/* * 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 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 System.Collections.Generic; using System.Net; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Console; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Servers; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Environment; using libsecondlife; using OpenSim.Region.Environment.Scenes; using OpenSim.Framework.Communications; namespace OpenSim.Region.ClientStack { public abstract class RegionApplicationBase { protected AssetCache m_assetCache; protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>(); protected DateTime m_startuptime; protected NetworkServersInfo m_networkServersInfo; protected BaseHttpServer m_httpServer; protected int m_httpServerPort; protected LogBase m_log; protected CommunicationsManager m_commsManager; protected SceneManager m_sceneManager = new SceneManager(); public SceneManager SceneManager { get { return m_sceneManager; } } public RegionApplicationBase() { m_startuptime = DateTime.Now; } virtual public void StartUp() { ClientView.TerrainManager = new TerrainManager(new SecondLife()); Initialize(); m_httpServer = new BaseHttpServer(m_httpServerPort); m_log.Verbose("Starting HTTP server"); m_httpServer.Start(); } protected abstract void Initialize(); protected void StartLog() { m_log = CreateLog(); MainLog.Instance = m_log; } protected abstract LogBase CreateLog(); protected abstract PhysicsScene GetPhysicsScene(); protected abstract StorageManager CreateStorageManager(RegionInfo regionInfo); protected PhysicsScene GetPhysicsScene(string engine) { PhysicsPluginManager physicsPluginManager; physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPlugins(); return physicsPluginManager.GetPhysicsScene(engine); } protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer) { AgentCircuitManager circuitManager = new AgentCircuitManager(); udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager); StorageManager storageManager = CreateStorageManager(regionInfo); Scene scene = CreateScene(regionInfo, storageManager, circuitManager); udpServer.LocalScene = scene; scene.LoadWorldMap(); scene.PhysScene = GetPhysicsScene(); scene.PhysScene.SetTerrain(scene.Terrain.GetHeights1D()); //Master Avatar Setup UserProfileData masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName, scene.RegionInfo.MasterAvatarSandboxPassword); if (masterAvatar != null) { m_log.Verbose("PARCEL", "Found master avatar [" + masterAvatar.UUID.ToStringHyphenated() + "]"); scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID; //TODO: Load parcels from storageManager } else { m_log.Verbose("PARCEL", "No master avatar found, using null."); scene.RegionInfo.MasterAvatarAssignedUUID = libsecondlife.LLUUID.Zero; //TODO: Load parcels from storageManager } scene.LandManager.resetSimLandObjects(); scene.LoadPrimsFromStorage(); scene.performParcelPrimCountUpdate(); scene.StartTimer(); return scene; } protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager, AgentCircuitManager circuitManager); } }