/* * 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 OpenSim.Framework.Console; namespace OpenSim.Region.Physics.Manager { /// /// Description of MyClass. /// public class PhysicsPluginManager { private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private Dictionary _PhysPlugins = new Dictionary(); private Dictionary _MeshPlugins = new Dictionary(); public PhysicsPluginManager() { } public PhysicsScene GetPhysicsScene(string physEngineName, string meshEngineName) { if (String.IsNullOrEmpty(physEngineName)) { return PhysicsScene.Null; } if (String.IsNullOrEmpty(meshEngineName)) { return PhysicsScene.Null; } IMesher meshEngine = null; if (_MeshPlugins.ContainsKey(meshEngineName)) { m_log.Info("[PHYSICS]: creating meshing engine " + meshEngineName); meshEngine = _MeshPlugins[meshEngineName].GetMesher(); } else { m_log.WarnFormat("[PHYSICS]: couldn't find meshingEngine: {0}", meshEngineName); throw new ArgumentException(String.Format("couldn't find meshingEngine: {0}", meshEngineName)); } if (_PhysPlugins.ContainsKey(physEngineName)) { m_log.Info("[PHYSICS]: creating " + physEngineName); PhysicsScene result = _PhysPlugins[physEngineName].GetScene(); result.Initialise(meshEngine); return result; } else { m_log.WarnFormat("[PHYSICS]: couldn't find physicsEngine: {0}", physEngineName); throw new ArgumentException(String.Format("couldn't find physicsEngine: {0}", physEngineName)); } } public void LoadPlugins() { // Load "plugins", that are hard coded and not existing in form of an external lib IMeshingPlugin plugHard; plugHard = new ZeroMesherPlugin(); _MeshPlugins.Add(plugHard.GetName(), plugHard); m_log.Info("[PHYSICS]: Added meshing engine: " + plugHard.GetName()); // And now walk all assemblies (DLLs effectively) and see if they are home // of a plugin that is of interest for us string path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Physics"); string[] pluginFiles = Directory.GetFiles(path, "*.dll"); for (int i = 0; i < pluginFiles.Length; i++) { AddPlugin(pluginFiles[i]); } } private void AddPlugin(string FileName) { // TODO / NOTE // The assembly named 'OpenSim.Region.Physics.BasicPhysicsPlugin' was loaded from // 'file:///C:/OpenSim/trunk2/bin/Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll' // using the LoadFrom context. The use of this context can result in unexpected behavior // for serialization, casting and dependency resolution. In almost all cases, it is recommended // that the LoadFrom context be avoided. This can be done by installing assemblies in the // Global Assembly Cache or in the ApplicationBase directory and using Assembly. // Load when explicitly loading assemblies. Assembly pluginAssembly = Assembly.LoadFrom(FileName); foreach (Type pluginType in pluginAssembly.GetTypes()) { if (pluginType.IsPublic) { if (!pluginType.IsAbstract) { Type physTypeInterface = pluginType.GetInterface("IPhysicsPlugin", true); if (physTypeInterface != null) { IPhysicsPlugin plug = (IPhysicsPlugin) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); plug.Init(); _PhysPlugins.Add(plug.GetName(), plug); m_log.Info("[PHYSICS]: Added physics engine: " + plug.GetName()); } Type meshTypeInterface = pluginType.GetInterface("IMeshingPlugin", true); if (meshTypeInterface != null) { IMeshingPlugin plug = (IMeshingPlugin) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); _MeshPlugins.Add(plug.GetName(), plug); m_log.Info("[PHYSICS]: Added meshing engine: " + plug.GetName()); } physTypeInterface = null; meshTypeInterface = null; } } } pluginAssembly = null; } //--- public static void PhysicsPluginMessage(string message, bool isWarning) { if (isWarning) { m_log.Warn("[PHYSICS]: " + message); } else { m_log.Info("[PHYSICS]: " + message); } } //--- } public interface IPhysicsPlugin { bool Init(); PhysicsScene GetScene(); string GetName(); void Dispose(); } public interface IMeshingPlugin { string GetName(); IMesher GetMesher(); } }