Ported Gareth's Server Console, so is nearly ready for a remerge back into trunk.
parent
6938500aef
commit
087965ba1b
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@ -36,16 +36,14 @@ namespace Db40SimConfig
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{
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public SimConfig GetConfigObject()
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{
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Console.WriteLine("Loading Config dll");
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ServerConsole.MainConsole.Instance.WriteLine("Loading Db40Config dll");
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return ( new DbSimConfig());
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}
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}
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public class DbSimConfig :SimConfig
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{
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private IObjectContainer db;
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private IObjectContainer db;
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public void LoadDefaults() {
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this.RegionName = "OpenSim test\0";
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@ -65,7 +63,7 @@ namespace Db40SimConfig
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db = Db4oFactory.OpenFile("opensim.yap");
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IObjectSet result = db.Get(typeof(DbSimConfig));
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if(result.Count==1) {
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Console.WriteLine("Config.cs:InitConfig() - Found a SimConfig object in the local database, loading");
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ServerConsole.MainConsole.Instance.WriteLine("Config.cs:InitConfig() - Found a SimConfig object in the local database, loading");
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foreach (DbSimConfig cfg in result) {
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this.RegionName = cfg.RegionName;
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this.RegionLocX = cfg.RegionLocX;
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@ -79,27 +77,27 @@ namespace Db40SimConfig
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this.GridSendKey = cfg.GridSendKey;
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}
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} else {
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Console.WriteLine("Config.cs:InitConfig() - Could not find object in database, loading precompiled defaults");
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ServerConsole.MainConsole.Instance.WriteLine("Config.cs:InitConfig() - Could not find object in database, loading precompiled defaults");
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LoadDefaults();
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Console.WriteLine("Writing out default settings to local database");
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ServerConsole.MainConsole.Instance.WriteLine("Writing out default settings to local database");
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db.Set(this);
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}
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} catch(Exception e) {
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db.Close();
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Console.WriteLine("Config.cs:InitConfig() - Exception occured");
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Console.WriteLine(e.ToString());
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ServerConsole.MainConsole.Instance.WriteLine("Config.cs:InitConfig() - Exception occured");
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ServerConsole.MainConsole.Instance.WriteLine(e.ToString());
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}
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}
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public override World LoadWorld() {
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IObjectSet world_result = db.Get(typeof(OpenSim.world.World));
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if(world_result.Count==1) {
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Console.WriteLine("Config.cs:LoadWorld() - Found an OpenSim.world.World object in local database, loading");
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ServerConsole.MainConsole.Instance.WriteLine("Config.cs:LoadWorld() - Found an OpenSim.world.World object in local database, loading");
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return (World)world_result.Next();
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} else {
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Console.WriteLine("Config.cs:LoadWorld() - Could not find the world or too many worlds! Constructing blank one");
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ServerConsole.MainConsole.Instance.WriteLine("Config.cs:LoadWorld() - Could not find the world or too many worlds! Constructing blank one");
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World blank = new World();
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Console.WriteLine("Config.cs:LoadWorld() - Saving initial world state to disk");
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ServerConsole.MainConsole.Instance.WriteLine("Config.cs:LoadWorld() - Saving initial world state to disk");
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db.Set(blank);
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db.Commit();
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return blank;
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@ -107,7 +105,7 @@ namespace Db40SimConfig
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}
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public override void LoadFromGrid() {
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Console.WriteLine("Config.cs:LoadFromGrid() - dummy function, DOING ABSOLUTELY NOTHING AT ALL!!!");
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ServerConsole.MainConsole.Instance.WriteLine("Config.cs:LoadFromGrid() - dummy function, DOING ABSOLUTELY NOTHING AT ALL!!!");
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// TODO: Make this crap work
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/* WebRequest GridLogin = WebRequest.Create(this.GridURL + "regions/" + this.RegionHandle.ToString() + "/login");
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WebResponse GridResponse = GridLogin.GetResponse();
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@ -31,7 +31,7 @@
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<SpecificVersion>False</SpecificVersion>
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</Reference>
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<Reference Include="Db4objects.Db4o">
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<HintPath>..\..\bin\Db4objects.Db4o.dll</HintPath>
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<HintPath>..\..\..\..\..\Program Files\Db4objects\db4o-6.1\bin\net-2.0\Db4objects.Db4o.dll</HintPath>
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<SpecificVersion>False</SpecificVersion>
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</Reference>
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</ItemGroup>
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@ -39,5 +39,11 @@
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<Compile Include="Db4SimConfig.cs" />
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<Compile Include="AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\ServerConsole\ServerConsole\ServerConsole.csproj">
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<Project>{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}</Project>
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<Name>ServerConsole</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
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</Project>
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@ -70,7 +70,7 @@ namespace LocalGridServers
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public LocalAssetServer()
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{
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this._assetRequests = new BlockingQueue<ARequest>();
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Console.WriteLine("Local Asset Server class created");
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ServerConsole.MainConsole.Instance.WriteLine("Local Asset Server class created");
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}
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public void SetReceiver(IAssetReceiver receiver)
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@ -117,7 +117,7 @@ namespace LocalGridServers
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public LocalGridServer()
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{
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Sessions = new List<Login>();
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Console.WriteLine("Local Grid Server class created");
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ServerConsole.MainConsole.Instance.WriteLine("Local Grid Server class created");
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}
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public bool RequestConnection()
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@ -26,10 +26,6 @@
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Xml" />
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<Reference Include="GridInterfaces">
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<HintPath>..\..\..\GridInterfaces\GridInterfaces\bin\Debug\GridInterfaces.dll</HintPath>
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<SpecificVersion>False</SpecificVersion>
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</Reference>
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<Reference Include="libsecondlife">
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<HintPath>..\..\..\Libsecond-dailys\libsl-03-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
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<SpecificVersion>False</SpecificVersion>
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@ -39,5 +35,15 @@
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<Compile Include="LocalGrid.cs" />
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<Compile Include="AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\ServerConsole\ServerConsole\ServerConsole.csproj">
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<Project>{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}</Project>
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<Name>ServerConsole</Name>
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</ProjectReference>
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<ProjectReference Include="..\..\GridInterfaces\GridInterfaces.csproj">
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<Project>{5DA3174D-42F9-416D-9F0B-AF41FA2BE2F9}</Project>
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<Name>GridInterfaces</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
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</Project>
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51
src/Main.cs
51
src/Main.cs
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@ -42,6 +42,7 @@ using libsecondlife.Packets;
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using OpenSim.world;
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using OpenSim.GridServers;
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using OpenSim.Assets;
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using ServerConsole;
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using PhysicsSystem;
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namespace OpenSim
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@ -76,6 +77,8 @@ namespace OpenSim
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{
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//Console.WriteLine("OpenSim " + VersionInfo.Version + "\n");
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Console.WriteLine("Starting...\n");
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ServerConsole.MainConsole.Instance = new MServerConsole(ServerConsole.ConsoleBase.ConsoleType.Local,"",0);
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sim = new OpenSim_Main();
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bool sandbox = false;
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@ -98,17 +101,15 @@ namespace OpenSim
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OpenSim_Main.gridServers.AssetDll = "LocalGridServers.dll";
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OpenSim_Main.gridServers.GridDll = "LocalGridServers.dll";
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OpenSim_Main.gridServers.LoadPlugins();
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Console.WriteLine("Starting in Sandbox mode");
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ServerConsole.MainConsole.Instance.WriteLine("Starting in Sandbox mode");
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}
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else
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{
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OpenSim_Main.gridServers.AssetDll = "RemoteGridServers.dll";
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OpenSim_Main.gridServers.GridDll = "RemoteGridServers.dll";
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OpenSim_Main.gridServers.LoadPlugins();
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Console.WriteLine("Starting in Grid mode");
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ServerConsole.MainConsole.Instance.WriteLine("Starting in Grid mode");
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}
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OpenSim_Main.gridServers.AssetServer.SetServerInfo(OpenSim_Main.cfg.AssetURL, OpenSim_Main.cfg.AssetSendKey);
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OpenSim_Main.gridServers.GridServer.SetServerInfo(OpenSim_Main.cfg.GridURL, OpenSim_Main.cfg.GridSendKey);
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if(loginserver && sandbox)
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{
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@ -118,10 +119,10 @@ namespace OpenSim
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assetCache = new AssetCache(OpenSim_Main.gridServers.AssetServer);
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sim.Startup();
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//while(true) {
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Console.ReadLine();
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Thread.Sleep(1000);
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//}
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while(true) {
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ServerConsole.MainConsole.Instance.MainConsolePrompt();
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}
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}
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private OpenSim_Main() {
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@ -133,21 +134,23 @@ namespace OpenSim
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timer1.Elapsed +=new ElapsedEventHandler( this.Timer1Tick );
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// We check our local database first, then the grid for config options
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Console.WriteLine("Main.cs:Startup() - Loading configuration");
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Startup() - Loading configuration");
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cfg = this.LoadConfigDll();
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cfg.InitConfig();
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Console.WriteLine("Main.cs:Startup() - Contacting gridserver");
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Startup() - Contacting gridserver");
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cfg.LoadFromGrid();
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Console.WriteLine("Main.cs:Startup() - We are " + cfg.RegionName + " at " + cfg.RegionLocX.ToString() + "," + cfg.RegionLocY.ToString());
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Console.WriteLine("Initialising world");
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Startup() - We are " + cfg.RegionName + " at " + cfg.RegionLocX.ToString() + "," + cfg.RegionLocY.ToString());
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ServerConsole.MainConsole.Instance.WriteLine("Initialising world");
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local_world = cfg.LoadWorld();
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this.physManager = new PhysicsSystem.PhysicsManager();
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this.physManager.LoadPlugins();
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Console.WriteLine("Main.cs:Startup() - Starting up messaging system");
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ServerConsole.MainConsole.Instance.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
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OpenSim_Main.gridServers.AssetServer.SetServerInfo(OpenSim_Main.cfg.AssetURL, OpenSim_Main.cfg.AssetSendKey);
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OpenSim_Main.gridServers.GridServer.SetServerInfo(OpenSim_Main.cfg.GridURL, OpenSim_Main.cfg.GridSendKey);
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MainServerListener();
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}
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@ -202,24 +205,34 @@ namespace OpenSim
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}
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private void MainServerListener() {
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Console.WriteLine("Main.cs:MainServerListener() - New thread started");
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Console.WriteLine("Main.cs:MainServerListener() - Opening UDP socket on " + cfg.IPListenAddr + ":" + cfg.IPListenPort);
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:MainServerListener() - New thread started");
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:MainServerListener() - Opening UDP socket on " + cfg.IPListenAddr + ":" + cfg.IPListenPort);
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ServerIncoming = new IPEndPoint(IPAddress.Any, cfg.IPListenPort);
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Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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Server.Bind(ServerIncoming);
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Console.WriteLine("Main.cs:MainServerListener() - UDP socket bound, getting ready to listen");
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:MainServerListener() - UDP socket bound, getting ready to listen");
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ipeSender = new IPEndPoint(IPAddress.Any, 0);
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epSender = (EndPoint) ipeSender;
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ReceivedData = new AsyncCallback(this.OnReceivedData);
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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Console.WriteLine("Main.cs:MainServerListener() - Listening...");
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:MainServerListener() - Listening...");
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}
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public static void Shutdown() {
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Shutdown() - Closing all threads");
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Shutdown() - Killing listener thread");
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Shutdown() - Killing clients");
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// IMPLEMENT THIS
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ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Shutdown() - Closing console and terminating");
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ServerConsole.MainConsole.Instance.Close();
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Environment.Exit(0);
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}
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void Timer1Tick( object sender, System.EventArgs e )
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{
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local_world.Update();
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@ -239,7 +252,7 @@ namespace OpenSim
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public void LoadPlugins()
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{
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this.AssetServer =(IAssetServer) this.LoadAssetDll();//assets not implemented yet
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this.AssetServer =(IAssetServer) this.LoadAssetDll();
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this.GridServer =(IGridServer) this.LoadGridDll();
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}
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@ -130,8 +130,8 @@ namespace OpenSim
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{
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if (now - packet.TickCount > RESEND_TIMEOUT)
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{
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Console.WriteLine("Resending " + packet.Type.ToString() + " packet, " +
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(now - packet.TickCount) + "ms have passed", Helpers.LogLevel.Info);
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ServerConsole.MainConsole.Instance.WriteLine("Resending " + packet.Type.ToString() + " packet, " +
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(now - packet.TickCount) + "ms have passed");
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packet.Header.Resent = true;
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OutPacket(packet);
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@ -149,11 +149,11 @@ namespace OpenSim
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if (PendingAcks.Count > 250)
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{
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// FIXME: Handle the odd case where we have too many pending ACKs queued up
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Console.WriteLine("Too many ACKs queued up!", Helpers.LogLevel.Error);
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ServerConsole.MainConsole.Instance.WriteLine("Too many ACKs queued up!");
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return;
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}
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Console.WriteLine("Sending PacketAck");
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ServerConsole.MainConsole.Instance.WriteLine("Sending PacketAck");
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int i = 0;
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@ -242,7 +242,7 @@ namespace OpenSim
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}
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}
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Console.WriteLine("OUT: \n" + Pack.ToString());
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ServerConsole.MainConsole.Instance.WriteLine("OUT: \n" + Pack.ToString());
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byte[] ZeroOutBuffer = new byte[4096];
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byte[] sendbuffer;
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@ -256,7 +256,7 @@ namespace OpenSim
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OpenSim_Main.Server.SendTo(sendbuffer, sendbuffer.Length, SocketFlags.None,userEP);
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}
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} catch (Exception) {
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Console.WriteLine("OpenSimClient.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " + userEP.ToString() + " - killing thread");
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ServerConsole.MainConsole.Instance.WriteLine("OpenSimClient.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " + userEP.ToString() + " - killing thread");
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ClientThread.Abort();
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}
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@ -312,7 +312,7 @@ namespace OpenSim
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}
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public OpenSimClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack) {
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Console.WriteLine("OpenSimClient.cs - Started up new client thread to handle incoming request");
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ServerConsole.MainConsole.Instance.WriteLine("OpenSimClient.cs - Started up new client thread to handle incoming request");
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cirpack = initialcirpack;
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userEP = remoteEP;
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PacketQueue = new BlockingQueue<QueItem>();
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@ -326,7 +326,7 @@ namespace OpenSim
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}
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private void ClientLoop() {
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Console.WriteLine("OpenSimClient.cs:ClientLoop() - Entered loop");
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ServerConsole.MainConsole.Instance.WriteLine("OpenSimClient.cs:ClientLoop() - Entered loop");
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while(true) {
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QueItem nextPacket = PacketQueue.Dequeue();
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if(nextPacket.Incoming)
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@ -343,7 +343,7 @@ namespace OpenSim
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}
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private void InitNewClient() {
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Console.WriteLine("OpenSimClient.cs:InitNewClient() - Adding viewer agent to world");
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ServerConsole.MainConsole.Instance.WriteLine("OpenSimClient.cs:InitNewClient() - Adding viewer agent to world");
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OpenSim_Main.local_world.AddViewerAgent(this);
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world.Entity tempent=OpenSim_Main.local_world.Entities[this.AgentID];
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this.ClientAvatar=(world.Avatar)tempent;
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@ -355,12 +355,12 @@ namespace OpenSim
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if(!sessionInfo.Authorised)
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{
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//session/circuit not authorised
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Console.WriteLine("OpenSimClient.cs:AuthUser() - New user request denied to " + userEP.ToString());
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ServerConsole.MainConsole.Instance.WriteLine("OpenSimClient.cs:AuthUser() - New user request denied to " + userEP.ToString());
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ClientThread.Abort();
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}
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else
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{
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Console.WriteLine("OpenSimClient.cs:AuthUser() - Got authenticated connection from " + userEP.ToString());
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ServerConsole.MainConsole.Instance.WriteLine("OpenSimClient.cs:AuthUser() - Got authenticated connection from " + userEP.ToString());
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//session is authorised
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this.AgentID=cirpack.CircuitCode.ID;
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this.SessionID=cirpack.CircuitCode.SessionID;
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@ -0,0 +1,194 @@
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/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using System.IO;
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using System.Net;
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using libsecondlife;
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using libsecondlife.Packets;
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using ServerConsole;
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namespace OpenSim
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{
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/// <summary>
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/// Description of ServerConsole.
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/// </summary>
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public class MServerConsole : ConsoleBase
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{
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private ConsoleType ConsType;
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StreamWriter Log;
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// STUPID HACK ALERT!!!! STUPID HACK ALERT!!!!!
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// constype - the type of console to use (see enum ConsoleType)
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// sparam - depending on the console type:
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// TCP - the IP to bind to (127.0.0.1 if blank)
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// Local - param ignored
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// SimChat - the AgentID of this sim's admin
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// and for the iparam:
|
||||
// TCP - the port to bind to
|
||||
// Local - param ignored
|
||||
// SimChat - the chat channel to accept commands from
|
||||
public MServerConsole(ConsoleType constype, string sparam, int iparam) {
|
||||
ConsType = constype;
|
||||
switch(constype) {
|
||||
case ConsoleType.Local:
|
||||
Console.WriteLine("ServerConsole.cs - creating new local console");
|
||||
Console.WriteLine("Logs will be saved to current directory in opensim-console.log");
|
||||
Log=File.AppendText("opensim-console.log");
|
||||
Log.WriteLine("========================================================================");
|
||||
//Log.WriteLine("OpenSim " + VersionInfo.Version + " Started at " + DateTime.Now.ToString());
|
||||
break;
|
||||
case ConsoleType.TCP:
|
||||
break;
|
||||
case ConsoleType.SimChat:
|
||||
break;
|
||||
|
||||
default:
|
||||
Console.WriteLine("ServerConsole.cs - what are you smoking? that isn't a valid console type!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Close() {
|
||||
Log.WriteLine("OpenSim shutdown at " + DateTime.Now.ToString());
|
||||
Log.Close();
|
||||
}
|
||||
|
||||
// You know what ReadLine() and WriteLine() do, right? And Read() and Write()? Right, you do actually know C#, right? Are you actually a programmer? Do you know english? Do you find my sense of humour in comments irritating? Good, glad you're still here
|
||||
public override void WriteLine(string Line) {
|
||||
Log.WriteLine(Line);
|
||||
Console.WriteLine(Line);
|
||||
return;
|
||||
}
|
||||
|
||||
public override string ReadLine() {
|
||||
string TempStr=Console.ReadLine();
|
||||
Log.WriteLine(TempStr);
|
||||
return TempStr;
|
||||
}
|
||||
|
||||
public override int Read() {
|
||||
int TempInt= Console.Read();
|
||||
Log.Write((char)TempInt);
|
||||
return TempInt;
|
||||
}
|
||||
|
||||
public override void Write(string Line) {
|
||||
Console.Write(Line);
|
||||
Log.Write(Line);
|
||||
return;
|
||||
}
|
||||
|
||||
// Displays a command prompt and waits for the user to enter a string, then returns that string
|
||||
public override string CmdPrompt(string prompt) {
|
||||
this.Write(prompt);
|
||||
return this.ReadLine();
|
||||
}
|
||||
|
||||
// Displays a command prompt and returns a default value if the user simply presses enter
|
||||
public override string CmdPrompt(string prompt, string defaultresponse) {
|
||||
string temp=CmdPrompt(prompt);
|
||||
if(temp=="") {
|
||||
return defaultresponse;
|
||||
} else {
|
||||
return temp;
|
||||
}
|
||||
}
|
||||
|
||||
// Displays a command prompt and returns a default value, user may only enter 1 of 2 options
|
||||
public override string CmdPrompt(string prompt, string defaultresponse, string OptionA, string OptionB) {
|
||||
bool itisdone=false;
|
||||
string temp=CmdPrompt(prompt,defaultresponse);
|
||||
while(itisdone==false) {
|
||||
if((temp==OptionA) || (temp==OptionB)) {
|
||||
itisdone=true;
|
||||
} else {
|
||||
this.WriteLine("Valid options are " + OptionA + " or " + OptionB);
|
||||
temp=CmdPrompt(prompt,defaultresponse);
|
||||
}
|
||||
}
|
||||
return temp;
|
||||
}
|
||||
|
||||
// Runs a command with a number of parameters
|
||||
public override Object RunCmd(string Cmd, string[] cmdparams) {
|
||||
switch(Cmd) {
|
||||
case "help":
|
||||
this.WriteLine("show users - show info about connected users");
|
||||
this.WriteLine("shutdown - disconnect all clients and shutdown");
|
||||
break;
|
||||
|
||||
case "show":
|
||||
ShowCommands(cmdparams[0]);
|
||||
break;
|
||||
|
||||
case "shutdown":
|
||||
OpenSim_Main.Shutdown();
|
||||
break;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Shows data about something
|
||||
public override void ShowCommands(string ShowWhat) {
|
||||
switch(ShowWhat) {
|
||||
case "uptime":
|
||||
//this.WriteLine("OpenSim has been running since " + OpenSim_Main.startuptime.ToString());
|
||||
// this.WriteLine("That is " + (DateTime.Now-OpenSim_Main.startuptime).ToString());
|
||||
break;
|
||||
case "users":
|
||||
OpenSim.world.Avatar TempAv;
|
||||
this.WriteLine(String.Format("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}","Firstname", "Lastname","Agent ID", "Session ID", "Circuit", "IP"));
|
||||
foreach (libsecondlife.LLUUID UUID in OpenSim_Main.local_world.Entities.Keys) {
|
||||
TempAv=(OpenSim.world.Avatar)OpenSim_Main.local_world.Entities[UUID];
|
||||
//this.WriteLine(String.Format("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}",TempAv.firstname, TempAv.lastname,UUID, TempAv.ControllingClient.SessionID, TempAv.ControllingClient.CircuitCode, TempAv.ControllingClient.userEP.ToString()));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Displays a prompt to the user and then runs the command they entered
|
||||
public override void MainConsolePrompt() {
|
||||
string[] tempstrarray;
|
||||
string tempstr = this.CmdPrompt("OpenSim-" + OpenSim_Main.cfg.RegionHandle.ToString() + " # ");
|
||||
tempstrarray = tempstr.Split(' ');
|
||||
string cmd=tempstrarray[0];
|
||||
Array.Reverse(tempstrarray);
|
||||
Array.Resize<string>(ref tempstrarray,tempstrarray.Length-1);
|
||||
Array.Reverse(tempstrarray);
|
||||
string[] cmdparams=(string[])tempstrarray;
|
||||
RunCmd(cmd,cmdparams);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -72,7 +72,7 @@ namespace RemoteGridServers
|
|||
|
||||
public RemoteGridServer()
|
||||
{
|
||||
Console.WriteLine("Remote Grid Server class created");
|
||||
ServerConsole.MainConsole.Instance.WriteLine("Remote Grid Server class created");
|
||||
}
|
||||
|
||||
public bool RequestConnection()
|
||||
|
@ -147,7 +147,7 @@ namespace RemoteGridServers
|
|||
this._remoteAssetServerThread = new Thread(new ThreadStart(RunRequests));
|
||||
this._remoteAssetServerThread.IsBackground = true;
|
||||
this._remoteAssetServerThread.Start();
|
||||
Console.WriteLine("Remote Asset Server class created");
|
||||
ServerConsole.MainConsole.Instance.WriteLine("Remote Asset Server class created");
|
||||
}
|
||||
|
||||
public void SetReceiver(IAssetReceiver receiver)
|
||||
|
@ -186,7 +186,7 @@ namespace RemoteGridServers
|
|||
//we need to add support for the asset server not knowing about a requested asset
|
||||
ARequest req = this._assetRequests.Dequeue();
|
||||
LLUUID assetID = req.AssetID;
|
||||
Console.WriteLine(" RemoteAssetServer- Got a AssetServer request, processing it");
|
||||
ServerConsole.MainConsole.Instance.WriteLine(" RemoteAssetServer- Got a AssetServer request, processing it");
|
||||
WebRequest AssetLoad = WebRequest.Create(this.AssetServerUrl + "getasset/" + AssetSendKey + "/" + assetID + "/data");
|
||||
WebResponse AssetResponse = AssetLoad.GetResponse();
|
||||
byte[] idata = new byte[(int)AssetResponse.ContentLength];
|
||||
|
|
|
@ -30,14 +30,20 @@
|
|||
<HintPath>..\..\..\Libsecond-dailys\libsl-03-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
</Reference>
|
||||
<Reference Include="GridInterfaces">
|
||||
<HintPath>..\..\..\GridInterfaces\GridInterfaces\bin\Debug\GridInterfaces.dll</HintPath>
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="RemoteGrid.cs" />
|
||||
<Compile Include="AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\ServerConsole\ServerConsole\ServerConsole.csproj">
|
||||
<Project>{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}</Project>
|
||||
<Name>ServerConsole</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\GridInterfaces\GridInterfaces.csproj">
|
||||
<Project>{5DA3174D-42F9-416D-9F0B-AF41FA2BE2F9}</Project>
|
||||
<Name>GridInterfaces</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
|
||||
</Project>
|
|
@ -39,10 +39,6 @@
|
|||
<Reference Include="System" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="PhysicsManager">
|
||||
<HintPath>..\physics\PhysicsManager\bin\Release\PhysicsManager.dll</HintPath>
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
</Reference>
|
||||
<Reference Include="log4net">
|
||||
<HintPath>..\Version0_2_myserver\OpenSim\bin\Debug\log4net.dll</HintPath>
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
|
@ -55,16 +51,11 @@
|
|||
<HintPath>..\Version0_2_myserver\OpenSim\bin\Debug\libsecondlife.dll</HintPath>
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
</Reference>
|
||||
<Reference Include="GridInterfaces">
|
||||
<HintPath>..\GridInterfaces\GridInterfaces\bin\Debug\GridInterfaces.dll</HintPath>
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Config.cs" />
|
||||
<Compile Include="Main.cs" />
|
||||
<Compile Include="OpenSimClient.cs" />
|
||||
<Compile Include="types\BitPack.cs" />
|
||||
<Compile Include="types\Mesh.cs" />
|
||||
<Compile Include="types\Triangle.cs" />
|
||||
<Compile Include="Util.cs" />
|
||||
|
@ -78,10 +69,23 @@
|
|||
<Compile Include="world\World.cs" />
|
||||
<Compile Include="GridServers\LoginServer.cs" />
|
||||
<Compile Include="Assets\AssetCache.cs" />
|
||||
<Compile Include="OpenSimConsole.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="GridServers" />
|
||||
<Folder Include="Assets" />
|
||||
<ProjectReference Include="GridInterfaces\GridInterfaces.csproj">
|
||||
<Project>{5DA3174D-42F9-416D-9F0B-AF41FA2BE2F9}</Project>
|
||||
<Name>GridInterfaces</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="physics\PhysicsManager.csproj">
|
||||
<Project>{3C86A846-7977-4EE7-A8DC-DD487FA5DC2B}</Project>
|
||||
<Name>PhysicsManager</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="ServerConsole\ServerConsole\ServerConsole.csproj">
|
||||
<Project>{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}</Project>
|
||||
<Name>ServerConsole</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
|
||||
</Project>
|
|
@ -15,6 +15,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PhysicsManager", "physics\P
|
|||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PhysXplugin", "physics\plugins\PhysXplugin.csproj", "{ADB751AA-8426-4668-B1FA-43762126CEB3}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ServerConsole", "ServerConsole\ServerConsole\ServerConsole.csproj", "{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|.NET 1.1 = Debug|.NET 1.1
|
||||
|
@ -79,6 +81,14 @@ Global
|
|||
{ADB751AA-8426-4668-B1FA-43762126CEB3}.Release|.NET 1.1.ActiveCfg = Release|.NET 1.1
|
||||
{ADB751AA-8426-4668-B1FA-43762126CEB3}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{ADB751AA-8426-4668-B1FA-43762126CEB3}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}.Debug|.NET 1.1.Build.0 = Debug|.NET 1.1
|
||||
{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}.Debug|.NET 1.1.ActiveCfg = Debug|.NET 1.1
|
||||
{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}.Release|.NET 1.1.Build.0 = Release|.NET 1.1
|
||||
{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}.Release|.NET 1.1.ActiveCfg = Release|.NET 1.1
|
||||
{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
@ -0,0 +1,31 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// Information about this assembly is defined by the following
|
||||
// attributes.
|
||||
//
|
||||
// change them to the information which is associated with the assembly
|
||||
// you compile.
|
||||
|
||||
[assembly: AssemblyTitle("ServerConsole")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("ServerConsole")]
|
||||
[assembly: AssemblyCopyright("")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// This sets the default COM visibility of types in the assembly to invisible.
|
||||
// If you need to expose a type to COM, use [ComVisible(true)] on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The assembly version has following format :
|
||||
//
|
||||
// Major.Minor.Build.Revision
|
||||
//
|
||||
// You can specify all values by your own or you can build default build and revision
|
||||
// numbers with the '*' character (the default):
|
||||
|
||||
[assembly: AssemblyVersion("1.0.*")]
|
|
@ -0,0 +1,91 @@
|
|||
/*
|
||||
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
|
||||
*
|
||||
* 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;
|
||||
|
||||
namespace ServerConsole
|
||||
{
|
||||
public class MainConsole {
|
||||
|
||||
private static ConsoleBase instance;
|
||||
|
||||
public static ConsoleBase Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
set
|
||||
{
|
||||
instance = value;
|
||||
}
|
||||
}
|
||||
|
||||
public MainConsole()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class ConsoleBase
|
||||
{
|
||||
|
||||
public enum ConsoleType {
|
||||
Local, // Use stdio
|
||||
TCP, // Use TCP/telnet
|
||||
SimChat // Use in-world chat (for gods)
|
||||
}
|
||||
|
||||
public abstract void Close();
|
||||
|
||||
// You know what ReadLine() and WriteLine() do, right? And Read() and Write()? Right, you do actually know C#, right? Are you actually a programmer? Do you know english? Do you find my sense of humour in comments irritating? Good, glad you're still here
|
||||
public abstract void WriteLine(string Line) ;
|
||||
|
||||
public abstract string ReadLine();
|
||||
|
||||
public abstract int Read() ;
|
||||
|
||||
public abstract void Write(string Line) ;
|
||||
|
||||
// Displays a command prompt and waits for the user to enter a string, then returns that string
|
||||
public abstract string CmdPrompt(string prompt) ;
|
||||
|
||||
// Displays a command prompt and returns a default value if the user simply presses enter
|
||||
public abstract string CmdPrompt(string prompt, string defaultresponse);
|
||||
|
||||
// Displays a command prompt and returns a default value, user may only enter 1 of 2 options
|
||||
public abstract string CmdPrompt(string prompt, string defaultresponse, string OptionA, string OptionB) ;
|
||||
|
||||
// Runs a command with a number of parameters
|
||||
public abstract Object RunCmd(string Cmd, string[] cmdparams) ;
|
||||
|
||||
// Shows data about something
|
||||
public abstract void ShowCommands(string ShowWhat) ;
|
||||
|
||||
// Displays a prompt to the user and then runs the command they entered
|
||||
public abstract void MainConsolePrompt() ;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<OutputType>Library</OutputType>
|
||||
<RootNamespace>ServerConsole</RootNamespace>
|
||||
<AssemblyName>ServerConsole</AssemblyName>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}</ProjectGuid>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<Optimize>False</Optimize>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<DebugSymbols>True</DebugSymbols>
|
||||
<DebugType>Full</DebugType>
|
||||
<CheckForOverflowUnderflow>True</CheckForOverflowUnderflow>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<Optimize>True</Optimize>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<DebugSymbols>False</DebugSymbols>
|
||||
<DebugType>None</DebugType>
|
||||
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="ServerConsole.cs" />
|
||||
<Compile Include="AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
|
||||
</Project>
|
|
@ -0,0 +1,7 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 9.00
|
||||
# SharpDevelop 2.1.0.2017
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ServerConsole", "ServerConsole.csproj", "{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}"
|
||||
EndProject
|
||||
Global
|
||||
EndGlobal
|
|
@ -48,12 +48,12 @@ namespace PhysicsSystem
|
|||
{
|
||||
if(_plugins.ContainsKey(engineName))
|
||||
{
|
||||
Console.WriteLine("creating "+engineName);
|
||||
ServerConsole.MainConsole.Instance.WriteLine("creating "+engineName);
|
||||
return _plugins[engineName].GetScene();
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("couldn't find physicsEngine: "+ engineName);
|
||||
ServerConsole.MainConsole.Instance.WriteLine("couldn't find physicsEngine: "+ engineName);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -31,5 +31,11 @@
|
|||
<Compile Include="PhysicsManager.cs" />
|
||||
<Compile Include="AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\ServerConsole\ServerConsole\ServerConsole.csproj">
|
||||
<Project>{C9A6026D-8E0C-4FE4-8691-FB2A566AA245}</Project>
|
||||
<Name>ServerConsole</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
|
||||
</Project>
|
|
@ -26,14 +26,16 @@
|
|||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="PhysicsManager">
|
||||
<HintPath>..\..\PhysicsManager\bin\Release\PhysicsManager.dll</HintPath>
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="PhysXplugin.cs" />
|
||||
<Compile Include="AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\PhysicsManager.csproj">
|
||||
<Project>{3C86A846-7977-4EE7-A8DC-DD487FA5DC2B}</Project>
|
||||
<Name>PhysicsManager</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
|
||||
</Project>
|
|
@ -21,7 +21,7 @@ namespace OpenSim.world
|
|||
private List<NewForce> forcesList = new List<NewForce>();
|
||||
|
||||
public Avatar(OpenSimClient TheClient) {
|
||||
Console.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
|
||||
ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
|
||||
ControllingClient=TheClient;
|
||||
SetupTemplate("avatar-template.dat");
|
||||
position = new LLVector3(100.0f,100.0f,30.0f);
|
||||
|
@ -100,7 +100,7 @@ namespace OpenSim.world
|
|||
}
|
||||
|
||||
public void CompleteMovement(World RegionInfo) {
|
||||
Console.WriteLine("Avatar.cs:CompleteMovement() - Constructing AgentMovementComplete packet");
|
||||
ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs:CompleteMovement() - Constructing AgentMovementComplete packet");
|
||||
AgentMovementCompletePacket mov = new AgentMovementCompletePacket();
|
||||
mov.AgentData.SessionID = this.ControllingClient.SessionID;
|
||||
mov.AgentData.AgentID = this.ControllingClient.AgentID;
|
||||
|
@ -110,7 +110,7 @@ namespace OpenSim.world
|
|||
mov.Data.Position = new LLVector3(100f, 100f, 23f);
|
||||
mov.Data.LookAt = new LLVector3(0.99f, 0.042f, 0);
|
||||
|
||||
Console.WriteLine("Sending AgentMovementComplete packet");
|
||||
ServerConsole.MainConsole.Instance.WriteLine("Sending AgentMovementComplete packet");
|
||||
ControllingClient.OutPacket(mov);
|
||||
}
|
||||
|
||||
|
@ -199,11 +199,11 @@ namespace OpenSim.world
|
|||
|
||||
//should be moved somewhere else
|
||||
public void SendRegionHandshake(World RegionInfo) {
|
||||
Console.WriteLine("Avatar.cs:SendRegionHandshake() - Creating empty RegionHandshake packet");
|
||||
ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionHandshake() - Creating empty RegionHandshake packet");
|
||||
System.Text.Encoding _enc = System.Text.Encoding.ASCII;
|
||||
RegionHandshakePacket handshake = new RegionHandshakePacket();
|
||||
|
||||
Console.WriteLine("Avatar.cs:SendRegionhandshake() - Filling in RegionHandshake details");
|
||||
ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionhandshake() - Filling in RegionHandshake details");
|
||||
handshake.RegionInfo.BillableFactor = 0;
|
||||
handshake.RegionInfo.IsEstateManager = false;
|
||||
handshake.RegionInfo.TerrainHeightRange00 = 60;
|
||||
|
@ -229,7 +229,7 @@ namespace OpenSim.world
|
|||
handshake.RegionInfo.TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
|
||||
handshake.RegionInfo.CacheID = new LLUUID("545ec0a5-5751-1026-8a0b-216e38a7ab37");
|
||||
|
||||
Console.WriteLine("Avatar.cs:SendRegionHandshake() - Sending RegionHandshake packet");
|
||||
ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionHandshake() - Sending RegionHandshake packet");
|
||||
this.ControllingClient.OutPacket(handshake);
|
||||
}
|
||||
|
||||
|
|
|
@ -9,85 +9,85 @@ namespace OpenSim.world
|
|||
{
|
||||
public class World
|
||||
{
|
||||
public Dictionary<libsecondlife.LLUUID, Entity> Entities;
|
||||
public float[] LandMap;
|
||||
public ScriptEngine Scripts;
|
||||
public TerrainDecode terrainengine = new TerrainDecode();
|
||||
public uint _localNumber=0;
|
||||
private PhysicsScene phyScene;
|
||||
private float timeStep= 0.1f;
|
||||
|
||||
private Random Rand = new Random();
|
||||
public Dictionary<libsecondlife.LLUUID, Entity> Entities;
|
||||
public float[] LandMap;
|
||||
public ScriptEngine Scripts;
|
||||
public TerrainDecode terrainengine = new TerrainDecode();
|
||||
public uint _localNumber=0;
|
||||
private PhysicsScene phyScene;
|
||||
private float timeStep= 0.1f;
|
||||
|
||||
private Random Rand = new Random();
|
||||
|
||||
public World()
|
||||
{
|
||||
Console.WriteLine("World.cs - creating new entitities instance");
|
||||
Entities = new Dictionary<libsecondlife.LLUUID, Entity>();
|
||||
public World()
|
||||
{
|
||||
ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance");
|
||||
Entities = new Dictionary<libsecondlife.LLUUID, Entity>();
|
||||
|
||||
Console.WriteLine("World.cs - creating LandMap");
|
||||
terrainengine = new TerrainDecode();
|
||||
LandMap = new float[65536];
|
||||
for(int i =0; i < 65536; i++) {
|
||||
LandMap[i] = 21.4989f;
|
||||
}
|
||||
|
||||
Console.WriteLine("World.cs - Creating script engine instance");
|
||||
// Initialise this only after the world has loaded
|
||||
Scripts = new ScriptEngine(this);
|
||||
}
|
||||
|
||||
public PhysicsScene PhysScene
|
||||
{
|
||||
set
|
||||
{
|
||||
this.phyScene = value;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if(this.phyScene.IsThreaded)
|
||||
{
|
||||
this.phyScene.GetResults();
|
||||
|
||||
}
|
||||
|
||||
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
|
||||
{
|
||||
Entities[UUID].addFroces();
|
||||
}
|
||||
|
||||
this.phyScene.Simulate(timeStep);
|
||||
|
||||
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
|
||||
{
|
||||
Entities[UUID].update();
|
||||
}
|
||||
}
|
||||
ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating LandMap");
|
||||
terrainengine = new TerrainDecode();
|
||||
LandMap = new float[65536];
|
||||
for(int i =0; i < 65536; i++) {
|
||||
LandMap[i] = 21.4989f;
|
||||
}
|
||||
|
||||
ServerConsole.MainConsole.Instance.WriteLine("World.cs - Creating script engine instance");
|
||||
// Initialise this only after the world has loaded
|
||||
Scripts = new ScriptEngine(this);
|
||||
}
|
||||
|
||||
public PhysicsScene PhysScene
|
||||
{
|
||||
set
|
||||
{
|
||||
this.phyScene = value;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if(this.phyScene.IsThreaded)
|
||||
{
|
||||
this.phyScene.GetResults();
|
||||
|
||||
}
|
||||
|
||||
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
|
||||
{
|
||||
Entities[UUID].addFroces();
|
||||
}
|
||||
|
||||
this.phyScene.Simulate(timeStep);
|
||||
|
||||
foreach (libsecondlife.LLUUID UUID in Entities.Keys)
|
||||
{
|
||||
Entities[UUID].update();
|
||||
}
|
||||
}
|
||||
|
||||
public void SendLayerData(OpenSimClient RemoteClient) {
|
||||
for(int x=0; x<16; x=x+4) for(int y=0; y<16; y++){
|
||||
Packet layerpack=this.terrainengine.CreateLayerPacket(LandMap, x,y,x+4,y+1);
|
||||
RemoteClient.OutPacket(layerpack);
|
||||
}
|
||||
}
|
||||
public void SendLayerData(OpenSimClient RemoteClient) {
|
||||
for(int x=0; x<16; x=x+4) for(int y=0; y<16; y++){
|
||||
Packet layerpack=this.terrainengine.CreateLayerPacket(LandMap, x,y,x+4,y+1);
|
||||
RemoteClient.OutPacket(layerpack);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddViewerAgent(OpenSimClient AgentClient) {
|
||||
Console.WriteLine("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
|
||||
Avatar NewAvatar = new Avatar(AgentClient);
|
||||
Console.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world");
|
||||
this.Entities.Add(AgentClient.AgentID, NewAvatar);
|
||||
Console.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake ");
|
||||
NewAvatar.SendRegionHandshake(this);
|
||||
|
||||
NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z));
|
||||
//this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user
|
||||
}
|
||||
public void AddViewerAgent(OpenSimClient AgentClient) {
|
||||
ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
|
||||
Avatar NewAvatar = new Avatar(AgentClient);
|
||||
ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world");
|
||||
this.Entities.Add(AgentClient.AgentID, NewAvatar);
|
||||
ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake ");
|
||||
NewAvatar.SendRegionHandshake(this);
|
||||
|
||||
NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z));
|
||||
//this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user
|
||||
}
|
||||
|
||||
public bool Backup() {
|
||||
/* TODO: Save the current world entities state. */
|
||||
public bool Backup() {
|
||||
/* TODO: Save the current world entities state. */
|
||||
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue