/* * 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.Net; using libsecondlife; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; using OpenSim.Region.Environment; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.ClientStack { public abstract class RegionApplicationBase { protected AssetCache m_assetCache; protected Dictionary m_clientCircuits = new Dictionary(); protected DateTime m_startuptime; protected NetworkServersInfo m_networkServersInfo; protected BaseHttpServer m_httpServer; protected uint m_httpServerPort; protected LogBase m_log; protected CommunicationsManager m_commsManager; protected SceneManager m_sceneManager = new SceneManager(); protected StorageManager m_storageManager; protected string m_storageConnectionString; // An attribute to indicate whether prim inventories should be persisted. // Probably will be temporary until this stops being experimental. protected bool m_storagePersistPrimInventories; public SceneManager SceneManager { get { return m_sceneManager; } } public RegionApplicationBase() { m_startuptime = DateTime.Now; } public virtual void StartUp() { ClientView.TerrainManager = new TerrainManager(new SecondLife()); m_storageManager = CreateStorageManager(m_storageConnectionString); Initialize(); m_httpServer = new BaseHttpServer(m_httpServerPort); m_log.Status("REGION", "Starting HTTP server"); m_httpServer.Start(); } protected abstract void Initialize(); protected void StartLog() { m_log = CreateLog(); MainLog.Instance = m_log; } protected abstract LogBase CreateLog(); protected abstract PhysicsScene GetPhysicsScene(); protected abstract StorageManager CreateStorageManager(string connectionstring); protected PhysicsScene GetPhysicsScene(string engine, string meshEngine) { PhysicsPluginManager physicsPluginManager; physicsPluginManager = new PhysicsPluginManager(); physicsPluginManager.LoadPlugins(); return physicsPluginManager.GetPhysicsScene(engine, meshEngine); } protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions) { 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; udpServer = new UDPServer(listenIP, ref port, regionInfo.m_allow_alternate_ports, m_assetCache, m_log, circuitManager); regionInfo.InternalEndPoint.Port = (int)port; Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager); udpServer.LocalScene = scene; scene.LoadWorldMap(); scene.RegisterRegionWithGrid(); scene.PhysicsScene = GetPhysicsScene(); scene.PhysicsScene.SetTerrain(scene.Terrain.GetHeights1D()); //Master Avatar Setup UserProfileData masterAvatar; if (scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero) { masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID); } else { masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName, scene.RegionInfo.MasterAvatarSandboxPassword); } if (masterAvatar != null) { m_log.Verbose("PARCEL", "Found master avatar [" + masterAvatar.UUID.ToString() + "]"); scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID; } else { m_log.Verbose("PARCEL", "No master avatar found, using null."); scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero; } scene.LoadPrimsFromStorage(m_permissions); scene.loadAllLandObjectsFromStorage(); scene.performParcelPrimCountUpdate(); scene.StartTimer(); return scene; } protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager, AgentCircuitManager circuitManager); } }