OpenSimMirror/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/RegionSyncServerModule.cs

560 lines
24 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 copyrightD
* 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.Reflection;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using log4net;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
public class RegionSyncServerModule : IRegionModule, IRegionSyncServerModule, ICommandableModule
{
private static int DefaultPort = 13000;
public static string ActorID = "XX";
private static int PortUnknown = -1;
private static string IPAddrUnknown = "";
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// If no syncConfig, do not start up server mode
IConfig syncConfig = config.Configs["RegionSyncModule"];
if (syncConfig == null)
{
scene.RegionSyncEnabled = false;
m_active = false;
m_log.Warn("[REGION SYNC SERVER MODULE] No RegionSyncModule config section found. Shutting down.");
return;
}
// If syncConfig does not indicate "enabled", do not start up server mode
bool enabled = syncConfig.GetBoolean("Enabled", true);
if(!enabled)
{
scene.RegionSyncEnabled = false;
m_active = false;
m_log.Warn("[REGION SYNC SERVER MODULE] RegionSyncModule is not enabled. Shutting down.");
return;
}
// get identifying actor ID whether in client or server mode
ActorID = syncConfig.GetString("ActorID", "ZZ");
// If syncConfig does not indicate "server", do not start up server mode
//string mode = syncConfig.GetString("Mode", "server").ToLower();
string mode = syncConfig.GetString("Mode", "").ToLower();
if(mode != "server")
{
//scene.RegionSyncEnabled = false;
m_active = false;
m_log.WarnFormat("[REGION SYNC SERVER MODULE] RegionSyncModule is in {0} mode. Shutting down.", mode);
return;
}
// Enable region sync in server mode on the scene and module
scene.RegionSyncEnabled = true;
scene.RegionSyncMode = mode;
m_active = true;
// Init the sync statistics log file
string syncstats = "syncstats" + "_" + scene.RegionInfo.RegionName + ".txt";
m_statsWriter = File.AppendText(syncstats);
//Get sync server info for Client Manager actors
//string serverAddr = scene.RegionInfo.RegionName + "_ServerIPAddress";
//m_serveraddr = syncConfig.GetString(serverAddr, IPAddrUnknown);
//string serverPort = scene.RegionInfo.RegionName + "_ServerPort";
//m_serverport = syncConfig.GetInt(serverPort, PortUnknown);
// Client manager load balancing
m_maxClientsPerManager = syncConfig.GetInt("MaxClientsPerManager", 100);
DefaultPort++;
//Get sync server info for Script Engine actors
string seServerAddr = scene.RegionInfo.RegionName + "_SceneToSESyncServerIP";
m_seSyncServeraddr = syncConfig.GetString(seServerAddr, IPAddrUnknown);
string seServerPort = scene.RegionInfo.RegionName + "_SceneToSESyncServerPort";
m_seSyncServerport = syncConfig.GetInt(seServerPort, PortUnknown);
DefaultPort++;
//Get sync server info for Physics Engine actors
string peServerAddr = scene.RegionInfo.RegionName + "_SceneToPESyncServerIP";
m_peSyncServeraddr = syncConfig.GetString(peServerAddr, "127.0.0.1");
string peServerPort = scene.RegionInfo.RegionName + "_SceneToPESyncServerPort";
m_peSyncServerport = syncConfig.GetInt(peServerPort, DefaultPort);
DefaultPort++;
m_scene = scene;
m_scene.RegisterModuleInterface<IRegionSyncServerModule>(this);
// Setup the command line interface
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
InstallInterfaces();
//m_log.Warn("[REGION SYNC SERVER MODULE] Initialised");
}
public void PostInitialise()
{
if (!m_active)
return;
//m_scene.EventManager.OnObjectBeingRemovedFromScene += new EventManager.ObjectBeingRemovedFromScene(EventManager_OnObjectBeingRemovedFromScene);
//m_scene.EventManager.OnAvatarEnteringNewParcel += new EventManager.AvatarEnteringNewParcel(EventManager_OnAvatarEnteringNewParcel);
//m_scene.EventManager.OnClientMovement += new EventManager.ClientMovement(EventManager_OnClientMovement);
//m_scene.EventManager.OnLandObjectAdded += new EventManager.LandObjectAdded(EventManager_OnLandObjectAdded);
//m_scene.EventManager.OnLandObjectRemoved += new EventManager.LandObjectRemoved(EventManager_OnLandObjectRemoved);
m_scene.EventManager.OnNewClient += new EventManager.OnNewClientDelegate(EventManager_OnNewClient);
//m_scene.EventManager.OnNewPresence += new EventManager.OnNewPresenceDelegate(EventManager_OnNewPresence);
m_scene.EventManager.OnRemovePresence += new EventManager.OnRemovePresenceDelegate(EventManager_OnRemovePresence);
// Start the server and listen for RegionSyncClients
m_serveraddr = m_scene.RegionInfo.AvatarSyncServerAddress;
m_serverport = m_scene.RegionInfo.AvatarSyncServerPort;
m_log.Debug("[REGION SYNC SERVER MODULE] to start server on " + m_serveraddr + ":" + m_serverport);
if (!m_serveraddr.Equals(IPAddrUnknown) && m_serverport != PortUnknown)
{
m_log.Warn("[REGION SYNC SERVER MODULE] Starting RegionSyncServer");
m_server = new RegionSyncServer(m_scene, m_serveraddr, m_serverport, m_maxClientsPerManager);
m_server.Start();
m_statsTimer.Elapsed += new System.Timers.ElapsedEventHandler(StatsTimerElapsed);
m_statsTimer.Start();
}
m_peSyncServeraddr = m_scene.RegionInfo.PhysicsSyncServerAddress;
m_peSyncServerport = m_scene.RegionInfo.PhysicsSyncServerPort;
if (!m_peSyncServeraddr.Equals(IPAddrUnknown) && m_peSyncServerport != PortUnknown)
{
m_log.Warn("[REGION SYNC SERVER MODULE] Starting SceneToPhysEngineSyncServer");
//Start the sync server for physics engines
m_sceneToPESyncServer = new SceneToPhysEngineSyncServer(m_scene, m_peSyncServeraddr, m_peSyncServerport);
m_sceneToPESyncServer.Start();
}
//m_log.Warn("[REGION SYNC SERVER MODULE] Post-Initialised");
}
private void StatsTimerElapsed(object source, System.Timers.ElapsedEventArgs e)
{
if (Synced)
m_server.ReportStats(m_statsWriter);
}
void IRegionModule.Close()
{
m_scene = null;
}
public string Name
{
get { return "RegionSyncModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
//KittyL added
//Later, should make quarkIDs the argument to the function call
//public void SendResetScene()
//{
// m_server.Broadcast(new RegionSyncMessage(RegionSyncMessage.MsgType.ResetScene, "reset"));
//}
#endregion
#region ICommandableModule Members
private readonly Commander m_commander = new Commander("sync");
public ICommander CommandInterface
{
get { return m_commander; }
}
#endregion
#region IRegionSyncServerModule members
// Lock is used to synchronize access to the update status and both update queues
private object m_updateLock = new object();
private int m_sendingUpdates;
//private Dictionary<UUID, SceneObjectGroup> m_primUpdates = new Dictionary<UUID, SceneObjectGroup>();
private Dictionary<UUID, ScenePresence> m_presenceUpdates = new Dictionary<UUID, ScenePresence>();
private System.Timers.Timer m_statsTimer = new System.Timers.Timer(1000);
//private TextWriter m_statsWriter = File.AppendText("syncstats.txt");
private TextWriter m_statsWriter;
public void QueuePresenceForTerseUpdate(ScenePresence presence)
{
if (!Active || !Synced)
return;
lock (m_updateLock)
{
m_presenceUpdates[presence.UUID] = presence;
}
//m_log.DebugFormat("[REGION SYNC SERVER MODULE] QueuePresenceForUpdate: {0}", presence.UUID.ToString());
}
/// <summary>
/// Send a teleport message out. This should only be called when teleporting within the same region.
/// </summary>
/// <param name="presence"></param>
public void SendTeleportUpdate(ScenePresence presence)
{
if (!Active || !Synced)
return;
System.Threading.ThreadPool.QueueUserWorkItem(delegate
{
OSDMap data = new OSDMap(10);
data["id"] = OSD.FromUUID(presence.UUID);
// Do not include offset for appearance height. That will be handled by RegionSyncClient before sending to viewers
if (presence.AbsolutePosition.IsFinite())
data["pos"] = OSD.FromVector3(presence.AbsolutePosition);
else
data["pos"] = OSD.FromVector3(Vector3.Zero);
/*
if (presence.Velocity.IsFinite())
data["vel"] = OSD.FromVector3(presence.Velocity);
else
data["vel"] = OSD.FromVector3(Vector3.Zero);
if (System.Single.IsNaN(presence.Rotation.X))
data["rot"] = OSD.FromQuaternion(Quaternion.Identity);
else
data["rot"] = OSD.FromQuaternion(presence.Rotation);
data["fly"] = OSD.FromBoolean(presence.Flying);
data["flags"] = OSD.FromUInteger((uint)presence.AgentControlFlags);
data["anim"] = OSD.FromString(presence.Animator.CurrentMovementAnimation);
// needed for a full update
if (presence.ParentID != presence.lastSentParentID)
{
data["coll"] = OSD.FromVector4(presence.CollisionPlane);
data["off"] = OSD.FromVector3(presence.OffsetPosition);
data["pID"] = OSD.FromUInteger(presence.ParentID);
presence.lastSentParentID = presence.ParentID;
}
* */
RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.AvatarTeleportSameRegion, OSDParser.SerializeJsonString(data));
m_server.Broadcast(rsm);
});
}
public void SendUpdates()
{
if (!Active || !Synced)
return;
// Existing value of 1 indicates that updates are currently being sent so skip updates this pass
if (Interlocked.Exchange(ref m_sendingUpdates, 1) == 1)
{
m_log.DebugFormat("[REGION SYNC SERVER MODULE] SendUpdates(): An update thread is already running.");
return;
}
List<SceneObjectGroup> primUpdates;
List<ScenePresence> presenceUpdates;
lock (m_updateLock)
{
//primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
//m_primUpdates.Clear();
m_presenceUpdates.Clear();
}
// This could be another thread for sending outgoing messages or just have the Queue functions
// create and queue the messages directly into the outgoing server thread.
System.Threading.ThreadPool.QueueUserWorkItem(delegate
{
// Sending the message when it's first queued would yield lower latency but much higher load on the simulator
// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
foreach (ScenePresence presence in presenceUpdates)
{
try
{
if (!presence.IsDeleted)
{
OSDMap data = new OSDMap(10);
data["id"] = OSD.FromUUID(presence.UUID);
// Do not include offset for appearance height. That will be handled by RegionSyncClient before sending to viewers
if(presence.AbsolutePosition.IsFinite())
data["pos"] = OSD.FromVector3(presence.AbsolutePosition);
else
data["pos"] = OSD.FromVector3(Vector3.Zero);
if(presence.Velocity.IsFinite())
data["vel"] = OSD.FromVector3(presence.Velocity);
else
data["vel"] = OSD.FromVector3(Vector3.Zero);
if(System.Single.IsNaN(presence.Rotation.X))
data["rot"] = OSD.FromQuaternion(Quaternion.Identity);
else
data["rot"] = OSD.FromQuaternion(presence.Rotation);
data["fly"] = OSD.FromBoolean(presence.Flying);
data["flags"] = OSD.FromUInteger((uint)presence.AgentControlFlags);
data["anim"] = OSD.FromString(presence.Animator.CurrentMovementAnimation);
// needed for a full update
if (presence.ParentID != presence.lastSentParentID)
{
data["coll"] = OSD.FromVector4(presence.CollisionPlane);
data["off"] = OSD.FromVector3(presence.OffsetPosition);
data["pID"] = OSD.FromUInteger(presence.ParentID);
presence.lastSentParentID = presence.ParentID;
}
RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.UpdatedAvatar, OSDParser.SerializeJsonString(data));
m_server.EnqueuePresenceUpdate(presence.UUID, rsm.ToBytes());
}
}
catch (Exception e)
{
m_log.ErrorFormat("[REGION SYNC SERVER MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
}
}
// Indicate that the current batch of updates has been completed
Interlocked.Exchange(ref m_sendingUpdates, 0);
});
}
private Dictionary<UUID, System.Threading.Timer> m_appearanceTimers = new Dictionary<UUID, Timer>();
public void SendAppearance(UUID agentID)
{
OSDMap data = new OSDMap(1);
data["id"] = OSDUUID.FromUUID(agentID);
m_server.Broadcast(new RegionSyncMessage(RegionSyncMessage.MsgType.AvatarAppearance, OSDParser.SerializeJsonString(data)));
}
public void SendAnimations(UUID agentID, UUID[] animations, int[] seqs, UUID sourceAgentId, UUID[] objectIDs)
{
OSDMap data = new OSDMap();
data["agentID"] = OSD.FromUUID(agentID);
OSDArray animatA = new OSDArray();
foreach (UUID uu in animations) animatA.Add(OSD.FromUUID(uu));
data["animations"] = animatA;
OSDArray seqsA = new OSDArray();
foreach (int ss in seqs) seqsA.Add(OSD.FromInteger(ss));
data["seqs"] = seqsA;
data["sourceAgentID"] = OSD.FromUUID(sourceAgentId);
OSDArray obIDA = new OSDArray();
foreach (UUID ii in objectIDs) obIDA.Add(OSD.FromUUID(ii));
data["objectIDs"] = obIDA;
// m_log.DebugFormat("[REGION SYNC SERVER MODULE] Broadcast animations for {0}", agentID.ToString());
RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.SendAnimations, OSDParser.SerializeJsonString(data));
m_server.Broadcast(rsm);
// m_clientView.Send(rsm);
}
public bool Active
{
get { return m_active; }
}
// Check if the sync server module is connected to any clients (KittyL: edited for testing if connected to any actors)
public bool Synced
{
get
{
if (m_server == null || !m_server.Synced)
//if((m_server == null || !m_server.Synced) && (m_sceneToSESyncServer==null || !m_sceneToSESyncServer.Synced))
return false;
return true;
}
}
/*
public void SendLoadWorldMap(ITerrainChannel heightMap)
{
RegionSyncMessage msg = new RegionSyncMessage(RegionSyncMessage.MsgType.Terrain, m_scene.Heightmap.SaveToXmlString());
if(m_server!=null)
m_server.Broadcast(msg);
}
* */
#endregion
#region RegionSyncServerModule members
private bool m_active = true;
private string m_serveraddr;
private int m_serverport;
private int m_maxClientsPerManager;
private Scene m_scene;
//private IClientAPI m_clientAggregator;
private ILog m_log;
//private int m_moveCounter = 0;
private RegionSyncServer m_server = null;
//Sync-server for script engines
private string m_seSyncServeraddr;
private int m_seSyncServerport;
//private SceneToScriptEngineSyncServer m_sceneToSESyncServer = null;
//Sync-server for physics engines
private string m_peSyncServeraddr;
private int m_peSyncServerport;
private SceneToPhysEngineSyncServer m_sceneToPESyncServer = null;
//a boolean variable to indicate in symmetric sync is configured
//private bool m_symsync = false;
#endregion
#region Event Handlers
// A ficticious event
public void Scene_AddNewPrim(SceneObjectGroup sog)
{
if (!Synced)
return;
}
private void EventManager_OnNewPresence(ScenePresence presence)
{
if (!Synced)
return;
m_log.WarnFormat("[REGION SYNC SERVER MODULE] (OneNewPresence) \"{0}\"", presence.Name);
}
private void EventManager_OnNewClient(IClientAPI client)
{
if (!Synced)
return;
m_log.WarnFormat("[REGION SYNC SERVER MODULE] Agent \"{0}\" {1} has joined the scene", client.FirstName + " " + client.LastName, client.AgentId.ToString());
// Let the client managers know that a new agent has connected
OSDMap data = new OSDMap(1);
data["agentID"] = OSD.FromUUID(client.AgentId);
data["localID"] = OSD.FromUInteger(m_scene.GetScenePresence(client.AgentId).LocalId);
data["first"] = OSD.FromString(client.FirstName);
data["last"] = OSD.FromString(client.LastName);
data["startPos"] = OSD.FromVector3(client.StartPos);
m_server.Broadcast(new RegionSyncMessage(RegionSyncMessage.MsgType.NewAvatar, OSDParser.SerializeJsonString(data)));
}
private void EventManager_OnRemovePresence(UUID agentID)
{
if (!Synced)
return;
/*
ScenePresence avatar;
if (m_scene.TryGetScenePresence(agentID, out avatar))
{
m_log.WarnFormat("[REGION SYNC SERVER MODULE] Avatar \"{0}\" {1} {2} has left the scene", avatar.Firstname + " " + avatar.Lastname, agentID.ToString(), avatar.UUID.ToString());
}
else
{
m_log.WarnFormat("[REGION SYNC SERVER MODULE] Avatar \"unknown\" has left the scene");
}
* */
OSDMap data = new OSDMap();
data["agentID"] = OSD.FromUUID(agentID);
m_server.Broadcast(new RegionSyncMessage(RegionSyncMessage.MsgType.RemovedAvatar, OSDParser.SerializeJsonString(data)));
}
#endregion
#region Console Command Interface
private void InstallInterfaces()
{
Command cmdSyncStatus = new Command("status", CommandIntentions.COMMAND_HAZARDOUS, SyncStatus, "Reports current status of the RegionSyncServer.");
Command cmdBalanceClients = new Command("balance", CommandIntentions.COMMAND_HAZARDOUS, BalanceClients, "Balance client load across available client managers.");
m_commander.RegisterCommand("status", cmdSyncStatus);
m_commander.RegisterCommand("balance", cmdBalanceClients);
lock (m_scene)
{
// Add this to our scene so scripts can call these functions
m_scene.RegisterModuleCommander(m_commander);
}
}
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
private void EventManager_OnPluginConsole(string[] args)
{
if (args[0] == "sync")
{
if (args.Length == 1)
{
m_commander.ProcessConsoleCommand("help", new string[0]);
return;
}
string[] tmpArgs = new string[args.Length - 2];
int i;
for (i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
private void SyncStatus(Object[] args)
{
if (Synced)
m_server.ReportStatus();
else
m_log.Error("No RegionSyncClients connected");
}
private void BalanceClients(Object[] args)
{
if (Synced)
m_server.BalanceClients();
else
m_log.Error("No RegionSyncClients connected");
}
#endregion
}
}