OpenSimMirror/OpenSim/Region/Environment/Scenes/Scene.cs

807 lines
29 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Threading;
using System.Timers;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Types;
using OpenSim.Physics.Manager;
using OpenSim.Region.Caches;
using OpenSim.Region.Environment.Scripting;
using OpenSim.Region.Terrain;
using Caps=OpenSim.Region.Capabilities.Caps;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public partial class Scene : SceneBase, ILocalStorageReceiver
{
protected Timer m_heartbeatTimer = new Timer();
protected Dictionary<LLUUID, ScenePresence> Avatars;
protected Dictionary<LLUUID, SceneObject> Prims;
private PhysicsScene phyScene;
private float timeStep = 0.1f;
private Random Rand = new Random();
private uint _primCount = 702000;
private System.Threading.Mutex _primAllocateMutex = new Mutex(false);
private int storageCount;
private Mutex updateLock;
protected AuthenticateSessionsBase authenticateHandler;
protected RegionCommsListener regionCommsHost;
protected CommunicationsManager commsManager;
protected Dictionary<LLUUID, Caps> capsHandlers = new Dictionary<LLUUID, Caps>();
protected BaseHttpServer httpListener;
public ParcelManager parcelManager;
public EstateManager estateManager;
public EventManager eventManager;
public ScriptManager scriptManager;
#region Properties
/// <summary>
///
/// </summary>
public PhysicsScene PhysScene
{
set
{
this.phyScene = value;
}
get
{
return (this.phyScene);
}
}
#endregion
#region Constructors
/// <summary>
/// Creates a new World class, and a region to go with it.
/// </summary>
/// <param name="clientThreads">Dictionary to contain client threads</param>
/// <param name="regionHandle">Region Handle for this region</param>
/// <param name="regionName">Region Name for this region</param>
public Scene(ClientManager clientManager, RegionInfo regInfo, AuthenticateSessionsBase authen, CommunicationsManager commsMan, AssetCache assetCach, BaseHttpServer httpServer)
{
updateLock = new Mutex(false);
this.authenticateHandler = authen;
this.commsManager = commsMan;
this.assetCache = assetCach;
m_clientManager = clientManager;
m_regInfo = regInfo;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
this.m_datastore = m_regInfo.DataStore;
this.RegisterRegionWithComms();
parcelManager = new ParcelManager(this, this.m_regInfo);
estateManager = new EstateManager(this, this.m_regInfo);
scriptManager = new ScriptManager(this);
eventManager = new EventManager();
MainLog.Instance.Verbose("World.cs - creating new entitities instance");
Entities = new Dictionary<LLUUID, EntityBase>();
Avatars = new Dictionary<LLUUID, ScenePresence>();
Prims = new Dictionary<LLUUID, SceneObject>();
MainLog.Instance.Verbose("World.cs - creating LandMap");
Terrain = new TerrainEngine();
ScenePresence.LoadAnims();
this.httpListener = httpServer;
}
#endregion
/// <summary>
///
/// </summary>
public void StartTimer()
{
m_heartbeatTimer.Enabled = true;
m_heartbeatTimer.Interval = 100;
m_heartbeatTimer.Elapsed += new ElapsedEventHandler(this.Heartbeat);
}
#region Update Methods
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
void Heartbeat(object sender, EventArgs e)
{
this.Update();
}
/// <summary>
/// Performs per-frame updates on the world, this should be the central world loop
/// </summary>
public override void Update()
{
updateLock.WaitOne();
try
{
if (this.phyScene.IsThreaded)
{
this.phyScene.GetResults();
}
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].updateMovement();
}
lock (this.m_syncRoot)
{
this.phyScene.Simulate(timeStep);
}
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].update();
}
// General purpose event manager
eventManager.TriggerOnFrame();
//backup world data
this.storageCount++;
if (storageCount > 1200) //set to how often you want to backup
{
this.Backup();
storageCount = 0;
}
}
catch (Exception e)
{
MainLog.Instance.Warn("World.cs: Update() - Failed with exception " + e.ToString());
}
updateLock.ReleaseMutex();
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public bool Backup()
{
return true;
}
#endregion
#region Regenerate Terrain
/// <summary>
/// Rebuilds the terrain using a procedural algorithm
/// </summary>
public void RegenerateTerrain()
{
try
{
Terrain.hills();
lock (this.m_syncRoot)
{
this.phyScene.SetTerrain(Terrain.getHeights1D());
}
this.localStorage.SaveMap(this.Terrain.getHeights1D());
m_clientManager.ForEachClient(delegate(IClientAPI client)
{
this.SendLayerData(client);
});
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
catch (Exception e)
{
MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Rebuilds the terrain using a 2D float array
/// </summary>
/// <param name="newMap">256,256 float array containing heights</param>
public void RegenerateTerrain(float[,] newMap)
{
try
{
this.Terrain.setHeights2D(newMap);
lock (this.m_syncRoot)
{
this.phyScene.SetTerrain(this.Terrain.getHeights1D());
}
this.localStorage.SaveMap(this.Terrain.getHeights1D());
m_clientManager.ForEachClient(delegate(IClientAPI client)
{
this.SendLayerData(client);
});
foreach (LLUUID UUID in Entities.Keys)
{
Entities[UUID].LandRenegerated();
}
}
catch (Exception e)
{
MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Rebuilds the terrain assuming changes occured at a specified point[?]
/// </summary>
/// <param name="changes">???</param>
/// <param name="pointx">???</param>
/// <param name="pointy">???</param>
public void RegenerateTerrain(bool changes, int pointx, int pointy)
{
try
{
if (changes)
{
/* Dont save here, rely on tainting system instead */
m_clientManager.ForEachClient(delegate(IClientAPI client)
{
this.SendLayerData(pointx, pointy, client);
});
}
}
catch (Exception e)
{
MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
}
}
#endregion
#region Load Terrain
/// <summary>
/// Loads the World heightmap
/// </summary>
///
public override void LoadWorldMap()
{
try
{
float[] map = this.localStorage.LoadWorld();
if (map == null)
{
if (string.IsNullOrEmpty(this.m_regInfo.estateSettings.terrainFile))
{
Console.WriteLine("No default terrain, procedurally generating...");
this.Terrain.hills();
this.localStorage.SaveMap(this.Terrain.getHeights1D());
}
else
{
try
{
this.Terrain.loadFromFileF32(this.m_regInfo.estateSettings.terrainFile);
this.Terrain *= this.m_regInfo.estateSettings.terrainMultiplier;
}
catch
{
Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
Terrain.hills();
}
this.localStorage.SaveMap(this.Terrain.getHeights1D());
}
}
else
{
this.Terrain.setHeights1D(map);
}
CreateTerrainTexture();
}
catch (Exception e)
{
MainLog.Instance.Warn("World.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
/// <summary>
///
/// </summary>
private void CreateTerrainTexture()
{
//create a texture asset of the terrain
byte[] data = this.Terrain.exportJpegImage("defaultstripe.png");
this.m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
AssetBase asset = new AssetBase();
asset.FullID = this.m_regInfo.estateSettings.terrainImageID;
asset.Data = data;
asset.Name = "terrainImage";
asset.Type = 0;
this.assetCache.AddAsset(asset);
}
#endregion
#region Primitives Methods
/// <summary>
/// Loads the World's objects
/// </summary>
public void LoadPrimsFromStorage()
{
try
{
MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives");
this.localStorage.LoadPrimitives(this);
}
catch (Exception e)
{
MainLog.Instance.Warn("World.cs: LoadPrimsFromStorage() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Loads a specific object from storage
/// </summary>
/// <param name="prim">The object to load</param>
public void PrimFromStorage(PrimData prim)
{
}
/// <summary>
/// Returns a new unallocated primitive ID
/// </summary>
/// <returns>A brand new primitive ID</returns>
public uint PrimIDAllocate()
{
uint myID;
_primAllocateMutex.WaitOne();
++_primCount;
myID = _primCount;
_primAllocateMutex.ReleaseMutex();
return myID;
}
/// <summary>
///
/// </summary>
/// <param name="addPacket"></param>
/// <param name="agentClient"></param>
public void AddNewPrim(Packet addPacket, IClientAPI agentClient)
{
AddNewPrim((ObjectAddPacket)addPacket, agentClient.AgentId);
}
/// <summary>
///
/// </summary>
/// <param name="addPacket"></param>
/// <param name="ownerID"></param>
public void AddNewPrim(ObjectAddPacket addPacket, LLUUID ownerID)
{
try
{
SceneObject sceneOb = new SceneObject(m_regionHandle, this, addPacket, ownerID, this.PrimIDAllocate());
this.Entities.Add(sceneOb.rootUUID, sceneOb);
// Trigger event for listeners
// eventManager.TriggerOnNewPrimitive(prim);
}
catch (Exception e)
{
MainLog.Instance.Warn("World.cs: AddNewPrim() - Failed with exception " + e.ToString());
}
}
public override uint AddNewPrim(LLUUID ownerId, PrimData primData, LLVector3 pos, LLQuaternion rotation, LLUUID texture, int flags)
{
uint id = NextLocalId;
throw new NotImplementedException("Not implemented yet.");
}
#endregion
#region Add/Remove Avatar Methods
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param
/// <param name="agentID"></param>
/// <param name="child"></param>
public override void AddNewClient(IClientAPI client, bool child)
{
client.OnRegionHandShakeReply += this.SendLayerData;
//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
client.OnChatFromViewer += this.SimChat;
client.OnInstantMessage += this.InstantMessage;
client.OnRequestWearables += this.InformClientOfNeighbours;
client.OnAddPrim += this.AddNewPrim;
client.OnUpdatePrimGroupPosition += this.UpdatePrimPosition;
client.OnUpdatePrimSinglePosition += this.UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation += this.UpdatePrimRotation;
client.OnUpdatePrimGroupMouseRotation += this.UpdatePrimRotation;
client.OnUpdatePrimSingleRotation += this.UpdatePrimSingleRotation;
client.OnUpdatePrimScale += this.UpdatePrimScale;
client.OnUpdatePrimShape += this.UpdatePrimShape;
client.OnRequestMapBlocks += this.RequestMapBlocks;
client.OnTeleportLocationRequest += this.RequestTeleportLocation;
client.OnObjectSelect += this.SelectPrim;
client.OnGrapUpdate += this.MoveObject;
client.OnNameFromUUIDRequest += this.commsManager.HandleUUIDNameRequest;
client.OnObjectDescription += this.PrimDescription;
client.OnObjectName += this.PrimName;
client.OnLinkObjects += this.LinkObjects;
client.OnObjectDuplicate += this.DuplicateObject;
/* remoteClient.OnParcelPropertiesRequest += new ParcelPropertiesRequest(parcelManager.handleParcelPropertiesRequest);
remoteClient.OnParcelDivideRequest += new ParcelDivideRequest(parcelManager.handleParcelDivideRequest);
remoteClient.OnParcelJoinRequest += new ParcelJoinRequest(parcelManager.handleParcelJoinRequest);
remoteClient.OnParcelPropertiesUpdateRequest += new ParcelPropertiesUpdateRequest(parcelManager.handleParcelPropertiesUpdateRequest);
remoteClient.OnEstateOwnerMessage += new EstateOwnerMessageRequest(estateManager.handleEstateOwnerMessage);
*/
this.estateManager.sendRegionHandshake(client);
CreateAndAddScenePresence(client);
return;
}
protected void CreateAndAddScenePresence(IClientAPI client)
{
ScenePresence newAvatar = null;
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
newAvatar = new ScenePresence(client, this, this.m_regInfo);
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Adding new avatar to world");
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Starting RegionHandshake ");
PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z);
lock (this.m_syncRoot)
{
newAvatar.PhysActor = this.phyScene.AddAvatar(pVec);
}
lock (Entities)
{
if (!Entities.ContainsKey(client.AgentId))
{
this.Entities.Add(client.AgentId, newAvatar);
}
else
{
Entities[client.AgentId] = newAvatar;
}
}
lock (Avatars)
{
if (Avatars.ContainsKey(client.AgentId))
{
Avatars[client.AgentId] = newAvatar;
}
else
{
this.Avatars.Add(client.AgentId, newAvatar);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
public override void RemoveClient(LLUUID agentID)
{
eventManager.TriggerOnRemovePresence(agentID);
ScenePresence avatar = this.RequestAvatar(agentID);
m_clientManager.ForEachClient(
delegate(IClientAPI client)
{
client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
});
lock (Avatars) {
if (Avatars.ContainsKey(agentID)) {
Avatars.Remove(agentID);
}
}
lock (Entities) {
if (Entities.ContainsKey(agentID)) {
Entities.Remove(agentID);
}
}
// TODO: Add the removal from physics ?
return;
}
#endregion
#region Request Avatars List Methods
//The idea is to have a group of method that return a list of avatars meeting some requirement
// ie it could be all Avatars within a certain range of the calling prim/avatar.
/// <summary>
/// Request a List of all Avatars in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> RequestAvatarList()
{
List<ScenePresence> result = new List<ScenePresence>();
foreach (ScenePresence avatar in Avatars.Values)
{
result.Add(avatar);
}
return result;
}
/// <summary>
/// Request a filtered list of Avatars in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> RequestAvatarList(FilterAvatarList filter)
{
List<ScenePresence> result = new List<ScenePresence>();
foreach (ScenePresence avatar in Avatars.Values)
{
if (filter(avatar))
{
result.Add(avatar);
}
}
return result;
}
/// <summary>
/// Request a Avatar by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence RequestAvatar(LLUUID avatarID)
{
if (this.Avatars.ContainsKey(avatarID))
{
return Avatars[avatarID];
}
return null;
}
#endregion
/// <summary>
///
/// </summary>
/// <param name="entID"></param>
/// <returns></returns>
public bool DeleteEntity(LLUUID entID)
{
if (this.Entities.ContainsKey(entID))
{
this.Entities.Remove(entID);
return true;
}
return false;
}
public void SendAllSceneObjectsToClient(IClientAPI client)
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObject)
{
((SceneObject)ent).SendAllChildPrimsToClient(client);
}
}
}
#region RegionCommsHost
/// <summary>
///
/// </summary>
public void RegisterRegionWithComms()
{
this.regionCommsHost = this.commsManager.GridServer.RegisterRegion(this.m_regInfo);
if (this.regionCommsHost != null)
{
this.regionCommsHost.OnExpectUser += this.NewUserConnection;
this.regionCommsHost.OnAvatarCrossingIntoRegion += this.AgentCrossing;
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
// Console.WriteLine("World.cs - add new user connection");
//should just check that its meant for this region
if (regionHandle == this.m_regInfo.RegionHandle)
{
if (agent.CapsPath != "")
{
//Console.WriteLine("new user, so creating caps handler for it");
Caps cap = new Caps(this.assetCache, httpListener, this.m_regInfo.ExternalHostName, this.m_regInfo.ExternalEndPoint.Port, agent.CapsPath, agent.AgentID);
cap.RegisterHandlers();
this.capsHandlers.Add(agent.AgentID, cap);
}
this.authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
}
}
public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position)
{
if (regionHandle == this.m_regInfo.RegionHandle)
{
if (this.Avatars.ContainsKey(agentID))
{
this.Avatars[agentID].MakeAvatar(position);
}
}
}
/// <summary>
///
/// </summary>
public void InformClientOfNeighbours(IClientAPI remoteClient)
{
List<RegionInfo> neighbours = this.commsManager.GridServer.RequestNeighbours(this.m_regInfo);
if (neighbours != null)
{
for (int i = 0; i < neighbours.Count; i++)
{
AgentCircuitData agent = remoteClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
this.commsManager.InterRegion.InformRegionOfChildAgent(neighbours[i].RegionHandle, agent);
remoteClient.InformClientOfNeighbour(neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint);
//this.capsHandlers[remoteClient.AgentId].CreateEstablishAgentComms("", System.Net.IPAddress.Parse(neighbours[i].CommsIPListenAddr) + ":" + neighbours[i].CommsIPListenPort);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <returns></returns>
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
{
return this.commsManager.GridServer.RequestNeighbourInfo(regionHandle);
}
/// <summary>
///
/// </summary>
/// <param name="minX"></param>
/// <param name="minY"></param>
/// <param name="maxX"></param>
/// <param name="maxY"></param>
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
{
List<MapBlockData> mapBlocks;
mapBlocks = this.commsManager.GridServer.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
remoteClient.SendMapBlock(mapBlocks);
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="RegionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="flags"></param>
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags)
{
if (regionHandle == this.m_regionHandle)
{
if (this.Avatars.ContainsKey(remoteClient.AgentId))
{
remoteClient.SendTeleportLocationStart();
remoteClient.SendLocalTeleport(position, lookAt, flags);
this.Avatars[remoteClient.AgentId].Teleport(position);
}
}
else
{
RegionInfo reg = this.RequestNeighbouringRegionInfo(regionHandle);
if (reg != null)
{
remoteClient.SendTeleportLocationStart();
AgentCircuitData agent = remoteClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
this.commsManager.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
this.commsManager.InterRegion.ExpectAvatarCrossing(regionHandle, remoteClient.AgentId, position);
remoteClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4));
}
//remoteClient.SendTeleportCancel();
}
}
/// <summary>
///
/// </summary>
/// <param name="regionhandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
public bool InformNeighbourOfCrossing(ulong regionhandle, LLUUID agentID, LLVector3 position)
{
return this.commsManager.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position);
}
#endregion
}
}