/* * 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 } }