542 lines
19 KiB
C#
542 lines
19 KiB
C#
using System;
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using libsecondlife;
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using libsecondlife.Packets;
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using System.Collections.Generic;
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using System.Text;
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using System.Reflection;
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using System.IO;
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using System.Threading;
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using System.Timers;
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using OpenSim.Physics.Manager;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Inventory;
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using OpenSim.RegionServer.world.scripting;
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using OpenSim.Terrain;
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namespace OpenSim.world
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{
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public partial class World : WorldBase, ILocalStorageReceiver, IScriptAPI
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{
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protected System.Timers.Timer m_heartbeatTimer = new System.Timers.Timer();
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public object LockPhysicsEngine = new object();
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public Dictionary<libsecondlife.LLUUID, Avatar> Avatars;
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public Dictionary<libsecondlife.LLUUID, Primitive> Prims;
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//public ScriptEngine Scripts;
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public uint _localNumber = 0;
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private PhysicsScene phyScene;
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private float timeStep = 0.1f;
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public ILocalStorage localStorage;
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private Random Rand = new Random();
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private uint _primCount = 702000;
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private int storageCount;
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private Dictionary<LLUUID, ScriptHandler> m_scriptHandlers;
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private Dictionary<string, ScriptFactory> m_scripts;
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private Mutex updateLock;
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public string m_datastore;
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#region Properties
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/// <summary>
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///
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/// </summary>
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public PhysicsScene PhysScene
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{
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set
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{
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this.phyScene = value;
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}
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get
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{
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return (this.phyScene);
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}
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}
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#endregion
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#region Constructors
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/// <summary>
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/// Creates a new World class, and a region to go with it.
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/// </summary>
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/// <param name="clientThreads">Dictionary to contain client threads</param>
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/// <param name="regionHandle">Region Handle for this region</param>
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/// <param name="regionName">Region Name for this region</param>
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public World(Dictionary<uint, IClientAPI> clientThreads, RegionInfo regInfo)
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{
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try
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{
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updateLock = new Mutex(false);
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m_clientThreads = clientThreads;
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m_regInfo = regInfo;
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m_regionHandle = m_regInfo.RegionHandle;
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m_regionName = m_regInfo.RegionName;
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this.m_datastore = m_regInfo.DataStore;
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m_scriptHandlers = new Dictionary<LLUUID, ScriptHandler>();
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m_scripts = new Dictionary<string, ScriptFactory>();
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs - creating new entitities instance");
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Entities = new Dictionary<libsecondlife.LLUUID, Entity>();
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Avatars = new Dictionary<LLUUID, Avatar>();
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Prims = new Dictionary<LLUUID, Primitive>();
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs - creating LandMap");
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TerrainManager = new TerrainManager(new SecondLife());
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Terrain = new TerrainEngine();
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Avatar.SetupTemplate("avatar-texture.dat");
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Avatar.LoadAnims();
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//this.SetDefaultScripts();
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//this.LoadScriptEngines();
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.CRITICAL, "World.cs: Constructor failed with exception " + e.ToString());
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}
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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public void StartTimer()
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{
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m_heartbeatTimer.Enabled = true;
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m_heartbeatTimer.Interval = 100;
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m_heartbeatTimer.Elapsed += new ElapsedEventHandler(this.Heartbeat);
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}
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#region Update Methods
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/// <summary>
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/// Performs per-frame updates regularly
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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void Heartbeat(object sender, System.EventArgs e)
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{
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this.Update();
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}
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/// <summary>
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/// Performs per-frame updates on the world, this should be the central world loop
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/// </summary>
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public override void Update()
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{
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updateLock.WaitOne();
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try
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{
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if (this.phyScene.IsThreaded)
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{
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this.phyScene.GetResults();
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}
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].addForces();
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}
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lock (this.LockPhysicsEngine)
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{
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this.phyScene.Simulate(timeStep);
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}
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].update();
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}
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foreach (ScriptHandler scriptHandler in m_scriptHandlers.Values)
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{
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scriptHandler.OnFrame();
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}
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foreach (IScriptEngine scripteng in this.scriptEngines.Values)
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{
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scripteng.OnFrame();
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}
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//backup world data
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this.storageCount++;
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if (storageCount > 1200) //set to how often you want to backup
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{
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this.Backup();
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storageCount = 0;
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}
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: Update() - Failed with exception " + e.ToString());
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}
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updateLock.ReleaseMutex();
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}
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public bool Backup()
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{
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try
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{
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// Terrain backup routines
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if (Terrain.tainted > 0)
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{
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Terrain.tainted = 0;
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain tainted, saving.");
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localStorage.SaveMap(Terrain.getHeights1D());
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain saved, informing Physics.");
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lock (this.LockPhysicsEngine)
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{
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phyScene.SetTerrain(Terrain.getHeights1D());
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}
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}
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// Primitive backup routines
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Backing up Primitives");
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].BackUp();
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}
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// Backup successful
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return true;
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}
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catch (Exception e)
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{
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// Backup failed
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.HIGH, "World.cs: Backup() - Backup Failed with exception " + e.ToString());
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return false;
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}
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}
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#endregion
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#region Setup Methods
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/// <summary>
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/// Loads a new storage subsystem from a named library
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/// </summary>
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/// <param name="dllName">Storage Library</param>
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/// <returns>Successful or not</returns>
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public bool LoadStorageDLL(string dllName)
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{
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try
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{
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Assembly pluginAssembly = Assembly.LoadFrom(dllName);
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ILocalStorage store = null;
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foreach (Type pluginType in pluginAssembly.GetTypes())
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{
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if (pluginType.IsPublic)
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{
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if (!pluginType.IsAbstract)
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{
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Type typeInterface = pluginType.GetInterface("ILocalStorage", true);
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if (typeInterface != null)
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{
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ILocalStorage plug = (ILocalStorage)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
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store = plug;
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store.Initialise(this.m_datastore);
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break;
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}
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typeInterface = null;
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}
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}
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}
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pluginAssembly = null;
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this.localStorage = store;
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return (store == null);
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: LoadStorageDLL() - Failed with exception " + e.ToString());
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return false;
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}
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}
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#endregion
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#region Regenerate Terrain
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/// <summary>
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/// Rebuilds the terrain using a procedural algorithm
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/// </summary>
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public void RegenerateTerrain()
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{
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try
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{
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Terrain.hills();
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lock (this.LockPhysicsEngine)
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{
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this.phyScene.SetTerrain(Terrain.getHeights1D());
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}
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (IClientAPI client in m_clientThreads.Values)
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{
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this.SendLayerData(client);
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}
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].LandRenegerated();
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}
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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/// Rebuilds the terrain using a 2D float array
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/// </summary>
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/// <param name="newMap">256,256 float array containing heights</param>
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public void RegenerateTerrain(float[,] newMap)
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{
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try
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{
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this.Terrain.setHeights2D(newMap);
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lock (this.LockPhysicsEngine)
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{
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this.phyScene.SetTerrain(this.Terrain.getHeights1D());
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}
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (IClientAPI client in m_clientThreads.Values)
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{
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this.SendLayerData(client);
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}
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].LandRenegerated();
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}
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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/// Rebuilds the terrain assuming changes occured at a specified point[?]
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/// </summary>
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/// <param name="changes">???</param>
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/// <param name="pointx">???</param>
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/// <param name="pointy">???</param>
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public void RegenerateTerrain(bool changes, int pointx, int pointy)
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{
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try
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{
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if (changes)
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{
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/* Dont save here, rely on tainting system instead */
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foreach (IClientAPI client in m_clientThreads.Values)
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{
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this.SendLayerData(pointx, pointy, client);
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}
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}
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
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}
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}
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#endregion
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#region Load Terrain
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/// <summary>
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/// Loads the World heightmap
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/// </summary>
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public override void LoadWorldMap()
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{
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try
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{
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float[] map = this.localStorage.LoadWorld();
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if (map == null)
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{
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Console.WriteLine("creating new terrain");
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this.Terrain.hills();
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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}
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else
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{
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this.Terrain.setHeights1D(map);
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}
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: LoadWorldMap() - Failed with exception " + e.ToString());
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}
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}
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#endregion
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#region Primitives Methods
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/// <summary>
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/// Loads the World's objects
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/// </summary>
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public void LoadPrimsFromStorage()
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{
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try
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: LoadPrimsFromStorage() - Loading primitives");
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this.localStorage.LoadPrimitives(this);
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: LoadPrimsFromStorage() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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/// Loads a specific object from storage
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/// </summary>
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/// <param name="prim">The object to load</param>
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public void PrimFromStorage(PrimData prim)
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{
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="addPacket"></param>
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/// <param name="agentClient"></param>
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public void AddNewPrim(Packet addPacket, IClientAPI agentClient)
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{
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AddNewPrim((ObjectAddPacket)addPacket, agentClient.AgentId);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="addPacket"></param>
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/// <param name="ownerID"></param>
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public void AddNewPrim(ObjectAddPacket addPacket, LLUUID ownerID)
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{
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}
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#endregion
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#region Add/Remove Avatar Methods
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/// <summary>
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///
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="agentID"></param>
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/// <param name="child"></param>
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public override void AddNewAvatar(IClientAPI remoteClient, LLUUID agentID, bool child)
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{
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remoteClient.OnRegionHandShakeReply += new GenericCall(this.SendLayerData);
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//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
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remoteClient.OnChatFromViewer += new ChatFromViewer(this.SimChat);
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Avatar newAvatar = null;
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try
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
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newAvatar = new Avatar(remoteClient, this, m_clientThreads, this.m_regInfo);
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs:AddViewerAgent() - Adding new avatar to world");
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs:AddViewerAgent() - Starting RegionHandshake ");
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newAvatar.SendRegionHandshake();
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PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z);
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lock (this.LockPhysicsEngine)
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{
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newAvatar.PhysActor = this.phyScene.AddAvatar(pVec);
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}
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lock (Entities)
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{
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if (!Entities.ContainsKey(agentID))
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{
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this.Entities.Add(agentID, newAvatar);
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}
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else
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{
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Entities[agentID] = newAvatar;
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}
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}
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lock (Avatars)
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{
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if (Avatars.ContainsKey(agentID))
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{
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Avatars[agentID] = newAvatar;
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}
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else
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{
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this.Avatars.Add(agentID, newAvatar);
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}
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}
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: AddViewerAgent() - Failed with exception " + e.ToString());
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}
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return;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="agentID"></param>
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public override void RemoveAvatar(LLUUID agentID)
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{
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return;
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}
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#endregion
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#region Request Avatars List Methods
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//The idea is to have a group of method that return a list of avatars meeting some requirement
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// ie it could be all Avatars within a certain range of the calling prim/avatar.
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public List<Avatar> RequestAvatarList()
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{
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List<Avatar> result = new List<Avatar>();
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foreach (Avatar avatar in Avatars.Values)
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{
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result.Add(avatar);
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}
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return result;
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}
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#endregion
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#region ShutDown
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/// <summary>
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/// Tidy before shutdown
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/// </summary>
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public override void Close()
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{
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try
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{
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this.localStorage.ShutDown();
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.HIGH, "World.cs: Close() - Failed with exception " + e.ToString());
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}
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}
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#endregion
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}
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}
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