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; using OpenSim.Framework.Inventory; using OpenSim.Assets; using OpenSim.world.scripting; using OpenSim.RegionServer.world.scripting; using OpenSim.RegionServer.world.scripting.Scripts; namespace OpenSim.world { public partial class World : ILocalStorageReceiver { public object LockPhysicsEngine = new object(); public Dictionary Entities; public Dictionary Avatars; public Dictionary Prims; 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 Dictionary m_scriptHandlers; private Dictionary m_scripts; private ulong m_regionHandle; private string m_regionName; private InventoryCache _inventoryCache; private AssetCache _assetCache; public World(Dictionary clientThreads, ulong regionHandle, string regionName) { m_clientThreads = clientThreads; m_regionHandle = regionHandle; m_regionName = regionName; m_scriptHandlers = new Dictionary(); m_scripts = new Dictionary(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance"); Entities = new Dictionary(); Avatars = new Dictionary(); Prims = 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(); this.SetDefaultScripts(); } public void AddScript(Entity entity, Script script) { ScriptHandler scriptHandler = new ScriptHandler(script, entity, this); m_scriptHandlers.Add(scriptHandler.ScriptId, scriptHandler); } public void AddScript(Entity entity, string scriptData) { int scriptstart = 0; int scriptend = 0; string substring; scriptstart = scriptData.LastIndexOf(""); substring = scriptData.Substring(scriptstart + 8, scriptend - scriptstart - 8); substring = substring.Trim(); //Console.WriteLine("searching for script to add: " + substring); ScriptFactory scriptFactory; if (this.m_scripts.TryGetValue(substring, out scriptFactory)) { //Console.WriteLine("added script"); this.AddScript(entity, scriptFactory()); } } public InventoryCache InventoryCache { set { this._inventoryCache = value; } } public AssetCache AssetCache { set { this._assetCache = value; } } 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(); } foreach (ScriptHandler scriptHandler in m_scriptHandlers.Values) { scriptHandler.OnFrame(); } //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); } #region Regenerate Terrain 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); } this.localStorage.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); } this.localStorage.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(bool changes, int pointx, int pointy) { if (changes) { lock (this.LockPhysicsEngine) { this.phyScene.SetTerrain(this.LandMap); } this.localStorage.SaveMap(this.LandMap); foreach (SimClient client in m_clientThreads.Values) { this.SendLayerData(pointx, pointy, client); } } } #endregion public void LoadWorldMap() { LandMap = this.localStorage.LoadWorld(); } 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 SendLayerData(int px, int py, SimClient RemoteClient) { int[] patches = new int[1]; int patchx, patchy; patchx = px / 16; /* if (patchx > 12) { patchx = 12; }*/ patchy = py / 16; patches[0] = patchx + 0 + patchy * 16; //patches[1] = patchx + 1 + patchy * 16; //patches[2] = patchx + 2 + patchy * 16; //patches[3] = patchx + 3 + patchy * 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] is Primitive) { Primitive primitive = Entities[UUID] as Primitive; primitive.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.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z); lock (this.LockPhysicsEngine) { newAvatar.PhysActor = this.phyScene.AddAvatar(pVec); } lock (Entities) { this.Entities.Add(agentClient.AgentID, newAvatar); } lock (Avatars) { this.Avatars.Add(agentClient.AgentID, newAvatar); } } public void RemoveViewerAgent(SimClient agentClient) { lock (Entities) { Entities.Remove(agentClient.AgentID); } lock (Avatars) { Avatars.Remove(agentClient.AgentID); } } 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.Pos.X, prim.Pos.Y, prim.Pos.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); } } this.Entities.Add(prim.uuid, prim); this._primCount++; } 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; } public void SetDefaultScripts() { this.m_scripts.Add("FollowRandomAvatar", delegate() { return new FollowRandomAvatar(); }); } } }