/*
* 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.Net;
using System.Reflection;
using System.Text;
using System.Threading;
using libsecondlife;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Statistics;
using OpenSim.Region.ClientStack;
using OpenSim.Region.Communications.Local;
using OpenSim.Region.Communications.OGS1;
using OpenSim.Region.Environment;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Physics.Manager;
namespace OpenSim
{
///
/// Common OpenSim region service code
///
public class OpenSimBase : RegionApplicationBase
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected string proxyUrl;
protected int proxyOffset = 0;
///
/// The file used to load and save prim backup xml if none has been specified
///
protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml";
///
/// The file use to load and save an opensim archive if none has been specified
///
protected const string DEFAULT_OAR_BACKUP_FILENAME = "scene.oar.tar";
public string m_physicsEngine;
public string m_meshEngineName;
public string m_scriptEngine;
public bool m_sandbox;
public bool user_accounts;
public bool m_gridLocalAsset;
public bool m_see_into_region_from_neighbor;
protected LocalLoginService m_loginService;
protected string m_storageDll;
protected List m_clientServers = new List();
protected List m_regionData = new List();
protected bool m_physicalPrim;
protected bool m_standaloneAuthenticate = false;
protected string m_standaloneWelcomeMessage = null;
protected string m_standaloneInventoryPlugin;
protected string m_standaloneAssetPlugin;
protected string m_standaloneUserPlugin;
private string m_standaloneInventorySource;
private string m_standaloneAssetSource;
private string m_standaloneUserSource;
protected string m_assetStorage = "local";
public ConsoleCommand CreateAccount = null;
protected bool m_dumpAssetsToFile;
protected List m_plugins = new List();
protected IConfigSource m_finalConfig = null;
protected IniConfigSource m_config;
public IniConfigSource ConfigSource
{
get { return m_config; }
set { m_config = value; }
}
public List ClientServers
{
get { return m_clientServers; }
}
public List RegionData
{
get { return m_regionData; }
}
public new BaseHttpServer HttpServer
{
get { return m_httpServer; }
}
public new uint HttpServerPort
{
get { return m_httpServerPort; }
}
protected ModuleLoader m_moduleLoader;
public ModuleLoader ModuleLoader
{
get { return m_moduleLoader; }
set { m_moduleLoader = value; }
}
public OpenSimBase(IConfigSource configSource)
: base()
{
IConfig startupConfig = configSource.Configs["Startup"];
// The Mono addin manager (in Mono.Addins.dll version 0.2.0.0) occasionally seems to corrupt its addin cache
// Hence, as a temporary solution we'll remove it before each startup
if (Directory.Exists("addin-db-000"))
Directory.Delete("addin-db-000", true);
if (Directory.Exists("addin-db-001"))
Directory.Delete("addin-db-001", true);
// This blocks the scanning warnings from outputing to the console.
TextWriter oldOutput = Console.Out;
Console.SetOut(new StreamWriter(Stream.Null));
AddinManager.Initialize(".");
AddinManager.Registry.Update(null);
// Returns the console.writelines back to the console's stream
Console.SetOut(oldOutput);
Application.iniFilePath = startupConfig.GetString("inifile", "OpenSim.ini");
m_config = new IniConfigSource();
//check for .INI file (either default or name passed in command line)
if (File.Exists(Application.iniFilePath))
{
m_config.Merge(new IniConfigSource(Application.iniFilePath));
m_config.Merge(configSource);
}
else
{
Application.iniFilePath = Path.Combine(Util.configDir(), Application.iniFilePath);
if (File.Exists(Application.iniFilePath))
{
m_config.Merge(new IniConfigSource(Application.iniFilePath));
m_config.Merge(configSource);
}
else
{
// no default config files, so set default values, and save it
m_config.Merge(DefaultConfig());
m_config.Merge(configSource);
m_config.Save(Application.iniFilePath);
}
}
ReadConfigSettings();
}
public static IConfigSource DefaultConfig()
{
IConfigSource DefaultConfig = new IniConfigSource();
if (DefaultConfig.Configs["Startup"] == null)
DefaultConfig.AddConfig("Startup");
IConfig config = DefaultConfig.Configs["Startup"];
if (config != null)
{
config.Set("gridmode", false);
config.Set("physics", "basicphysics");
config.Set("physical_prim", true);
config.Set("see_into_this_sim_from_neighbor", true);
config.Set("serverside_object_permissions", false);
config.Set("storage_plugin", "OpenSim.Data.SQLite.dll");
config.Set("storage_connection_string", "URI=file:OpenSim.db,version=3");
config.Set("storage_prim_inventories", true);
config.Set("startup_console_commands_file", String.Empty);
config.Set("shutdown_console_commands_file", String.Empty);
config.Set("script_engine", "OpenSim.Region.ScriptEngine.DotNetEngine.dll");
config.Set("asset_database", "sqlite");
}
if (DefaultConfig.Configs["StandAlone"] == null)
DefaultConfig.AddConfig("StandAlone");
config = DefaultConfig.Configs["StandAlone"];
if (config != null)
{
config.Set("accounts_authenticate", false);
config.Set("welcome_message", "Welcome to OpenSimulator");
config.Set("inventory_plugin", "OpenSim.Data.SQLite.dll");
config.Set("inventory_source", "");
config.Set("userDatabase_plugin", "OpenSim.Data.SQLite.dll");
config.Set("user_source", "");
config.Set("asset_plugin", "OpenSim.Data.SQLite.dll");
config.Set("asset_source", "");
config.Set("dump_assets_to_file", false);
}
if (DefaultConfig.Configs["Network"] == null)
DefaultConfig.AddConfig("Network");
config = DefaultConfig.Configs["Network"];
if (config != null)
{
config.Set("default_location_x", 1000);
config.Set("default_location_y", 1000);
config.Set("http_listener_port", NetworkServersInfo.DefaultHttpListenerPort);
config.Set("remoting_listener_port", NetworkServersInfo.RemotingListenerPort);
config.Set("grid_server_url", "http://127.0.0.1:" + GridConfig.DefaultHttpPort.ToString());
config.Set("grid_send_key", "null");
config.Set("grid_recv_key", "null");
config.Set("user_server_url", "http://127.0.0.1:" + UserConfig.DefaultHttpPort.ToString());
config.Set("user_send_key", "null");
config.Set("user_recv_key", "null");
config.Set("asset_server_url", "http://127.0.0.1:" + AssetConfig.DefaultHttpPort.ToString());
config.Set("inventory_server_url", "http://127.0.0.1:" + InventoryConfig.DefaultHttpPort.ToString());
}
if (DefaultConfig.Configs["RemoteAdmin"] == null)
DefaultConfig.AddConfig("RemoteAdmin");
config = DefaultConfig.Configs["RemoteAdmin"];
if (config != null)
{
config.Set("enabled", "false");
}
if (DefaultConfig.Configs["Voice"] == null)
DefaultConfig.AddConfig("Voice");
config = DefaultConfig.Configs["Voice"];
if (config != null)
{
config.Set("enabled", "false");
}
return DefaultConfig;
}
protected virtual void ReadConfigSettings()
{
m_networkServersInfo = new NetworkServersInfo();
IConfig startupConfig = m_config.Configs["Startup"];
if (startupConfig != null)
{
m_sandbox = !startupConfig.GetBoolean("gridmode", false);
m_physicsEngine = startupConfig.GetString("physics", "basicphysics");
m_meshEngineName = startupConfig.GetString("meshing", "ZeroMesher");
m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
m_see_into_region_from_neighbor = startupConfig.GetBoolean("see_into_this_sim_from_neighbor", true);
m_storageDll = startupConfig.GetString("storage_plugin", "OpenSim.Data.SQLite.dll");
if (m_storageDll == "OpenSim.DataStore.MonoSqlite.dll")
{
m_storageDll = "OpenSim.Data.SQLite.dll";
Console.WriteLine("WARNING: OpenSim.DataStore.MonoSqlite.dll is deprecated. Set storage_plugin to OpenSim.Data.SQLite.dll.");
Thread.Sleep(3000);
}
m_storageConnectionString
= startupConfig.GetString("storage_connection_string", "URI=file:OpenSim.db,version=3");
m_storagePersistPrimInventories
= startupConfig.GetBoolean("storage_prim_inventories", true);
m_scriptEngine = startupConfig.GetString("script_engine", "OpenSim.Region.ScriptEngine.DotNetEngine.dll");
m_assetStorage = startupConfig.GetString("asset_database", "local");
}
IConfig standaloneConfig = m_config.Configs["StandAlone"];
if (standaloneConfig != null)
{
m_standaloneAuthenticate = standaloneConfig.GetBoolean("accounts_authenticate", false);
m_standaloneWelcomeMessage = standaloneConfig.GetString("welcome_message", "Welcome to OpenSim");
m_standaloneInventoryPlugin =
standaloneConfig.GetString("inventory_plugin", "OpenSim.Data.SQLite.dll");
m_standaloneInventorySource =
standaloneConfig.GetString("inventory_source","");
m_standaloneUserPlugin =
standaloneConfig.GetString("userDatabase_plugin", "OpenSim.Data.SQLite.dll");
m_standaloneUserSource =
standaloneConfig.GetString("user_source","");
m_standaloneAssetPlugin =
standaloneConfig.GetString("asset_plugin", "OpenSim.Data.SQLite.dll");
m_standaloneAssetSource =
standaloneConfig.GetString("asset_source","");
m_dumpAssetsToFile = standaloneConfig.GetBoolean("dump_assets_to_file", false);
}
m_networkServersInfo.loadFromConfiguration(m_config);
}
///
/// Performs initialisation of the scene, such as loading configuration from disk.
///
protected void InternalStartUp()
{
m_log.Info("[STARTUP]: Version " + m_version + "\n");
m_stats = StatsManager.StartCollectingSimExtraStats();
// Do baseclass startup sequence: OpenSim.Region.ClientStack.RegionApplicationBase.StartUp
// TerrainManager, StorageManager, HTTP Server
// This base will call abstract Initialize
base.StartUp();
// StandAlone mode? m_sandbox is determined by !startupConfig.GetBoolean("gridmode", false)
if (m_sandbox)
{
LocalInventoryService inventoryService = new LocalInventoryService();
inventoryService.AddPlugin(m_standaloneInventoryPlugin, m_standaloneInventorySource);
LocalUserServices userService =
new LocalUserServices(m_networkServersInfo, m_networkServersInfo.DefaultHomeLocX,
m_networkServersInfo.DefaultHomeLocY, inventoryService);
userService.AddPlugin(m_standaloneUserPlugin, m_standaloneUserSource);
LocalBackEndServices backendService = new LocalBackEndServices();
CommunicationsLocal localComms =
new CommunicationsLocal(m_networkServersInfo, m_httpServer, m_assetCache, userService,
inventoryService, backendService, backendService, m_dumpAssetsToFile);
m_commsManager = localComms;
m_loginService =
new LocalLoginService(userService, m_standaloneWelcomeMessage, localComms, m_networkServersInfo,
m_standaloneAuthenticate);
m_loginService.OnLoginToRegion += backendService.AddNewSession;
// set up XMLRPC handler for client's initial login request message
m_httpServer.AddXmlRPCHandler("login_to_simulator", m_loginService.XmlRpcLoginMethod);
// provides the web form login
m_httpServer.AddHTTPHandler("login", m_loginService.ProcessHTMLLogin);
// Provides the LLSD login
m_httpServer.SetLLSDHandler(m_loginService.LLSDLoginMethod);
CreateAccount = localComms.doCreate;
}
else
{
// We are in grid mode
m_commsManager = new CommunicationsOGS1(m_networkServersInfo, m_httpServer, m_assetCache);
m_httpServer.AddStreamHandler(new SimStatusHandler());
}
proxyUrl = ConfigSource.Configs["Network"].GetString("proxy_url", "");
proxyOffset = Int32.Parse(ConfigSource.Configs["Network"].GetString("proxy_offset", "0"));
// Create a ModuleLoader instance
m_moduleLoader = new ModuleLoader(m_config);
ExtensionNodeList nodes = AddinManager.GetExtensionNodes("/OpenSim/Startup");
foreach (TypeExtensionNode node in nodes)
{
m_log.InfoFormat("[PLUGINS]: Loading OpenSim application plugin {0}", node.Path);
IApplicationPlugin plugin = (IApplicationPlugin)node.CreateInstance();
plugin.Initialise(this);
m_plugins.Add(plugin);
}
}
protected override void Initialize()
{
//
// Called from base.StartUp()
//
m_httpServerPort = m_networkServersInfo.HttpListenerPort;
IAssetServer assetServer;
if (m_assetStorage == "grid")
{
assetServer = new GridAssetClient(m_networkServersInfo.AssetURL);
}
else
{
SQLAssetServer sqlAssetServer = new SQLAssetServer(m_standaloneAssetPlugin, m_standaloneAssetSource);
sqlAssetServer.LoadDefaultAssets();
assetServer = sqlAssetServer;
}
m_assetCache = new AssetCache(assetServer);
m_sceneManager.OnRestartSim += handleRestartRegion;
}
public LLUUID CreateUser(string tempfirstname, string templastname, string tempPasswd, uint regX, uint regY)
{
return m_commsManager.AddUser(tempfirstname,templastname,tempPasswd,regX,regY);
}
///
/// Execute the region creation process. This includes setting up scene infrastructure.
///
///
///
///
public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag)
{
return CreateRegion(regionInfo, portadd_flag, false);
}
///
/// Execute the region creation process. This includes setting up scene infrastructure.
///
///
///
///
public IClientNetworkServer CreateRegion(RegionInfo regionInfo)
{
return CreateRegion(regionInfo, false, true);
}
///
/// Execute the region creation process. This includes setting up scene infrastructure.
///
///
///
///
///
public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init)
{
int port = regionInfo.InternalEndPoint.Port;
// set initial RegionID to originRegionID in RegionInfo. (it needs for loding prims)
regionInfo.originRegionID = regionInfo.RegionID;
// set initial ServerURI
regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName
+ ":" + regionInfo.InternalEndPoint.Port.ToString();
regionInfo.HttpPort = m_httpServerPort;
if ((proxyUrl.Length > 0) && (portadd_flag))
{
// set proxy url to RegionInfo
regionInfo.proxyUrl = proxyUrl;
Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName);
}
IClientNetworkServer clientServer;
Scene scene = SetupScene(regionInfo, proxyOffset, out clientServer);
m_log.Info("[MODULES]: Loading Region's modules");
List 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);
//m_moduleLoader.PickupModules(scene, "ScriptEngines");
//m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", m_scriptEngine), scene);
if (string.IsNullOrEmpty(m_scriptEngine))
{
m_log.Info("[MODULES]: No script engien module specified");
}
else
{
m_log.Info("[MODULES]: Loading scripting engine modules");
foreach (string module in m_scriptEngine.Split(','))
{
string mod = module.Trim(" \t".ToCharArray()); // Clean up name
m_log.Info("[MODULES]: Loading scripting engine: " + mod);
try
{
m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", mod), scene);
}
catch (Exception ex)
{
m_log.Error("[MODULES]: Failed to load script engine: " + ex.ToString());
}
}
}
scene.SetModuleInterfaces();
//moved these here as the terrain texture has to be created after the modules are initialized
// and has to happen before the region is registered with the grid.
scene.CreateTerrainTexture(true);
try
{
scene.RegisterRegionWithGrid();
}
catch (Exception e)
{
m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e);
// Carrying on now causes a lot of confusion down the line - we need to get the user's attention
System.Environment.Exit(1);
}
// We need to do this after we've initialized the scripting engines.
scene.StartScripts();
scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
scene.EventManager.TriggerParcelPrimCountUpdate();
m_sceneManager.Add(scene);
m_clientServers.Add(clientServer);
m_regionData.Add(regionInfo);
clientServer.Start();
if (do_post_init)
{
foreach (IRegionModule module in modules)
{
module.PostInitialise();
}
}
return clientServer;
}
protected override StorageManager CreateStorageManager(string connectionstring)
{
return new StorageManager(m_storageDll, connectionstring, m_storagePersistPrimInventories);
}
protected override Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
AgentCircuitManager circuitManager)
{
SceneCommunicationService sceneGridService = new SceneCommunicationService(m_commsManager);
return
new Scene(regionInfo, circuitManager, m_commsManager, sceneGridService, m_assetCache,
storageManager, m_httpServer,
m_moduleLoader, m_dumpAssetsToFile, m_physicalPrim, m_see_into_region_from_neighbor, m_config,
m_version);
}
public void handleRestartRegion(RegionInfo whichRegion)
{
m_log.Error("[OPENSIM MAIN]: Got restart signal from SceneManager");
// Shutting down the client server
bool foundClientServer = false;
int clientServerElement = 0;
for (int i = 0; i < m_clientServers.Count; i++)
{
if (m_clientServers[i].HandlesRegion(new Location(whichRegion.RegionHandle)))
{
clientServerElement = i;
foundClientServer = true;
break;
}
}
if (foundClientServer)
{
m_clientServers[clientServerElement].Server.Close();
m_clientServers.RemoveAt(clientServerElement);
}
//Removing the region from the sim's database of regions..
int RegionHandleElement = -1;
for (int i = 0; i < m_regionData.Count; i++)
{
if (whichRegion.RegionHandle == m_regionData[i].RegionHandle)
{
RegionHandleElement = i;
}
}
if (RegionHandleElement >= 0)
{
m_regionData.RemoveAt(RegionHandleElement);
}
CreateRegion(whichRegion, true);
}
# region Setup methods
protected override PhysicsScene GetPhysicsScene()
{
return GetPhysicsScene(m_physicsEngine, m_meshEngineName, m_config);
}
///
/// Handler to supply the current status of this sim
///
/// Currently this is always OK if the simulator is still listening for connections on its HTTP service
///
protected class SimStatusHandler : IStreamedRequestHandler
{
public byte[] Handle(string path, Stream request,
OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
return Encoding.UTF8.GetBytes("OK");
}
public string ContentType
{
get { return "text/plain"; }
}
public string HttpMethod
{
get { return "GET"; }
}
public string Path
{
get { return "/simstatus/"; }
}
}
#endregion
///
/// Performs any last-minute sanity checking and shuts down the region server
///
public override void Shutdown()
{
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");
m_sceneManager.Close();
base.Shutdown();
}
///
/// Get the start time and up time of Region server
///
/// The first out parameter describing when the Region server started
/// The second out parameter describing how long the Region server has run
public void GetRunTime(out string starttime, out string uptime)
{
starttime = m_startuptime.ToString();
uptime = (DateTime.Now - m_startuptime).ToString();
}
///
/// Get the number of the avatars in the Region server
///
/// The first out parameter describing the number of all the avatars in the Region server
public void GetAvatarNumber(out int usernum)
{
usernum = m_sceneManager.GetCurrentSceneAvatars().Count;
}
///
/// Get the number of regions
///
/// The first out parameter describing the number of regions
public void GetRegionNumber(out int regionnum)
{
regionnum = m_sceneManager.Scenes.Count;
}
}
}