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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 libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Console;
namespace OpenSim.Region.Environment.Scenes
{
public delegate void RestartSim(RegionInfo thisregion);
public class SceneManager
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public event RestartSim OnRestartSim;
private readonly List<Scene> m_localScenes;
private Scene m_currentScene = null;
public List<Scene> Scenes
{
get { return m_localScenes; }
}
public Scene CurrentScene
{
get { return m_currentScene; }
}
public Scene CurrentOrFirstScene
{
get
{
if (m_currentScene == null)
{
return m_localScenes[0];
}
else
{
return m_currentScene;
}
}
}
public SceneManager()
{
m_localScenes = new List<Scene>();
}
public void Close()
{
for (int i = 0; i < m_localScenes.Count; i++)
{
m_localScenes[i].Close();
}
}
public void Close(Scene cscene)
{
if (m_localScenes.Contains(cscene))
{
for (int i = 0; i < m_localScenes.Count; i++)
{
if (m_localScenes[i].Equals(cscene))
{
m_localScenes[i].Close();
}
}
}
}
public void Add(Scene scene)
{
scene.OnRestart += HandleRestart;
m_localScenes.Add(scene);
}
public void HandleRestart(RegionInfo rdata)
{
m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
int RegionSceneElement = -1;
for (int i = 0; i < m_localScenes.Count; i++)
{
if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
{
RegionSceneElement = i;
}
}
// Now we make sure the region is no longer known about by the SceneManager
// Prevents duplicates.
if (RegionSceneElement >= 0)
{
m_localScenes.RemoveAt(RegionSceneElement);
}
// Send signal to main that we're restarting this sim.
OnRestartSim(rdata);
}
public void SendSimOnlineNotification(ulong regionHandle)
{
RegionInfo Result = null;
for (int i = 0; i < m_localScenes.Count; i++)
{
if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
{
// Inform other regions to tell their avatar about me
Result = m_localScenes[i].RegionInfo;
}
}
if (!(Result.Equals(null)))
{
for (int i = 0; i < m_localScenes.Count; i++)
{
if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle)
{
// Inform other regions to tell their avatar about me
//m_localScenes[i].OtherRegionUp(Result);
}
}
}
else
{
m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
}
}
public void SaveCurrentSceneToXml(string filename)
{
CurrentOrFirstScene.SavePrimsToXml(filename);
}
public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, LLVector3 loadOffset)
{
CurrentOrFirstScene.LoadPrimsFromXml(filename, generateNewIDs, loadOffset);
}
public void SaveCurrentSceneToXml2(string filename)
{
CurrentOrFirstScene.SavePrimsToXml2(filename);
}
public void LoadCurrentSceneFromXml2(string filename)
{
CurrentOrFirstScene.LoadPrimsFromXml2(filename);
}
public bool RunTerrainCmdOnCurrentScene(string[] cmdparams, ref string result)
{
m_log.Warn("Terrain commands have been depreciated.");
return false;
}
public void SendCommandToCurrentSceneScripts(string[] cmdparams)
{
ForEachCurrentScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); });
}
public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions)
{
ForEachCurrentScene(delegate(Scene scene) { scene.PermissionsMngr.BypassPermissions = bypassPermissions; });
}
private void ForEachCurrentScene(Action<Scene> func)
{
if (m_currentScene == null)
{
m_localScenes.ForEach(func);
}
else
{
func(m_currentScene);
}
}
public void RestartCurrentScene()
{
ForEachCurrentScene(delegate(Scene scene) { scene.RestartNow(); });
}
public void BackupCurrentScene()
{
ForEachCurrentScene(delegate(Scene scene) { scene.Backup(); });
}
public void HandleAlertCommandOnCurrentScene(string[] cmdparams)
{
ForEachCurrentScene(delegate(Scene scene) { scene.HandleAlertCommand(cmdparams); });
}
public void SendGeneralMessage(string msg)
{
ForEachCurrentScene(delegate(Scene scene) { scene.SendGeneralAlert(msg); });
}
public bool TrySetCurrentScene(string regionName)
{
if ((String.Compare(regionName, "root") == 0) || (String.Compare(regionName, "..") == 0))
{
m_currentScene = null;
return true;
}
else
{
Console.WriteLine("Searching for Region: '" + regionName + "'");
foreach (Scene scene in m_localScenes)
{
if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
{
m_currentScene = scene;
return true;
}
}
return false;
}
}
public bool TryGetScene(string regionName, out Scene scene)
{
foreach (Scene mscene in m_localScenes)
{
if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
{
scene = mscene;
return true;
}
}
scene = null;
return false;
}
public bool TryGetScene(LLUUID regionID, out Scene scene)
{
foreach (Scene mscene in m_localScenes)
{
if (mscene.RegionInfo.RegionID == regionID)
{
scene = mscene;
return true;
}
}
scene = null;
return false;
}
public void SetDebugPacketOnCurrentScene(int newDebug)
{
ForEachCurrentScene(delegate(Scene scene)
{
List<ScenePresence> scenePresences = scene.GetScenePresences();
foreach (ScenePresence scenePresence in scenePresences)
{
if (!scenePresence.IsChildAgent)
{
m_log.ErrorFormat("Packet debug for {0} {1} set to {2}",
scenePresence.Firstname,
scenePresence.Lastname,
newDebug);
scenePresence.ControllingClient.SetDebug(newDebug);
}
}
});
}
public List<ScenePresence> GetCurrentSceneAvatars()
{
List<ScenePresence> avatars = new List<ScenePresence>();
ForEachCurrentScene(delegate(Scene scene)
{
List<ScenePresence> scenePrescences = scene.GetScenePresences();
foreach (ScenePresence scenePrescence in scenePrescences)
{
if (!scenePrescence.IsChildAgent)
{
avatars.Add(scenePrescence);
}
}
});
return avatars;
}
public RegionInfo GetRegionInfo(ulong regionHandle)
{
foreach (Scene scene in m_localScenes)
{
if (scene.RegionInfo.RegionHandle == regionHandle)
{
return scene.RegionInfo;
}
}
return null;
}
public void SetCurrentSceneTimePhase(int timePhase)
{
ForEachCurrentScene(delegate(Scene scene)
{
scene.SetTimePhase(
timePhase)
;
});
}
public void ForceCurrentSceneClientUpdate()
{
ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
}
public void HandleEditCommandOnCurrentScene(string[] cmdparams)
{
ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); });
}
public bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
{
foreach (Scene scene in m_localScenes)
{
if (scene.TryGetAvatar(avatarId, out avatar))
{
return true;
}
}
avatar = null;
return false;
}
public bool TryGetAvatarsScene(LLUUID avatarId, out Scene scene)
{
ScenePresence avatar = null;
foreach (Scene mScene in m_localScenes)
{
if (mScene.TryGetAvatar(avatarId, out avatar))
{
scene = mScene;
return true;
}
}
scene = null;
return false;
}
public void CloseScene(Scene scene)
{
m_localScenes.Remove(scene);
scene.Close();
}
public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
foreach (Scene scene in m_localScenes)
{
if (scene.TryGetAvatarByName(avatarName, out avatar))
{
return true;
}
}
avatar = null;
return false;
}
public void ForEachScene(Action<Scene> action)
{
m_localScenes.ForEach(action);
}
}
}
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