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