OpenSimMirror/OpenSim/Region/Framework/Scenes/SceneManager.cs

648 lines
21 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
public delegate void RestartSim(RegionInfo thisregion);
/// <summary>
/// Manager for adding, closing and restarting scenes.
/// </summary>
public class SceneManager
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public event RestartSim OnRestartSim;
/// <summary>
/// Fired when either all regions are ready for use or at least one region has become unready for use where
/// previously all regions were ready.
/// </summary>
public event Action<SceneManager> OnRegionsReadyStatusChange;
/// <summary>
/// Are all regions ready for use?
/// </summary>
public bool AllRegionsReady
{
get
{
return m_allRegionsReady;
}
private set
{
if (m_allRegionsReady != value)
{
m_allRegionsReady = value;
Action<SceneManager> handler = OnRegionsReadyStatusChange;
if (handler != null)
{
foreach (Action<SceneManager> d in handler.GetInvocationList())
{
try
{
d(this);
}
catch (Exception e)
{
m_log.ErrorFormat("[SCENE MANAGER]: Delegate for OnRegionsReadyStatusChange failed - continuing {0} - {1}",
e.Message, e.StackTrace);
}
}
}
}
}
}
private bool m_allRegionsReady;
private static SceneManager m_instance = null;
public static SceneManager Instance
{
get {
if (m_instance == null)
m_instance = new SceneManager();
return m_instance;
}
}
private readonly List<Scene> m_localScenes = new List<Scene>();
public List<Scene> Scenes
{
get { return new List<Scene>(m_localScenes); }
}
/// <summary>
/// Scene selected from the console.
/// </summary>
/// <value>
/// If null, then all scenes are considered selected (signalled as "Root" on the console).
/// </value>
public Scene CurrentScene { get; private set; }
public Scene CurrentOrFirstScene
{
get
{
if (CurrentScene == null)
{
lock (m_localScenes)
{
if (m_localScenes.Count > 0)
return m_localScenes[0];
else
return null;
}
}
else
{
return CurrentScene;
}
}
}
public SceneManager()
{
m_instance = this;
m_localScenes = new List<Scene>();
}
public void Close()
{
lock (m_localScenes)
{
for (int i = 0; i < m_localScenes.Count; i++)
{
m_localScenes[i].Close();
}
}
}
public void Close(Scene cscene)
{
lock (m_localScenes)
{
if (m_localScenes.Contains(cscene))
{
for (int i = 0; i < m_localScenes.Count; i++)
{
if (m_localScenes[i].Equals(cscene))
{
m_localScenes[i].Close();
}
}
}
}
}
public void Add(Scene scene)
{
lock (m_localScenes)
m_localScenes.Add(scene);
scene.OnRestart += HandleRestart;
scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
}
public void HandleRestart(RegionInfo rdata)
{
Scene restartedScene = null;
lock (m_localScenes)
{
for (int i = 0; i < m_localScenes.Count; i++)
{
if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
{
restartedScene = m_localScenes[i];
m_localScenes.RemoveAt(i);
break;
}
}
}
// If the currently selected scene has been restarted, then we can't reselect here since we the scene
// hasn't yet been recreated. We will have to leave this to the caller.
if (CurrentScene == restartedScene)
CurrentScene = null;
// Send signal to main that we're restarting this sim.
OnRestartSim(rdata);
}
private void HandleRegionReadyStatusChange(IScene scene)
{
lock (m_localScenes)
AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready);
}
public void SendSimOnlineNotification(ulong regionHandle)
{
RegionInfo Result = null;
lock (m_localScenes)
{
for (int i = 0; i < m_localScenes.Count; i++)
{
if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
{
// Inform other regions to tell their avatar about me
Result = m_localScenes[i].RegionInfo;
}
}
if (Result != null)
{
for (int i = 0; i < m_localScenes.Count; i++)
{
if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle)
{
// Inform other regions to tell their avatar about me
//m_localScenes[i].OtherRegionUp(Result);
}
}
}
else
{
m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
}
}
}
/// <summary>
/// Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format
/// </summary>
/// <param name="filename"></param>
public void SaveCurrentSceneToXml(string filename)
{
IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
if (serialiser != null)
serialiser.SavePrimsToXml(CurrentOrFirstScene, filename);
}
/// <summary>
/// Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene
/// </summary>
/// <param name="filename"></param>
/// <param name="generateNewIDs"></param>
/// <param name="loadOffset"></param>
public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, Vector3 loadOffset)
{
IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
if (serialiser != null)
serialiser.LoadPrimsFromXml(CurrentOrFirstScene, filename, generateNewIDs, loadOffset);
}
/// <summary>
/// Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format
/// </summary>
/// <param name="filename"></param>
public void SaveCurrentSceneToXml2(string filename)
{
IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
if (serialiser != null)
serialiser.SavePrimsToXml2(CurrentOrFirstScene, filename);
}
public void SaveNamedPrimsToXml2(string primName, string filename)
{
IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
if (serialiser != null)
serialiser.SaveNamedPrimsToXml2(CurrentOrFirstScene, primName, filename);
}
/// <summary>
/// Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene
/// </summary>
public void LoadCurrentSceneFromXml2(string filename)
{
IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
if (serialiser != null)
serialiser.LoadPrimsFromXml2(CurrentOrFirstScene, filename);
}
/// <summary>
/// Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets
/// as well as the details of the prims themselves.
/// </summary>
/// <param name="cmdparams"></param>
public void SaveCurrentSceneToArchive(string[] cmdparams)
{
IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
if (archiver != null)
archiver.HandleSaveOarConsoleCommand(string.Empty, cmdparams);
}
/// <summary>
/// Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload
/// their assets to the asset service.
/// </summary>
/// <param name="cmdparams"></param>
public void LoadArchiveToCurrentScene(string[] cmdparams)
{
IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
if (archiver != null)
archiver.HandleLoadOarConsoleCommand(string.Empty, cmdparams);
}
public string SaveCurrentSceneMapToXmlString()
{
return CurrentOrFirstScene.Heightmap.SaveToXmlString();
}
public void LoadCurrenSceneMapFromXmlString(string mapData)
{
CurrentOrFirstScene.Heightmap.LoadFromXmlString(mapData);
}
public void SendCommandToPluginModules(string[] cmdparams)
{
ForEachCurrentScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); });
}
public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions)
{
ForEachCurrentScene(delegate(Scene scene) { scene.Permissions.SetBypassPermissions(bypassPermissions); });
}
private void ForEachCurrentScene(Action<Scene> func)
{
if (CurrentScene == null)
{
lock (m_localScenes)
m_localScenes.ForEach(func);
}
else
{
func(CurrentScene);
}
}
public void RestartCurrentScene()
{
ForEachCurrentScene(delegate(Scene scene) { scene.RestartNow(); });
}
public void BackupCurrentScene()
{
ForEachCurrentScene(delegate(Scene scene) { scene.Backup(true); });
}
public bool TrySetCurrentScene(string regionName)
{
if ((String.Compare(regionName, "root") == 0)
|| (String.Compare(regionName, "..") == 0)
|| (String.Compare(regionName, "/") == 0))
{
CurrentScene = null;
return true;
}
else
{
lock (m_localScenes)
{
foreach (Scene scene in m_localScenes)
{
if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
{
CurrentScene = scene;
return true;
}
}
}
return false;
}
}
public bool TrySetCurrentScene(UUID regionID)
{
m_log.Debug("Searching for Region: '" + regionID + "'");
lock (m_localScenes)
{
foreach (Scene scene in m_localScenes)
{
if (scene.RegionInfo.RegionID == regionID)
{
CurrentScene = scene;
return true;
}
}
}
return false;
}
public bool TryGetScene(string regionName, out Scene scene)
{
lock (m_localScenes)
{
foreach (Scene mscene in m_localScenes)
{
if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
{
scene = mscene;
return true;
}
}
}
scene = null;
return false;
}
public bool TryGetScene(UUID regionID, out Scene scene)
{
lock (m_localScenes)
{
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)
{
lock (m_localScenes)
{
foreach (Scene mscene in m_localScenes)
{
if (mscene.RegionInfo.RegionLocX == locX &&
mscene.RegionInfo.RegionLocY == locY)
{
scene = mscene;
return true;
}
}
}
scene = null;
return false;
}
public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
{
lock (m_localScenes)
{
foreach (Scene mscene in m_localScenes)
{
if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
(mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
{
scene = mscene;
return true;
}
}
}
scene = null;
return false;
}
/// <summary>
/// Set the debug packet level on each current scene. This level governs which packets are printed out to the
/// console.
/// </summary>
/// <param name="newDebug"></param>
/// <param name="name">Name of avatar to debug</param>
public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
{
ForEachCurrentScene(scene =>
scene.ForEachScenePresence(sp =>
{
if (name == null || sp.Name == name)
{
m_log.DebugFormat(
"Packet debug for {0} ({1}) set to {2}",
sp.Name, sp.IsChildAgent ? "child" : "root", newDebug);
sp.ControllingClient.DebugPacketLevel = newDebug;
}
})
);
}
public List<ScenePresence> GetCurrentSceneAvatars()
{
List<ScenePresence> avatars = new List<ScenePresence>();
ForEachCurrentScene(
delegate(Scene scene)
{
scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
{
avatars.Add(scenePresence);
});
}
);
return avatars;
}
public List<ScenePresence> GetCurrentScenePresences()
{
List<ScenePresence> presences = new List<ScenePresence>();
ForEachCurrentScene(delegate(Scene scene)
{
scene.ForEachScenePresence(delegate(ScenePresence sp)
{
presences.Add(sp);
});
});
return presences;
}
public RegionInfo GetRegionInfo(UUID regionID)
{
lock (m_localScenes)
{
foreach (Scene scene in m_localScenes)
{
if (scene.RegionInfo.RegionID == regionID)
{
return scene.RegionInfo;
}
}
}
return null;
}
public void ForceCurrentSceneClientUpdate()
{
ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
}
public void HandleEditCommandOnCurrentScene(string[] cmdparams)
{
ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); });
}
public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
{
lock (m_localScenes)
{
foreach (Scene scene in m_localScenes)
{
if (scene.TryGetScenePresence(avatarId, out avatar))
{
return true;
}
}
}
avatar = null;
return false;
}
public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
{
lock (m_localScenes)
{
foreach (Scene scene in m_localScenes)
{
avatar = scene.GetScenePresence(avatarId);
if (avatar != null && !avatar.IsChildAgent)
return true;
}
}
avatar = null;
return false;
}
public void CloseScene(Scene scene)
{
lock (m_localScenes)
m_localScenes.Remove(scene);
scene.Close();
}
public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
lock (m_localScenes)
{
foreach (Scene scene in m_localScenes)
{
if (scene.TryGetAvatarByName(avatarName, out avatar))
{
return true;
}
}
}
avatar = null;
return false;
}
public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
{
lock (m_localScenes)
{
foreach (Scene scene in m_localScenes)
{
sp = scene.GetScenePresence(firstName, lastName);
if (sp != null && !sp.IsChildAgent)
return true;
}
}
sp = null;
return false;
}
public void ForEachScene(Action<Scene> action)
{
lock (m_localScenes)
m_localScenes.ForEach(action);
}
}
}