/* * 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.Collections.Generic; using System.IO; using System.Net; using System.Reflection; using OpenMetaverse; using log4net; using Nini.Config; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Servers; using OpenSim.Region.Environment; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.ClientStack { public abstract class RegionApplicationBase : BaseOpenSimServer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected AssetCache m_assetCache; protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>(); protected NetworkServersInfo m_networkServersInfo; protected BaseHttpServer m_httpServer; protected uint m_httpServerPort; public CommunicationsManager CommunicationsManager { get { return m_commsManager; } } protected CommunicationsManager m_commsManager; protected StorageManager m_storageManager; protected ClientStackManager m_clientStackManager; public SceneManager SceneManager { get { return m_sceneManager; } } protected SceneManager m_sceneManager = new SceneManager(); protected abstract void Initialize(); /// <summary> /// Get a new physics scene. /// </summary> /// /// <param name="osSceneIdentifier"> /// The name of the OpenSim scene this physics scene is serving. This will be used in log messages. /// </param> /// <returns></returns> protected abstract PhysicsScene GetPhysicsScene(string osSceneIdentifier); protected abstract StorageManager CreateStorageManager(); protected abstract ClientStackManager CreateClientStackManager(); protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager, AgentCircuitManager circuitManager); protected override void StartupSpecific() { m_storageManager = CreateStorageManager(); m_clientStackManager = CreateClientStackManager(); Initialize(); m_httpServer = new BaseHttpServer( m_httpServerPort, m_networkServersInfo.HttpUsesSSL, m_networkServersInfo.httpSSLPort, m_networkServersInfo.HttpSSLCN); if (m_networkServersInfo.HttpUsesSSL && (m_networkServersInfo.HttpListenerPort == m_networkServersInfo.httpSSLPort)) { m_log.Error("[HTTP]: HTTP Server config failed. HTTP Server and HTTPS server must be on different ports"); } m_log.Info("[REGION]: Starting HTTP server"); m_httpServer.Start(); } /// <summary> /// Get a new physics scene. /// </summary> /// <param name="engine">The name of the physics engine to use</param> /// <param name="meshEngine">The name of the mesh engine to use</param> /// <param name="config">The configuration data to pass to the physics and mesh engines</param> /// <param name="osSceneIdentifier"> /// The name of the OpenSim scene this physics scene is serving. This will be used in log messages. /// </param> /// <returns></returns> protected PhysicsScene GetPhysicsScene( string engine, string meshEngine, IConfigSource config, string osSceneIdentifier) { PhysicsPluginManager physicsPluginManager; physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPluginsFromAssemblies("Physics"); return physicsPluginManager.GetPhysicsScene(engine, meshEngine, config, osSceneIdentifier); } /// <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> /// TODO: Really configSource shouldn't be passed in here, but should be moved up to BaseOpenSimServer and /// made common to all the servers. /// /// <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; clientServer = m_clientStackManager.CreateServer( listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource, m_assetCache, circuitManager); regionInfo.InternalEndPoint.Port = (int)port; Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager); clientServer.AddScene(scene); scene.LoadWorldMap(); scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetWaterLevel((float)regionInfo.RegionSettings.WaterHeight); // TODO: Remove this cruft once MasterAvatar is fully deprecated //Master Avatar Setup UserProfileData masterAvatar; if (scene.RegionInfo.MasterAvatarAssignedUUID == UUID.Zero) { masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName, scene.RegionInfo.MasterAvatarSandboxPassword); } else { masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID); scene.RegionInfo.MasterAvatarFirstName = masterAvatar.FirstName; scene.RegionInfo.MasterAvatarLastName = masterAvatar.SurName; } if (masterAvatar == null) { m_log.Info("[PARCEL]: No master avatar found, using null."); scene.RegionInfo.MasterAvatarAssignedUUID = UUID.Zero; } else { m_log.InfoFormat("[PARCEL]: Found master avatar {0} {1} [" + masterAvatar.ID.ToString() + "]", scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName); scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.ID; } return scene; } } }