OpenSimMirror/Main.cs

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/*
Copyright (c) OpenSim project, http://osgrid.org/
* All rights reserved.
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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.Text;
using System.IO;
using System.Threading;
using System.Net;
using System.Net.Sockets;
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using System.Timers;
using System.Collections;
using System.Collections.Generic;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.world;
using OpenSim.GridServers;
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using PhysicsSystem;
namespace OpenSim
{
/// <summary>
/// Description of MainForm.
/// </summary>
public class OpenSim_Main
{
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public static OpenSim_Main sim;
public static SimConfig cfg;
public static World local_world;
public static Grid gridServers;
//private static Thread MainListener;
//private static Thread PingRespponder;
public static Socket Server;
private static IPEndPoint ServerIncoming;
private static byte[] RecvBuffer = new byte[4096];
private byte[] ZeroBuffer = new byte[8192];
private static IPEndPoint ipeSender;
private static EndPoint epSender;
private static AsyncCallback ReceivedData;
public Dictionary<EndPoint, OpenSimClient> ClientThreads = new Dictionary<EndPoint, OpenSimClient>();
private PhysicsManager physManager;
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private System.Timers.Timer timer1 = new System.Timers.Timer();
[STAThread]
public static void Main( string[] args )
{
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//Console.WriteLine("OpenSim " + VersionInfo.Version + "\n");
Console.WriteLine("Starting...\n");
sim = new OpenSim_Main();
bool sandbox = false;
bool loginserver = false;
for (int i = 0; i < args.Length; i++)
{
if(args[i] == "-sandbox")
{
sandbox = true;
}
if(args[i] == "-loginserver")
{
loginserver = true;
}
}
if(sandbox)
{
OpenSim_Main.gridServers = new Grid(true);
Console.WriteLine("Starting in Sandbox mode");
}
else
{
OpenSim_Main.gridServers = new Grid(false);
Console.WriteLine("Starting in Grid mode");
}
if(loginserver && sandbox)
{
LoginServer loginServer = new LoginServer(OpenSim_Main.gridServers.GridServer);
loginServer.Startup();
}
sim.Startup();
while(true) {
Thread.Sleep(1000);
}
}
private OpenSim_Main() {
}
private void Startup() {
timer1.Enabled = true;
timer1.Interval = 100;
timer1.Elapsed +=new ElapsedEventHandler( this.Timer1Tick );
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// We check our local database first, then the grid for config options
Console.WriteLine("Main.cs:Startup() - Loading configuration");
cfg = new SimConfig();
cfg.InitConfig();
Console.WriteLine("Main.cs:Startup() - Contacting gridserver");
cfg.LoadFromGrid();
Console.WriteLine("Main.cs:Startup() - We are " + cfg.RegionName + " at " + cfg.RegionLocX.ToString() + "," + cfg.RegionLocY.ToString());
Console.WriteLine("Initialising world");
local_world = cfg.LoadWorld();
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this.physManager = new PhysicsSystem.PhysicsManager();
this.physManager.LoadPlugins();
Console.WriteLine("Main.cs:Startup() - Starting up messaging system");
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local_world.PhysScene = this.physManager.GetPhysicsScene("PhysX"); //should be reading from the config file what physics engine to use
MainServerListener();
}
private void OnReceivedData(IAsyncResult result) {
ipeSender = new IPEndPoint(IPAddress.Any, 0);
epSender = (EndPoint)ipeSender;
Packet packet = null;
int numBytes = Server.EndReceiveFrom(result, ref epSender);
int packetEnd = numBytes - 1;
packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
Console.Error.WriteLine(packet.ToString());
// This is either a new client or a packet to send to an old one
if(ClientThreads.ContainsKey(epSender)) {
ClientThreads[epSender].InPacket(packet);
} else if( packet.Type == PacketType.UseCircuitCode ) { // new client
OpenSimClient newuser = new OpenSimClient(epSender,(UseCircuitCodePacket)packet);
ClientThreads.Add(epSender, newuser);
} else { // invalid client
Console.Error.WriteLine("Main.cs:OnReceivedData() - WARNING: Got a packet from an invalid client - " + epSender.ToString());
}
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
}
private void MainServerListener() {
Console.WriteLine("Main.cs:MainServerListener() - New thread started");
Console.WriteLine("Main.cs:MainServerListener() - Opening UDP socket on " + cfg.IPListenAddr + ":" + cfg.IPListenPort);
ServerIncoming = new IPEndPoint(IPAddress.Any, cfg.IPListenPort);
Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
Server.Bind(ServerIncoming);
Console.WriteLine("Main.cs:MainServerListener() - UDP socket bound, getting ready to listen");
ipeSender = new IPEndPoint(IPAddress.Any, 0);
epSender = (EndPoint) ipeSender;
ReceivedData = new AsyncCallback(this.OnReceivedData);
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
Console.WriteLine("Main.cs:MainServerListener() - Listening...");
}
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void Timer1Tick( object sender, System.EventArgs e )
{
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local_world.Update();
}
}
public class Grid
{
public IAssetServer AssetServer;
public IGridServer GridServer;
public Grid(bool sandbox)
{
if(sandbox)
{
this.AssetServer =(IAssetServer) new LocalAssetServer();
this.GridServer =(IGridServer) new LocalGridServer();
}
else
{
this.AssetServer =(IAssetServer) new LocalAssetServer(); //assets not implemented yet
this.GridServer =(IGridServer) new RemoteGridServer();
}
}
}
}