195 lines
6.0 KiB
C#
195 lines
6.0 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 PhysicsSystem;
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using GridInterfaces;
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namespace OpenSim.world
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{
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public class World : ILocalStorageReceiver
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{
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public Dictionary<libsecondlife.LLUUID, Entity> Entities;
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public float[] LandMap;
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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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private libsecondlife.TerrainManager TerrainManager;
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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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public World()
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{
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ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance");
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Entities = new Dictionary<libsecondlife.LLUUID, Entity>();
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ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating LandMap");
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TerrainManager = new TerrainManager(new SecondLife());
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Avatar.SetupTemplate("avatar-template.dat");
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// ServerConsole.MainConsole.Instance.WriteLine("World.cs - Creating script engine instance");
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// Initialise this only after the world has loaded
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// Scripts = new ScriptEngine(this);
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}
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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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public void Update()
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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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this.phyScene.Simulate(timeStep);
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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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//backup world data
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this.storageCount++;
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if(storageCount> 1200) //set to how often you want to backup (currently set for about every 2 minutes)
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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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public bool LoadStorageDLL(string dllName)
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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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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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public void LoadPrimsFromStorage()
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{
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ServerConsole.MainConsole.Instance.WriteLine("World.cs: LoadPrimsFromStorage() - Loading primitives");
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this.localStorage.LoadPrimitives(this);
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}
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public void PrimFromStorage(PrimStorage prim)
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{
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if(prim.LocalID >= this._primCount)
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{
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_primCount = prim.LocalID + 1;
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}
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ServerConsole.MainConsole.Instance.WriteLine("World.cs: PrimFromStorage() - Reloading prim (localId "+ prim.LocalID+ " ) from storage");
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Primitive nPrim = new Primitive();
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nPrim.CreateFromStorage(prim);
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this.Entities.Add(nPrim.uuid, nPrim);
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}
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public void Close()
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{
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this.localStorage.ShutDown();
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}
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public void SendLayerData(OpenSimClient RemoteClient) {
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int[] patches = new int[4];
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for (int y = 0; y < 16; y++)
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{
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for (int x = 0; x < 16; x = x + 4)
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{
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patches[0] = x + 0 + y * 16;
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patches[1] = x + 1 + y * 16;
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patches[2] = x + 2 + y * 16;
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patches[3] = x + 3 + y * 16;
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Packet layerpack = TerrainManager.CreateLandPacket(LandMap, patches);
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RemoteClient.OutPacket(layerpack);
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}
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}
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}
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public void GetInitialPrims(OpenSimClient RemoteClient)
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{
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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if(Entities[UUID].ToString()== "OpenSim.world.Primitive")
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{
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((OpenSim.world.Primitive)Entities[UUID]).UpdateClient(RemoteClient);
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}
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}
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}
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public void AddViewerAgent(OpenSimClient AgentClient) {
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ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
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Avatar NewAvatar = new Avatar(AgentClient);
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ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world");
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ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake ");
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NewAvatar.SendRegionHandshake(this);
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NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z));
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//this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user
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this.Entities.Add(AgentClient.AgentID, NewAvatar);
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}
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public void AddNewPrim(ObjectAddPacket addPacket, OpenSimClient AgentClient)
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{
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ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim");
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Primitive prim = new Primitive();
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prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount);
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this.Entities.Add(prim.uuid, prim);
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this._primCount++;
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}
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public bool Backup() {
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/* TODO: Save the current world entities state. */
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ServerConsole.MainConsole.Instance.WriteLine("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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return true;
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}
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}
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}
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