aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/SceneBase.cs
blob: 1dac676129f791364ac9725fa1c42eb287ded1ee (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
/*
 * 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.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;

using OpenSim.Region.Framework.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;

namespace OpenSim.Region.Framework.Scenes
{
    public abstract class SceneBase : IScene
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        #region Events

        public event restart OnRestart;

        #endregion

        #region Fields

        public string Name { get { return RegionInfo.RegionName; } }
        
        public IConfigSource Config
        {
            get { return GetConfig(); }
        }

        protected virtual IConfigSource GetConfig()
        {
            return null;
        }

        /// <value>
        /// All the region modules attached to this scene.
        /// </value>
        public Dictionary<string, IRegionModuleBase> RegionModules
        {
            get { return m_regionModules; }
        }
        private Dictionary<string, IRegionModuleBase> m_regionModules = new Dictionary<string, IRegionModuleBase>();

        /// <value>
        /// The module interfaces available from this scene.
        /// </value>
        protected Dictionary<Type, List<object>> ModuleInterfaces = new Dictionary<Type, List<object>>();

        protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();

        /// <value>
        /// The module commanders available from this scene
        /// </value>
        protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
        
        /// <value>
        /// Registered classes that are capable of creating entities.
        /// </value>
        protected Dictionary<PCode, IEntityCreator> m_entityCreators = new Dictionary<PCode, IEntityCreator>();

        /// <summary>
        /// The last allocated local prim id.  When a new local id is requested, the next number in the sequence is
        /// dispensed.
        /// </summary>
        protected uint m_lastAllocatedLocalId = 720000;

        private readonly Mutex _primAllocateMutex = new Mutex(false);
        
        protected readonly ClientManager m_clientManager = new ClientManager();

        public bool LoginsEnabled
        {
            get
            {
                return m_loginsEnabled;
            }

            set
            {
                if (m_loginsEnabled != value)
                {
                    m_loginsEnabled = value;
                    EventManager.TriggerRegionLoginsStatusChange(this);
                }
            }
        }
        private bool m_loginsEnabled;

        public bool Ready
        {
            get
            {
                return m_ready;
            }

            set
            {
                if (m_ready != value)
                {
                    m_ready = value;
                    EventManager.TriggerRegionReadyStatusChange(this);
                }
            }
        }
        private bool m_ready;

        public float TimeDilation
        {
            get { return 1.0f; }
        }

        protected ulong m_regionHandle;
        protected string m_regionName;

        public ITerrainChannel Heightmap;

        /// <value>
        /// Allows retrieval of land information for this scene.
        /// </value>
        public ILandChannel LandChannel;

        /// <value>
        /// Manage events that occur in this scene (avatar movement, script rez, etc.).  Commonly used by region modules
        /// to subscribe to scene events.
        /// </value>
        public EventManager EventManager
        {
            get { return m_eventManager; }
        }
        protected EventManager m_eventManager;

        protected ScenePermissions m_permissions;
        public ScenePermissions Permissions
        {
            get { return m_permissions; }
        }

        protected string m_datastore;

         /* Used by the loadbalancer plugin on GForge */
        protected RegionStatus m_regStatus;
        public RegionStatus RegionStatus
        {
            get { return m_regStatus; }
            set { m_regStatus = value; }
        }

        #endregion

        public SceneBase(RegionInfo regInfo)
        {
            RegionInfo = regInfo;
        }

        #region Update Methods

        /// <summary>
        /// Called to update the scene loop by a number of frames and until shutdown.
        /// </summary>
        /// <param name="frames">
        /// Number of frames to update.  Exits on shutdown even if there are frames remaining.
        /// If -1 then updates until shutdown.
        /// </param>
        public abstract void Update(int frames);

        #endregion

        #region Terrain Methods

        /// <summary>
        /// Loads the World heightmap
        /// </summary>
        public abstract void LoadWorldMap();

        /// <summary>
        /// Send the region heightmap to the client
        /// </summary>
        /// <param name="RemoteClient">Client to send to</param>
        public virtual void SendLayerData(IClientAPI RemoteClient)
        {
            RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
        }

        #endregion

        #region Add/Remove Agent/Avatar

        public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);

        /// <summary>
        /// Remove the given client from the scene. 
        /// </summary>
        /// <remarks>
        /// Only clientstack code should call this directly.  All other code should call IncomingCloseAgent() instead
        /// to properly operate the state machine and avoid race conditions with other close requests (such as directly
        /// from viewers).
        /// </remarks>
        /// <param name='agentID'>ID of agent to close</param>
        /// <param name='closeChildAgents'>
        /// Close the neighbour child agents associated with this client.
        /// </param>
        public abstract void RemoveClient(UUID agentID, bool closeChildAgents);

        public bool TryGetScenePresence(UUID agentID, out object scenePresence)
        {
            scenePresence = null;
            ScenePresence sp = null;
            if (TryGetScenePresence(agentID, out sp))
            {
                scenePresence = sp;
                return true;
            }

            return false;
        }

        /// <summary>
        /// Try to get a scene presence from the scene
        /// </summary>
        /// <param name="agentID"></param>
        /// <param name="scenePresence">null if there is no scene presence with the given agent id</param>
        /// <returns>true if there was a scene presence with the given id, false otherwise.</returns>
        public abstract bool TryGetScenePresence(UUID agentID, out ScenePresence scenePresence);

        #endregion

        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public virtual RegionInfo RegionInfo { get; private set; }

        #region admin stuff
        
        public abstract void OtherRegionUp(GridRegion otherRegion);

        public virtual string GetSimulatorVersion()
        {
            return "OpenSimulator Server";
        }

        #endregion

        #region Shutdown

        /// <summary>
        /// Tidy before shutdown
        /// </summary>
        public virtual void Close()
        {
            try
            {
                EventManager.TriggerShutdown();
            }
            catch (Exception e)
            {
                m_log.Error(string.Format("[SCENE]: SceneBase.cs: Close() - Failed with exception ", e));
            }
        }

        #endregion

        /// <summary>
        /// Returns a new unallocated local ID
        /// </summary>
        /// <returns>A brand new local ID</returns>
        public uint AllocateLocalId()
        {
            uint myID;

            _primAllocateMutex.WaitOne();
            myID = ++m_lastAllocatedLocalId;
            _primAllocateMutex.ReleaseMutex();

            return myID;
        }
        
        #region Module Methods

        /// <summary>
        /// Add a region-module to this scene. TODO: This will replace AddModule in the future.
        /// </summary>
        /// <param name="name"></param>
        /// <param name="module"></param>
        public void AddRegionModule(string name, IRegionModuleBase module)
        {
            if (!RegionModules.ContainsKey(name))
            {
                RegionModules.Add(name, module);
            }
        }

        public void RemoveRegionModule(string name)
        {
            RegionModules.Remove(name);
        }

        /// <summary>
        /// Register a module commander.
        /// </summary>
        /// <param name="commander"></param>
        public void RegisterModuleCommander(ICommander commander)
        {
            lock (m_moduleCommanders)
            {
                m_moduleCommanders.Add(commander.Name, commander);
            }
        }

        /// <summary>
        /// Unregister a module commander and all its commands
        /// </summary>
        /// <param name="name"></param>
        public void UnregisterModuleCommander(string name)
        {
            lock (m_moduleCommanders)
            {
                ICommander commander;
                if (m_moduleCommanders.TryGetValue(name, out commander))
                    m_moduleCommanders.Remove(name);
            }
        }

        /// <summary>
        /// Get a module commander
        /// </summary>
        /// <param name="name"></param>
        /// <returns>The module commander, null if no module commander with that name was found</returns>
        public ICommander GetCommander(string name)
        {
            lock (m_moduleCommanders)
            {
                if (m_moduleCommanders.ContainsKey(name))
                    return m_moduleCommanders[name];
            }
            
            return null;
        }

        public Dictionary<string, ICommander> GetCommanders()
        {
            return m_moduleCommanders;
        }

        /// <summary>
        /// Register an interface to a region module.  This allows module methods to be called directly as
        /// well as via events.  If there is already a module registered for this interface, it is not replaced
        /// (is this the best behaviour?)
        /// </summary>
        /// <param name="mod"></param>
        public void RegisterModuleInterface<M>(M mod)
        {
//            m_log.DebugFormat("[SCENE BASE]: Registering interface {0}", typeof(M));
            
            List<Object> l = null;
            if (!ModuleInterfaces.TryGetValue(typeof(M), out l))
            {
                l = new List<Object>();
                ModuleInterfaces.Add(typeof(M), l);
            }

            if (l.Count > 0)
                return;

            l.Add(mod);

            if (mod is IEntityCreator)
            {
                IEntityCreator entityCreator = (IEntityCreator)mod;
                foreach (PCode pcode in entityCreator.CreationCapabilities)
                {
                    m_entityCreators[pcode] = entityCreator;
                }
            }
        }

        public void UnregisterModuleInterface<M>(M mod)
        {
            List<Object> l;
            if (ModuleInterfaces.TryGetValue(typeof(M), out l))
            {
                if (l.Remove(mod))
                {
                    if (mod is IEntityCreator)
                    {
                        IEntityCreator entityCreator = (IEntityCreator)mod;
                        foreach (PCode pcode in entityCreator.CreationCapabilities)
                        {
                            m_entityCreators[pcode] = null;
                        }
                    }
                }
            }
        }

        public void StackModuleInterface<M>(M mod)
        {
            List<Object> l;
            if (ModuleInterfaces.ContainsKey(typeof(M)))
                l = ModuleInterfaces[typeof(M)];
            else
                l = new List<Object>();

            if (l.Contains(mod))
                return;

            l.Add(mod);

            if (mod is IEntityCreator)
            {
                IEntityCreator entityCreator = (IEntityCreator)mod;
                foreach (PCode pcode in entityCreator.CreationCapabilities)
                {
                    m_entityCreators[pcode] = entityCreator;
                }
            }

            ModuleInterfaces[typeof(M)] = l;
        }

        /// <summary>
        /// For the given interface, retrieve the region module which implements it.
        /// </summary>
        /// <returns>null if there is no registered module implementing that interface</returns>
        public T RequestModuleInterface<T>()
        {
            if (ModuleInterfaces.ContainsKey(typeof(T)) &&
                    (ModuleInterfaces[typeof(T)].Count > 0))
                return (T)ModuleInterfaces[typeof(T)][0];
            else
                return default(T);
        }

        /// <summary>
        /// For the given interface, retrieve an array of region modules that implement it.
        /// </summary>
        /// <returns>an empty array if there are no registered modules implementing that interface</returns>
        public T[] RequestModuleInterfaces<T>()
        {
            if (ModuleInterfaces.ContainsKey(typeof(T)))
            {
                List<T> ret = new List<T>();

                foreach (Object o in ModuleInterfaces[typeof(T)])
                    ret.Add((T)o);
                return ret.ToArray();
            }
            else
            {
                return new T[] {};
            }
        }
        
        #endregion
        
        /// <summary>
        /// Call this from a region module to add a command to the OpenSim console.
        /// </summary>
        /// <param name="mod"></param>
        /// <param name="command"></param>
        /// <param name="shorthelp"></param>
        /// <param name="longhelp"></param>
        /// <param name="callback"></param>
        public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
        {
            AddCommand(module, command, shorthelp, longhelp, string.Empty, callback);
        }

        /// <summary>
        /// Call this from a region module to add a command to the OpenSim console.
        /// </summary>
        /// <param name="mod">
        /// The use of IRegionModuleBase is a cheap trick to get a different method signature,
        /// though all new modules should be using interfaces descended from IRegionModuleBase anyway.
        /// </param>
        /// <param name="category">
        /// Category of the command.  This is the section under which it will appear when the user asks for help
        /// </param>
        /// <param name="command"></param>
        /// <param name="shorthelp"></param>
        /// <param name="longhelp"></param>
        /// <param name="callback"></param>
        public void AddCommand(
            string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
        {
            AddCommand(category, module, command, shorthelp, longhelp, string.Empty, callback);
        }

        /// <summary>
        /// Call this from a region module to add a command to the OpenSim console.
        /// </summary>
        /// <param name="mod"></param>
        /// <param name="command"></param>
        /// <param name="shorthelp"></param>
        /// <param name="longhelp"></param>
        /// <param name="descriptivehelp"></param>
        /// <param name="callback"></param>
        public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
        {
            string moduleName = "";

            if (module != null)
                moduleName = module.Name;

            AddCommand(moduleName, module, command, shorthelp, longhelp, descriptivehelp, callback);
        }

        /// <summary>
        /// Call this from a region module to add a command to the OpenSim console.
        /// </summary>
        /// <param name="category">
        /// Category of the command.  This is the section under which it will appear when the user asks for help
        /// </param>
        /// <param name="mod"></param>
        /// <param name="command"></param>
        /// <param name="shorthelp"></param>
        /// <param name="longhelp"></param>
        /// <param name="descriptivehelp"></param>
        /// <param name="callback"></param>
        public void AddCommand(
            string category, IRegionModuleBase module, string command,
            string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
        {
            if (MainConsole.Instance == null)
                return;

            bool shared = false;

            if (module != null)
                shared = module is ISharedRegionModule;

            MainConsole.Instance.Commands.AddCommand(
                category, shared, command, shorthelp, longhelp, descriptivehelp, callback);
        }

        public virtual ISceneObject DeserializeObject(string representation)
        {
            return null;
        }

        public virtual bool AllowScriptCrossings
        {
            get { return false; }
        }

        public virtual void Start()
        {
        }

        public void Restart()
        {
            // This has to be here to fire the event
            restart handlerPhysicsCrash = OnRestart;
            if (handlerPhysicsCrash != null)
                handlerPhysicsCrash(RegionInfo);
        }

        public abstract bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
    }
}