using System; using libsecondlife; using libsecondlife.Packets; using System.Collections.Generic; using System.Text; using System.Reflection; using System.IO; using PhysicsSystem; using GridInterfaces; namespace OpenSim.world { public class World : ILocalStorageReceiver { public Dictionary Entities; public float[] LandMap; public ScriptEngine Scripts; public uint _localNumber=0; private PhysicsScene phyScene; private float timeStep= 0.1f; private libsecondlife.TerrainManager TerrainManager; public ILocalStorage localStorage; private Random Rand = new Random(); private uint _primCount = 702000; private int storageCount; public World() { ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance"); Entities = new Dictionary(); ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating LandMap"); TerrainManager = new TerrainManager(new SecondLife()); Avatar.SetupTemplate("avatar-template.dat"); // ServerConsole.MainConsole.Instance.WriteLine("World.cs - Creating script engine instance"); // Initialise this only after the world has loaded // Scripts = new ScriptEngine(this); } public PhysicsScene PhysScene { set { this.phyScene = value; } get { return(this.phyScene); } } public void Update() { if(this.phyScene.IsThreaded) { this.phyScene.GetResults(); } foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].addForces(); } this.phyScene.Simulate(timeStep); foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].update(); } //backup world data this.storageCount++; if(storageCount> 1200) //set to how often you want to backup (currently set for about every 2 minutes) { this.Backup(); storageCount =0; } } public bool LoadStorageDLL(string dllName) { 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; break; } typeInterface = null; } } } pluginAssembly = null; this.localStorage = store; return(store == null); } public void LoadPrimsFromStorage() { ServerConsole.MainConsole.Instance.WriteLine("World.cs: LoadPrimsFromStorage() - Loading primitives"); this.localStorage.LoadPrimitives(this); } public void PrimFromStorage(PrimStorage prim) { if(prim.LocalID >= this._primCount) { _primCount = prim.LocalID + 1; } ServerConsole.MainConsole.Instance.WriteLine("World.cs: PrimFromStorage() - Reloading prim (localId "+ prim.LocalID+ " ) from storage"); Primitive nPrim = new Primitive(); nPrim.CreateFromStorage(prim); this.Entities.Add(nPrim.uuid, nPrim); } public void Close() { this.localStorage.ShutDown(); } public void SendLayerData(OpenSimClient RemoteClient) { int[] patches = new int[4]; for (int y = 0; y < 16; y++) { for (int x = 0; x < 16; x = x + 4) { patches[0] = x + 0 + y * 16; patches[1] = x + 1 + y * 16; patches[2] = x + 2 + y * 16; patches[3] = x + 3 + y * 16; Packet layerpack = TerrainManager.CreateLandPacket(LandMap, patches); RemoteClient.OutPacket(layerpack); } } } public void GetInitialPrims(OpenSimClient RemoteClient) { foreach (libsecondlife.LLUUID UUID in Entities.Keys) { if(Entities[UUID].ToString()== "OpenSim.world.Primitive") { ((OpenSim.world.Primitive)Entities[UUID]).UpdateClient(RemoteClient); } } } public void AddViewerAgent(OpenSimClient AgentClient) { ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent"); Avatar NewAvatar = new Avatar(AgentClient); ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world"); ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake "); NewAvatar.SendRegionHandshake(this); NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z)); //this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user this.Entities.Add(AgentClient.AgentID, NewAvatar); } public void AddNewPrim(ObjectAddPacket addPacket, OpenSimClient AgentClient) { ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim"); Primitive prim = new Primitive(); prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount); this.Entities.Add(prim.uuid, prim); this._primCount++; } public bool Backup() { /* TODO: Save the current world entities state. */ ServerConsole.MainConsole.Instance.WriteLine("World.cs: Backup() - Backing up Primitives"); foreach (libsecondlife.LLUUID UUID in Entities.Keys) { Entities[UUID].BackUp(); } return true; } } }