/*
* 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.IO;
using System.Reflection;
using log4net;
using log4net.Config;
using OpenMetaverse;
using OpenSim.Data;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Statistics;
using OpenSim.Grid.Communications.OGS1;
using OpenSim.Grid.Framework;
using OpenSim.Grid.UserServer.Modules;
namespace OpenSim.Grid.UserServer
{
///
/// Grid user server main class
///
public class OpenUser_Main : BaseOpenSimServer, IUGAIMCore
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected UserConfig Cfg;
protected UserDataBaseService m_userDataBaseService;
public UserManager m_userManager;
protected UserServerAvatarAppearanceModule m_avatarAppearanceModule;
protected UserServerFriendsModule m_friendsModule;
public UserLoginService m_loginService;
public GridInfoService m_gridInfoService;
public MessageServersConnector m_messagesService;
protected UserServerCommandModule m_consoleCommandModule;
private UUID m_lastCreatedUser = UUID.Random();
public static void Main(string[] args)
{
XmlConfigurator.Configure();
m_log.Info("Launching UserServer...");
OpenUser_Main userserver = new OpenUser_Main();
userserver.Startup();
userserver.Work();
}
public OpenUser_Main()
{
m_console = new ConsoleBase("User");
MainConsole.Instance = m_console;
}
public void Work()
{
m_console.Notice("Enter help for a list of commands\n");
while (true)
{
m_console.Prompt();
}
}
protected override void StartupSpecific()
{
Cfg = new UserConfig("USER SERVER", (Path.Combine(Util.configDir(), "UserServer_Config.xml")));
m_stats = StatsManager.StartCollectingUserStats();
m_log.Info("[STARTUP]: Establishing data connection");
IInterServiceInventoryServices inventoryService = new OGS1InterServiceInventoryService(Cfg.InventoryUrl);
//setup database access service
m_userDataBaseService = new UserDataBaseService(inventoryService);
m_userDataBaseService.AddPlugin(Cfg.DatabaseProvider, Cfg.DatabaseConnect);
//Register the database access service so modules can fetch it
// RegisterInterface(m_userDataBaseService);
//setup services/modules
StartupUserServerModules();
m_gridInfoService = new GridInfoService();
StartupLoginService(inventoryService);
//
// Get the minimum defaultLevel to access to the grid
//
m_loginService.setloginlevel((int)Cfg.DefaultUserLevel);
m_messagesService = new MessageServersConnector();
m_consoleCommandModule = new UserServerCommandModule(m_console, Cfg, m_userDataBaseService, m_loginService);
//register event handlers
RegisterEventHandlers();
//register http handlers and start http server
m_log.Info("[STARTUP]: Starting HTTP process");
m_httpServer = new BaseHttpServer(Cfg.HttpPort);
RegisterHttpHandlers();
m_httpServer.Start();
base.StartupSpecific();
//register Console command handlers
RegisterConsoleCommands();
}
///
/// Start up the user manager
///
///
protected virtual void StartupUserServerModules()
{
m_userManager = new UserManager(m_userDataBaseService);
m_avatarAppearanceModule = new UserServerAvatarAppearanceModule(m_userDataBaseService);
m_friendsModule = new UserServerFriendsModule(m_userDataBaseService);
}
///
/// Start up the login service
///
///
protected virtual void StartupLoginService(IInterServiceInventoryServices inventoryService)
{
m_loginService = new UserLoginService(
m_userDataBaseService, inventoryService, new LibraryRootFolder(Cfg.LibraryXmlfile), Cfg, Cfg.DefaultStartupMsg, new RegionProfileServiceProxy());
}
protected virtual void RegisterEventHandlers()
{
m_loginService.OnUserLoggedInAtLocation += NotifyMessageServersUserLoggedInToLocation;
m_userManager.OnLogOffUser += NotifyMessageServersUserLoggOff;
m_messagesService.OnAgentLocation += HandleAgentLocation;
m_messagesService.OnAgentLeaving += HandleAgentLeaving;
m_messagesService.OnRegionStartup += HandleRegionStartup;
m_messagesService.OnRegionShutdown += HandleRegionShutdown;
}
protected virtual void RegisterConsoleCommands()
{
m_consoleCommandModule.RegisterConsoleCommands();
}
protected virtual void RegisterHttpHandlers()
{
m_loginService.RegisterHandlers(m_httpServer, Cfg.EnableLLSDLogin, true);
m_userManager.RegisterHandlers(m_httpServer);
m_friendsModule.RegisterHandlers(m_httpServer);
m_avatarAppearanceModule.RegisterHandlers(m_httpServer);
m_messagesService.RegisterHandlers(m_httpServer);
m_httpServer.AddStreamHandler(new RestStreamHandler("GET", "/get_grid_info",
m_gridInfoService.RestGetGridInfoMethod));
m_httpServer.AddXmlRPCHandler("get_grid_info", m_gridInfoService.XmlRpcGridInfoMethod);
}
public override void ShutdownSpecific()
{
m_loginService.OnUserLoggedInAtLocation -= NotifyMessageServersUserLoggedInToLocation;
}
#region IUGAIMCore
private readonly Dictionary m_moduleInterfaces = new Dictionary();
///
/// Register an Module interface.
///
///
///
public void RegisterInterface(T iface)
{
lock (m_moduleInterfaces)
{
if (!m_moduleInterfaces.ContainsKey(typeof(T)))
{
m_moduleInterfaces.Add(typeof(T), iface);
}
}
}
public bool TryGet(out T iface)
{
if (m_moduleInterfaces.ContainsKey(typeof(T)))
{
iface = (T)m_moduleInterfaces[typeof(T)];
return true;
}
iface = default(T);
return false;
}
public T Get()
{
return (T)m_moduleInterfaces[typeof(T)];
}
public BaseHttpServer GetHttpServer()
{
return m_httpServer;
}
#endregion
#region Console Command Handlers
protected override void ShowHelp(string[] helpArgs)
{
base.ShowHelp(helpArgs);
m_consoleCommandModule.ShowHelp(helpArgs);
}
#endregion
public void TestResponse(List resp)
{
m_console.Notice("response got");
}
#region Event Handlers
public void NotifyMessageServersUserLoggOff(UUID agentID)
{
m_messagesService.TellMessageServersAboutUserLogoff(agentID);
}
public void NotifyMessageServersUserLoggedInToLocation(UUID agentID, UUID sessionID, UUID RegionID,
ulong regionhandle, float positionX, float positionY,
float positionZ, string firstname, string lastname)
{
m_messagesService.TellMessageServersAboutUser(agentID, sessionID, RegionID, regionhandle, positionX,
positionY, positionZ, firstname, lastname);
}
public void HandleAgentLocation(UUID agentID, UUID regionID, ulong regionHandle)
{
m_userManager.HandleAgentLocation(agentID, regionID, regionHandle);
}
public void HandleAgentLeaving(UUID agentID, UUID regionID, ulong regionHandle)
{
m_userManager.HandleAgentLeaving(agentID, regionID, regionHandle);
}
public void HandleRegionStartup(UUID regionID)
{
// This might seem strange, that we send this back to the
// server it came from. But there is method to the madness.
// There can be multiple user servers on the same database,
// and each can have multiple messaging servers. So, we send
// it to all known user servers, who send it to all known
// message servers. That way, we should be able to finally
// update presence to all regions and thereby all friends
//
m_userManager.HandleRegionStartup(regionID);
m_messagesService.TellMessageServersAboutRegionShutdown(regionID);
}
public void HandleRegionShutdown(UUID regionID)
{
// This might seem strange, that we send this back to the
// server it came from. But there is method to the madness.
// There can be multiple user servers on the same database,
// and each can have multiple messaging servers. So, we send
// it to all known user servers, who send it to all known
// message servers. That way, we should be able to finally
// update presence to all regions and thereby all friends
//
m_userManager.HandleRegionShutdown(regionID);
m_messagesService.TellMessageServersAboutRegionShutdown(regionID);
}
#endregion
}
}