Merge branch 'avination' into ubitwork
Conflicts: OpenSim/Region/Framework/Scenes/CollisionSounds.csavinationmerge
commit
5141f4075f
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@ -1673,16 +1673,25 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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Hashtable responseData = (Hashtable)response.Value;
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Hashtable responseData = (Hashtable)response.Value;
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Hashtable requestData = (Hashtable)request.Params[0];
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Hashtable requestData = (Hashtable)request.Params[0];
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int flags = 0;
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string text = String.Empty;
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int health = 0;
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responseData["success"] = true;
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responseData["success"] = true;
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CheckRegionParams(requestData, responseData);
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CheckRegionParams(requestData, responseData);
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Scene scene = null;
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Scene scene = null;
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GetSceneFromRegionParams(requestData, responseData, out scene);
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try
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{
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GetSceneFromRegionParams(requestData, responseData, out scene);
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health = scene.GetHealth(out flags, out text);
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}
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catch (Exception e)
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{
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responseData["error"] = null;
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}
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int flags;
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responseData["success"] = true;
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string text;
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int health = scene.GetHealth(out flags, out text);
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responseData["health"] = health;
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responseData["health"] = health;
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responseData["flags"] = flags;
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responseData["flags"] = flags;
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responseData["message"] = text;
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responseData["message"] = text;
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@ -53,12 +53,12 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_instance; }
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get { return m_instance; }
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}
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}
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private readonly List<Scene> m_localScenes = new List<Scene>();
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private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
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private Scene m_currentScene = null;
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private Scene m_currentScene = null;
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public List<Scene> Scenes
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public List<Scene> Scenes
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{
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{
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get { return new List<Scene>(m_localScenes); }
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get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
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}
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}
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public Scene CurrentScene
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public Scene CurrentScene
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@ -72,13 +72,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (m_currentScene == null)
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if (m_currentScene == null)
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{
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{
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lock (m_localScenes)
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List<Scene> sceneList = Scenes;
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{
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if (sceneList.Count == 0)
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if (m_localScenes.Count > 0)
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return null;
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return m_localScenes[0];
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return sceneList[0];
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else
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return null;
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}
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}
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}
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else
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else
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{
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{
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@ -90,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
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public SceneManager()
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public SceneManager()
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{
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{
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m_instance = this;
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m_instance = this;
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m_localScenes = new List<Scene>();
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m_localScenes = new DoubleDictionary<UUID, string, Scene>();
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}
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}
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public void Close()
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public void Close()
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@ -98,20 +95,18 @@ namespace OpenSim.Region.Framework.Scenes
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// collect known shared modules in sharedModules
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// collect known shared modules in sharedModules
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Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
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Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
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lock (m_localScenes)
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List<Scene> sceneList = Scenes;
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for (int i = 0; i < sceneList.Count; i++)
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{
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{
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for (int i = 0; i < m_localScenes.Count; i++)
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// extract known shared modules from scene
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foreach (string k in sceneList[i].Modules.Keys)
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{
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{
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// extract known shared modules from scene
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if (sceneList[i].Modules[k].IsSharedModule &&
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foreach (string k in m_localScenes[i].Modules.Keys)
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!sharedModules.ContainsKey(k))
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{
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sharedModules[k] = sceneList[i].Modules[k];
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if (m_localScenes[i].Modules[k].IsSharedModule &&
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!sharedModules.ContainsKey(k))
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sharedModules[k] = m_localScenes[i].Modules[k];
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}
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// close scene/region
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m_localScenes[i].Close();
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}
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}
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// close scene/region
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sceneList[i].Close();
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}
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}
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// all regions/scenes are now closed, we can now safely
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// all regions/scenes are now closed, we can now safely
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@ -120,31 +115,22 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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mod.Close();
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mod.Close();
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}
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}
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m_localScenes.Clear();
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}
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}
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public void Close(Scene cscene)
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public void Close(Scene cscene)
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{
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{
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lock (m_localScenes)
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if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
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{
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return;
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if (m_localScenes.Contains(cscene))
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cscene.Close();
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{
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for (int i = 0; i < m_localScenes.Count; i++)
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{
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if (m_localScenes[i].Equals(cscene))
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{
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m_localScenes[i].Close();
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}
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}
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}
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}
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}
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}
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public void Add(Scene scene)
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public void Add(Scene scene)
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{
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{
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scene.OnRestart += HandleRestart;
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scene.OnRestart += HandleRestart;
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lock (m_localScenes)
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m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
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m_localScenes.Add(scene);
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}
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}
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public void HandleRestart(RegionInfo rdata)
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public void HandleRestart(RegionInfo rdata)
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@ -152,24 +138,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
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m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
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int RegionSceneElement = -1;
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int RegionSceneElement = -1;
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lock (m_localScenes)
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m_localScenes.Remove(rdata.RegionID);
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{
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for (int i = 0; i < m_localScenes.Count; i++)
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{
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if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
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{
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RegionSceneElement = i;
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}
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}
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// Now we make sure the region is no longer known about by the SceneManager
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// Prevents duplicates.
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if (RegionSceneElement >= 0)
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{
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m_localScenes.RemoveAt(RegionSceneElement);
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}
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}
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// Send signal to main that we're restarting this sim.
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// Send signal to main that we're restarting this sim.
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OnRestartSim(rdata);
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OnRestartSim(rdata);
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@ -179,32 +148,29 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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RegionInfo Result = null;
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RegionInfo Result = null;
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lock (m_localScenes)
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Scene s = m_localScenes.FindValue(delegate(Scene x)
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{
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if (x.RegionInfo.RegionHandle == regionHandle)
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return true;
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return false;
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});
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if (s != null)
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{
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{
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for (int i = 0; i < m_localScenes.Count; i++)
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List<Scene> sceneList = Scenes;
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for (int i = 0; i < sceneList.Count; i++)
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{
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{
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if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
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if (sceneList[i]!= s)
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{
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{
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// Inform other regions to tell their avatar about me
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// Inform other regions to tell their avatar about me
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Result = m_localScenes[i].RegionInfo;
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//sceneList[i].OtherRegionUp(Result);
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}
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}
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}
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}
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}
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if (Result != null)
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else
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{
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{
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for (int i = 0; i < m_localScenes.Count; i++)
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m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
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{
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if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle)
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{
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// Inform other regions to tell their avatar about me
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//m_localScenes[i].OtherRegionUp(Result);
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}
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}
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}
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else
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{
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m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
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}
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}
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}
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}
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}
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@ -308,8 +274,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (m_currentScene == null)
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if (m_currentScene == null)
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{
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{
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lock (m_localScenes)
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List<Scene> sceneList = Scenes;
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m_localScenes.ForEach(func);
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sceneList.ForEach(func);
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}
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}
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else
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else
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{
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{
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@ -338,16 +304,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else
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else
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{
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{
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lock (m_localScenes)
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Scene s;
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|
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|
if (m_localScenes.TryGetValue(regionName, out s))
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{
|
{
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foreach (Scene scene in m_localScenes)
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m_currentScene = s;
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{
|
return true;
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if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
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|
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{
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m_currentScene = scene;
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return true;
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|
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}
|
|
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}
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|
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}
|
}
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|
|
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return false;
|
return false;
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|
@ -358,16 +320,12 @@ namespace OpenSim.Region.Framework.Scenes
|
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{
|
{
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// m_log.Debug("Searching for Region: '" + regionID + "'");
|
// m_log.Debug("Searching for Region: '" + regionID + "'");
|
||||||
|
|
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lock (m_localScenes)
|
Scene s;
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|
|
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|
if (m_localScenes.TryGetValue(regionID, out s))
|
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{
|
{
|
||||||
foreach (Scene scene in m_localScenes)
|
m_currentScene = s;
|
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{
|
return true;
|
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if (scene.RegionInfo.RegionID == regionID)
|
|
||||||
{
|
|
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m_currentScene = scene;
|
|
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return true;
|
|
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}
|
|
||||||
}
|
|
||||||
}
|
}
|
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|
|
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return false;
|
return false;
|
||||||
|
@ -375,52 +333,24 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
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public bool TryGetScene(string regionName, out Scene scene)
|
public bool TryGetScene(string regionName, out Scene scene)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
return m_localScenes.TryGetValue(regionName, out scene);
|
||||||
{
|
|
||||||
foreach (Scene mscene in m_localScenes)
|
|
||||||
{
|
|
||||||
if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
|
|
||||||
{
|
|
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scene = mscene;
|
|
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return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
scene = null;
|
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool TryGetScene(UUID regionID, out Scene scene)
|
public bool TryGetScene(UUID regionID, out Scene scene)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
return m_localScenes.TryGetValue(regionID, out scene);
|
||||||
{
|
|
||||||
foreach (Scene mscene in m_localScenes)
|
|
||||||
{
|
|
||||||
if (mscene.RegionInfo.RegionID == regionID)
|
|
||||||
{
|
|
||||||
scene = mscene;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
scene = null;
|
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool TryGetScene(uint locX, uint locY, out Scene scene)
|
public bool TryGetScene(uint locX, uint locY, out Scene scene)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
List<Scene> sceneList = Scenes;
|
||||||
|
foreach (Scene mscene in sceneList)
|
||||||
{
|
{
|
||||||
foreach (Scene mscene in m_localScenes)
|
if (mscene.RegionInfo.RegionLocX == locX &&
|
||||||
|
mscene.RegionInfo.RegionLocY == locY)
|
||||||
{
|
{
|
||||||
if (mscene.RegionInfo.RegionLocX == locX &&
|
scene = mscene;
|
||||||
mscene.RegionInfo.RegionLocY == locY)
|
return true;
|
||||||
{
|
|
||||||
scene = mscene;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -430,16 +360,14 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
|
public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
List<Scene> sceneList = Scenes;
|
||||||
|
foreach (Scene mscene in sceneList)
|
||||||
{
|
{
|
||||||
foreach (Scene mscene in m_localScenes)
|
if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
|
||||||
|
(mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
|
||||||
{
|
{
|
||||||
if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
|
scene = mscene;
|
||||||
(mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
|
return true;
|
||||||
{
|
|
||||||
scene = mscene;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -504,15 +432,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public RegionInfo GetRegionInfo(UUID regionID)
|
public RegionInfo GetRegionInfo(UUID regionID)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
Scene s;
|
||||||
|
if (m_localScenes.TryGetValue(regionID, out s))
|
||||||
{
|
{
|
||||||
foreach (Scene scene in m_localScenes)
|
return s.RegionInfo;
|
||||||
{
|
|
||||||
if (scene.RegionInfo.RegionID == regionID)
|
|
||||||
{
|
|
||||||
return scene.RegionInfo;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
|
@ -530,14 +453,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
|
public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
List<Scene> sceneList = Scenes;
|
||||||
|
foreach (Scene scene in sceneList)
|
||||||
{
|
{
|
||||||
foreach (Scene scene in m_localScenes)
|
if (scene.TryGetScenePresence(avatarId, out avatar))
|
||||||
{
|
{
|
||||||
if (scene.TryGetScenePresence(avatarId, out avatar))
|
return true;
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -547,15 +468,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
|
public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
List<Scene> sceneList = Scenes;
|
||||||
|
foreach (Scene scene in sceneList)
|
||||||
{
|
{
|
||||||
foreach (Scene scene in m_localScenes)
|
avatar = scene.GetScenePresence(avatarId);
|
||||||
{
|
|
||||||
avatar = scene.GetScenePresence(avatarId);
|
|
||||||
|
|
||||||
if (avatar != null && !avatar.IsChildAgent)
|
if (avatar != null && !avatar.IsChildAgent)
|
||||||
return true;
|
return true;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
avatar = null;
|
avatar = null;
|
||||||
|
@ -564,22 +483,19 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public void CloseScene(Scene scene)
|
public void CloseScene(Scene scene)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
m_localScenes.Remove(scene.RegionInfo.RegionID);
|
||||||
m_localScenes.Remove(scene);
|
|
||||||
|
|
||||||
scene.Close();
|
scene.Close();
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
|
public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
List<Scene> sceneList = Scenes;
|
||||||
|
foreach (Scene scene in sceneList)
|
||||||
{
|
{
|
||||||
foreach (Scene scene in m_localScenes)
|
if (scene.TryGetAvatarByName(avatarName, out avatar))
|
||||||
{
|
{
|
||||||
if (scene.TryGetAvatarByName(avatarName, out avatar))
|
return true;
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -589,14 +505,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
|
public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
List<Scene> sceneList = Scenes;
|
||||||
|
foreach (Scene scene in sceneList)
|
||||||
{
|
{
|
||||||
foreach (Scene scene in m_localScenes)
|
sp = scene.GetScenePresence(firstName, lastName);
|
||||||
{
|
if (sp != null && !sp.IsChildAgent)
|
||||||
sp = scene.GetScenePresence(firstName, lastName);
|
return true;
|
||||||
if (sp != null && !sp.IsChildAgent)
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
sp = null;
|
sp = null;
|
||||||
|
@ -605,8 +519,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public void ForEachScene(Action<Scene> action)
|
public void ForEachScene(Action<Scene> action)
|
||||||
{
|
{
|
||||||
lock (m_localScenes)
|
List<Scene> sceneList = Scenes;
|
||||||
m_localScenes.ForEach(action);
|
sceneList.ForEach(action);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue