/* * 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.Net; using System.Reflection; using OpenMetaverse; using log4net; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.Framework.Scenes { public delegate void RestartSim(RegionInfo thisregion); /// <summary> /// Manager for adding, closing and restarting scenes. /// </summary> public class SceneManager { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public event RestartSim OnRestartSim; private readonly List<Scene> m_localScenes; private Scene m_currentScene = null; public List<Scene> Scenes { get { return m_localScenes; } } public Scene CurrentScene { get { return m_currentScene; } } public Scene CurrentOrFirstScene { get { if (m_currentScene == null) { if (m_localScenes.Count > 0) { return m_localScenes[0]; } else { return null; } } else { return m_currentScene; } } } public SceneManager() { m_localScenes = new List<Scene>(); } public void Close() { // collect known shared modules in sharedModules Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); for (int i = 0; i < m_localScenes.Count; i++) { // extract known shared modules from scene foreach (string k in m_localScenes[i].Modules.Keys) { if (m_localScenes[i].Modules[k].IsSharedModule && !sharedModules.ContainsKey(k)) sharedModules[k] = m_localScenes[i].Modules[k]; } // close scene/region m_localScenes[i].Close(); } // all regions/scenes are now closed, we can now safely // close all shared modules foreach (IRegionModule mod in sharedModules.Values) { mod.Close(); } } public void Close(Scene cscene) { if (m_localScenes.Contains(cscene)) { for (int i = 0; i < m_localScenes.Count; i++) { if (m_localScenes[i].Equals(cscene)) { m_localScenes[i].Close(); } } } } public void Add(Scene scene) { scene.OnRestart += HandleRestart; m_localScenes.Add(scene); } public void HandleRestart(RegionInfo rdata) { m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main"); int RegionSceneElement = -1; for (int i = 0; i < m_localScenes.Count; i++) { if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName) { RegionSceneElement = i; } } // Now we make sure the region is no longer known about by the SceneManager // Prevents duplicates. if (RegionSceneElement >= 0) { m_localScenes.RemoveAt(RegionSceneElement); } // Send signal to main that we're restarting this sim. OnRestartSim(rdata); } public void SendSimOnlineNotification(ulong regionHandle) { RegionInfo Result = null; for (int i = 0; i < m_localScenes.Count; i++) { if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle) { // Inform other regions to tell their avatar about me Result = m_localScenes[i].RegionInfo; } } if (Result != null) { for (int i = 0; i < m_localScenes.Count; i++) { if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) { // Inform other regions to tell their avatar about me //m_localScenes[i].OtherRegionUp(Result); } } } else { m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); } } /// <summary> /// Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format /// </summary> /// <param name="filename"></param> public void SaveCurrentSceneToXml(string filename) { IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); if (serialiser != null) serialiser.SavePrimsToXml(CurrentOrFirstScene, filename); } /// <summary> /// Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene /// </summary> /// <param name="filename"></param> /// <param name="generateNewIDs"></param> /// <param name="loadOffset"></param> public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, Vector3 loadOffset) { IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); if (serialiser != null) serialiser.LoadPrimsFromXml(CurrentOrFirstScene, filename, generateNewIDs, loadOffset); } /// <summary> /// Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format /// </summary> /// <param name="filename"></param> public void SaveCurrentSceneToXml2(string filename) { IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); if (serialiser != null) serialiser.SavePrimsToXml2(CurrentOrFirstScene, filename); } public void SaveNamedPrimsToXml2(string primName, string filename) { IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); if (serialiser != null) serialiser.SaveNamedPrimsToXml2(CurrentOrFirstScene, primName, filename); } /// <summary> /// Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene /// </summary> public void LoadCurrentSceneFromXml2(string filename) { IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); if (serialiser != null) serialiser.LoadPrimsFromXml2(CurrentOrFirstScene, filename); } /// <summary> /// Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets /// as well as the details of the prims themselves. /// </summary> /// <param name="filename"></param> public void SaveCurrentSceneToArchive(string filename) { IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>(); if (archiver != null) archiver.ArchiveRegion(filename); } /// <summary> /// Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload /// their assets to the asset service. /// </summary> /// <param name="filename"></param> public void LoadArchiveToCurrentScene(string filename) { IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>(); if (archiver != null) archiver.DearchiveRegion(filename); } public string SaveCurrentSceneMapToXmlString() { return CurrentOrFirstScene.Heightmap.SaveToXmlString(); } public void LoadCurrenSceneMapFromXmlString(string mapData) { CurrentOrFirstScene.Heightmap.LoadFromXmlString(mapData); } public void SendCommandToPluginModules(string[] cmdparams) { ForEachCurrentScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); }); } public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions) { ForEachCurrentScene(delegate(Scene scene) { scene.Permissions.SetBypassPermissions(bypassPermissions); }); } private void ForEachCurrentScene(Action<Scene> func) { if (m_currentScene == null) { m_localScenes.ForEach(func); } else { func(m_currentScene); } } public void RestartCurrentScene() { ForEachCurrentScene(delegate(Scene scene) { scene.RestartNow(); }); } public void BackupCurrentScene() { ForEachCurrentScene(delegate(Scene scene) { scene.Backup(); }); } public bool TrySetCurrentScene(string regionName) { if ((String.Compare(regionName, "root") == 0) || (String.Compare(regionName, "..") == 0) || (String.Compare(regionName, "/") == 0)) { m_currentScene = null; return true; } else { foreach (Scene scene in m_localScenes) { if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0) { m_currentScene = scene; return true; } } return false; } } public bool TrySetCurrentScene(UUID regionID) { m_log.Debug("Searching for Region: '" + regionID + "'"); foreach (Scene scene in m_localScenes) { if (scene.RegionInfo.RegionID == regionID) { m_currentScene = scene; return true; } } return false; } public bool TryGetScene(string regionName, out Scene scene) { foreach (Scene mscene in m_localScenes) { if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0) { scene = mscene; return true; } } scene = null; return false; } public bool TryGetScene(UUID regionID, out Scene scene) { foreach (Scene mscene in m_localScenes) { if (mscene.RegionInfo.RegionID == regionID) { scene = mscene; return true; } } scene = null; return false; } public bool TryGetScene(uint locX, uint locY, out Scene scene) { foreach (Scene mscene in m_localScenes) { if (mscene.RegionInfo.RegionLocX == locX && mscene.RegionInfo.RegionLocY == locY) { scene = mscene; return true; } } scene = null; return false; } public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) { foreach (Scene mscene in m_localScenes) { if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) { scene = mscene; return true; } } scene = null; return false; } /// <summary> /// Set the debug packet level on the current scene. This level governs which packets are printed out to the /// console. /// </summary> /// <param name="newDebug"></param> public void SetDebugPacketLevelOnCurrentScene(int newDebug) { ForEachCurrentScene(delegate(Scene scene) { List<ScenePresence> scenePresences = scene.GetScenePresences(); foreach (ScenePresence scenePresence in scenePresences) { if (!scenePresence.IsChildAgent) { m_log.ErrorFormat("Packet debug for {0} {1} set to {2}", scenePresence.Firstname, scenePresence.Lastname, newDebug); scenePresence.ControllingClient.SetDebugPacketLevel(newDebug); } } }); } public List<ScenePresence> GetCurrentSceneAvatars() { List<ScenePresence> avatars = new List<ScenePresence>(); ForEachCurrentScene(delegate(Scene scene) { List<ScenePresence> scenePresences = scene.GetScenePresences(); foreach (ScenePresence scenePresence in scenePresences) { if (!scenePresence.IsChildAgent) { avatars.Add(scenePresence); } } }); return avatars; } public List<ScenePresence> GetCurrentScenePresences() { List<ScenePresence> presences = new List<ScenePresence>(); ForEachCurrentScene(delegate(Scene scene) { List<ScenePresence> scenePresences = scene.GetScenePresences(); presences.AddRange(scenePresences); }); return presences; } public RegionInfo GetRegionInfo(ulong regionHandle) { foreach (Scene scene in m_localScenes) { if (scene.RegionInfo.RegionHandle == regionHandle) { return scene.RegionInfo; } } return null; } public void ForceCurrentSceneClientUpdate() { ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); }); } public void HandleEditCommandOnCurrentScene(string[] cmdparams) { ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); }); } public bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) { foreach (Scene scene in m_localScenes) { if (scene.TryGetAvatar(avatarId, out avatar)) { return true; } } avatar = null; return false; } public bool TryGetAvatarsScene(UUID avatarId, out Scene scene) { ScenePresence avatar = null; foreach (Scene mScene in m_localScenes) { if (mScene.TryGetAvatar(avatarId, out avatar)) { scene = mScene; return true; } } scene = null; return false; } public void CloseScene(Scene scene) { m_localScenes.Remove(scene); scene.Close(); } public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) { foreach (Scene scene in m_localScenes) { if (scene.TryGetAvatarByName(avatarName, out avatar)) { return true; } } avatar = null; return false; } public void ForEachScene(Action<Scene> action) { m_localScenes.ForEach(action); } } }