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName + ":" + regionInfo.HttpPort.ToString() + "/";
regionInfo.osSecret = m_osSecret;
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if ((proxyUrl.Length > 0) && (portadd_flag))
{
// set proxy url to RegionInfo
regionInfo.proxyUrl = proxyUrl;
regionInfo.ProxyOffset = proxyOffset;
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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
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m_log.Info("[REGIONMODULES]: Loading Region's modules (new style)");
IRegionModulesController controller;
if (ApplicationRegistry.TryGet(out controller))
{
controller.AddRegionToModules(scene);
}
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else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
scene.SetModuleInterfaces();
while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
SetUpEstateOwner(scene);
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// Prims have to be loaded after module configuration since some modules may be invoked during the load
scene.LoadPrimsFromStorage(regionInfo.originRegionID);
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// 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);
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// Carrying on now causes a lot of confusion down the
// line - we need to get the user's attention
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Environment.Exit(1);
}
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// 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>
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/// <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>
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/// <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>
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/// <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);
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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
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{
public SimStatusHandler() : base("GET", "/simstatus", "SimStatus", "Simulator Status") {}
protected override byte[] ProcessRequest(string path, Stream request,
IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
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{
return Util.UTF8.GetBytes("OK");
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}
public override string ContentType
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{
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"; }
}
}
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#endregion
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/// <summary>
/// Performs any last-minute sanity checking and shuts down the region server
/// </summary>
protected override void ShutdownSpecific()
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{
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if (proxyUrl.Length > 0)
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{
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Util.XmlRpcCommand(proxyUrl, "Stop");
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}
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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)
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{
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)
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{
usernum = SceneManager.GetCurrentSceneAvatars().Count;
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}
/// <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)
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{
regionnum = SceneManager.Scenes.Count;
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}
/// <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
}
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}
public class OpenSimConfigSource
{
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public IConfigSource Source;
}
}