/* * Copyright (c) Contributors, http://www.openmetaverse.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using libsecondlife; using libsecondlife.Packets; using System.Collections.Generic; using System.Text; using System.Reflection; using System.IO; using System.Threading; using OpenSim.Physics.Manager; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Framework.Terrain; using OpenSim.Framework.Inventory; using OpenSim.RegionServer.Assets; using OpenSim.RegionServer.Scripting; using OpenSim.Terrain; using OpenSim.Framework.Console; using OpenSim.RegionServer.Client; namespace OpenSim.RegionServer.Simulator { public partial class World : WorldBase, ILocalStorageReceiver, IScriptAPI { public object LockPhysicsEngine = new object(); public Dictionary Avatars; public Dictionary Prims; //public ScriptEngine Scripts; public uint _localNumber = 0; private PhysicsScene phyScene; private float timeStep = 0.1f; public ILocalStorage localStorage; private Random Rand = new Random(); private uint _primCount = 702000; private int storageCount; private Dictionary m_scriptHandlers; private Dictionary m_scripts; private Mutex updateLock; public string m_datastore; public OpenSim.RegionServer.Simulator.ParcelManager parcelManager; public OpenSim.RegionServer.Estate.EstateManager estateManager; #region Properties public PhysicsScene PhysScene { set { this.phyScene = value; } get { return (this.phyScene); } } #endregion #region Constructors /// /// Creates a new World class, and a region to go with it. /// /// Dictionary to contain client threads /// Region Handle for this region /// Region Name for this region public World(Dictionary clientThreads, RegionInfo regInfo, ulong regionHandle, string regionName) { try { updateLock = new Mutex(false); m_clientThreads = clientThreads; m_regionHandle = regionHandle; m_regionName = regionName; m_regInfo = regInfo; m_scriptHandlers = new Dictionary(); m_scripts = new Dictionary(); MainConsole.Instance.Notice("World.cs - creating new entitities instance"); Entities = new Dictionary(); Avatars = new Dictionary(); Prims = new Dictionary(); MainConsole.Instance.Notice("World.cs - creating LandMap"); TerrainManager = new TerrainManager(new SecondLife()); Terrain = new TerrainEngine(); Avatar.SetupTemplate("avatar-texture.dat"); // MainConsole.Instance.WriteLine("World.cs - Creating script engine instance"); // Initialise this only after the world has loaded // Scripts = new ScriptEngine(this); Avatar.LoadAnims(); this.SetDefaultScripts(); this.LoadScriptEngines(); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.Error("World.cs: Constructor failed with exception " + e.ToString()); } } #endregion #region Script Methods /// /// Loads a new script into the specified entity /// /// Entity to be scripted /// The script to load public void AddScript(Entity entity, Script script) { try { ScriptHandler scriptHandler = new ScriptHandler(script, entity, this); m_scriptHandlers.Add(scriptHandler.ScriptId, scriptHandler); } catch (Exception e) { MainConsole.Instance.Warn("World.cs: AddScript() - Failed with exception " + e.ToString()); } } /// /// Loads a new script into the specified entity, using a script loaded from a string. /// /// The entity to be scripted /// The string containing the script public void AddScript(Entity entity, string scriptData) { try { int scriptstart = 0; int scriptend = 0; string substring; scriptstart = scriptData.LastIndexOf(""); substring = scriptData.Substring(scriptstart + 8, scriptend - scriptstart - 8); substring = substring.Trim(); //Console.WriteLine("searching for script to add: " + substring); ScriptFactory scriptFactory; //Console.WriteLine("script string is " + substring); if (substring.StartsWith("'); string sName = substring1.Substring(0, end); //Console.WriteLine(" script info : " + sEngine + " , " + sName); int startscript = substring.IndexOf('>'); script = substring.Remove(0, startscript + 1); // Console.WriteLine("script data is " + script); if (this.scriptEngines.ContainsKey(sEngine)) { this.scriptEngines[sEngine].LoadScript(script, sName, entity.localid); } } else if (this.m_scripts.TryGetValue(substring, out scriptFactory)) { //Console.WriteLine("added script"); this.AddScript(entity, scriptFactory()); } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: AddScript() - Failed with exception " + e.ToString()); } } #endregion #region Update Methods /// /// Performs per-frame updates on the world, this should be the central world loop /// public override void Update() { updateLock.WaitOne(); try { if (this.phyScene.IsThreaded) { this.phyScene.GetResults(); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].addForces(); } lock (this.LockPhysicsEngine) { this.phyScene.Simulate(timeStep); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].update(); } foreach (ScriptHandler scriptHandler in m_scriptHandlers.Values) { scriptHandler.OnFrame(); } foreach (IScriptEngine scripteng in this.scriptEngines.Values) { scripteng.OnFrame(); } //backup world data this.storageCount++; if (storageCount > 1200) //set to how often you want to backup { this.Backup(); storageCount = 0; } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: Update() - Failed with exception " + e.ToString()); } updateLock.ReleaseMutex(); } public bool Backup() { try { // Terrain backup routines if (Terrain.tainted > 0) { Terrain.tainted = 0; MainConsole.Instance.Notice("World.cs: Backup() - Terrain tainted, saving."); localStorage.SaveMap(Terrain.getHeights1D()); MainConsole.Instance.Notice("World.cs: Backup() - Rebuilding world map image."); Terrain.exportImage("map_" + m_regInfo.RegionName.ToLower() + ".png", "defaultstripe.png"); MainConsole.Instance.Notice("World.cs: Backup() - Terrain saved, informing Physics."); phyScene.SetTerrain(Terrain.getHeights1D()); // Needs optimising to just send patches which have changed. MainConsole.Instance.Notice("World.cs: Backup() - Terrain changed, informing Clients."); foreach (ClientView client in m_clientThreads.Values) { this.SendLayerData(client); } } // Primitive backup routines -- should only do if there's been a change. MainConsole.Instance.Notice("World.cs: Backup() - Backing up Primitives"); foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].BackUp(); } //Parcel backup routines. Yay! ParcelData[] parcels = new ParcelData[parcelManager.parcelList.Count]; int i = 0; foreach(OpenSim.RegionServer.Simulator.Parcel parcel in parcelManager.parcelList.Values) { parcels[i] = parcel.parcelData; i++; } localStorage.SaveParcels(parcels); // Backup successful return true; } catch (Exception e) { // Backup failed OpenSim.Framework.Console.MainConsole.Instance.Error("World.cs: Backup() - Backup Failed with exception " + e.ToString()); return false; } } #endregion #region Setup Methods /// /// Loads a new storage subsystem from a named library /// /// Storage Library /// Successful or not public bool LoadStorageDLL(string dllName) { try { Assembly pluginAssembly = Assembly.LoadFrom(dllName); ILocalStorage store = null; foreach (Type pluginType in pluginAssembly.GetTypes()) { if (pluginType.IsPublic) { if (!pluginType.IsAbstract) { Type typeInterface = pluginType.GetInterface("ILocalStorage", true); if (typeInterface != null) { ILocalStorage plug = (ILocalStorage)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); store = plug; store.Initialise(this.m_datastore); break; } typeInterface = null; } } } pluginAssembly = null; this.localStorage = store; return (store == null); } catch (Exception e) { MainConsole.Instance.Warn("World.cs: LoadStorageDLL() - Failed with exception " + e.ToString()); return false; } } public void SetDefaultScripts() { this.m_scripts.Add("FollowRandomAvatar", delegate() { return new OpenSim.RegionServer.Scripting.FollowRandomAvatar(); }); } #endregion #region Regenerate Terrain /// /// Rebuilds the terrain using a procedural algorithm /// public void RegenerateTerrain() { try { Terrain.hills(); lock (this.LockPhysicsEngine) { this.phyScene.SetTerrain(Terrain.getHeights1D()); } this.localStorage.SaveMap(this.Terrain.getHeights1D()); foreach (ClientView client in m_clientThreads.Values) { this.SendLayerData(client); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].LandRenegerated(); } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString()); } } /// /// Rebuilds the terrain using a 2D float array /// /// 256,256 float array containing heights public void RegenerateTerrain(float[,] newMap) { try { this.Terrain.setHeights2D(newMap); lock (this.LockPhysicsEngine) { this.phyScene.SetTerrain(this.Terrain.getHeights1D()); } this.localStorage.SaveMap(this.Terrain.getHeights1D()); foreach (ClientView client in m_clientThreads.Values) { this.SendLayerData(client); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].LandRenegerated(); } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString()); } } /// /// Rebuilds the terrain assuming changes occured at a specified point[?] /// /// ??? /// ??? /// ??? public void RegenerateTerrain(bool changes, int pointx, int pointy) { try { if (changes) { /* Dont save here, rely on tainting system instead */ foreach (ClientView client in m_clientThreads.Values) { this.SendLayerData(pointx, pointy, client); } } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString()); } } #endregion #region Load Terrain /// /// Loads the World heightmap /// public override void LoadWorldMap() { try { float[] map = this.localStorage.LoadWorld(); if (map == null) { if (string.IsNullOrEmpty(this.m_regInfo.estateSettings.terrainFile)) { Console.WriteLine("No default terrain, procedurally generating..."); this.Terrain.hills(); this.localStorage.SaveMap(this.Terrain.getHeights1D()); } else { try { this.Terrain.loadFromFileF32(this.m_regInfo.estateSettings.terrainFile); this.Terrain *= this.m_regInfo.estateSettings.terrainMultiplier; } catch (Exception e) { Console.WriteLine("Unable to load default terrain, procedurally generating instead..."); Terrain.hills(); } this.localStorage.SaveMap(this.Terrain.getHeights1D()); } } else { this.Terrain.setHeights1D(map); } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: LoadWorldMap() - Failed with exception " + e.ToString()); } } #endregion #region Primitives Methods /// /// Sends prims to a client /// /// Client to send to public void GetInitialPrims(ClientView RemoteClient) { try { foreach (libsecondlife.LLUUID UUID in Entities.Keys) { if (Entities[UUID] is Primitive) { Primitive primitive = Entities[UUID] as Primitive; primitive.UpdateClient(RemoteClient); } } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: GetInitialPrims() - Failed with exception " + e.ToString()); } } /// /// Loads the World's objects /// public void LoadPrimsFromStorage() { try { MainConsole.Instance.Notice("World.cs: LoadPrimsFromStorage() - Loading primitives"); this.localStorage.LoadPrimitives(this); } catch (Exception e) { MainConsole.Instance.Warn("World.cs: LoadPrimsFromStorage() - Failed with exception " + e.ToString()); } } /// /// Loads a specific object from storage /// /// The object to load public void PrimFromStorage(PrimData prim) { try { if (prim.LocalID >= this._primCount) { _primCount = prim.LocalID + 1; } MainConsole.Instance.Notice("World.cs: PrimFromStorage() - Reloading prim (localId " + prim.LocalID + " ) from storage"); Primitive nPrim = new Primitive(m_clientThreads, m_regionHandle, this); nPrim.CreateFromStorage(prim); this.Entities.Add(nPrim.uuid, nPrim); } catch (Exception e) { MainConsole.Instance.Warn("World.cs: PrimFromStorage() - Failed with exception " + e.ToString()); } } public void AddNewPrim(Packet addPacket, ClientView agentClient) { AddNewPrim((ObjectAddPacket)addPacket, agentClient.AgentID); } public void AddNewPrim(ObjectAddPacket addPacket, LLUUID ownerID) { try { MainConsole.Instance.Notice("World.cs: AddNewPrim() - Creating new prim"); Primitive prim = new Primitive(m_clientThreads, m_regionHandle, this); prim.CreateFromPacket(addPacket, ownerID, this._primCount); PhysicsVector pVec = new PhysicsVector(prim.Pos.X, prim.Pos.Y, prim.Pos.Z); PhysicsVector pSize = new PhysicsVector(0.255f, 0.255f, 0.255f); if (OpenSim.RegionServer.Simulator.Avatar.PhysicsEngineFlying) { lock (this.LockPhysicsEngine) { prim.PhysActor = this.phyScene.AddPrim(pVec, pSize); } } this.Entities.Add(prim.uuid, prim); this._primCount++; } catch (Exception e) { MainConsole.Instance.Warn("World.cs: AddNewPrim() - Failed with exception " + e.ToString()); } } #endregion #region Add/Remove Avatar Methods public override Avatar AddViewerAgent(ClientView agentClient) { //register for events agentClient.OnChatFromViewer += new ChatFromViewer(this.SimChat); agentClient.OnRezObject += new RezObject(this.RezObject); agentClient.OnModifyTerrain += new ModifyTerrain(this.ModifyTerrain); agentClient.OnRegionHandShakeReply += new ClientView.GenericCall(this.SendLayerData); agentClient.OnRequestWearables += new ClientView.GenericCall(this.GetInitialPrims); agentClient.OnRequestAvatarsData += new ClientView.GenericCall(this.SendAvatarsToClient); agentClient.OnLinkObjects += new LinkObjects(this.LinkObjects); agentClient.OnAddPrim += new ClientView.GenericCall4(this.AddNewPrim); agentClient.OnUpdatePrimShape += new ClientView.UpdateShape(this.UpdatePrimShape); agentClient.OnObjectSelect += new ClientView.ObjectSelect(this.SelectPrim); agentClient.OnUpdatePrimFlags += new ClientView.UpdatePrimFlags(this.UpdatePrimFlags); agentClient.OnUpdatePrimTexture += new ClientView.UpdatePrimTexture(this.UpdatePrimTexture); agentClient.OnUpdatePrimPosition += new ClientView.UpdatePrimVector(this.UpdatePrimPosition); agentClient.OnUpdatePrimRotation += new ClientView.UpdatePrimRotation(this.UpdatePrimRotation); agentClient.OnUpdatePrimScale += new ClientView.UpdatePrimVector(this.UpdatePrimScale); agentClient.OnDeRezObject += new ClientView.GenericCall4(this.DeRezObject); agentClient.OnParcelPropertiesRequest += new OpenSim.RegionServer.Simulator.ParcelPropertiesRequest(ParcelPropertiesRequest); agentClient.OnParcelDivideRequest += new OpenSim.RegionServer.Simulator.ParcelDivideRequest(ParcelDivideRequest); agentClient.OnParcelJoinRequest+=new OpenSim.RegionServer.Simulator.ParcelJoinRequest(ParcelJoinRequest); agentClient.OnParcelPropertiesUpdateRequest += new OpenSim.RegionServer.Simulator.ParcelPropertiesUpdateRequest(ParcelPropertiesUpdateRequest); Avatar newAvatar = null; try { MainConsole.Instance.Notice("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent"); newAvatar = new Avatar(agentClient, this); MainConsole.Instance.Notice("World.cs:AddViewerAgent() - Adding new avatar to world"); MainConsole.Instance.Notice("World.cs:AddViewerAgent() - Starting RegionHandshake "); estateManager.sendRegionHandshake(newAvatar.ControllingClient); PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z); lock (this.LockPhysicsEngine) { newAvatar.PhysActor = this.phyScene.AddAvatar(pVec); } lock (Entities) { if (!Entities.ContainsKey(agentClient.AgentID)) { this.Entities.Add(agentClient.AgentID, newAvatar); } else { Entities[agentClient.AgentID] = newAvatar; } } lock (Avatars) { if (Avatars.ContainsKey(agentClient.AgentID)) { Avatars[agentClient.AgentID] = newAvatar; } else { this.Avatars.Add(agentClient.AgentID, newAvatar); } } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: AddViewerAgent() - Failed with exception " + e.ToString()); } return newAvatar; } public override void RemoveViewerAgent(ClientView agentClient) { try { lock (Entities) { Entities.Remove(agentClient.AgentID); } lock (Avatars) { Avatars.Remove(agentClient.AgentID); } if (agentClient.ClientAvatar.PhysActor != null) { this.phyScene.RemoveAvatar(agentClient.ClientAvatar.PhysActor); } } catch (Exception e) { MainConsole.Instance.Warn("World.cs: RemoveViewerAgent() - Failed with exception " + e.ToString()); } } #endregion #region Request Avatars List Methods //The idea is to have a group of method that return a list of avatars meeting some requirement // ie it could be all Avatars within a certain range of the calling prim/avatar. public List RequestAvatarList() { List result = new List(); foreach (Avatar avatar in Avatars.Values) { result.Add(avatar); } return result; } #endregion #region ShutDown /// /// Tidy before shutdown /// public override void Close() { try { this.localStorage.ShutDown(); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.Error("World.cs: Close() - Failed with exception " + e.ToString()); } } #endregion } }