OpenSimMirror/OpenSim.RegionServer/world/World.cs

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C#
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2007-03-07 18:49:20 +00:00
using System;
using libsecondlife;
using libsecondlife.Packets;
using System.Collections.Generic;
using System.Text;
using System.Reflection;
using System.IO;
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using OpenSim.Physics.Manager;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Assets;
using OpenSim.Framework.Terrain;
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namespace OpenSim.world
{
public class World : ILocalStorageReceiver
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{
public object LockPhysicsEngine = new object();
public Dictionary<libsecondlife.LLUUID, Entity> Entities;
public float[] LandMap;
public ScriptEngine Scripts;
public uint _localNumber = 0;
private PhysicsScene phyScene;
private float timeStep = 0.1f;
private libsecondlife.TerrainManager TerrainManager;
public ILocalStorage localStorage;
private Random Rand = new Random();
private uint _primCount = 702000;
private int storageCount;
private Dictionary<uint, SimClient> m_clientThreads;
private ulong m_regionHandle;
private string m_regionName;
private SimConfig m_cfg;
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public World(Dictionary<uint, SimClient> clientThreads, ulong regionHandle, string regionName, SimConfig cfg)
{
m_clientThreads = clientThreads;
m_regionHandle = regionHandle;
m_regionName = regionName;
m_cfg = cfg;
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance");
Entities = new Dictionary<libsecondlife.LLUUID, Entity>();
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating LandMap");
TerrainManager = new TerrainManager(new SecondLife());
Avatar.SetupTemplate("avatar-template.dat");
// MainConsole.Instance.WriteLine("World.cs - Creating script engine instance");
// Initialise this only after the world has loaded
// Scripts = new ScriptEngine(this);
Avatar.LoadAnims();
}
public PhysicsScene PhysScene
{
set
{
this.phyScene = value;
}
get
{
return (this.phyScene);
}
}
public void Update()
{
if (this.phyScene.IsThreaded)
{
this.phyScene.GetResults();
}
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].addForces();
}
lock (this.LockPhysicsEngine)
{
this.phyScene.Simulate(timeStep);
}
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].update();
}
//backup world data
this.storageCount++;
if (storageCount > 1200) //set to how often you want to backup
{
this.Backup();
storageCount = 0;
}
}
public bool LoadStorageDLL(string dllName)
{
Assembly pluginAssembly = Assembly.LoadFrom(dllName);
ILocalStorage store = null;
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
Type typeInterface = pluginType.GetInterface("ILocalStorage", true);
if (typeInterface != null)
{
ILocalStorage plug = (ILocalStorage)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
store = plug;
break;
}
typeInterface = null;
}
}
}
pluginAssembly = null;
this.localStorage = store;
return (store == null);
}
public void RegenerateTerrain()
{
HeightmapGenHills hills = new HeightmapGenHills();
this.LandMap = hills.GenerateHeightmap(200, 4.0f, 80.0f, false);
lock (this.LockPhysicsEngine)
{
this.phyScene.SetTerrain(this.LandMap);
}
m_cfg.SaveMap(this.LandMap);
foreach (SimClient client in m_clientThreads.Values)
{
this.SendLayerData(client);
}
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
public void RegenerateTerrain(float[] newMap)
{
this.LandMap = newMap;
lock (this.LockPhysicsEngine)
{
this.phyScene.SetTerrain(this.LandMap);
}
m_cfg.SaveMap(this.LandMap);
foreach (SimClient client in m_clientThreads.Values)
{
this.SendLayerData(client);
}
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
public void RegenerateTerrain(bool changes, int pointx, int pointy)
{
if (changes)
{
lock (this.LockPhysicsEngine)
{
this.phyScene.SetTerrain(this.LandMap);
}
m_cfg.SaveMap(this.LandMap);
foreach (SimClient client in m_clientThreads.Values)
{
this.SendLayerData(pointx , pointy , client);
}
}
}
public void LoadPrimsFromStorage()
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: LoadPrimsFromStorage() - Loading primitives");
this.localStorage.LoadPrimitives(this);
}
public void PrimFromStorage(PrimData prim)
{
if (prim.LocalID >= this._primCount)
{
_primCount = prim.LocalID + 1;
}
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: PrimFromStorage() - Reloading prim (localId " + prim.LocalID + " ) from storage");
Primitive nPrim = new Primitive(m_clientThreads, m_regionHandle, this);
nPrim.CreateFromStorage(prim);
this.Entities.Add(nPrim.uuid, nPrim);
}
public void Close()
{
this.localStorage.ShutDown();
}
public void SendLayerData(SimClient RemoteClient)
{
int[] patches = new int[4];
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x = x + 4)
{
patches[0] = x + 0 + y * 16;
patches[1] = x + 1 + y * 16;
patches[2] = x + 2 + y * 16;
patches[3] = x + 3 + y * 16;
Packet layerpack = TerrainManager.CreateLandPacket(LandMap, patches);
RemoteClient.OutPacket(layerpack);
}
}
}
public void SendLayerData(int px, int py, SimClient RemoteClient)
{
int[] patches = new int[1];
int patchx, patchy;
patchx = px / 16;
/* if (patchx > 12)
{
patchx = 12;
}*/
patchy = py / 16;
patches[0] = patchx + 0 + patchy * 16;
//patches[1] = patchx + 1 + patchy * 16;
//patches[2] = patchx + 2 + patchy * 16;
//patches[3] = patchx + 3 + patchy * 16;
Packet layerpack = TerrainManager.CreateLandPacket(LandMap, patches);
RemoteClient.OutPacket(layerpack);
}
public void GetInitialPrims(SimClient RemoteClient)
{
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
if (Entities[UUID].ToString() == "OpenSim.world.Primitive")
{
((OpenSim.world.Primitive)Entities[UUID]).UpdateClient(RemoteClient);
}
}
}
public void AddViewerAgent(SimClient AgentClient)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
Avatar NewAvatar = new Avatar(AgentClient, this, m_regionName, m_clientThreads, m_regionHandle);
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world");
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake ");
NewAvatar.SendRegionHandshake(this);
PhysicsVector pVec = new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z);
lock (this.LockPhysicsEngine)
{
NewAvatar.PhysActor = this.phyScene.AddAvatar(pVec);
}
this.Entities.Add(AgentClient.AgentID, NewAvatar);
}
public void AddNewPrim(ObjectAddPacket addPacket, SimClient AgentClient)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim");
Primitive prim = new Primitive(m_clientThreads, m_regionHandle, this);
prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount);
PhysicsVector pVec = new PhysicsVector(prim.position.X, prim.position.Y, prim.position.Z);
PhysicsVector pSize = new PhysicsVector(0.255f, 0.255f, 0.255f);
if (OpenSim.world.Avatar.PhysicsEngineFlying)
{
lock (this.LockPhysicsEngine)
{
prim.PhysActor = this.phyScene.AddPrim(pVec, pSize);
}
}
//prim.PhysicsEnabled = true;
this.Entities.Add(prim.uuid, prim);
this._primCount++;
}
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public void DeRezObject(DeRezObjectPacket DeRezPacket, SimClient AgentClient)
{
//Needs to delete object from physics at a later date
libsecondlife.LLUUID[] DeRezEnts;
DeRezEnts = new libsecondlife.LLUUID[DeRezPacket.ObjectData.Length];
int i = 0;
foreach (DeRezObjectPacket.ObjectDataBlock Data in DeRezPacket.ObjectData)
{
//OpenSim.Framework.Console.MainConsole.Instance.WriteLine("LocalID:" + Data.ObjectLocalID.ToString());
foreach (Entity ent in this.Entities.Values)
{
if (ent.localid == Data.ObjectLocalID)
{
DeRezEnts[i++] = ent.uuid;
this.localStorage.RemovePrim(ent.uuid);
KillObjectPacket kill = new KillObjectPacket();
kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1];
kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock();
kill.ObjectData[0].ID = ent.localid;
foreach (SimClient client in m_clientThreads.Values)
{
client.OutPacket(kill);
}
//Uncommenting this means an old UUID will be re-used, thus crashing the asset server
//Uncomment when prim/object UUIDs are random or such
//2007-03-22 - Randomskk
//this._primCount--;
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Deleted UUID " + ent.uuid);
}
}
}
foreach (libsecondlife.LLUUID uuid in DeRezEnts)
{
lock (Entities)
{
Entities.Remove(uuid);
}
}
}
public bool Backup()
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: Backup() - Backing up Primitives");
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
{
Entities[UUID].BackUp();
}
return true;
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}
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}
}