/* * 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.Reflection; using System.Threading; using OpenMetaverse; using log4net; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.Environment.Interfaces; namespace OpenSim.Region.Environment.Scenes { public abstract class SceneBase : IScene { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); #region Events public event restart OnRestart; #endregion #region Fields /// <summary> /// The last allocated local prim id. When a new local id is requested, the next number in the sequence is /// dispensed. /// </summary> protected uint m_lastAllocatedLocalId = 720000; private readonly Mutex _primAllocateMutex = new Mutex(false); private readonly ClientManager m_clientManager = new ClientManager(); public ClientManager ClientManager { get { return m_clientManager; } } protected ulong m_regionHandle; protected string m_regionName; protected RegionInfo m_regInfo; //public TerrainEngine Terrain; public ITerrainChannel Heightmap; /// <value> /// Allows retrieval of land information for this scene. /// </value> public ILandChannel LandChannel; protected EventManager m_eventManager; public EventManager EventManager { get { return m_eventManager; } } protected ScenePermissions m_permissions; public ScenePermissions Permissions { get { return m_permissions; } } protected string m_datastore; private AssetCache m_assetCache; public AssetCache AssetCache { get { return m_assetCache; } set { m_assetCache = value; } } protected RegionStatus m_regStatus; public RegionStatus Region_Status { get { return m_regStatus; } set { m_regStatus = value; } } #endregion #region Update Methods /// <summary> /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation) /// </summary> public abstract void Update(); #endregion #region Terrain Methods /// <summary> /// Loads the World heightmap /// </summary> public abstract void LoadWorldMap(); /// <summary> /// Send the region heightmap to the client /// </summary> /// <param name="RemoteClient">Client to send to</param> public virtual void SendLayerData(IClientAPI RemoteClient) { RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised()); } #endregion #region Add/Remove Agent/Avatar /// <summary> /// Register the new client with the scene. The client starts off as a child agent - the later agent crossing /// will promote it to a root agent during login. /// </summary> /// <param name="client"></param public abstract void AddNewClient(IClientAPI client); /// <summary> /// Remove a client from the scene /// </summary> /// <param name="agentID"></param> public abstract void RemoveClient(UUID agentID); public abstract void CloseAllAgents(uint circuitcode); #endregion /// <summary> /// /// </summary> /// <returns></returns> public virtual RegionInfo RegionInfo { get { return m_regInfo; } } #region admin stuff /// <summary> /// Region Restart - Seconds till restart. /// </summary> /// <param name="seconds"></param> public virtual void Restart(int seconds) { m_log.Error("[REGION]: passing Restart Message up the namespace"); restart handlerPhysicsCrash = OnRestart; if (handlerPhysicsCrash != null) handlerPhysicsCrash(RegionInfo); } public virtual bool PresenceChildStatus(UUID avatarID) { return false; } public abstract bool OtherRegionUp(RegionInfo thisRegion); public virtual string GetSimulatorVersion() { return "OpenSimulator Server"; } #endregion #region Shutdown /// <summary> /// Tidy before shutdown /// </summary> public virtual void Close() { try { EventManager.TriggerShutdown(); } catch (Exception e) { m_log.Error("[SCENE]: SceneBase.cs: Close() - Failed with exception " + e.ToString()); } } #endregion /// <summary> /// XXX These two methods are very temporary /// </summary> protected Dictionary<UUID, string> capsPaths = new Dictionary<UUID, string>(); public string GetCapsPath(UUID agentId) { if (capsPaths.ContainsKey(agentId)) { return capsPaths[agentId]; } return null; } /// <summary> /// Returns a new unallocated local ID /// </summary> /// <returns>A brand new local ID</returns> protected internal uint AllocateLocalId() { uint myID; _primAllocateMutex.WaitOne(); myID = ++m_lastAllocatedLocalId; _primAllocateMutex.ReleaseMutex(); return myID; } public virtual T RequestModuleInterface<T>() { return default(T); } public virtual T[] RequestModuleInterfaces<T>() { return new T[] { default(T) }; } } }