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|
/*
* 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.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Server.Base;
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>();
private List<string> m_permsModules;
private bool m_securePermissionsLoading = true;
/// <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 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, 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);
m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
m_permsModules = new List<string>(permissionModules.Split(','));
}
// 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");
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");
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...");
if (m_securePermissionsLoading)
{
foreach (string s in m_permsModules)
{
if (!scene.RegionModules.ContainsKey(s))
{
bool found = false;
foreach (IRegionModule m in modules)
{
if (m.Name == s)
{
found = true;
}
}
if (!found)
{
m_log.Fatal("[MODULES]: Required module " + s + " not found.");
Environment.Exit(0);
}
}
}
}
scene.SetModuleInterfaces();
// First Step of bootreport sequence
if (scene.SnmpService != null)
{
scene.SnmpService.ColdStart(1,scene);
scene.SnmpService.LinkDown(scene);
}
if (scene.SnmpService != null)
{
scene.SnmpService.BootInfo("Loading prins", 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));
if (scene.SnmpService != null)
{
scene.SnmpService.BootInfo("Grid Registration in progress", scene);
}
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);
if (scene.SnmpService != null)
{
scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
}
// Carrying on now causes a lot of confusion down the
// line - we need to get the user's attention
Environment.Exit(1);
}
if (scene.SnmpService != null)
{
scene.SnmpService.BootInfo("Grid Registration done", scene);
}
scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
scene.EventManager.TriggerParcelPrimCountUpdate();
// We need to do this after we've initialized the
// scripting engines.
scene.CreateScriptInstances();
if (scene.SnmpService != null)
{
scene.SnmpService.BootInfo("ScriptEngine started", scene);
}
m_sceneManager.Add(scene);
if (m_autoCreateClientStack)
{
m_clientServers.Add(clientServer);
clientServer.Start();
}
if (scene.SnmpService != null)
{
scene.SnmpService.BootInfo("Initializing region modules", scene);
}
if (do_post_init)
{
foreach (IRegionModule module in modules)
{
module.PostInitialise();
}
}
scene.EventManager.OnShutdown += delegate() { ShutdownRegion(scene); };
mscene = scene;
if (scene.SnmpService != null)
{
scene.SnmpService.BootInfo("The region is operational", scene);
scene.SnmpService.LinkUp(scene);
}
scene.StartTimer();
return clientServer;
}
private void ShutdownRegion(Scene scene)
{
m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
if (scene.SnmpService != null)
{
scene.SnmpService.BootInfo("The region is shutting down", scene);
scene.SnmpService.LinkDown(scene);
}
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_configSettings.PhysicalPrim,
m_configSettings.See_into_region_from_neighbor, 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,
OSHttpRequest httpRequest, OSHttpResponse 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,
OSHttpRequest httpRequest, OSHttpResponse 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,
OSHttpRequest httpRequest, OSHttpResponse 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>
/// Load the estate information for the provided RegionInfo object.
/// </summary>
/// <param name="regInfo">
/// A <see cref="RegionInfo"/>
/// </param>
public void PopulateRegionEstateInfo(RegionInfo regInfo)
{
IEstateDataService estateDataService = EstateDataService;
if (estateDataService != null)
{
regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, false);
}
if (regInfo.EstateSettings.EstateID == 0) // No record at all
{
MainConsole.Instance.Output("Your region is not part of an estate.");
while (true)
{
string response = MainConsole.Instance.CmdPrompt("Do you wish to join an existing estate?", "no", new List<string>() { "yes", "no" });
if (response == "no")
{
// Create a new estate
regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, true);
regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
//regInfo.EstateSettings.Save();
break;
}
else
{
response = MainConsole.Instance.CmdPrompt("Estate name to join", "None");
if (response == "None")
continue;
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);
}
}
}
}
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