217 lines
9.3 KiB
C#
217 lines
9.3 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using System.IO;
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using System.Net;
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using System.Reflection;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.ClientStack
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{
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public abstract class RegionApplicationBase : BaseOpenSimServer
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected AssetCache m_assetCache;
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protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
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protected NetworkServersInfo m_networkServersInfo;
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protected BaseHttpServer m_httpServer;
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protected uint m_httpServerPort;
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public CommunicationsManager CommunicationsManager
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{
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get { return m_commsManager; }
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}
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protected CommunicationsManager m_commsManager;
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protected StorageManager m_storageManager;
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protected ClientStackManager m_clientStackManager;
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public SceneManager SceneManager
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{
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get { return m_sceneManager; }
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}
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protected SceneManager m_sceneManager = new SceneManager();
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protected abstract void Initialize();
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/// <summary>
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/// Get a new physics scene.
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/// </summary>
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///
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/// <param name="osSceneIdentifier">
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/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
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/// </param>
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/// <returns></returns>
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protected abstract PhysicsScene GetPhysicsScene(string osSceneIdentifier);
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protected abstract StorageManager CreateStorageManager();
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protected abstract ClientStackManager CreateClientStackManager();
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protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
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AgentCircuitManager circuitManager);
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protected override void StartupSpecific()
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{
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m_storageManager = CreateStorageManager();
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m_clientStackManager = CreateClientStackManager();
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Initialize();
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m_httpServer
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= new BaseHttpServer(
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m_httpServerPort, m_networkServersInfo.HttpUsesSSL, m_networkServersInfo.httpSSLPort,
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m_networkServersInfo.HttpSSLCN);
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if (m_networkServersInfo.HttpUsesSSL && (m_networkServersInfo.HttpListenerPort == m_networkServersInfo.httpSSLPort))
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{
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m_log.Error("[HTTP]: HTTP Server config failed. HTTP Server and HTTPS server must be on different ports");
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}
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m_log.Info("[REGION]: Starting HTTP server");
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m_httpServer.Start();
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base.StartupSpecific();
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}
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/// <summary>
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/// Get a new physics scene.
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/// </summary>
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/// <param name="engine">The name of the physics engine to use</param>
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/// <param name="meshEngine">The name of the mesh engine to use</param>
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/// <param name="config">The configuration data to pass to the physics and mesh engines</param>
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/// <param name="osSceneIdentifier">
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/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
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/// </param>
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/// <returns></returns>
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protected PhysicsScene GetPhysicsScene(
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string engine, string meshEngine, IConfigSource config, string osSceneIdentifier)
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{
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PhysicsPluginManager physicsPluginManager;
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physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPluginsFromAssemblies("Physics");
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return physicsPluginManager.GetPhysicsScene(engine, meshEngine, config, osSceneIdentifier);
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}
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/// <summary>
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/// Create a scene and its initial base structures.
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/// </summary>
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/// <param name="regionInfo"></param>
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/// <param name="clientServer"> </param>
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/// <returns></returns>
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protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer clientServer)
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{
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return SetupScene(regionInfo, 0, null, out clientServer);
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}
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/// <summary>
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/// Create a scene and its initial base structures.
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/// </summary>
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/// TODO: Really configSource shouldn't be passed in here, but should be moved up to BaseOpenSimServer and
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/// made common to all the servers.
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///
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/// <param name="regionInfo"></param>
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/// <param name="proxyOffset"></param>
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/// <param name="configSource"></param>
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/// <param name="clientServer"> </param>
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/// <returns></returns>
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protected Scene SetupScene(
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RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out IClientNetworkServer clientServer)
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{
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AgentCircuitManager circuitManager = new AgentCircuitManager();
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IPAddress listenIP = regionInfo.InternalEndPoint.Address;
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//if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP))
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// listenIP = IPAddress.Parse("0.0.0.0");
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uint port = (uint) regionInfo.InternalEndPoint.Port;
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clientServer
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= m_clientStackManager.CreateServer(
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listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource,
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m_assetCache, circuitManager);
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regionInfo.InternalEndPoint.Port = (int)port;
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Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
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clientServer.AddScene(scene);
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scene.LoadWorldMap();
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scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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scene.PhysicsScene.SetWaterLevel((float)regionInfo.RegionSettings.WaterHeight);
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// TODO: Remove this cruft once MasterAvatar is fully deprecated
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//Master Avatar Setup
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UserProfileData masterAvatar;
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if (scene.RegionInfo.MasterAvatarAssignedUUID == UUID.Zero)
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{
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masterAvatar =
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m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
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scene.RegionInfo.MasterAvatarLastName,
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scene.RegionInfo.MasterAvatarSandboxPassword);
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}
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else
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{
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masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
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scene.RegionInfo.MasterAvatarFirstName = masterAvatar.FirstName;
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scene.RegionInfo.MasterAvatarLastName = masterAvatar.SurName;
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}
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if (masterAvatar == null)
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{
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m_log.Info("[PARCEL]: No master avatar found, using null.");
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scene.RegionInfo.MasterAvatarAssignedUUID = UUID.Zero;
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}
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else
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{
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m_log.InfoFormat("[PARCEL]: Found master avatar {0} {1} [" + masterAvatar.ID.ToString() + "]",
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scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName);
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scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.ID;
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}
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return scene;
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}
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}
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}
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