using System; using libsecondlife; using libsecondlife.Packets; using System.Collections.Generic; using System.Text; using System.Reflection; using System.IO; using System.Threading; using System.Timers; using OpenSim.Physics.Manager; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Framework.Inventory; using OpenSim.Framework; using OpenSim.RegionServer.world.scripting; using OpenSim.Terrain; using OpenGrid.Framework.Communications; namespace OpenSim.world { public partial class World : WorldBase, ILocalStorageReceiver, IScriptAPI { protected System.Timers.Timer m_heartbeatTimer = new System.Timers.Timer(); public object LockPhysicsEngine = new object(); public Dictionary Avatars; public Dictionary Prims; //public ScriptEngine Scripts; public uint _localNumber = 0; private PhysicsScene phyScene; private float timeStep = 0.1f; public ILocalStorage localStorage; private Random Rand = new Random(); private uint _primCount = 702000; private int storageCount; private Dictionary m_scriptHandlers; private Dictionary m_scripts; private Mutex updateLock; public string m_datastore; protected AuthenticateSessionsBase authenticateHandler; protected RegionCommsHostBase regionCommsHost; protected RegionServerCommsManager commsManager; #region Properties /// /// /// public PhysicsScene PhysScene { set { this.phyScene = value; } get { return (this.phyScene); } } #endregion #region Constructors /// /// Creates a new World class, and a region to go with it. /// /// Dictionary to contain client threads /// Region Handle for this region /// Region Name for this region public World(Dictionary clientThreads, RegionInfo regInfo, AuthenticateSessionsBase authen, RegionServerCommsManager commsMan) { try { updateLock = new Mutex(false); this.authenticateHandler = authen; this.commsManager = commsMan; m_clientThreads = clientThreads; m_regInfo = regInfo; m_regionHandle = m_regInfo.RegionHandle; m_regionName = m_regInfo.RegionName; this.m_datastore = m_regInfo.DataStore; this.RegisterRegionWithComms(); m_scriptHandlers = new Dictionary(); m_scripts = new Dictionary(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs - creating new entitities instance"); Entities = new Dictionary(); Avatars = new Dictionary(); Prims = new Dictionary(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs - creating LandMap"); TerrainManager = new TerrainManager(new SecondLife()); Terrain = new TerrainEngine(); Avatar.SetupTemplate("avatar-texture.dat"); Avatar.LoadAnims(); //this.SetDefaultScripts(); //this.LoadScriptEngines(); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.CRITICAL, "World.cs: Constructor failed with exception " + e.ToString()); } } #endregion /// /// /// public void StartTimer() { m_heartbeatTimer.Enabled = true; m_heartbeatTimer.Interval = 100; m_heartbeatTimer.Elapsed += new ElapsedEventHandler(this.Heartbeat); } #region Update Methods /// /// Performs per-frame updates regularly /// /// /// void Heartbeat(object sender, System.EventArgs e) { this.Update(); } /// /// Performs per-frame updates on the world, this should be the central world loop /// public override void Update() { updateLock.WaitOne(); try { if (this.phyScene.IsThreaded) { this.phyScene.GetResults(); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].addForces(); } lock (this.LockPhysicsEngine) { this.phyScene.Simulate(timeStep); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].update(); } foreach (ScriptHandler scriptHandler in m_scriptHandlers.Values) { scriptHandler.OnFrame(); } foreach (IScriptEngine scripteng in this.scriptEngines.Values) { scripteng.OnFrame(); } //backup world data this.storageCount++; if (storageCount > 1200) //set to how often you want to backup { this.Backup(); storageCount = 0; } } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: Update() - Failed with exception " + e.ToString()); } updateLock.ReleaseMutex(); } /// /// /// /// public bool Backup() { try { // Terrain backup routines if (Terrain.tainted > 0) { Terrain.tainted = 0; OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain tainted, saving."); localStorage.SaveMap(Terrain.getHeights1D()); OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain saved, informing Physics."); lock (this.LockPhysicsEngine) { phyScene.SetTerrain(Terrain.getHeights1D()); } } // Primitive backup routines OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Backing up Primitives"); foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].BackUp(); } // Backup successful return true; } catch (Exception e) { // Backup failed OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.HIGH, "World.cs: Backup() - Backup Failed with exception " + e.ToString()); return false; } } #endregion #region Setup Methods /// /// Loads a new storage subsystem from a named library /// /// Storage Library /// Successful or not public bool LoadStorageDLL(string dllName) { try { Assembly pluginAssembly = Assembly.LoadFrom(dllName); ILocalStorage store = null; foreach (Type pluginType in pluginAssembly.GetTypes()) { if (pluginType.IsPublic) { if (!pluginType.IsAbstract) { Type typeInterface = pluginType.GetInterface("ILocalStorage", true); if (typeInterface != null) { ILocalStorage plug = (ILocalStorage)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); store = plug; store.Initialise(this.m_datastore); break; } typeInterface = null; } } } pluginAssembly = null; this.localStorage = store; return (store == null); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: LoadStorageDLL() - Failed with exception " + e.ToString()); return false; } } #endregion #region Regenerate Terrain /// /// Rebuilds the terrain using a procedural algorithm /// public void RegenerateTerrain() { try { Terrain.hills(); lock (this.LockPhysicsEngine) { this.phyScene.SetTerrain(Terrain.getHeights1D()); } this.localStorage.SaveMap(this.Terrain.getHeights1D()); foreach (IClientAPI client in m_clientThreads.Values) { this.SendLayerData(client); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].LandRenegerated(); } } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString()); } } /// /// Rebuilds the terrain using a 2D float array /// /// 256,256 float array containing heights public void RegenerateTerrain(float[,] newMap) { try { this.Terrain.setHeights2D(newMap); lock (this.LockPhysicsEngine) { this.phyScene.SetTerrain(this.Terrain.getHeights1D()); } this.localStorage.SaveMap(this.Terrain.getHeights1D()); foreach (IClientAPI client in m_clientThreads.Values) { this.SendLayerData(client); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].LandRenegerated(); } } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString()); } } /// /// Rebuilds the terrain assuming changes occured at a specified point[?] /// /// ??? /// ??? /// ??? public void RegenerateTerrain(bool changes, int pointx, int pointy) { try { if (changes) { /* Dont save here, rely on tainting system instead */ foreach (IClientAPI client in m_clientThreads.Values) { this.SendLayerData(pointx, pointy, client); } } } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString()); } } #endregion #region Load Terrain /// /// Loads the World heightmap /// public override void LoadWorldMap() { try { float[] map = this.localStorage.LoadWorld(); if (map == null) { Console.WriteLine("creating new terrain"); this.Terrain.hills(); this.localStorage.SaveMap(this.Terrain.getHeights1D()); } else { this.Terrain.setHeights1D(map); } } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: LoadWorldMap() - Failed with exception " + e.ToString()); } } #endregion #region Primitives Methods /// /// Loads the World's objects /// public void LoadPrimsFromStorage() { try { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: LoadPrimsFromStorage() - Loading primitives"); this.localStorage.LoadPrimitives(this); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: LoadPrimsFromStorage() - Failed with exception " + e.ToString()); } } /// /// Loads a specific object from storage /// /// The object to load public void PrimFromStorage(PrimData prim) { } /// /// /// /// /// public void AddNewPrim(Packet addPacket, IClientAPI agentClient) { AddNewPrim((ObjectAddPacket)addPacket, agentClient.AgentId); } /// /// /// /// /// public void AddNewPrim(ObjectAddPacket addPacket, LLUUID ownerID) { } #endregion #region Add/Remove Avatar Methods /// /// /// /// /// /// public override void AddNewAvatar(IClientAPI remoteClient, LLUUID agentID, bool child) { remoteClient.OnRegionHandShakeReply += new GenericCall(this.SendLayerData); //remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims); remoteClient.OnChatFromViewer += new ChatFromViewer(this.SimChat); Avatar newAvatar = null; try { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent"); newAvatar = new Avatar(remoteClient, this, m_clientThreads, this.m_regInfo); OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs:AddViewerAgent() - Adding new avatar to world"); OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs:AddViewerAgent() - Starting RegionHandshake "); newAvatar.SendRegionHandshake(); PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z); lock (this.LockPhysicsEngine) { newAvatar.PhysActor = this.phyScene.AddAvatar(pVec); } lock (Entities) { if (!Entities.ContainsKey(agentID)) { this.Entities.Add(agentID, newAvatar); } else { Entities[agentID] = newAvatar; } } lock (Avatars) { if (Avatars.ContainsKey(agentID)) { Avatars[agentID] = newAvatar; } else { this.Avatars.Add(agentID, newAvatar); } } } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: AddViewerAgent() - Failed with exception " + e.ToString()); } return; } /// /// /// /// public override void RemoveAvatar(LLUUID agentID) { return; } #endregion #region Request Avatars List Methods //The idea is to have a group of method that return a list of avatars meeting some requirement // ie it could be all Avatars within a certain range of the calling prim/avatar. /// /// /// /// public List RequestAvatarList() { List result = new List(); foreach (Avatar avatar in Avatars.Values) { result.Add(avatar); } return result; } #endregion #region ShutDown /// /// Tidy before shutdown /// public override void Close() { try { this.localStorage.ShutDown(); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.HIGH, "World.cs: Close() - Failed with exception " + e.ToString()); } } #endregion #region RegionCommsHost public void RegisterRegionWithComms() { this.regionCommsHost = this.commsManager.RegisterRegion(this.m_regInfo); if (this.regionCommsHost != null) { this.regionCommsHost.OnExpectUser += new ExpectUserDelegate(this.NewUserConnection); } } public void NewUserConnection(ulong regionHandle,AgentCircuitData agent) { Console.WriteLine("World.cs - add new user connection"); //should just check that its meant for this region if (regionHandle == this.m_regInfo.RegionHandle) { this.authenticateHandler.AddNewCircuit(agent.circuitcode, agent); } } #endregion } }