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