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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 OpenSimulator 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.Linq;
using System.Reflection;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalSimulationConnectorModule")]
public class LocalSimulationConnectorModule : ISharedRegionModule, ISimulationService
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Version of this service.
/// </summary>
/// <remarks>
/// Currently valid versions are "SIMULATION/0.1" and "SIMULATION/0.2"
/// </remarks>
public string ServiceVersion { get; set; }
/// <summary>
/// Map region ID to scene.
/// </summary>
private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
/// <summary>
/// Is this module enabled?
/// </summary>
private bool m_ModuleEnabled = false;
#region Region Module interface
public void Initialise(IConfigSource configSource)
{
IConfig moduleConfig = configSource.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("SimulationServices", "");
if (name == Name)
{
InitialiseService(configSource);
m_ModuleEnabled = true;
m_log.Info("[LOCAL SIMULATION CONNECTOR]: Local simulation enabled.");
}
}
}
public void InitialiseService(IConfigSource configSource)
{
ServiceVersion = "SIMULATION/0.2";
IConfig config = configSource.Configs["SimulationService"];
if (config != null)
{
ServiceVersion = config.GetString("ConnectorProtocolVersion", ServiceVersion);
if (ServiceVersion != "SIMULATION/0.1" && ServiceVersion != "SIMULATION/0.2")
throw new Exception(string.Format("Invalid ConnectorProtocolVersion {0}", ServiceVersion));
m_log.InfoFormat(
"[LOCAL SIMULATION CONNECTOR]: Initialized with connector protocol version {0}", ServiceVersion);
}
}
public void PostInitialise()
{
}
public void AddRegion(Scene scene)
{
if (!m_ModuleEnabled)
return;
Init(scene);
scene.RegisterModuleInterface<ISimulationService>(this);
}
public void RemoveRegion(Scene scene)
{
if (!m_ModuleEnabled)
return;
RemoveScene(scene);
scene.UnregisterModuleInterface<ISimulationService>(this);
}
public void RegionLoaded(Scene scene)
{
}
public void Close()
{
}
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "LocalSimulationConnectorModule"; }
}
/// <summary>
/// Can be called from other modules.
/// </summary>
/// <param name="scene"></param>
public void RemoveScene(Scene scene)
{
lock (m_scenes)
{
if (m_scenes.ContainsKey(scene.RegionInfo.RegionID))
m_scenes.Remove(scene.RegionInfo.RegionID);
else
m_log.WarnFormat(
"[LOCAL SIMULATION CONNECTOR]: Tried to remove region {0} but it was not present",
scene.RegionInfo.RegionName);
}
}
/// <summary>
/// Can be called from other modules.
/// </summary>
/// <param name="scene"></param>
public void Init(Scene scene)
{
lock (m_scenes)
{
if (!m_scenes.ContainsKey(scene.RegionInfo.RegionID))
m_scenes[scene.RegionInfo.RegionID] = scene;
else
m_log.WarnFormat(
"[LOCAL SIMULATION CONNECTOR]: Tried to add region {0} but it is already present",
scene.RegionInfo.RegionName);
}
}
#endregion
#region ISimulationService
public IScene GetScene(UUID regionId)
{
if (m_scenes.ContainsKey(regionId))
{
return m_scenes[regionId];
}
else
{
// FIXME: This was pre-existing behaviour but possibly not a good idea, since it hides an error rather
// than making it obvious and fixable. Need to see if the error message comes up in practice.
Scene s = m_scenes.Values.ToArray()[0];
m_log.ErrorFormat(
"[LOCAL SIMULATION CONNECTOR]: Region with id {0} not found. Returning {1} {2} instead",
regionId, s.RegionInfo.RegionName, s.RegionInfo.RegionID);
return s;
}
}
public ISimulationService GetInnerService()
{
return this;
}
/**
* Agent-related communications
*/
public bool CreateAgent(GridRegion destination, AgentCircuitData aCircuit, uint teleportFlags, out string reason)
{
if (destination == null)
{
reason = "Given destination was null";
m_log.DebugFormat("[LOCAL SIMULATION CONNECTOR]: CreateAgent was given a null destination");
return false;
}
if (m_scenes.ContainsKey(destination.RegionID))
{
// m_log.DebugFormat("[LOCAL SIMULATION CONNECTOR]: Found region {0} to send SendCreateChildAgent", destination.RegionName);
return m_scenes[destination.RegionID].NewUserConnection(aCircuit, teleportFlags, out reason);
}
reason = "Did not find region " + destination.RegionName;
return false;
}
public bool UpdateAgent(GridRegion destination, AgentData cAgentData)
{
if (destination == null)
return false;
if (m_scenes.ContainsKey(destination.RegionID))
{
// m_log.DebugFormat(
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
// destination.RegionName, destination.RegionID);
return m_scenes[destination.RegionID].IncomingUpdateChildAgent(cAgentData);
}
// m_log.DebugFormat(
// "[LOCAL COMMS]: Did not find region {0} {1} for ChildAgentUpdate",
// destination.RegionName, destination.RegionID);
return false;
}
public bool UpdateAgent(GridRegion destination, AgentPosition agentPosition)
{
if (destination == null)
return false;
// We limit the number of messages sent for a position change to just one per
// simulator so when we receive the update we need to hand it to each of the
// scenes; scenes each check to see if the is a scene presence for the avatar
// note that we really don't need the GridRegion for this call
foreach (Scene s in m_scenes.Values)
{
// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate");
s.IncomingUpdateChildAgent(agentPosition);
}
//m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate");
return true;
}
public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, Vector3 position, out string version, out string reason)
{
reason = "Communications failure";
version = ServiceVersion;
if (destination == null)
return false;
if (m_scenes.ContainsKey(destination.RegionID))
{
// m_log.DebugFormat(
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
// s.RegionInfo.RegionName, destination.RegionHandle);
return m_scenes[destination.RegionID].QueryAccess(agentID, agentHomeURI, position, out reason);
}
//m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
return false;
}
public bool ReleaseAgent(UUID originId, UUID agentId, string uri)
{
if (m_scenes.ContainsKey(originId))
{
// m_log.DebugFormat(
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
// s.RegionInfo.RegionName, destination.RegionHandle);
m_scenes[originId].EntityTransferModule.AgentArrivedAtDestination(agentId);
return true;
}
//m_log.Debug("[LOCAL COMMS]: region not found in SendReleaseAgent " + origin);
return false;
}
public bool CloseAgent(GridRegion destination, UUID id, string auth_token)
{
if (destination == null)
return false;
if (m_scenes.ContainsKey(destination.RegionID))
{
// m_log.DebugFormat(
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
// s.RegionInfo.RegionName, destination.RegionHandle);
m_scenes[destination.RegionID].CloseAgent(id, false, auth_token);
return true;
}
//m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
return false;
}
/**
* Object-related communications
*/
public bool CreateObject(GridRegion destination, Vector3 newPosition, ISceneObject sog, bool isLocalCall)
{
if (destination == null)
return false;
if (m_scenes.ContainsKey(destination.RegionID))
{
// m_log.DebugFormat(
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
// s.RegionInfo.RegionName, destination.RegionHandle);
Scene s = m_scenes[destination.RegionID];
if (isLocalCall)
{
// We need to make a local copy of the object
ISceneObject sogClone = sog.CloneForNewScene();
sogClone.SetState(sog.GetStateSnapshot(), s);
return s.IncomingCreateObject(newPosition, sogClone);
}
else
{
// Use the object as it came through the wire
return s.IncomingCreateObject(newPosition, sog);
}
}
return false;
}
#endregion
#region Misc
public bool IsLocalRegion(ulong regionhandle)
{
foreach (Scene s in m_scenes.Values)
if (s.RegionInfo.RegionHandle == regionhandle)
return true;
return false;
}
public bool IsLocalRegion(UUID id)
{
return m_scenes.ContainsKey(id);
}
#endregion
}
}
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