/* * Copyright (c) Contributors, http://www.openmetaverse.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.Threading; using System.Timers; using libsecondlife; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Console; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Servers; using OpenSim.Framework.Types; using OpenSim.Physics.Manager; using OpenSim.Region.Caches; using OpenSim.Region.Environment.LandManagement; using OpenSim.Region.Scripting; using OpenSim.Region.Terrain; using Caps=OpenSim.Region.Capabilities.Caps; using Timer=System.Timers.Timer; namespace OpenSim.Region.Environment.Scenes { public delegate bool FilterAvatarList(ScenePresence avatar); public delegate void ForEachScenePresenceDelegate(ScenePresence presence); public partial class Scene : SceneBase, ILocalStorageReceiver { protected Timer m_heartbeatTimer = new Timer(); protected Dictionary Avatars; protected Dictionary Prims; protected PhysicsScene phyScene; protected float timeStep = 0.1f; private Random Rand = new Random(); private uint _primCount = 702000; private Mutex _primAllocateMutex = new Mutex(false); private int storageCount; private int landPrimCheckCount; private Mutex updateLock; protected AgentCircuitManager authenticateHandler; protected RegionCommsListener regionCommsHost; protected CommunicationsManager commsManager; protected StorageManager storageManager; protected Dictionary capsHandlers = new Dictionary(); protected BaseHttpServer httpListener; #region Properties /// /// /// public PhysicsScene PhysScene { set { phyScene = value; } get { return (phyScene); } } private LandManager m_LandManager; public LandManager LandManager { get { return m_LandManager; } } private EstateManager m_estateManager; public EstateManager EstateManager { get { return m_estateManager; } } private EventManager m_eventManager; public EventManager EventManager { get { return m_eventManager; } } private ScriptManager m_scriptManager; public ScriptManager ScriptManager { get { return m_scriptManager; } } public Dictionary Objects { get { return Prims; } } #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 Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer) { updateLock = new Mutex(false); authenticateHandler = authen; commsManager = commsMan; storageManager = storeManager; assetCache = assetCach; m_regInfo = regInfo; m_regionHandle = m_regInfo.RegionHandle; m_regionName = m_regInfo.RegionName; m_datastore = m_regInfo.DataStore; RegisterRegionWithComms(); m_LandManager = new LandManager(this, m_regInfo); m_estateManager = new EstateManager(this, m_regInfo); m_scriptManager = new ScriptManager(this); m_eventManager = new EventManager(); m_eventManager.OnParcelPrimCountAdd += new EventManager.OnParcelPrimCountAddDelegate(m_LandManager.addPrimToLandPrimCounts); MainLog.Instance.Verbose("World.cs - creating new entitities instance"); Entities = new Dictionary(); Avatars = new Dictionary(); Prims = new Dictionary(); MainLog.Instance.Verbose("World.cs - loading objects from datastore"); List PrimsFromDB = storageManager.DataStore.LoadObjects(); foreach (SceneObject prim in PrimsFromDB) { AddEntity(prim); } MainLog.Instance.Verbose("World.cs - loaded " + PrimsFromDB.Count.ToString() + " object(s)"); MainLog.Instance.Verbose("World.cs - creating LandMap"); Terrain = new TerrainEngine(); ScenePresence.LoadAnims(); httpListener = httpServer; } #endregion #region Script Handling Methods public void SendCommandToScripts(string[] args) { m_eventManager.TriggerOnScriptConsole(args); } #endregion /// /// /// public void StartTimer() { m_heartbeatTimer.Enabled = true; m_heartbeatTimer.Interval = 100; m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); } #region Update Methods /// /// Performs per-frame updates regularly /// /// /// private void Heartbeat(object sender, EventArgs e) { Update(); } /// /// Performs per-frame updates on the world, this should be the central world loop /// public override void Update() { updateLock.WaitOne(); try { if (phyScene.IsThreaded) { phyScene.GetResults(); } foreach (LLUUID UUID in Entities.Keys) { Entities[UUID].updateMovement(); } lock (m_syncRoot) { phyScene.Simulate(timeStep); } foreach (LLUUID UUID in Entities.Keys) { Entities[UUID].Update(); } // General purpose event manager m_eventManager.TriggerOnFrame(); //backup world data storageCount++; if (storageCount > 1200) //set to how often you want to backup { Backup(); storageCount = 0; } landPrimCheckCount++; if (landPrimCheckCount > 50) //check every 5 seconds for tainted prims { if (m_LandManager.landPrimCountTainted) { //Perform land update of prim count performParcelPrimCountUpdate(); landPrimCheckCount = 0; } } } catch (Exception e) { MainLog.Instance.Warn("World.cs: Update() - Failed with exception " + e.ToString()); } updateLock.ReleaseMutex(); } /// /// /// /// public bool Backup() { EventManager.TriggerOnBackup(storageManager.DataStore); return true; } #endregion #region Regenerate Terrain /// /// Rebuilds the terrain using a procedural algorithm /// public void RegenerateTerrain() { try { Terrain.hills(); lock (m_syncRoot) { phyScene.SetTerrain(Terrain.getHeights1D()); } storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); ForEachScenePresence(delegate(ScenePresence presence) { SendLayerData(presence.ControllingClient); }); foreach (LLUUID UUID in Entities.Keys) { Entities[UUID].LandRenegerated(); } } catch (Exception e) { MainLog.Instance.Warn("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 { Terrain.setHeights2D(newMap); lock (m_syncRoot) { phyScene.SetTerrain(Terrain.getHeights1D()); } storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); ForEachScenePresence(delegate(ScenePresence presence) { SendLayerData(presence.ControllingClient); }); foreach (LLUUID UUID in Entities.Keys) { Entities[UUID].LandRenegerated(); } } catch (Exception e) { MainLog.Instance.Warn("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 */ ForEachScenePresence(delegate(ScenePresence presence) { SendLayerData(pointx, pointy, presence.ControllingClient); }); } } catch (Exception e) { MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString()); } } #endregion #region Load Terrain /// /// Loads the World heightmap /// /// public override void LoadWorldMap() { try { double[,] map = storageManager.DataStore.LoadTerrain(); if (map == null) { if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile)) { Console.WriteLine("No default terrain, procedurally generating..."); Terrain.hills(); storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); } else { try { Terrain.loadFromFileF32(m_regInfo.estateSettings.terrainFile); Terrain *= m_regInfo.estateSettings.terrainMultiplier; } catch { Console.WriteLine("Unable to load default terrain, procedurally generating instead..."); Terrain.hills(); } storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); } } else { Terrain.setHeights2D(map); } CreateTerrainTexture(); } catch (Exception e) { MainLog.Instance.Warn("World.cs: LoadWorldMap() - Failed with exception " + e.ToString()); } } /// /// /// public void CreateTerrainTexture() { //create a texture asset of the terrain byte[] data = Terrain.exportJpegImage("defaultstripe.png"); m_regInfo.estateSettings.terrainImageID = LLUUID.Random(); AssetBase asset = new AssetBase(); asset.FullID = m_regInfo.estateSettings.terrainImageID; asset.Data = data; asset.Name = "terrainImage"; asset.Type = 0; assetCache.AddAsset(asset); } #endregion #region Primitives Methods /// /// Loads the World's objects /// public void LoadPrimsFromStorage() { MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives"); localStorage.LoadPrimitives(this); } /// /// Loads a specific object from storage /// /// The object to load public void PrimFromStorage(PrimData prim) { } /// /// Returns a new unallocated primitive ID /// /// A brand new primitive ID public uint PrimIDAllocate() { uint myID; _primAllocateMutex.WaitOne(); ++_primCount; myID = _primCount; _primAllocateMutex.ReleaseMutex(); return myID; } /// /// /// /// /// public void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape) { SceneObject sceneOb = new SceneObject(this, m_eventManager, ownerID, PrimIDAllocate(), pos, shape); AddEntity(sceneOb); } public void RemovePrim(uint localID, LLUUID avatar_deleter) { foreach (EntityBase obj in Entities.Values) { if (obj is SceneObject) { if (((SceneObject) obj).LocalId == localID) { RemoveEntity((SceneObject) obj); return; } } } } public void AddEntity(SceneObject sceneObject) { Entities.Add(sceneObject.rootUUID, sceneObject); } public void RemoveEntity(SceneObject sceneObject) { if (Entities.ContainsKey(sceneObject.rootUUID)) { m_LandManager.removePrimFromLandPrimCounts(sceneObject); Entities.Remove(sceneObject.rootUUID); m_LandManager.setPrimsTainted(); } } /// /// Called by a prim when it has been created/cloned, so that its events can be subscribed to /// /// public void AcknowledgeNewPrim(Primitive prim) { prim.OnPrimCountTainted += m_LandManager.setPrimsTainted; } #endregion #region Add/Remove Avatar Methods /// /// /// /// /// public override void AddNewClient(IClientAPI client, bool child) { SubscribeToClientEvents(client); m_estateManager.sendRegionHandshake(client); CreateAndAddScenePresence(client); m_LandManager.sendParcelOverlay(client); } protected virtual void SubscribeToClientEvents(IClientAPI client) { client.OnRegionHandShakeReply += SendLayerData; //remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims); client.OnChatFromViewer += SimChat; client.OnInstantMessage += InstantMessage; client.OnRequestWearables += InformClientOfNeighbours; client.OnAddPrim += AddNewPrim; client.OnUpdatePrimGroupPosition += UpdatePrimPosition; client.OnUpdatePrimSinglePosition += UpdatePrimSinglePosition; client.OnUpdatePrimGroupRotation += UpdatePrimRotation; client.OnUpdatePrimGroupMouseRotation += UpdatePrimRotation; client.OnUpdatePrimSingleRotation += UpdatePrimSingleRotation; client.OnUpdatePrimScale += UpdatePrimScale; client.OnUpdateExtraParams += UpdateExtraParam; client.OnUpdatePrimShape += UpdatePrimShape; client.OnRequestMapBlocks += RequestMapBlocks; client.OnUpdatePrimTexture += UpdatePrimTexture; client.OnTeleportLocationRequest += RequestTeleportLocation; client.OnObjectSelect += SelectPrim; client.OnObjectDeselect += DeselectPrim; client.OnGrapUpdate += MoveObject; client.OnNameFromUUIDRequest += commsManager.HandleUUIDNameRequest; client.OnObjectDescription += PrimDescription; client.OnObjectName += PrimName; client.OnLinkObjects += LinkObjects; client.OnObjectDuplicate += DuplicateObject; client.OnParcelPropertiesRequest += new ParcelPropertiesRequest(m_LandManager.handleParcelPropertiesRequest); client.OnParcelDivideRequest += new ParcelDivideRequest(m_LandManager.handleParcelDivideRequest); client.OnParcelJoinRequest += new ParcelJoinRequest(m_LandManager.handleParcelJoinRequest); client.OnParcelPropertiesUpdateRequest += new ParcelPropertiesUpdateRequest(m_LandManager.handleParcelPropertiesUpdateRequest); client.OnParcelSelectObjects += new ParcelSelectObjects(m_LandManager.handleParcelSelectObjectsRequest); client.OnParcelObjectOwnerRequest += new ParcelObjectOwnerRequest(m_LandManager.handleParcelObjectOwnersRequest); client.OnEstateOwnerMessage += new EstateOwnerMessageRequest(m_estateManager.handleEstateOwnerMessage); } protected ScenePresence CreateAndAddScenePresence(IClientAPI client) { ScenePresence newAvatar = null; MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent"); newAvatar = new ScenePresence(client, this, m_regInfo); MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Adding new avatar to world"); MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Starting RegionHandshake "); PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z); lock (m_syncRoot) { newAvatar.PhysActor = phyScene.AddAvatar(pVec); } lock (Entities) { if (!Entities.ContainsKey(client.AgentId)) { Entities.Add(client.AgentId, newAvatar); } else { Entities[client.AgentId] = newAvatar; } } lock (Avatars) { if (Avatars.ContainsKey(client.AgentId)) { Avatars[client.AgentId] = newAvatar; } else { Avatars.Add(client.AgentId, newAvatar); } } newAvatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement; return newAvatar; } /// /// /// /// public override void RemoveClient(LLUUID agentID) { m_eventManager.TriggerOnRemovePresence(agentID); ScenePresence avatar = RequestAvatar(agentID); ForEachScenePresence( delegate(ScenePresence presence) { presence.ControllingClient.SendKillObject(avatar.RegionHandle, avatar.LocalId); }); lock (Avatars) { if (Avatars.ContainsKey(agentID)) { Avatars.Remove(agentID); } } lock (Entities) { if (Entities.ContainsKey(agentID)) { Entities.Remove(agentID); } } // TODO: Add the removal from physics ? 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. /// /// Request a List of all Avatars in this World /// /// public List RequestAvatarList() { List result = new List(); foreach (ScenePresence avatar in Avatars.Values) { result.Add(avatar); } return result; } /// /// Request a filtered list of Avatars in this World /// /// public List RequestAvatarList(FilterAvatarList filter) { List result = new List(); foreach (ScenePresence avatar in Avatars.Values) { if (filter(avatar)) { result.Add(avatar); } } return result; } /// /// Request a Avatar by UUID /// /// /// public ScenePresence RequestAvatar(LLUUID avatarID) { if (Avatars.ContainsKey(avatarID)) { return Avatars[avatarID]; } return null; } /// /// /// /// public void ForEachScenePresence(ForEachScenePresenceDelegate whatToDo) { foreach (ScenePresence presence in Avatars.Values) { whatToDo(presence); } } #endregion /// /// /// /// /// public bool DeleteEntity(LLUUID entID) { if (Entities.ContainsKey(entID)) { Entities.Remove(entID); return true; } return false; } public void SendAllSceneObjectsToClient(IClientAPI client) { foreach (EntityBase ent in Entities.Values) { if (ent is SceneObject) { ((SceneObject) ent).SendAllChildPrimsToClient(client); } } } #region RegionCommsHost /// /// /// public void RegisterRegionWithComms() { regionCommsHost = commsManager.GridServer.RegisterRegion(m_regInfo); if (regionCommsHost != null) { regionCommsHost.OnExpectUser += NewUserConnection; regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing; } } /// /// /// /// /// 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 == m_regInfo.RegionHandle) { if (agent.CapsPath != "") { //Console.WriteLine("new user, so creating caps handler for it"); Caps cap = new Caps(assetCache, httpListener, m_regInfo.ExternalHostName, m_regInfo.ExternalEndPoint.Port, agent.CapsPath, agent.AgentID); cap.RegisterHandlers(); if (capsHandlers.ContainsKey(agent.AgentID)) { MainLog.Instance.Warn("Adding duplicate CAPS entry for user " + agent.AgentID.ToStringHyphenated()); capsHandlers[agent.AgentID] = cap; } else { capsHandlers.Add(agent.AgentID, cap); } } authenticateHandler.AddNewCircuit(agent.circuitcode, agent); } } public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position) { if (regionHandle == m_regInfo.RegionHandle) { if (Avatars.ContainsKey(agentID)) { Avatars[agentID].MakeAvatar(position); } } } /// /// /// public void InformClientOfNeighbours(IClientAPI remoteClient) { List neighbours = commsManager.GridServer.RequestNeighbours(m_regInfo); if (neighbours != null) { for (int i = 0; i < neighbours.Count; i++) { AgentCircuitData agent = remoteClient.RequestClientInfo(); agent.BaseFolder = LLUUID.Zero; agent.InventoryFolder = LLUUID.Zero; agent.startpos = new LLVector3(128, 128, 70); agent.child = true; commsManager.InterRegion.InformRegionOfChildAgent(neighbours[i].RegionHandle, agent); remoteClient.InformClientOfNeighbour(neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint); //this.capsHandlers[remoteClient.AgentId].CreateEstablishAgentComms("", System.Net.IPAddress.Parse(neighbours[i].CommsIPListenAddr) + ":" + neighbours[i].CommsIPListenPort); } } } /// /// /// /// /// public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle) { return commsManager.GridServer.RequestNeighbourInfo(regionHandle); } /// /// /// /// /// /// /// public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY) { List mapBlocks; mapBlocks = commsManager.GridServer.RequestNeighbourMapBlocks(minX, minY, maxX, maxY); remoteClient.SendMapBlock(mapBlocks); } /// /// /// /// /// /// /// /// public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags) { if (regionHandle == m_regionHandle) { if (Avatars.ContainsKey(remoteClient.AgentId)) { remoteClient.SendTeleportLocationStart(); remoteClient.SendLocalTeleport(position, lookAt, flags); Avatars[remoteClient.AgentId].Teleport(position); } } else { RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle); if (reg != null) { remoteClient.SendTeleportLocationStart(); AgentCircuitData agent = remoteClient.RequestClientInfo(); agent.BaseFolder = LLUUID.Zero; agent.InventoryFolder = LLUUID.Zero; agent.startpos = new LLVector3(128, 128, 70); agent.child = true; commsManager.InterRegion.InformRegionOfChildAgent(regionHandle, agent); commsManager.InterRegion.ExpectAvatarCrossing(regionHandle, remoteClient.AgentId, position); remoteClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4)); } } } /// /// /// /// /// /// public bool InformNeighbourOfCrossing(ulong regionhandle, LLUUID agentID, LLVector3 position) { return commsManager.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position); } public void performParcelPrimCountUpdate() { m_LandManager.resetAllLandPrimCounts(); m_eventManager.TriggerParcelPrimCountUpdate(); m_LandManager.finalizeLandPrimCountUpdate(); m_LandManager.landPrimCountTainted = false; } #endregion } }