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|
/*
* 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 log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
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.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
namespace OpenSim
{
/// <summary>
/// Common OpenSim simulator code
/// </summary>
public class OpenSimBase : RegionApplicationBase
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// These are the names of the plugin-points extended by this
// class during system startup.
private const string PLUGIN_ASSET_CACHE = "/OpenSim/AssetCache";
private const string PLUGIN_ASSET_SERVER_CLIENT = "/OpenSim/AssetClient";
protected string proxyUrl;
protected int proxyOffset = 0;
protected bool m_autoCreateClientStack = true;
/// <summary>
/// The file used to load and save prim backup xml if no filename has been specified
/// </summary>
protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml";
/// <summary>
/// The file used to load and save an opensim archive if no filename has been specified
/// </summary>
protected const string DEFAULT_OAR_BACKUP_FILENAME = "scene.oar.tar.gz";
public ConfigSettings ConfigurationSettings
{
get { return m_configSettings; }
set { m_configSettings = value; }
}
protected ConfigSettings m_configSettings;
protected ConfigurationLoader m_configLoader;
protected GridInfoService m_gridInfoService;
public ConsoleCommand CreateAccount = null;
protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
/// <value>
/// The config information passed into the OpenSim region server.
/// </value>
public OpenSimConfigSource ConfigSource
{
get { return m_config; }
set { m_config = value; }
}
protected OpenSimConfigSource m_config;
public List<IClientNetworkServer> ClientServers
{
get { return m_clientServers; }
}
protected List<IClientNetworkServer> m_clientServers = new List<IClientNetworkServer>();
public new BaseHttpServer HttpServer
{
get { return m_httpServer; }
}
public uint HttpServerPort
{
get { return m_httpServerPort; }
}
public ModuleLoader ModuleLoader
{
get { return m_moduleLoader; }
set { m_moduleLoader = value; }
}
protected ModuleLoader m_moduleLoader;
protected IRegistryCore m_applicationRegistry = new RegistryCore();
public IRegistryCore ApplicationRegistry
{
get { return m_applicationRegistry; }
}
/// <summary>
/// Constructor.
/// </summary>
/// <param name="configSource"></param>
public OpenSimBase(IConfigSource configSource) : base()
{
LoadConfigSettings(configSource);
}
protected virtual void LoadConfigSettings(IConfigSource configSource)
{
m_configLoader = new ConfigurationLoader();
m_config = m_configLoader.LoadConfigSettings(configSource, out m_configSettings, out m_networkServersInfo);
ReadExtraConfigSettings();
}
protected virtual void ReadExtraConfigSettings()
{
IConfig networkConfig = m_config.Source.Configs["Network"];
if (networkConfig != null)
{
proxyUrl = networkConfig.GetString("proxy_url", "");
proxyOffset = Int32.Parse(networkConfig.GetString("proxy_offset", "0"));
}
}
protected virtual void LoadPlugins()
{
PluginLoader<IApplicationPlugin> loader =
new PluginLoader<IApplicationPlugin>(new ApplicationPluginInitialiser(this));
loader.Load("/OpenSim/Startup");
m_plugins = loader.Plugins;
}
protected override List<string> GetHelpTopics()
{
List<string> topics = base.GetHelpTopics();
Scene s = SceneManager.CurrentOrFirstScene;
if (s != null && s.GetCommanders() != null)
topics.AddRange(s.GetCommanders().Keys);
return topics;
}
/// <summary>
/// Performs startup specific to the region server, including initialization of the scene
/// such as loading configuration from disk.
/// </summary>
protected override void StartupSpecific()
{
base.StartupSpecific();
m_stats = StatsManager.StartCollectingSimExtraStats();
// Create a ModuleLoader instance
m_moduleLoader = new ModuleLoader(m_config.Source);
LoadPlugins();
foreach (IApplicationPlugin plugin in m_plugins)
{
plugin.PostInitialise();
}
// Only enable logins to the regions once we have completely finished starting up (apart from scripts)
if ((m_commsManager != null) && (m_commsManager.GridService != null))
{
m_commsManager.GridService.RegionLoginsEnabled = true;
}
AddPluginCommands();
}
protected virtual void AddPluginCommands()
{
// If console exists add plugin commands.
if (m_console != null)
{
List<string> topics = GetHelpTopics();
foreach (string topic in topics)
{
m_console.Commands.AddCommand("plugin", false, "help " + topic,
"help " + topic,
"Get help on plugin command '" + topic + "'",
HandleCommanderHelp);
m_console.Commands.AddCommand("plugin", false, topic,
topic,
"Execute subcommand for plugin '" + topic + "'",
null);
ICommander commander = null;
Scene s = SceneManager.CurrentOrFirstScene;
if (s != null && s.GetCommanders() != null)
{
if (s.GetCommanders().ContainsKey(topic))
commander = s.GetCommanders()[topic];
}
if (commander == null)
continue;
foreach (string command in commander.Commands.Keys)
{
m_console.Commands.AddCommand(topic, false,
topic + " " + command,
topic + " " + commander.Commands[command].ShortHelp(),
String.Empty, HandleCommanderCommand);
}
}
}
}
private void HandleCommanderCommand(string module, string[] cmd)
{
m_sceneManager.SendCommandToPluginModules(cmd);
}
private void HandleCommanderHelp(string module, string[] cmd)
{
// Only safe for the interactive console, since it won't
// let us come here unless both scene and commander exist
//
ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1]);
if (moduleCommander != null)
m_console.Notice(moduleCommander.Help);
}
protected override void Initialize()
{
// Called from base.StartUp()
m_httpServerPort = m_networkServersInfo.HttpListenerPort;
InitialiseAssetCache();
m_sceneManager.OnRestartSim += handleRestartRegion;
}
/// <summary>
/// Initialises the asset cache. This supports legacy configuration values
/// to ensure consistent operation, but values outside of that namespace
/// are handled by the more generic resolution mechanism provided by
/// the ResolveAssetServer virtual method. If extended resolution fails,
/// then the normal default action is taken.
/// Creation of the AssetCache is handled by ResolveAssetCache. This
/// function accepts a reference to the instantiated AssetServer and
/// returns an IAssetCache implementation, if possible. This is a virtual
/// method.
/// </summary>
protected virtual void InitialiseAssetCache()
{
LegacyAssetClientPluginInitialiser linit = null;
CryptoAssetClientPluginInitialiser cinit = null;
AssetClientPluginInitialiser init = null;
IAssetServer assetServer = null;
string mode = m_configSettings.AssetStorage;
if (mode == null | mode == String.Empty)
mode = "default";
// If "default" is specified, then the value is adjusted
// according to whether or not the server is running in
// standalone mode.
if (mode.ToLower() == "default")
{
if (m_configSettings.Standalone == false)
mode = "grid";
else
mode = "local";
}
switch (mode.ToLower())
{
// If grid is specified then the grid server is chose regardless
// of whether the server is standalone.
case "grid" :
linit = new LegacyAssetClientPluginInitialiser(m_configSettings, m_networkServersInfo.AssetURL);
assetServer = loadAssetServer("Grid", linit);
break;
// If cryptogrid is specified then the cryptogrid server is chose regardless
// of whether the server is standalone.
case "cryptogrid" :
cinit = new CryptoAssetClientPluginInitialiser(m_configSettings, m_networkServersInfo.AssetURL,
Environment.CurrentDirectory, true);
assetServer = loadAssetServer("Crypto", cinit);
break;
// If cryptogrid_eou is specified then the cryptogrid_eou server is chose regardless
// of whether the server is standalone.
case "cryptogrid_eou" :
cinit = new CryptoAssetClientPluginInitialiser(m_configSettings, m_networkServersInfo.AssetURL,
Environment.CurrentDirectory, false);
assetServer = loadAssetServer("Crypto", cinit);
break;
// If file is specified then the file server is chose regardless
// of whether the server is standalone.
case "file" :
linit = new LegacyAssetClientPluginInitialiser(m_configSettings, m_networkServersInfo.AssetURL);
assetServer = loadAssetServer("File", linit);
break;
// If local is specified then we're going to use the local SQL server
// implementation. We drop through, because that will be the fallback
// for the following default clause too.
case "local" :
break;
// If the asset_database value is none of the previously mentioned strings, then we
// try to load a turnkey plugin that matches this value. If not we drop through to
// a local default.
default :
try
{
init = new AssetClientPluginInitialiser(m_configSettings);
assetServer = loadAssetServer(m_configSettings.AssetStorage, init);
break;
}
catch {}
m_log.Info("[OPENSIMBASE] Default assetserver will be used");
break;
}
// Open the local SQL-based database asset server
if (assetServer == null)
{
init = new AssetClientPluginInitialiser(m_configSettings);
SQLAssetServer sqlAssetServer = (SQLAssetServer) loadAssetServer("SQL", init);
sqlAssetServer.LoadDefaultAssets(m_configSettings.AssetSetsXMLFile);
assetServer = sqlAssetServer;
}
// Initialize the asset cache, passing a reference to the selected
// asset server interface.
m_assetCache = ResolveAssetCache(assetServer);
}
// This method loads the identified asset server, passing an approrpiately
// initialized Initialise wrapper. There should to be exactly one match,
// if not, then the first match is used.
private IAssetServer loadAssetServer(string id, PluginInitialiserBase pi)
{
if (id != null && id != String.Empty)
{
m_log.DebugFormat("[OPENSIMBASE] Attempting to load asset server id={0}", id);
try
{
PluginLoader<IAssetServer> loader = new PluginLoader<IAssetServer>(pi);
loader.AddFilter(PLUGIN_ASSET_SERVER_CLIENT, new PluginProviderFilter(id));
loader.Load(PLUGIN_ASSET_SERVER_CLIENT);
if (loader.Plugins.Count > 0)
{
m_log.DebugFormat("[OPENSIMBASE] Asset server {0} loaded", id);
return (IAssetServer) loader.Plugins[0];
}
}
catch (Exception e)
{
m_log.DebugFormat("[OPENSIMBASE] Asset server {0} not loaded ({1})", id, e.Message);
}
}
return null;
}
/// <summary>
/// Attempt to instantiate an IAssetCache implementation, using the
/// provided IAssetServer reference.
/// An asset cache implementation must provide a constructor that
/// accepts two parameters;
/// [1] A ConfigSettings reference.
/// [2] An IAssetServer reference.
/// The AssetCache value is obtained from the
/// [StartUp]/AssetCache value in the configuration file.
/// </summary>
protected virtual IAssetCache ResolveAssetCache(IAssetServer assetServer)
{
IAssetCache assetCache = null;
if (m_configSettings.AssetCache != null && m_configSettings.AssetCache != String.Empty)
{
m_log.DebugFormat("[OPENSIMBASE] Attempting to load asset cache id={0}", m_configSettings.AssetCache);
try
{
PluginInitialiserBase init = new AssetCachePluginInitialiser(m_configSettings, assetServer);
PluginLoader<IAssetCache> loader = new PluginLoader<IAssetCache>(init);
loader.AddFilter(PLUGIN_ASSET_CACHE, new PluginProviderFilter(m_configSettings.AssetCache));
loader.Load(PLUGIN_ASSET_CACHE);
if (loader.Plugins.Count > 0)
assetCache = (IAssetCache) loader.Plugins[0];
}
catch (Exception e)
{
m_log.Debug("[OPENSIMBASE] ResolveAssetCache completed");
m_log.Debug(e);
}
}
// If everything else fails, we force load the built-in asset cache
return (IAssetCache) ((assetCache != null) ? assetCache : new AssetCache(assetServer));
}
public void ProcessLogin(bool LoginEnabled)
{
if (LoginEnabled)
{
m_log.Info("[Login] Login are now enabled ");
m_commsManager.GridService.RegionLoginsEnabled = true;
}
else
{
m_log.Info("[Login] Login are now disabled ");
m_commsManager.GridService.RegionLoginsEnabled = false;
}
}
/// <summary>
/// Execute the region creation process. This includes setting up scene infrastructure.
/// </summary>
/// <param name="regionInfo"></param>
/// <param name="portadd_flag"></param>
/// <returns></returns>
public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag, out IScene scene)
{
return CreateRegion(regionInfo, portadd_flag, false, out scene);
}
/// <summary>
/// Execute the region creation process. This includes setting up scene infrastructure.
/// </summary>
/// <param name="regionInfo"></param>
/// <returns></returns>
public IClientNetworkServer CreateRegion(RegionInfo regionInfo, out IScene scene)
{
return CreateRegion(regionInfo, false, true, out scene);
}
/// <summary>
/// Execute the region creation process. This includes setting up scene infrastructure.
/// </summary>
/// <param name="regionInfo"></param>
/// <param name="portadd_flag"></param>
/// <param name="do_post_init"></param>
/// <returns></returns>
public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init, out IScene mscene)
{
int port = regionInfo.InternalEndPoint.Port;
// set initial RegionID to originRegionID in RegionInfo. (it needs for loding prims)
// Commented this out because otherwise regions can't register with
// the grid as there is already another region with the same UUID
// at those coordinates. This is required for the load balancer to work.
// --Mike, 2009.02.25
//regionInfo.originRegionID = regionInfo.RegionID;
// set initial ServerURI
regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName + ":" + regionInfo.InternalEndPoint.Port;
regionInfo.HttpPort = m_httpServerPort;
if ((proxyUrl.Length > 0) && (portadd_flag))
{
// set proxy url to RegionInfo
regionInfo.proxyUrl = proxyUrl;
regionInfo.ProxyOffset = proxyOffset;
Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName);
}
IClientNetworkServer clientServer;
Scene scene = SetupScene(regionInfo, proxyOffset, m_config.Source, out clientServer);
m_log.Info("[MODULES]: Loading Region's modules");
List<IRegionModule> 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);
scene.SetModuleInterfaces();
// Prims have to be loaded after module configuration since some modules may be invoked during the load
scene.LoadPrimsFromStorage(regionInfo.originRegionID);
scene.StartTimer();
// 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(false);
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
Environment.Exit(1);
}
// We need to do this after we've initialized the
// scripting engines.
scene.CreateScriptInstances();
scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
scene.EventManager.TriggerParcelPrimCountUpdate();
m_sceneManager.Add(scene);
if (m_autoCreateClientStack)
{
m_clientServers.Add(clientServer);
clientServer.Start();
}
if (do_post_init)
{
foreach (IRegionModule module in modules)
{
module.PostInitialise();
}
}
mscene = scene;
return clientServer;
}
public void RemoveRegion(Scene scene, bool cleanup)
{
// only need to check this if we are not at the
// root level
if ((m_sceneManager.CurrentScene != null) &&
(m_sceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID))
{
m_sceneManager.TrySetCurrentScene("..");
}
scene.DeleteAllSceneObjects();
m_sceneManager.CloseScene(scene);
if (!cleanup)
return;
if (!String.IsNullOrEmpty(scene.RegionInfo.RegionFile))
{
File.Delete(scene.RegionInfo.RegionFile);
m_log.InfoFormat("[OPENSIM]: deleting region file \"{0}\"", scene.RegionInfo.RegionFile);
}
}
public void RemoveRegion(string name, bool cleanUp)
{
Scene target;
if (m_sceneManager.TryGetScene(name, out target))
RemoveRegion(target, cleanUp);
}
/// <summary>
/// Create a scene and its initial base structures.
/// </summary>
/// <param name="regionInfo"></param>
/// <param name="clientServer"> </param>
/// <returns></returns>
protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer clientServer)
{
return SetupScene(regionInfo, 0, null, out clientServer);
}
/// <summary>
/// Create a scene and its initial base structures.
/// </summary>
/// <param name="regionInfo"></param>
/// <param name="proxyOffset"></param>
/// <param name="configSource"></param>
/// <param name="clientServer"> </param>
/// <returns></returns>
protected Scene SetupScene(
RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out IClientNetworkServer clientServer)
{
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;
if (m_autoCreateClientStack)
{
clientServer
= m_clientStackManager.CreateServer(
listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource,
m_assetCache, circuitManager);
}
else
{
clientServer = null;
}
regionInfo.InternalEndPoint.Port = (int)port;
Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
if (m_autoCreateClientStack)
{
clientServer.AddScene(scene);
}
scene.LoadWorldMap();
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
scene.PhysicsScene.SetWaterLevel((float)regionInfo.RegionSettings.WaterHeight);
// TODO: Remove this cruft once MasterAvatar is fully deprecated
//Master Avatar Setup
UserProfileData masterAvatar;
if (scene.RegionInfo.MasterAvatarAssignedUUID == UUID.Zero)
{
masterAvatar =
m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
scene.RegionInfo.MasterAvatarLastName,
scene.RegionInfo.MasterAvatarSandboxPassword);
}
else
{
masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
scene.RegionInfo.MasterAvatarFirstName = masterAvatar.FirstName;
scene.RegionInfo.MasterAvatarLastName = masterAvatar.SurName;
}
if (masterAvatar == null)
{
m_log.Info("[PARCEL]: No master avatar found, using null.");
scene.RegionInfo.MasterAvatarAssignedUUID = UUID.Zero;
}
else
{
m_log.InfoFormat("[PARCEL]: Found master avatar {0} {1} [" + masterAvatar.ID.ToString() + "]",
scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName);
scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.ID;
}
return scene;
}
protected override StorageManager CreateStorageManager()
{
return CreateStorageManager(m_configSettings.StorageConnectionString, m_configSettings.EstateConnectionString);
}
protected StorageManager CreateStorageManager(string connectionstring, string estateconnectionstring)
{
return new StorageManager(m_configSettings.StorageDll, connectionstring, estateconnectionstring);
}
protected override ClientStackManager CreateClientStackManager()
{
return new ClientStackManager(m_configSettings.ClientstackDll);
}
protected override Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
AgentCircuitManager circuitManager)
{
SceneCommunicationService sceneGridService = new SceneCommunicationService(m_commsManager);
return new Scene(
regionInfo, circuitManager, m_commsManager, sceneGridService,
storageManager, m_moduleLoader, m_configSettings.DumpAssetsToFile, m_configSettings.PhysicalPrim,
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
}
public void handleRestartRegion(RegionInfo whichRegion)
{
m_log.Info("[OPENSIM]: 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);
}
IScene scene;
CreateRegion(whichRegion, true, out scene);
}
# region Setup methods
protected override PhysicsScene GetPhysicsScene(string osSceneIdentifier)
{
return GetPhysicsScene(
m_configSettings.PhysicsEngine, m_configSettings.MeshEngineName, m_config.Source, osSceneIdentifier);
}
/// <summary>
/// Handler to supply the current status of this sim
/// </summary>
/// Currently this is always OK if the simulator is still listening for connections on its HTTP service
public 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
/// <summary>
/// Performs any last-minute sanity checking and shuts down the region server
/// </summary>
public override void ShutdownSpecific()
{
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");
try
{
m_sceneManager.Close();
}
catch (Exception e)
{
m_log.ErrorFormat("[SHUTDOWN]: Ignoring failure during shutdown - {0}", e);
}
}
/// <summary>
/// Get the start time and up time of Region server
/// </summary>
/// <param name="starttime">The first out parameter describing when the Region server started</param>
/// <param name="uptime">The second out parameter describing how long the Region server has run</param>
public void GetRunTime(out string starttime, out string uptime)
{
starttime = m_startuptime.ToString();
uptime = (DateTime.Now - m_startuptime).ToString();
}
/// <summary>
/// Get the number of the avatars in the Region server
/// </summary>
/// <param name="usernum">The first out parameter describing the number of all the avatars in the Region server</param>
public void GetAvatarNumber(out int usernum)
{
usernum = m_sceneManager.GetCurrentSceneAvatars().Count;
}
/// <summary>
/// Get the number of regions
/// </summary>
/// <param name="regionnum">The first out parameter describing the number of regions</param>
public void GetRegionNumber(out int regionnum)
{
regionnum = m_sceneManager.Scenes.Count;
}
}
public class OpenSimConfigSource
{
public IConfigSource Source;
public void Save(string path)
{
if (Source is IniConfigSource)
{
IniConfigSource iniCon = (IniConfigSource)Source;
iniCon.Save(path);
}
else if (Source is XmlConfigSource)
{
XmlConfigSource xmlCon = (XmlConfigSource)Source;
xmlCon.Save(path);
}
}
}
}
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