/* * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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 System.Collections.Generic; using System.IO; using System.Net; using System.Reflection; using System.Text; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Framework.Statistics; using OpenSim.Region.ClientStack; using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; using OpenSim.Server.Base; using OpenSim.Services.Base; using OpenSim.Services.Interfaces; using OpenSim.Services.UserAccountService; namespace OpenSim { /// <summary> /// Common OpenSimulator simulator code /// </summary> public class OpenSimBase : RegionApplicationBase { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // These are the names of the plugin-points extended by this // class during system startup. // private const string PLUGIN_ASSET_CACHE = "/OpenSim/AssetCache"; private const string PLUGIN_ASSET_SERVER_CLIENT = "/OpenSim/AssetClient"; protected string proxyUrl; protected int proxyOffset = 0; public string userStatsURI = String.Empty; protected bool m_autoCreateClientStack = true; /// <value> /// The file used to load and save prim backup xml if no filename has been specified /// </value> protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml"; public ConfigSettings ConfigurationSettings { get { return m_configSettings; } set { m_configSettings = value; } } protected ConfigSettings m_configSettings; protected ConfigurationLoader m_configLoader; public ConsoleCommand CreateAccount = null; protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); /// <value> /// The config information passed into the OpenSimulator region server. /// </value> public OpenSimConfigSource ConfigSource { get { return m_config; } set { m_config = value; } } protected OpenSimConfigSource m_config; public List<IClientNetworkServer> ClientServers { get { return m_clientServers; } } protected EnvConfigSource m_EnvConfigSource = new EnvConfigSource(); public EnvConfigSource envConfigSource { get { return m_EnvConfigSource; } } protected List<IClientNetworkServer> m_clientServers = new List<IClientNetworkServer>(); public uint HttpServerPort { get { return m_httpServerPort; } } public ModuleLoader ModuleLoader { get { return m_moduleLoader; } set { m_moduleLoader = value; } } protected ModuleLoader m_moduleLoader; protected IRegistryCore m_applicationRegistry = new RegistryCore(); public IRegistryCore ApplicationRegistry { get { return m_applicationRegistry; } } /// <summary> /// Constructor. /// </summary> /// <param name="configSource"></param> public OpenSimBase(IConfigSource configSource) : base() { LoadConfigSettings(configSource); } protected virtual void LoadConfigSettings(IConfigSource configSource) { m_configLoader = new ConfigurationLoader(); m_config = m_configLoader.LoadConfigSettings(configSource, envConfigSource, out m_configSettings, out m_networkServersInfo); ReadExtraConfigSettings(); } protected virtual void ReadExtraConfigSettings() { IConfig networkConfig = m_config.Source.Configs["Network"]; if (networkConfig != null) { proxyUrl = networkConfig.GetString("proxy_url", ""); proxyOffset = Int32.Parse(networkConfig.GetString("proxy_offset", "0")); } } protected virtual void LoadPlugins() { using (PluginLoader<IApplicationPlugin> loader = new PluginLoader<IApplicationPlugin>(new ApplicationPluginInitialiser(this))) { loader.Load("/OpenSim/Startup"); m_plugins = loader.Plugins; } } protected override List<string> GetHelpTopics() { List<string> topics = base.GetHelpTopics(); Scene s = SceneManager.CurrentOrFirstScene; if (s != null && s.GetCommanders() != null) topics.AddRange(s.GetCommanders().Keys); return topics; } /// <summary> /// Performs startup specific to the region server, including initialization of the scene /// such as loading configuration from disk. /// </summary> protected override void StartupSpecific() { IConfig startupConfig = m_config.Source.Configs["Startup"]; if (startupConfig != null) { string pidFile = startupConfig.GetString("PIDFile", String.Empty); if (pidFile != String.Empty) CreatePIDFile(pidFile); userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); } // Load the simulation data service IConfig simDataConfig = m_config.Source.Configs["SimulationDataStore"]; if (simDataConfig == null) throw new Exception("Configuration file is missing the [SimulationDataStore] section. Have you copied OpenSim.ini.example to OpenSim.ini to reference config-include/ files?"); string module = simDataConfig.GetString("LocalServiceModule", String.Empty); if (String.IsNullOrEmpty(module)) throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [SimulationDataStore] section."); m_simulationDataService = ServerUtils.LoadPlugin<ISimulationDataService>(module, new object[] { m_config.Source }); // Load the estate data service IConfig estateDataConfig = m_config.Source.Configs["EstateDataStore"]; if (estateDataConfig == null) throw new Exception("Configuration file is missing the [EstateDataStore] section. Have you copied OpenSim.ini.example to OpenSim.ini to reference config-include/ files?"); module = estateDataConfig.GetString("LocalServiceModule", String.Empty); if (String.IsNullOrEmpty(module)) throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [EstateDataStore] section"); m_estateDataService = ServerUtils.LoadPlugin<IEstateDataService>(module, new object[] { m_config.Source }); base.StartupSpecific(); m_stats = StatsManager.StartCollectingSimExtraStats(); // Create a ModuleLoader instance m_moduleLoader = new ModuleLoader(m_config.Source); LoadPlugins(); foreach (IApplicationPlugin plugin in m_plugins) { plugin.PostInitialise(); } AddPluginCommands(); } protected virtual void AddPluginCommands() { // If console exists add plugin commands. if (m_console != null) { List<string> topics = GetHelpTopics(); foreach (string topic in topics) { m_console.Commands.AddCommand("plugin", false, "help " + topic, "help " + topic, "Get help on plugin command '" + topic + "'", HandleCommanderHelp); m_console.Commands.AddCommand("plugin", false, topic, topic, "Execute subcommand for plugin '" + topic + "'", null); ICommander commander = null; Scene s = SceneManager.CurrentOrFirstScene; if (s != null && s.GetCommanders() != null) { if (s.GetCommanders().ContainsKey(topic)) commander = s.GetCommanders()[topic]; } if (commander == null) continue; foreach (string command in commander.Commands.Keys) { m_console.Commands.AddCommand(topic, false, topic + " " + command, topic + " " + commander.Commands[command].ShortHelp(), String.Empty, HandleCommanderCommand); } } } } private void HandleCommanderCommand(string module, string[] cmd) { m_sceneManager.SendCommandToPluginModules(cmd); } private void HandleCommanderHelp(string module, string[] cmd) { // Only safe for the interactive console, since it won't // let us come here unless both scene and commander exist // ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1]); if (moduleCommander != null) m_console.Output(moduleCommander.Help); } protected override void Initialize() { // Called from base.StartUp() m_httpServerPort = m_networkServersInfo.HttpListenerPort; m_sceneManager.OnRestartSim += handleRestartRegion; } /// <summary> /// Execute the region creation process. This includes setting up scene infrastructure. /// </summary> /// <param name="regionInfo"></param> /// <param name="portadd_flag"></param> /// <returns></returns> public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag, out IScene scene) { return CreateRegion(regionInfo, portadd_flag, false, out scene); } /// <summary> /// Execute the region creation process. This includes setting up scene infrastructure. /// </summary> /// <param name="regionInfo"></param> /// <returns></returns> public IClientNetworkServer CreateRegion(RegionInfo regionInfo, out IScene scene) { return CreateRegion(regionInfo, false, true, out scene); } /// <summary> /// Execute the region creation process. This includes setting up scene infrastructure. /// </summary> /// <param name="regionInfo"></param> /// <param name="portadd_flag"></param> /// <param name="do_post_init"></param> /// <returns></returns> public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init, out IScene mscene) { int port = regionInfo.InternalEndPoint.Port; // set initial RegionID to originRegionID in RegionInfo. (it needs for loding prims) // Commented this out because otherwise regions can't register with // the grid as there is already another region with the same UUID // at those coordinates. This is required for the load balancer to work. // --Mike, 2009.02.25 //regionInfo.originRegionID = regionInfo.RegionID; // set initial ServerURI regionInfo.HttpPort = m_httpServerPort; regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName + ":" + regionInfo.HttpPort.ToString() + "/"; regionInfo.osSecret = m_osSecret; if ((proxyUrl.Length > 0) && (portadd_flag)) { // set proxy url to RegionInfo regionInfo.proxyUrl = proxyUrl; regionInfo.ProxyOffset = proxyOffset; Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName); } IClientNetworkServer clientServer; Scene scene = SetupScene(regionInfo, proxyOffset, m_config.Source, out clientServer); m_log.Info("[MODULES]: Loading Region's modules (old style)"); List<IRegionModule> modules = m_moduleLoader.PickupModules(scene, "."); // This needs to be ahead of the script engine load, so the // script module can pick up events exposed by a module m_moduleLoader.InitialiseSharedModules(scene); // Use this in the future, the line above will be deprecated soon m_log.Info("[REGIONMODULES]: Loading Region's modules (new style)"); IRegionModulesController controller; if (ApplicationRegistry.TryGet(out controller)) { controller.AddRegionToModules(scene); } else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); scene.SetModuleInterfaces(); while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) SetUpEstateOwner(scene); // Prims have to be loaded after module configuration since some modules may be invoked during the load scene.LoadPrimsFromStorage(regionInfo.originRegionID); // TODO : Try setting resource for region xstats here on scene MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); scene.EventManager.TriggerParcelPrimCountUpdate(); try { scene.RegisterRegionWithGrid(); } catch (Exception e) { m_log.ErrorFormat( "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", e.Message, e.StackTrace); // Carrying on now causes a lot of confusion down the // line - we need to get the user's attention Environment.Exit(1); } // We need to do this after we've initialized the // scripting engines. scene.CreateScriptInstances(); m_sceneManager.Add(scene); if (m_autoCreateClientStack) { m_clientServers.Add(clientServer); clientServer.Start(); } if (do_post_init) { foreach (IRegionModule module in modules) { module.PostInitialise(); } } scene.EventManager.OnShutdown += delegate() { ShutdownRegion(scene); }; mscene = scene; scene.StartTimer(); scene.StartScripts(); return clientServer; } /// <summary> /// Try to set up the estate owner for the given scene. /// </summary> /// <remarks> /// The involves asking the user for information about the user on the console. If the user does not already /// exist then it is created. /// </remarks> /// <param name="scene"></param> private void SetUpEstateOwner(Scene scene) { RegionInfo regionInfo = scene.RegionInfo; MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName); List<char> excluded = new List<char>(new char[1]{' '}); string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, first, last); if (account == null) { // XXX: The LocalUserAccountServicesConnector is currently registering its inner service rather than // itself! // if (scene.UserAccountService is LocalUserAccountServicesConnector) // { // IUserAccountService innerUas // = ((LocalUserAccountServicesConnector)scene.UserAccountService).UserAccountService; // // m_log.DebugFormat("B {0}", innerUas.GetType()); // // if (innerUas is UserAccountService) // { if (scene.UserAccountService is UserAccountService) { string password = MainConsole.Instance.PasswdPrompt("Password"); string email = MainConsole.Instance.CmdPrompt("Email", ""); string rawPrincipalId = MainConsole.Instance.CmdPrompt("User ID", UUID.Random().ToString()); UUID principalId = UUID.Zero; if (!UUID.TryParse(rawPrincipalId, out principalId)) { m_log.ErrorFormat("[OPENSIM]: ID {0} is not a valid UUID", rawPrincipalId); return; } account = ((UserAccountService)scene.UserAccountService).CreateUser( regionInfo.ScopeID, principalId, first, last, password, email); } // } } if (account == null) { m_log.ErrorFormat( "[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first."); } else { regionInfo.EstateSettings.EstateOwner = account.PrincipalID; regionInfo.EstateSettings.Save(); } } private void ShutdownRegion(Scene scene) { m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); IRegionModulesController controller; if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) { controller.RemoveRegionFromModules(scene); } } public void RemoveRegion(Scene scene, bool cleanup) { // only need to check this if we are not at the // root level if ((m_sceneManager.CurrentScene != null) && (m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID)) { m_sceneManager.TrySetCurrentScene(".."); } scene.DeleteAllSceneObjects(); m_sceneManager.CloseScene(scene); ShutdownClientServer(scene.RegionInfo); if (!cleanup) return; if (!String.IsNullOrEmpty(scene.RegionInfo.RegionFile)) { if (scene.RegionInfo.RegionFile.ToLower().EndsWith(".xml")) { File.Delete(scene.RegionInfo.RegionFile); m_log.InfoFormat("[OPENSIM]: deleting region file \"{0}\"", scene.RegionInfo.RegionFile); } if (scene.RegionInfo.RegionFile.ToLower().EndsWith(".ini")) { try { IniConfigSource source = new IniConfigSource(scene.RegionInfo.RegionFile); if (source.Configs[scene.RegionInfo.RegionName] != null) { source.Configs.Remove(scene.RegionInfo.RegionName); if (source.Configs.Count == 0) { File.Delete(scene.RegionInfo.RegionFile); } else { source.Save(scene.RegionInfo.RegionFile); } } } catch (Exception) { } } } } public void RemoveRegion(string name, bool cleanUp) { Scene target; if (m_sceneManager.TryGetScene(name, out target)) RemoveRegion(target, cleanUp); } /// <summary> /// Remove a region from the simulator without deleting it permanently. /// </summary> /// <param name="scene"></param> /// <returns></returns> public void CloseRegion(Scene scene) { // only need to check this if we are not at the // root level if ((m_sceneManager.CurrentScene != null) && (m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID)) { m_sceneManager.TrySetCurrentScene(".."); } m_sceneManager.CloseScene(scene); ShutdownClientServer(scene.RegionInfo); } /// <summary> /// Remove a region from the simulator without deleting it permanently. /// </summary> /// <param name="name"></param> /// <returns></returns> public void CloseRegion(string name) { Scene target; if (m_sceneManager.TryGetScene(name, out target)) CloseRegion(target); } /// <summary> /// Create a scene and its initial base structures. /// </summary> /// <param name="regionInfo"></param> /// <param name="clientServer"> </param> /// <returns></returns> protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer clientServer) { return SetupScene(regionInfo, 0, null, out clientServer); } /// <summary> /// Create a scene and its initial base structures. /// </summary> /// <param name="regionInfo"></param> /// <param name="proxyOffset"></param> /// <param name="configSource"></param> /// <param name="clientServer"> </param> /// <returns></returns> protected Scene SetupScene( RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out IClientNetworkServer clientServer) { AgentCircuitManager circuitManager = new AgentCircuitManager(); IPAddress listenIP = regionInfo.InternalEndPoint.Address; //if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP)) // listenIP = IPAddress.Parse("0.0.0.0"); uint port = (uint) regionInfo.InternalEndPoint.Port; if (m_autoCreateClientStack) { clientServer = m_clientStackManager.CreateServer( listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource, circuitManager); } else { clientServer = null; } regionInfo.InternalEndPoint.Port = (int) port; Scene scene = CreateScene(regionInfo, m_simulationDataService, m_estateDataService, circuitManager); if (m_autoCreateClientStack) { clientServer.AddScene(scene); } scene.LoadWorldMap(); scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight); return scene; } protected override ClientStackManager CreateClientStackManager() { return new ClientStackManager(m_configSettings.ClientstackDll); } protected override Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService, IEstateDataService estateDataService, AgentCircuitManager circuitManager) { SceneCommunicationService sceneGridService = new SceneCommunicationService(); return new Scene( regionInfo, circuitManager, sceneGridService, simDataService, estateDataService, m_moduleLoader, false, m_config.Source, m_version); } protected void ShutdownClientServer(RegionInfo whichRegion) { // Close and remove the clientserver for a region bool foundClientServer = false; int clientServerElement = 0; Location location = new Location(whichRegion.RegionHandle); for (int i = 0; i < m_clientServers.Count; i++) { if (m_clientServers[i].HandlesRegion(location)) { clientServerElement = i; foundClientServer = true; break; } } if (foundClientServer) { m_clientServers[clientServerElement].NetworkStop(); m_clientServers.RemoveAt(clientServerElement); } } public void handleRestartRegion(RegionInfo whichRegion) { m_log.Info("[OPENSIM]: Got restart signal from SceneManager"); ShutdownClientServer(whichRegion); IScene scene; CreateRegion(whichRegion, true, out scene); } # region Setup methods protected override PhysicsScene GetPhysicsScene(string osSceneIdentifier) { return GetPhysicsScene( m_configSettings.PhysicsEngine, m_configSettings.MeshEngineName, m_config.Source, osSceneIdentifier); } /// <summary> /// Handler to supply the current status of this sim /// </summary> /// Currently this is always OK if the simulator is still listening for connections on its HTTP service public class SimStatusHandler : IStreamedRequestHandler { public byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes("OK"); } public string ContentType { get { return "text/plain"; } } public string HttpMethod { get { return "GET"; } } public string Path { get { return "/simstatus"; } } } /// <summary> /// Handler to supply the current extended status of this sim /// Sends the statistical data in a json serialization /// </summary> public class XSimStatusHandler : IStreamedRequestHandler { OpenSimBase m_opensim; string osXStatsURI = String.Empty; public XSimStatusHandler(OpenSimBase sim) { m_opensim = sim; osXStatsURI = Util.SHA1Hash(sim.osSecret); } public byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest)); } public string ContentType { get { return "text/plain"; } } public string HttpMethod { get { return "GET"; } } public string Path { // This is for the OpenSimulator instance and is the osSecret hashed get { return "/" + osXStatsURI; } } } /// <summary> /// Handler to supply the current extended status of this sim to a user configured URI /// Sends the statistical data in a json serialization /// If the request contains a key, "callback" the response will be wrappend in the /// associated value for jsonp used with ajax/javascript /// </summary> public class UXSimStatusHandler : IStreamedRequestHandler { OpenSimBase m_opensim; string osUXStatsURI = String.Empty; public UXSimStatusHandler(OpenSimBase sim) { m_opensim = sim; osUXStatsURI = sim.userStatsURI; } public byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest)); } public string ContentType { get { return "text/plain"; } } public string HttpMethod { get { return "GET"; } } public string Path { // This is for the OpenSimulator instance and is the user provided URI get { return "/" + osUXStatsURI; } } } #endregion /// <summary> /// Performs any last-minute sanity checking and shuts down the region server /// </summary> public override void ShutdownSpecific() { if (proxyUrl.Length > 0) { Util.XmlRpcCommand(proxyUrl, "Stop"); } m_log.Info("[SHUTDOWN]: Closing all threads"); m_log.Info("[SHUTDOWN]: Killing listener thread"); m_log.Info("[SHUTDOWN]: Killing clients"); // TODO: implement this m_log.Info("[SHUTDOWN]: Closing console and terminating"); try { m_sceneManager.Close(); } catch (Exception e) { m_log.ErrorFormat("[SHUTDOWN]: Ignoring failure during shutdown - {0}", e); } } /// <summary> /// Get the start time and up time of Region server /// </summary> /// <param name="starttime">The first out parameter describing when the Region server started</param> /// <param name="uptime">The second out parameter describing how long the Region server has run</param> public void GetRunTime(out string starttime, out string uptime) { starttime = m_startuptime.ToString(); uptime = (DateTime.Now - m_startuptime).ToString(); } /// <summary> /// Get the number of the avatars in the Region server /// </summary> /// <param name="usernum">The first out parameter describing the number of all the avatars in the Region server</param> public void GetAvatarNumber(out int usernum) { usernum = m_sceneManager.GetCurrentSceneAvatars().Count; } /// <summary> /// Get the number of regions /// </summary> /// <param name="regionnum">The first out parameter describing the number of regions</param> public void GetRegionNumber(out int regionnum) { regionnum = m_sceneManager.Scenes.Count; } /// <summary> /// Create an estate with an initial region. /// </summary> /// <remarks> /// This method doesn't allow an estate to be created with the same name as existing estates. /// </remarks> /// <param name="regInfo"></param> /// <param name="existingName">A list of estate names that already exist.</param> /// <returns>true if the estate was created, false otherwise</returns> public bool CreateEstate(RegionInfo regInfo, List<string> existingNames) { // Create a new estate regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true); string newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName); if (existingNames.Contains(newName)) { MainConsole.Instance.OutputFormat("An estate named {0} already exists. Please try again.", newName); return false; } regInfo.EstateSettings.EstateName = newName; // FIXME: Later on, the scene constructor will reload the estate settings no matter what. // Therefore, we need to do an initial save here otherwise the new estate name will be reset // back to the default. The reloading of estate settings by scene could be eliminated if it // knows that the passed in settings in RegionInfo are already valid. Also, it might be // possible to eliminate some additional later saves made by callers of this method. regInfo.EstateSettings.Save(); return true; } /// <summary> /// Load the estate information for the provided RegionInfo object. /// </summary> /// <param name="regInfo"></param> public void PopulateRegionEstateInfo(RegionInfo regInfo) { if (EstateDataService != null) regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false); if (regInfo.EstateSettings.EstateID == 0) // No record at all { m_log.WarnFormat("[ESTATE] Region {0} is not part of an estate.", regInfo.RegionName); List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll(); List<string> estateNames = new List<string>(); foreach (EstateSettings estate in estates) estateNames.Add(estate.EstateName); while (true) { if (estates.Count == 0) { m_log.Info("[ESTATE] No existing estates found. You must create a new one."); if (CreateEstate(regInfo, estateNames)) break; else continue; } else { string response = MainConsole.Instance.CmdPrompt( string.Format( "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), "yes", new List<string>() { "yes", "no" }); if (response == "no") { if (CreateEstate(regInfo, estateNames)) break; else continue; } else { response = MainConsole.Instance.CmdPrompt( string.Format( "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), estateNames[0]); List<int> estateIDs = EstateDataService.GetEstates(response); if (estateIDs.Count < 1) { MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); continue; } int estateID = estateIDs[0]; regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID); if (EstateDataService.LinkRegion(regInfo.RegionID, estateID)) break; MainConsole.Instance.Output("Joining the estate failed. Please try again."); } } } } } } public class OpenSimConfigSource { public IConfigSource Source; public void Save(string path) { if (Source is IniConfigSource) { IniConfigSource iniCon = (IniConfigSource) Source; iniCon.Save(path); } else if (Source is XmlConfigSource) { XmlConfigSource xmlCon = (XmlConfigSource) Source; xmlCon.Save(path); } } } }