160 lines
6.2 KiB
C#
160 lines
6.2 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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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using libsecondlife;
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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.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Environment.Scenes;
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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
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{
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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 DateTime m_startuptime;
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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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protected LogBase m_log;
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protected CommunicationsManager m_commsManager;
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protected SceneManager m_sceneManager = new SceneManager();
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protected StorageManager m_storageManager;
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protected string m_storageConnectionString;
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// An attribute to indicate whether prim inventories should be persisted.
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// Probably will be temporary until this stops being experimental.
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protected bool m_storagePersistPrimInventories;
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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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public RegionApplicationBase()
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{
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m_startuptime = DateTime.Now;
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}
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public virtual void StartUp()
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{
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ClientView.TerrainManager = new TerrainManager(new SecondLife());
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m_storageManager = CreateStorageManager(m_storageConnectionString);
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Initialize();
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m_httpServer = new BaseHttpServer(m_httpServerPort);
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m_log.Status("REGION", "Starting HTTP server");
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m_httpServer.Start();
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}
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protected abstract void Initialize();
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protected void StartLog()
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{
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m_log = CreateLog();
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MainLog.Instance = m_log;
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}
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protected abstract LogBase CreateLog();
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protected abstract PhysicsScene GetPhysicsScene();
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protected abstract StorageManager CreateStorageManager(string connectionstring);
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protected PhysicsScene GetPhysicsScene(string engine, string meshEngine)
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{
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PhysicsPluginManager physicsPluginManager;
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physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPlugins();
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return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
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}
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protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
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{
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AgentCircuitManager circuitManager = new AgentCircuitManager();
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udpServer = new UDPServer((uint) regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager);
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Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
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udpServer.LocalScene = scene;
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scene.LoadWorldMap();
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scene.RegisterRegionWithGrid();
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scene.PhysicsScene = GetPhysicsScene();
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scene.PhysicsScene.SetTerrain(scene.Terrain.GetHeights1D());
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//Master Avatar Setup
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UserProfileData masterAvatar;
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if (scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
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{
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masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
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}
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else
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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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if (masterAvatar != null)
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{
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m_log.Verbose("PARCEL", "Found master avatar [" + masterAvatar.UUID.ToString() + "]");
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scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
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}
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else
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{
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m_log.Verbose("PARCEL", "No master avatar found, using null.");
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scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero;
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}
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scene.LoadPrimsFromStorage(m_permissions);
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scene.loadAllLandObjectsFromStorage();
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scene.performParcelPrimCountUpdate();
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scene.StartTimer();
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return scene;
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}
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protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
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AgentCircuitManager circuitManager);
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}
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}
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