OpenSimMirror/OpenSim/Region/Framework/Scenes/SceneBase.cs

580 lines
19 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 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 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 System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes
{
public abstract class SceneBase : IScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Events
public event restart OnRestart;
#endregion
#region Fields
public string Name { get { return RegionInfo.RegionName; } }
public IConfigSource Config
{
get { return GetConfig(); }
}
protected virtual IConfigSource GetConfig()
{
return null;
}
/// <value>
/// All the region modules attached to this scene.
/// </value>
public Dictionary<string, IRegionModuleBase> RegionModules
{
get { return m_regionModules; }
}
private Dictionary<string, IRegionModuleBase> m_regionModules = new Dictionary<string, IRegionModuleBase>();
/// <value>
/// The module interfaces available from this scene.
/// </value>
protected Dictionary<Type, List<object>> ModuleInterfaces = new Dictionary<Type, List<object>>();
protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
/// <value>
/// The module commanders available from this scene
/// </value>
protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
/// <value>
/// Registered classes that are capable of creating entities.
/// </value>
protected Dictionary<PCode, IEntityCreator> m_entityCreators = new Dictionary<PCode, IEntityCreator>();
/// <summary>
/// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
/// dispensed.
/// </summary>
protected uint m_lastAllocatedLocalId = 720000;
private readonly Mutex _primAllocateMutex = new Mutex(false);
protected readonly ClientManager m_clientManager = new ClientManager();
public bool LoginsEnabled
{
get
{
return m_loginsEnabled;
}
set
{
if (m_loginsEnabled != value)
{
m_loginsEnabled = value;
EventManager.TriggerRegionLoginsStatusChange(this);
}
}
}
private bool m_loginsEnabled;
public bool Ready
{
get
{
return m_ready;
}
set
{
if (m_ready != value)
{
m_ready = value;
EventManager.TriggerRegionReadyStatusChange(this);
}
}
}
private bool m_ready;
public float TimeDilation
{
get { return 1.0f; }
}
protected ulong m_regionHandle;
protected string m_regionName;
protected RegionInfo m_regInfo;
public ITerrainChannel Heightmap;
/// <value>
/// Allows retrieval of land information for this scene.
/// </value>
public ILandChannel LandChannel;
/// <value>
/// Manage events that occur in this scene (avatar movement, script rez, etc.). Commonly used by region modules
/// to subscribe to scene events.
/// </value>
public EventManager EventManager
{
get { return m_eventManager; }
}
protected EventManager m_eventManager;
protected ScenePermissions m_permissions;
public ScenePermissions Permissions
{
get { return m_permissions; }
}
/* Used by the loadbalancer plugin on GForge */
protected RegionStatus m_regStatus;
public RegionStatus RegionStatus
{
get { return m_regStatus; }
set { m_regStatus = value; }
}
#endregion
public SceneBase(RegionInfo regInfo)
{
RegionInfo = regInfo;
}
#region Update Methods
/// <summary>
/// Called to update the scene loop by a number of frames and until shutdown.
/// </summary>
/// <param name="frames">
/// Number of frames to update. Exits on shutdown even if there are frames remaining.
/// If -1 then updates until shutdown.
/// </param>
public abstract void Update(int frames);
#endregion
#region Terrain Methods
/// <summary>
/// Loads the World heightmap
/// </summary>
public abstract void LoadWorldMap();
/// <summary>
/// Send the region heightmap to the client
/// </summary>
/// <param name="RemoteClient">Client to send to</param>
public virtual void SendLayerData(IClientAPI RemoteClient)
{
RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
}
#endregion
#region Add/Remove Agent/Avatar
public abstract ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
public abstract bool CloseAgent(UUID agentID, bool force);
public bool TryGetScenePresence(UUID agentID, out object scenePresence)
{
scenePresence = null;
ScenePresence sp = null;
if (TryGetScenePresence(agentID, out sp))
{
scenePresence = sp;
return true;
}
return false;
}
/// <summary>
/// Try to get a scene presence from the scene
/// </summary>
/// <param name="agentID"></param>
/// <param name="scenePresence">null if there is no scene presence with the given agent id</param>
/// <returns>true if there was a scene presence with the given id, false otherwise.</returns>
public abstract bool TryGetScenePresence(UUID agentID, out ScenePresence scenePresence);
#endregion
/// <summary>
///
/// </summary>
/// <returns></returns>
public virtual RegionInfo RegionInfo { get; private set; }
#region admin stuff
public abstract void OtherRegionUp(GridRegion otherRegion);
public virtual string GetSimulatorVersion()
{
return "OpenSimulator Server";
}
#endregion
#region Shutdown
/// <summary>
/// Tidy before shutdown
/// </summary>
public virtual void Close()
{
try
{
EventManager.TriggerShutdown();
}
catch (Exception e)
{
m_log.Error(string.Format("[SCENE]: SceneBase.cs: Close() - Failed with exception ", e));
}
}
#endregion
/// <summary>
/// Returns a new unallocated local ID
/// </summary>
/// <returns>A brand new local ID</returns>
public uint AllocateLocalId()
{
uint myID;
_primAllocateMutex.WaitOne();
myID = ++m_lastAllocatedLocalId;
_primAllocateMutex.ReleaseMutex();
return myID;
}
#region Module Methods
/// <summary>
/// Add a region-module to this scene. TODO: This will replace AddModule in the future.
/// </summary>
/// <param name="name"></param>
/// <param name="module"></param>
public void AddRegionModule(string name, IRegionModuleBase module)
{
if (!RegionModules.ContainsKey(name))
{
RegionModules.Add(name, module);
}
}
public void RemoveRegionModule(string name)
{
RegionModules.Remove(name);
}
/// <summary>
/// Register a module commander.
/// </summary>
/// <param name="commander"></param>
public void RegisterModuleCommander(ICommander commander)
{
lock (m_moduleCommanders)
{
m_moduleCommanders.Add(commander.Name, commander);
}
}
/// <summary>
/// Unregister a module commander and all its commands
/// </summary>
/// <param name="name"></param>
public void UnregisterModuleCommander(string name)
{
lock (m_moduleCommanders)
{
ICommander commander;
if (m_moduleCommanders.TryGetValue(name, out commander))
m_moduleCommanders.Remove(name);
}
}
/// <summary>
/// Get a module commander
/// </summary>
/// <param name="name"></param>
/// <returns>The module commander, null if no module commander with that name was found</returns>
public ICommander GetCommander(string name)
{
lock (m_moduleCommanders)
{
if (m_moduleCommanders.ContainsKey(name))
return m_moduleCommanders[name];
}
return null;
}
public Dictionary<string, ICommander> GetCommanders()
{
return m_moduleCommanders;
}
/// <summary>
/// Register an interface to a region module. This allows module methods to be called directly as
/// well as via events. If there is already a module registered for this interface, it is not replaced
/// (is this the best behaviour?)
/// </summary>
/// <param name="mod"></param>
public void RegisterModuleInterface<M>(M mod)
{
// m_log.DebugFormat("[SCENE BASE]: Registering interface {0}", typeof(M));
List<Object> l = null;
if (!ModuleInterfaces.TryGetValue(typeof(M), out l))
{
l = new List<Object>();
ModuleInterfaces.Add(typeof(M), l);
}
if (l.Count > 0)
return;
l.Add(mod);
if (mod is IEntityCreator)
{
IEntityCreator entityCreator = (IEntityCreator)mod;
foreach (PCode pcode in entityCreator.CreationCapabilities)
{
m_entityCreators[pcode] = entityCreator;
}
}
}
public void UnregisterModuleInterface<M>(M mod)
{
List<Object> l;
if (ModuleInterfaces.TryGetValue(typeof(M), out l))
{
if (l.Remove(mod))
{
if (mod is IEntityCreator)
{
IEntityCreator entityCreator = (IEntityCreator)mod;
foreach (PCode pcode in entityCreator.CreationCapabilities)
{
m_entityCreators[pcode] = null;
}
}
}
}
}
public void StackModuleInterface<M>(M mod)
{
List<Object> l;
if (ModuleInterfaces.ContainsKey(typeof(M)))
l = ModuleInterfaces[typeof(M)];
else
l = new List<Object>();
if (l.Contains(mod))
return;
l.Add(mod);
if (mod is IEntityCreator)
{
IEntityCreator entityCreator = (IEntityCreator)mod;
foreach (PCode pcode in entityCreator.CreationCapabilities)
{
m_entityCreators[pcode] = entityCreator;
}
}
ModuleInterfaces[typeof(M)] = l;
}
/// <summary>
/// For the given interface, retrieve the region module which implements it.
/// </summary>
/// <returns>null if there is no registered module implementing that interface</returns>
public T RequestModuleInterface<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)) &&
(ModuleInterfaces[typeof(T)].Count > 0))
return (T)ModuleInterfaces[typeof(T)][0];
else
return default(T);
}
/// <summary>
/// For the given interface, retrieve an array of region modules that implement it.
/// </summary>
/// <returns>an empty array if there are no registered modules implementing that interface</returns>
public T[] RequestModuleInterfaces<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)))
{
List<T> ret = new List<T>();
foreach (Object o in ModuleInterfaces[typeof(T)])
ret.Add((T)o);
return ret.ToArray();
}
else
{
return new T[] {};
}
}
#endregion
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="mod"></param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="callback"></param>
public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
{
AddCommand(module, command, shorthelp, longhelp, string.Empty, callback);
}
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="mod">
/// The use of IRegionModuleBase is a cheap trick to get a different method signature,
/// though all new modules should be using interfaces descended from IRegionModuleBase anyway.
/// </param>
/// <param name="category">
/// Category of the command. This is the section under which it will appear when the user asks for help
/// </param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="callback"></param>
public void AddCommand(
string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
{
AddCommand(category, module, command, shorthelp, longhelp, string.Empty, callback);
}
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="mod"></param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="descriptivehelp"></param>
/// <param name="callback"></param>
public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
{
string moduleName = "";
if (module != null)
moduleName = module.Name;
AddCommand(moduleName, module, command, shorthelp, longhelp, descriptivehelp, callback);
}
/// <summary>
/// Call this from a region module to add a command to the OpenSim console.
/// </summary>
/// <param name="category">
/// Category of the command. This is the section under which it will appear when the user asks for help
/// </param>
/// <param name="mod"></param>
/// <param name="command"></param>
/// <param name="shorthelp"></param>
/// <param name="longhelp"></param>
/// <param name="descriptivehelp"></param>
/// <param name="callback"></param>
public void AddCommand(
string category, IRegionModuleBase module, string command,
string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
{
if (MainConsole.Instance == null)
return;
bool shared = false;
if (module != null)
shared = module is ISharedRegionModule;
MainConsole.Instance.Commands.AddCommand(
category, shared, command, shorthelp, longhelp, descriptivehelp, callback);
}
public virtual ISceneObject DeserializeObject(string representation)
{
return null;
}
public virtual bool AllowScriptCrossings
{
get { return false; }
}
public virtual void Start()
{
}
public void Restart()
{
// This has to be here to fire the event
restart handlerPhysicsCrash = OnRestart;
if (handlerPhysicsCrash != null)
handlerPhysicsCrash(RegionInfo);
}
public abstract bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
}
}