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.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.Statistics;
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using OpenSim.Region.ClientStack;
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;
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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.
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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protected string proxyUrl;
protected int proxyOffset = 0;
public string userStatsURI = 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;
protected 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 { return m_config; }
set { m_config = value; }
}
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protected OpenSimConfigSource m_config;
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public List<IClientNetworkServer> ClientServers
{
get { return m_clientServers; }
}
protected List<IClientNetworkServer> m_clientServers = new List<IClientNetworkServer>();
public uint HttpServerPort
{
get { return m_httpServerPort; }
}
public ModuleLoader ModuleLoader
{
get { return m_moduleLoader; }
set { m_moduleLoader = value; }
}
protected ModuleLoader m_moduleLoader;
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()
{
LoadConfigSettings(configSource);
}
protected virtual void LoadConfigSettings(IConfigSource configSource)
{
m_configLoader = new ConfigurationLoader();
m_config = m_configLoader.LoadConfigSettings(configSource, out m_configSettings, out m_networkServersInfo);
ReadExtraConfigSettings();
}
protected virtual void ReadExtraConfigSettings()
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{
IConfig networkConfig = m_config.Source.Configs["Network"];
if (networkConfig != null)
{
proxyUrl = networkConfig.GetString("proxy_url", "");
proxyOffset = Int32.Parse(networkConfig.GetString("proxy_offset", "0"));
}
}
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protected virtual void LoadPlugins()
{
using (PluginLoader<IApplicationPlugin> loader = new PluginLoader<IApplicationPlugin>(new ApplicationPluginInitialiser(this)))
{
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 = m_config.Source.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);
}
// Load the simulation data service
IConfig simDataConfig = m_config.Source.Configs["SimulationDataStore"];
if (simDataConfig == null)
throw new Exception("Configuration file is missing the [SimulationDataStore] section");
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[] { m_config.Source });
// Load the estate data service
IConfig estateDataConfig = m_config.Source.Configs["EstateDataStore"];
if (estateDataConfig == null)
throw new Exception("Configuration file is missing the [EstateDataStore] section");
module = estateDataConfig.GetString("LocalServiceModule", String.Empty);
if (String.IsNullOrEmpty(module))
throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [EstateDataStore] section");
m_estateDataService = ServerUtils.LoadPlugin<IEstateDataService>(module, new object[] { m_config.Source });
base.StartupSpecific();
m_stats = StatsManager.StartCollectingSimExtraStats();
// Create a ModuleLoader instance
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m_moduleLoader = new ModuleLoader(m_config.Source);
LoadPlugins();
foreach (IApplicationPlugin plugin in m_plugins)
{
plugin.PostInitialise();
}
AddPluginCommands();
}
protected virtual void AddPluginCommands()
{
// If console exists add plugin commands.
if (m_console != null)
{
List<string> topics = GetHelpTopics();
foreach (string topic in topics)
{
m_console.Commands.AddCommand("plugin", false, "help " + topic,
"help " + topic,
"Get help on plugin command '" + topic + "'",
HandleCommanderHelp);
m_console.Commands.AddCommand("plugin", false, topic,
topic,
"Execute subcommand for plugin '" + topic + "'",
null);
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)
{
m_console.Commands.AddCommand(topic, false,
topic + " " + command,
topic + " " + commander.Commands[command].ShortHelp(),
String.Empty, HandleCommanderCommand);
}
}
}
}
private void HandleCommanderCommand(string module, string[] cmd)
{
m_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]);
if (moduleCommander != null)
m_console.Output(moduleCommander.Help);
}
protected override void Initialize()
{
// Called from base.StartUp()
m_httpServerPort = m_networkServersInfo.HttpListenerPort;
m_sceneManager.OnRestartSim += handleRestartRegion;
}
/// <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 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 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 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);
}
IClientNetworkServer clientServer;
Scene scene = SetupScene(regionInfo, proxyOffset, m_config.Source, out clientServer);
m_log.Info("[MODULES]: Loading Region's modules (old style)");
List<IRegionModule> modules = m_moduleLoader.PickupModules(scene, ".");
// This needs to be ahead of the script engine load, so the
// script module can pick up events exposed by a module
m_moduleLoader.InitialiseSharedModules(scene);
// 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();
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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 Region.Framework.Scenes.RegionStatsHandler(regionInfo));
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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scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
scene.EventManager.TriggerParcelPrimCountUpdate();
// We need to do this after we've initialized the
// scripting engines.
scene.CreateScriptInstances();
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m_sceneManager.Add(scene);
if (m_autoCreateClientStack)
{
m_clientServers.Add(clientServer);
clientServer.Start();
}
if (do_post_init)
{
foreach (IRegionModule module in modules)
{
module.PostInitialise();
}
}
scene.EventManager.OnShutdown += delegate() { ShutdownRegion(scene); };
mscene = scene;
scene.StartTimer();
//DSG SYNC
//For INonSharedRegionModule, there is no more PostInitialise(). So we trigger OnPostSceneCreation event here
//to let the Sync modules to do their work once all modules are loaded and scene has interfaces to all of them.
scene.EventManager.TriggerOnPostSceneCreation(scene);
//end of DSG SYNC
return clientServer;
}
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 ((m_sceneManager.CurrentScene != null) &&
(m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
{
m_sceneManager.TrySetCurrentScene("..");
}
scene.DeleteAllSceneObjects();
m_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 (m_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 ((m_sceneManager.CurrentScene != null) &&
(m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
{
m_sceneManager.TrySetCurrentScene("..");
}
m_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 (m_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 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 IClientNetworkServer clientServer)
{
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)
{
clientServer
= m_clientStackManager.CreateServer(
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)
{
clientServer.AddScene(scene);
}
scene.LoadWorldMap();
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
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)
{
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SceneCommunicationService sceneGridService = new SceneCommunicationService();
return new Scene(
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regionInfo, circuitManager, sceneGridService,
simDataService, estateDataService, m_moduleLoader, false, m_configSettings.PhysicalPrim,
m_configSettings.See_into_region_from_neighbor, m_config.Source, 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].NetworkStop();
m_clientServers.RemoveAt(clientServerElement);
}
}
public void handleRestartRegion(RegionInfo whichRegion)
{
m_log.Info("[OPENSIM]: Got restart signal from SceneManager");
ShutdownClientServer(whichRegion);
IScene scene;
CreateRegion(whichRegion, true, out scene);
}
# region Setup methods
protected override PhysicsScene GetPhysicsScene(string osSceneIdentifier)
{
return GetPhysicsScene(
m_configSettings.PhysicsEngine, m_configSettings.MeshEngineName, m_config.Source, osSceneIdentifier);
}
/// <summary>
/// Handler to supply the current status of this sim
/// </summary>
/// Currently this is always OK if the simulator is still listening for connections on its HTTP service
public class SimStatusHandler : IStreamedRequestHandler
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{
public byte[] Handle(string path, Stream request,
OSHttpRequest httpRequest, OSHttpResponse httpResponse)
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{
return Util.UTF8.GetBytes("OK");
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}
public string ContentType
{
get { return "text/plain"; }
}
public string HttpMethod
{
get { return "GET"; }
}
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public string Path
{
get { return "/simstatus/"; }
}
}
/// <summary>
/// Handler to supply the current extended status of this sim
/// Sends the statistical data in a json serialization
/// </summary>
public class XSimStatusHandler : IStreamedRequestHandler
{
OpenSimBase m_opensim;
string osXStatsURI = String.Empty;
public XSimStatusHandler(OpenSimBase sim)
{
m_opensim = sim;
osXStatsURI = Util.SHA1Hash(sim.osSecret);
}
public byte[] Handle(string path, Stream request,
OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest));
}
public string ContentType
{
get { return "text/plain"; }
}
public string HttpMethod
{
get { return "GET"; }
}
public string Path
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{
// This is for the OpenSimulator instance and is the osSecret hashed
get { return "/" + osXStatsURI + "/"; }
}
}
/// <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>
public class UXSimStatusHandler : IStreamedRequestHandler
{
OpenSimBase m_opensim;
string osUXStatsURI = String.Empty;
public UXSimStatusHandler(OpenSimBase sim)
{
m_opensim = sim;
osUXStatsURI = sim.userStatsURI;
}
public byte[] Handle(string path, Stream request,
OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest));
}
public string ContentType
{
get { return "text/plain"; }
}
public string HttpMethod
{
get { return "GET"; }
}
public string Path
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{
// This is for the OpenSimulator instance and is the user provided URI
get { return "/" + osUXStatsURI + "/"; }
}
}
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#endregion
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/// <summary>
/// Performs any last-minute sanity checking and shuts down the region server
/// </summary>
public 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");
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// TODO: implement this
m_log.Info("[SHUTDOWN]: Closing console and terminating");
try
{
m_sceneManager.Close();
}
catch (Exception e)
{
m_log.ErrorFormat("[SHUTDOWN]: Ignoring failure during shutdown - {0}", e);
}
}
/// <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 = m_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)
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{
regionnum = m_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="existingName">A list of estate names that already exist.</param>
/// <returns>true if the estate was created, false otherwise</returns>
public bool CreateEstate(RegionInfo regInfo, List<string> existingNames)
{
// Create a new estate
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true);
string newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
if (existingNames.Contains(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.
regInfo.EstateSettings.Save();
return true;
}
/// <summary>
/// Load the estate information for the provided RegionInfo object.
/// </summary>
/// <param name="regInfo"></param>
public void PopulateRegionEstateInfo(RegionInfo regInfo)
{
if (EstateDataService != null)
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false);
if (regInfo.EstateSettings.EstateID == 0) // No record at all
{
m_log.WarnFormat("[ESTATE] Region {0} is not part of an estate.", regInfo.RegionName);
List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll();
List<string> estateNames = new List<string>();
foreach (EstateSettings estate in estates)
estateNames.Add(estate.EstateName);
while (true)
{
if (estates.Count == 0)
{
m_log.Info("[ESTATE] No existing estates found. You must create a new one.");
if (CreateEstate(regInfo, estateNames))
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, estateNames))
break;
else
continue;
}
else
{
response
= MainConsole.Instance.CmdPrompt(
string.Format(
"Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
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.");
}
}
}
}
}
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}
public class OpenSimConfigSource
{
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public IConfigSource Source;
public void Save(string path)
{
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if (Source is IniConfigSource)
{
IniConfigSource iniCon = (IniConfigSource) Source;
iniCon.Save(path);
}
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else if (Source is XmlConfigSource)
{
XmlConfigSource xmlCon = (XmlConfigSource) Source;
xmlCon.Save(path);
}
}
}
}