376 lines
13 KiB
C#
376 lines
13 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 OpenSimulator 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;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalSimulationConnectorModule")]
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public class LocalSimulationConnectorModule : ISharedRegionModule, ISimulationService
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Version of this service.
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/// </summary>
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/// <remarks>
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/// Currently valid versions are "SIMULATION/0.1" and "SIMULATION/0.2"
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/// </remarks>
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public string ServiceVersion { get; set; }
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/// <summary>
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/// Map region ID to scene.
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/// </summary>
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private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
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/// <summary>
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/// Is this module enabled?
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/// </summary>
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private bool m_ModuleEnabled = false;
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#region Region Module interface
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public void Initialise(IConfigSource configSource)
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{
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IConfig moduleConfig = configSource.Configs["Modules"];
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if (moduleConfig != null)
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{
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string name = moduleConfig.GetString("SimulationServices", "");
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if (name == Name)
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{
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InitialiseService(configSource);
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m_ModuleEnabled = true;
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m_log.Info("[LOCAL SIMULATION CONNECTOR]: Local simulation enabled.");
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}
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}
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}
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public void InitialiseService(IConfigSource configSource)
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{
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ServiceVersion = "SIMULATION/0.2";
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IConfig config = configSource.Configs["SimulationService"];
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if (config != null)
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{
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ServiceVersion = config.GetString("ConnectorProtocolVersion", ServiceVersion);
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if (ServiceVersion != "SIMULATION/0.1" && ServiceVersion != "SIMULATION/0.2")
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throw new Exception(string.Format("Invalid ConnectorProtocolVersion {0}", ServiceVersion));
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m_log.InfoFormat(
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"[LOCAL SIMULATION CONNECTOR]: Initialized with connector protocol version {0}", ServiceVersion);
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}
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}
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public void PostInitialise()
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{
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}
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public void AddRegion(Scene scene)
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{
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if (!m_ModuleEnabled)
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return;
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Init(scene);
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scene.RegisterModuleInterface<ISimulationService>(this);
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}
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public void RemoveRegion(Scene scene)
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{
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if (!m_ModuleEnabled)
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return;
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RemoveScene(scene);
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scene.UnregisterModuleInterface<ISimulationService>(this);
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void Close()
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{
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public string Name
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{
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get { return "LocalSimulationConnectorModule"; }
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}
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/// <summary>
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/// Can be called from other modules.
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/// </summary>
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/// <param name="scene"></param>
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public void RemoveScene(Scene scene)
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{
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lock (m_scenes)
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{
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if (m_scenes.ContainsKey(scene.RegionInfo.RegionID))
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m_scenes.Remove(scene.RegionInfo.RegionID);
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else
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m_log.WarnFormat(
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"[LOCAL SIMULATION CONNECTOR]: Tried to remove region {0} but it was not present",
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scene.RegionInfo.RegionName);
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}
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}
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/// <summary>
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/// Can be called from other modules.
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/// </summary>
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/// <param name="scene"></param>
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public void Init(Scene scene)
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{
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lock (m_scenes)
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{
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if (!m_scenes.ContainsKey(scene.RegionInfo.RegionID))
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m_scenes[scene.RegionInfo.RegionID] = scene;
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else
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m_log.WarnFormat(
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"[LOCAL SIMULATION CONNECTOR]: Tried to add region {0} but it is already present",
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scene.RegionInfo.RegionName);
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}
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}
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#endregion
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#region ISimulation
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public IScene GetScene(UUID regionId)
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{
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if (m_scenes.ContainsKey(regionId))
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{
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return m_scenes[regionId];
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}
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else
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{
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// FIXME: This was pre-existing behaviour but possibly not a good idea, since it hides an error rather
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// than making it obvious and fixable. Need to see if the error message comes up in practice.
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Scene s = m_scenes.Values.ToArray()[0];
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m_log.ErrorFormat(
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"[LOCAL SIMULATION CONNECTOR]: Region with id {0} not found. Returning {1} {2} instead",
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regionId, s.RegionInfo.RegionName, s.RegionInfo.RegionID);
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return s;
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}
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}
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public ISimulationService GetInnerService()
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{
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return this;
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}
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/**
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* Agent-related communications
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*/
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public bool CreateAgent(GridRegion destination, AgentCircuitData aCircuit, uint teleportFlags, out string reason)
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{
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if (destination == null)
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{
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reason = "Given destination was null";
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m_log.DebugFormat("[LOCAL SIMULATION CONNECTOR]: CreateAgent was given a null destination");
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return false;
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}
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if (m_scenes.ContainsKey(destination.RegionID))
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{
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// m_log.DebugFormat("[LOCAL SIMULATION CONNECTOR]: Found region {0} to send SendCreateChildAgent", destination.RegionName);
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return m_scenes[destination.RegionID].NewUserConnection(aCircuit, teleportFlags, out reason);
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}
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reason = "Did not find region " + destination.RegionName;
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return false;
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}
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public bool UpdateAgent(GridRegion destination, AgentData cAgentData)
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{
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if (destination == null)
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return false;
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if (m_scenes.ContainsKey(destination.RegionID))
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{
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// m_log.DebugFormat(
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// destination.RegionName, destination.RegionID);
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return m_scenes[destination.RegionID].IncomingUpdateChildAgent(cAgentData);
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}
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// m_log.DebugFormat(
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// "[LOCAL COMMS]: Did not find region {0} {1} for ChildAgentUpdate",
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// destination.RegionName, destination.RegionID);
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return false;
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}
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public bool UpdateAgent(GridRegion destination, AgentPosition agentPosition)
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{
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if (destination == null)
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return false;
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// We limit the number of messages sent for a position change to just one per
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// simulator so when we receive the update we need to hand it to each of the
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// scenes; scenes each check to see if the is a scene presence for the avatar
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// note that we really don't need the GridRegion for this call
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foreach (Scene s in m_scenes.Values)
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{
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// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate");
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s.IncomingUpdateChildAgent(agentPosition);
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}
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//m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate");
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return true;
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}
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public bool QueryAccess(GridRegion destination, UUID id, Vector3 position, out string version, out string reason)
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{
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reason = "Communications failure";
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version = ServiceVersion;
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if (destination == null)
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return false;
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if (m_scenes.ContainsKey(destination.RegionID))
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{
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// m_log.DebugFormat(
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// s.RegionInfo.RegionName, destination.RegionHandle);
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return m_scenes[destination.RegionID].QueryAccess(id, position, out reason);
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}
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//m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
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return false;
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}
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public bool ReleaseAgent(UUID originId, UUID agentId, string uri)
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{
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if (m_scenes.ContainsKey(originId))
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{
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// m_log.DebugFormat(
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// s.RegionInfo.RegionName, destination.RegionHandle);
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m_scenes[originId].EntityTransferModule.AgentArrivedAtDestination(agentId);
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return true;
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}
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//m_log.Debug("[LOCAL COMMS]: region not found in SendReleaseAgent " + origin);
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return false;
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}
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public bool CloseAgent(GridRegion destination, UUID id, string auth_token)
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{
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if (destination == null)
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return false;
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if (m_scenes.ContainsKey(destination.RegionID))
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{
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// m_log.DebugFormat(
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// s.RegionInfo.RegionName, destination.RegionHandle);
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m_scenes[destination.RegionID].CloseAgent(id, false, auth_token);
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return true;
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}
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//m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
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return false;
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}
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/**
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* Object-related communications
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*/
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public bool CreateObject(GridRegion destination, Vector3 newPosition, ISceneObject sog, bool isLocalCall)
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{
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if (destination == null)
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return false;
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if (m_scenes.ContainsKey(destination.RegionID))
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{
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// m_log.DebugFormat(
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// s.RegionInfo.RegionName, destination.RegionHandle);
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Scene s = m_scenes[destination.RegionID];
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if (isLocalCall)
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{
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// We need to make a local copy of the object
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ISceneObject sogClone = sog.CloneForNewScene();
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sogClone.SetState(sog.GetStateSnapshot(), s);
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return s.IncomingCreateObject(newPosition, sogClone);
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}
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else
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{
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// Use the object as it came through the wire
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return s.IncomingCreateObject(newPosition, sog);
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}
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}
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return false;
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}
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#endregion /* IInterregionComms */
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#region Misc
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public bool IsLocalRegion(ulong regionhandle)
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{
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foreach (Scene s in m_scenes.Values)
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if (s.RegionInfo.RegionHandle == regionhandle)
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return true;
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return false;
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}
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public bool IsLocalRegion(UUID id)
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{
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return m_scenes.ContainsKey(id);
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}
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#endregion
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}
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} |