aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/SceneManager.cs
blob: a412414275529229ae7e39443a73881dcdc7e091 (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
/*
 * 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.Net;
using System.Reflection;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;

namespace OpenSim.Region.Framework.Scenes
{
    public delegate void RestartSim(RegionInfo thisregion);

    /// <summary>
    /// Manager for adding, closing and restarting scenes.
    /// </summary>
    public class SceneManager
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        public event RestartSim OnRestartSim;

        /// <summary>
        /// Fired when either all regions are ready for use or at least one region has become unready for use where
        /// previously all regions were ready.
        /// </summary>
        public event Action<SceneManager> OnRegionsReadyStatusChange;

        /// <summary>
        /// Are all regions ready for use?
        /// </summary>
        public bool AllRegionsReady
        {
            get
            {
                return m_allRegionsReady;
            }

            private set
            {
                if (m_allRegionsReady != value)
                {
                    m_allRegionsReady = value;
                    Action<SceneManager> handler = OnRegionsReadyStatusChange;
                    if (handler != null)
                    {
                        foreach (Action<SceneManager> d in handler.GetInvocationList())
                        {
                            try
                            {
                                d(this);
                            }
                            catch (Exception e)
                            {
                                m_log.ErrorFormat("[SCENE MANAGER]: Delegate for OnRegionsReadyStatusChange failed - continuing {0} - {1}",
                                    e.Message, e.StackTrace);
                            }
                        }
                    }
                }
            }
        }
        private bool m_allRegionsReady;

        private static SceneManager m_instance = null;
        public static SceneManager Instance
        { 
            get { return m_instance; } 
        }

        private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
        private Scene m_currentScene = null;

        public List<Scene> Scenes
        {
            get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
        }

        public Scene CurrentScene
        {
            get { return m_currentScene; }
        }

        public Scene CurrentOrFirstScene
        {
            get
            {
                if (m_currentScene == null)
                {
                    List<Scene> sceneList = Scenes;
                    if (sceneList.Count == 0)
                        return null;
                    return sceneList[0];
                }
                else
                {
                    return m_currentScene;
                }
            }
        }

        public SceneManager()
        {
            m_instance = this;
            m_localScenes = new DoubleDictionary<UUID, string, Scene>();
        }

        public void Close()
        {
            // collect known shared modules in sharedModules
            Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();

            List<Scene> sceneList = Scenes;
            for (int i = 0; i < sceneList.Count; i++)
            {
                // extract known shared modules from scene
                foreach (string k in sceneList[i].Modules.Keys)
                {
                    if (sceneList[i].Modules[k].IsSharedModule &&
                        !sharedModules.ContainsKey(k))
                        sharedModules[k] = sceneList[i].Modules[k];
                }
                // close scene/region
                sceneList[i].Close();
            }

            // all regions/scenes are now closed, we can now safely
            // close all shared modules
            foreach (IRegionModule mod in sharedModules.Values)
            {
                mod.Close();
            }

            m_localScenes.Clear();
        }

        public void Close(Scene cscene)
        {
            if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
                return;
            cscene.Close();
        }

        public void Add(Scene scene)
        {
            lock (m_localScenes)
                m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);

            scene.OnRestart += HandleRestart;
            scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
        }

        public void HandleRestart(RegionInfo rdata)
        {
            m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
            int RegionSceneElement = -1;

            lock (m_localScenes)
                m_localScenes.Remove(rdata.RegionID);

            // Send signal to main that we're restarting this sim.
            OnRestartSim(rdata);
        }

        private void HandleRegionReadyStatusChange(IScene scene)
        {
            lock (m_localScenes)
                AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready);
        }

        public void SendSimOnlineNotification(ulong regionHandle)
        {
            RegionInfo Result = null;

            Scene s = m_localScenes.FindValue(delegate(Scene x)
                    {
                        if (x.RegionInfo.RegionHandle == regionHandle)
                            return true;
                        return false;
                    });

            if (s != null)
            {
                List<Scene> sceneList = Scenes;

                for (int i = 0; i < sceneList.Count; i++)
                {
                    if (sceneList[i]!= s)
                    {
                        // Inform other regions to tell their avatar about me
                        //sceneList[i].OtherRegionUp(Result);
                    }
                }
            }
            else
            {
                m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
            }
        }

        /// <summary>
        /// Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format
        /// </summary>
        /// <param name="filename"></param>
        public void SaveCurrentSceneToXml(string filename)
        {
            IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
            if (serialiser != null)
                serialiser.SavePrimsToXml(CurrentOrFirstScene, filename);
        }

        /// <summary>
        /// Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene
        /// </summary>
        /// <param name="filename"></param>
        /// <param name="generateNewIDs"></param>
        /// <param name="loadOffset"></param>
        public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, Vector3 loadOffset)
        {
            IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
            if (serialiser != null)
                serialiser.LoadPrimsFromXml(CurrentOrFirstScene, filename, generateNewIDs, loadOffset);
        }

        /// <summary>
        /// Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format
        /// </summary>
        /// <param name="filename"></param>
        public void SaveCurrentSceneToXml2(string filename)
        {
            IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
            if (serialiser != null)
                serialiser.SavePrimsToXml2(CurrentOrFirstScene, filename);
        }

        public void SaveNamedPrimsToXml2(string primName, string filename)
        {
            IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
            if (serialiser != null)
                serialiser.SaveNamedPrimsToXml2(CurrentOrFirstScene, primName, filename);
        }

        /// <summary>
        /// Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene
        /// </summary>
        public void LoadCurrentSceneFromXml2(string filename)
        {
            IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>();
            if (serialiser != null)
                serialiser.LoadPrimsFromXml2(CurrentOrFirstScene, filename);
        }

        /// <summary>
        /// Save the current scene to an OpenSimulator archive.  This archive will eventually include the prim's assets
        /// as well as the details of the prims themselves.
        /// </summary>
        /// <param name="cmdparams"></param>
        public void SaveCurrentSceneToArchive(string[] cmdparams)
        {
            IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
            if (archiver != null)
                archiver.HandleSaveOarConsoleCommand(string.Empty, cmdparams);
        }

        /// <summary>
        /// Load an OpenSim archive into the current scene.  This will load both the shapes of the prims and upload
        /// their assets to the asset service.
        /// </summary>
        /// <param name="cmdparams"></param>
        public void LoadArchiveToCurrentScene(string[] cmdparams)
        {
            IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>();
            if (archiver != null)
                archiver.HandleLoadOarConsoleCommand(string.Empty, cmdparams);
        }

        public string SaveCurrentSceneMapToXmlString()
        {
            return CurrentOrFirstScene.Heightmap.SaveToXmlString();
        }

        public void LoadCurrenSceneMapFromXmlString(string mapData)
        {
            CurrentOrFirstScene.Heightmap.LoadFromXmlString(mapData);
        }

        public void SendCommandToPluginModules(string[] cmdparams)
        {
            ForEachCurrentScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); });
        }

        public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions)
        {
            ForEachCurrentScene(delegate(Scene scene) { scene.Permissions.SetBypassPermissions(bypassPermissions); });
        }

        private void ForEachCurrentScene(Action<Scene> func)
        {
            if (m_currentScene == null)
            {
                List<Scene> sceneList = Scenes;
                sceneList.ForEach(func);
            }
            else
            {
                func(m_currentScene);
            }
        }

        public void RestartCurrentScene()
        {
            ForEachCurrentScene(delegate(Scene scene) { scene.RestartNow(); });
        }

        public void BackupCurrentScene()
        {
            ForEachCurrentScene(delegate(Scene scene) { scene.Backup(true); });
        }

        public bool TrySetCurrentScene(string regionName)
        {
            if ((String.Compare(regionName, "root") == 0) 
                || (String.Compare(regionName, "..") == 0)
                || (String.Compare(regionName, "/") == 0))
            {
                m_currentScene = null;
                return true;
            }
            else
            {
                Scene s;

                if (m_localScenes.TryGetValue(regionName, out s))
                {
                    m_currentScene = s;
                    return true;
                }

                return false;
            }
        }

        public bool TrySetCurrentScene(UUID regionID)
        {
//            m_log.Debug("Searching for Region: '" + regionID + "'");

            Scene s;

            if (m_localScenes.TryGetValue(regionID, out s))
            {
                m_currentScene = s;
                return true;
            }

            return false;
        }

        public bool TryGetScene(string regionName, out Scene scene)
        {
            return m_localScenes.TryGetValue(regionName, out scene);
        }

        public bool TryGetScene(UUID regionID, out Scene scene)
        {
            return m_localScenes.TryGetValue(regionID, out scene);
        }

        public bool TryGetScene(uint locX, uint locY, out Scene scene)
        {
            List<Scene> sceneList = Scenes;
            foreach (Scene mscene in sceneList)
            {
                if (mscene.RegionInfo.RegionLocX == locX &&
                    mscene.RegionInfo.RegionLocY == locY)
                {
                    scene = mscene;
                    return true;
                }
            }
            
            scene = null;
            return false;
        }

        public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
        {
            List<Scene> sceneList = Scenes;
            foreach (Scene mscene in sceneList)
            {
                if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
                    (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
                {
                    scene = mscene;
                    return true;
                }
            }
            
            scene = null;
            return false;
        }

        /// <summary>
        /// Set the debug packet level on each current scene.  This level governs which packets are printed out to the
        /// console.
        /// </summary>
        /// <param name="newDebug"></param>
        /// <param name="name">Name of avatar to debug</param>
        public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
        {
            ForEachCurrentScene(scene =>
                scene.ForEachScenePresence(sp =>
                {
                    if (name == null || sp.Name == name)
                    {
                        m_log.DebugFormat(
                            "Packet debug for {0} ({1}) set to {2}",
                            sp.Name, sp.IsChildAgent ? "child" : "root", newDebug);

                        sp.ControllingClient.DebugPacketLevel = newDebug;
                    }
                })
            );
        }

        public List<ScenePresence> GetCurrentSceneAvatars()
        {
            List<ScenePresence> avatars = new List<ScenePresence>();

            ForEachCurrentScene(
                delegate(Scene scene)
                {
                    scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
                    {
                        avatars.Add(scenePresence);
                    });
                }
            );

            return avatars;
        }

        public List<ScenePresence> GetCurrentScenePresences()
        {
            List<ScenePresence> presences = new List<ScenePresence>();

            ForEachCurrentScene(delegate(Scene scene)
            {
                scene.ForEachScenePresence(delegate(ScenePresence sp)
                {
                    presences.Add(sp);
                });
            });

            return presences;
        }

        public RegionInfo GetRegionInfo(UUID regionID)
        {
            Scene s;
            if (m_localScenes.TryGetValue(regionID, out s))
            {
                return s.RegionInfo;
            }

            return null;
        }

        public void ForceCurrentSceneClientUpdate()
        {
            ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
        }

        public void HandleEditCommandOnCurrentScene(string[] cmdparams)
        {
            ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); });
        }

        public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
        {
            List<Scene> sceneList = Scenes;
            foreach (Scene scene in sceneList)
            {
                if (scene.TryGetScenePresence(avatarId, out avatar))
                {
                    return true;
                }
            }

            avatar = null;
            return false;
        }

        public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
        {
            List<Scene> sceneList = Scenes;
            foreach (Scene scene in sceneList)
            {
                avatar = scene.GetScenePresence(avatarId);

                if (avatar != null && !avatar.IsChildAgent)
                    return true;
            }

            avatar = null;
            return false;
        }

        public void CloseScene(Scene scene)
        {
            lock (m_localScenes)
                m_localScenes.Remove(scene.RegionInfo.RegionID);

            scene.Close();
        }

        public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
        {
            List<Scene> sceneList = Scenes;
            foreach (Scene scene in sceneList)
            {
                if (scene.TryGetAvatarByName(avatarName, out avatar))
                {
                    return true;
                }
            }

            avatar = null;
            return false;
        }

        public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
        {
            List<Scene> sceneList = Scenes;
            foreach (Scene scene in sceneList)
            {
                sp = scene.GetScenePresence(firstName, lastName);
                if (sp != null && !sp.IsChildAgent)
                    return true;
            }

            sp = null;
            return false;
        }

        public void ForEachScene(Action<Scene> action)
        {
            List<Scene> sceneList = Scenes;
            sceneList.ForEach(action);
        }
    }
}