579 lines
19 KiB
C#
579 lines
19 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.Net;
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using System.Reflection;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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{
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public delegate void RestartSim(RegionInfo thisregion);
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/// <summary>
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/// Manager for adding, closing and restarting scenes.
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/// </summary>
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public class SceneManager
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public event RestartSim OnRestartSim;
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/// <summary>
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/// Fired when either all regions are ready for use or at least one region has become unready for use where
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/// previously all regions were ready.
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/// </summary>
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public event Action<SceneManager> OnRegionsReadyStatusChange;
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/// <summary>
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/// Are all regions ready for use?
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/// </summary>
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public bool AllRegionsReady
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{
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get
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{
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return m_allRegionsReady;
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}
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private set
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{
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if (m_allRegionsReady != value)
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{
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m_allRegionsReady = value;
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Action<SceneManager> handler = OnRegionsReadyStatusChange;
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if (handler != null)
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{
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foreach (Action<SceneManager> d in handler.GetInvocationList())
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{
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try
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{
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d(this);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[SCENE MANAGER]: Delegate for OnRegionsReadyStatusChange failed - continuing {0} - {1}",
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e.Message, e.StackTrace);
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}
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}
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}
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}
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}
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}
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private bool m_allRegionsReady;
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private static SceneManager m_instance = null;
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public static SceneManager Instance
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{
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get {
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if (m_instance == null)
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m_instance = new SceneManager();
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return m_instance;
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}
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}
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private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
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private Scene m_currentScene = null;
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public List<Scene> Scenes
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{
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get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
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}
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/// <summary>
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/// Scene selected from the console.
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/// </summary>
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/// <value>
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/// If null, then all scenes are considered selected (signalled as "Root" on the console).
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/// </value>
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public Scene CurrentScene { get; private set; }
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public Scene CurrentOrFirstScene
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{
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get
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{
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if (CurrentScene == null)
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{
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List<Scene> sceneList = Scenes;
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if (sceneList.Count == 0)
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return null;
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return sceneList[0];
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}
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else
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{
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return CurrentScene;
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}
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}
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}
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public SceneManager()
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{
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m_instance = this;
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m_localScenes = new DoubleDictionary<UUID, string, Scene>();
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}
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public void Close()
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{
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List<Scene> localScenes = null;
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lock (m_localScenes)
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{
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localScenes = Scenes;
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}
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for (int i = 0; i < localScenes.Count; i++)
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{
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localScenes[i].Close();
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}
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}
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public void Close(Scene cscene)
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{
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if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
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return;
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cscene.Close();
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}
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public void Add(Scene scene)
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{
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lock (m_localScenes)
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m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
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scene.OnRestart += HandleRestart;
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scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
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}
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public void HandleRestart(RegionInfo rdata)
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{
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Scene restartedScene = null;
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lock (m_localScenes)
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{
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m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
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m_localScenes.Remove(rdata.RegionID);
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}
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// If the currently selected scene has been restarted, then we can't reselect here since we the scene
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// hasn't yet been recreated. We will have to leave this to the caller.
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if (CurrentScene == restartedScene)
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CurrentScene = null;
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// Send signal to main that we're restarting this sim.
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OnRestartSim(rdata);
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}
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private void HandleRegionReadyStatusChange(IScene scene)
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{
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lock (m_localScenes)
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AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
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}
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public void SendSimOnlineNotification(ulong regionHandle)
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{
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RegionInfo Result = null;
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Scene s = m_localScenes.FindValue(delegate(Scene x)
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{
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if (x.RegionInfo.RegionHandle == regionHandle)
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return true;
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return false;
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});
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if (s != null)
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{
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List<Scene> sceneList = Scenes;
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for (int i = 0; i < sceneList.Count; i++)
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{
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if (sceneList[i]!= s)
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{
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// Inform other regions to tell their avatar about me
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//sceneList[i].OtherRegionUp(Result);
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}
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}
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}
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else
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{
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m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
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}
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}
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/// <summary>
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/// Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format
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/// </summary>
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/// <param name="filename"></param>
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public void SaveCurrentSceneToXml(string filename)
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{
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IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
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if (serialiser != null)
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serialiser.SavePrimsToXml(CurrentOrFirstScene, filename);
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}
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/// <summary>
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/// Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene
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/// </summary>
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/// <param name="filename"></param>
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/// <param name="generateNewIDs"></param>
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/// <param name="loadOffset"></param>
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public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, Vector3 loadOffset)
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{
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IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
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if (serialiser != null)
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serialiser.LoadPrimsFromXml(CurrentOrFirstScene, filename, generateNewIDs, loadOffset);
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}
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/// <summary>
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/// Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format
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/// </summary>
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/// <param name="filename"></param>
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public void SaveCurrentSceneToXml2(string filename)
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{
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IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
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if (serialiser != null)
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serialiser.SavePrimsToXml2(CurrentOrFirstScene, filename);
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}
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public void SaveNamedPrimsToXml2(string primName, string filename)
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{
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IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
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if (serialiser != null)
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serialiser.SaveNamedPrimsToXml2(CurrentOrFirstScene, primName, filename);
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}
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/// <summary>
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/// Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene
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/// </summary>
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public void LoadCurrentSceneFromXml2(string filename)
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{
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IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
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if (serialiser != null)
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serialiser.LoadPrimsFromXml2(CurrentOrFirstScene, filename);
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}
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/// <summary>
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/// Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets
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/// as well as the details of the prims themselves.
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/// </summary>
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/// <param name="cmdparams"></param>
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public void SaveCurrentSceneToArchive(string[] cmdparams)
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{
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IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
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if (archiver != null)
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archiver.HandleSaveOarConsoleCommand(string.Empty, cmdparams);
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}
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/// <summary>
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/// Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload
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/// their assets to the asset service.
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/// </summary>
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/// <param name="cmdparams"></param>
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public void LoadArchiveToCurrentScene(string[] cmdparams)
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{
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IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
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if (archiver != null)
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archiver.HandleLoadOarConsoleCommand(string.Empty, cmdparams);
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}
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public string SaveCurrentSceneMapToXmlString()
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{
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return CurrentOrFirstScene.Heightmap.SaveToXmlString();
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}
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public void LoadCurrenSceneMapFromXmlString(string mapData)
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{
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CurrentOrFirstScene.Heightmap.LoadFromXmlString(mapData);
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}
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public void SendCommandToPluginModules(string[] cmdparams)
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{
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ForEachCurrentScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); });
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}
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public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions)
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{
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ForEachCurrentScene(delegate(Scene scene) { scene.Permissions.SetBypassPermissions(bypassPermissions); });
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}
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private void ForEachCurrentScene(Action<Scene> func)
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{
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if (CurrentScene == null)
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{
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List<Scene> sceneList = Scenes;
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sceneList.ForEach(func);
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}
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else
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{
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func(CurrentScene);
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}
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}
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public void RestartCurrentScene()
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{
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ForEachCurrentScene(delegate(Scene scene) { scene.RestartNow(); });
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}
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public void BackupCurrentScene()
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{
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ForEachCurrentScene(delegate(Scene scene) { scene.Backup(true); });
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}
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public bool TrySetCurrentScene(string regionName)
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{
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if ((String.Compare(regionName, "root") == 0)
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|| (String.Compare(regionName, "..") == 0)
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|| (String.Compare(regionName, "/") == 0))
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{
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CurrentScene = null;
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return true;
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}
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else
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{
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Scene s;
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if (m_localScenes.TryGetValue(regionName, out s))
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{
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m_currentScene = s;
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return true;
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}
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return false;
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}
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}
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public bool TrySetCurrentScene(UUID regionID)
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{
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// m_log.Debug("Searching for Region: '" + regionID + "'");
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Scene s;
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if (m_localScenes.TryGetValue(regionID, out s))
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{
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m_currentScene = s;
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return true;
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}
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return false;
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}
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public bool TryGetScene(string regionName, out Scene scene)
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{
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return m_localScenes.TryGetValue(regionName, out scene);
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}
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public bool TryGetScene(UUID regionID, out Scene scene)
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{
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return m_localScenes.TryGetValue(regionID, out scene);
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}
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public bool TryGetScene(uint locX, uint locY, out Scene scene)
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{
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List<Scene> sceneList = Scenes;
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foreach (Scene mscene in sceneList)
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{
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if (mscene.RegionInfo.RegionLocX == locX &&
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mscene.RegionInfo.RegionLocY == locY)
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{
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scene = mscene;
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return true;
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}
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}
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scene = null;
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return false;
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}
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public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
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{
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List<Scene> sceneList = Scenes;
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foreach (Scene mscene in sceneList)
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{
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if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
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(mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
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{
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scene = mscene;
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return true;
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}
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}
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scene = null;
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return false;
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}
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/// <summary>
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/// Set the debug packet level on each current scene. This level governs which packets are printed out to the
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/// console.
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/// </summary>
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/// <param name="newDebug"></param>
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/// <param name="name">Name of avatar to debug</param>
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public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
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{
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ForEachCurrentScene(scene =>
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scene.ForEachScenePresence(sp =>
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{
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if (name == null || sp.Name == name)
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{
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m_log.DebugFormat(
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"Packet debug for {0} ({1}) set to {2}",
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sp.Name, sp.IsChildAgent ? "child" : "root", newDebug);
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sp.ControllingClient.DebugPacketLevel = newDebug;
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}
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})
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);
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}
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public List<ScenePresence> GetCurrentSceneAvatars()
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{
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List<ScenePresence> avatars = new List<ScenePresence>();
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ForEachCurrentScene(
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delegate(Scene scene)
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{
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scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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{
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avatars.Add(scenePresence);
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});
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}
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);
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return avatars;
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}
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public List<ScenePresence> GetCurrentScenePresences()
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{
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List<ScenePresence> presences = new List<ScenePresence>();
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ForEachCurrentScene(delegate(Scene scene)
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{
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scene.ForEachScenePresence(delegate(ScenePresence sp)
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{
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presences.Add(sp);
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});
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});
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return presences;
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}
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public RegionInfo GetRegionInfo(UUID regionID)
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{
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Scene s;
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if (m_localScenes.TryGetValue(regionID, out s))
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{
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return s.RegionInfo;
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}
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return null;
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}
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public void ForceCurrentSceneClientUpdate()
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{
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ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
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}
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public void HandleEditCommandOnCurrentScene(string[] cmdparams)
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{
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ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); });
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}
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public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
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{
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List<Scene> sceneList = Scenes;
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foreach (Scene scene in sceneList)
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{
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if (scene.TryGetScenePresence(avatarId, out avatar))
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{
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return true;
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}
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}
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avatar = null;
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return false;
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}
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public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
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{
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List<Scene> sceneList = Scenes;
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foreach (Scene scene in sceneList)
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{
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avatar = scene.GetScenePresence(avatarId);
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if (avatar != null && !avatar.IsChildAgent)
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return true;
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}
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avatar = null;
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return false;
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}
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public void CloseScene(Scene scene)
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{
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lock (m_localScenes)
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m_localScenes.Remove(scene.RegionInfo.RegionID);
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scene.Close();
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}
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public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
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{
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List<Scene> sceneList = Scenes;
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foreach (Scene scene in sceneList)
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{
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if (scene.TryGetAvatarByName(avatarName, out avatar))
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{
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return true;
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}
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}
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avatar = null;
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return false;
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}
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public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
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{
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List<Scene> sceneList = Scenes;
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foreach (Scene scene in sceneList)
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{
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sp = scene.GetScenePresence(firstName, lastName);
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if (sp != null && !sp.IsChildAgent)
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return true;
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}
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sp = null;
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return false;
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}
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public void ForEachScene(Action<Scene> action)
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{
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List<Scene> sceneList = Scenes;
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sceneList.ForEach(action);
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}
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}
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}
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