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/OpenSim/Region/Framework/Scenes/SceneBase.cs

https://bitbucket.org/AlethiaGrid/opensimulator-0.7-.x
C# | 574 lines | 325 code | 91 blank | 158 comment | 27 complexity | 53bb8856139aa8efcfe7371e395151b6 MD5 | raw file
Possible License(s): MIT, BSD-3-Clause
  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Reflection;
  30. using System.Threading;
  31. using OpenMetaverse;
  32. using log4net;
  33. using Nini.Config;
  34. using OpenSim.Framework;
  35. using OpenSim.Framework.Console;
  36. using OpenSim.Region.Framework.Interfaces;
  37. using GridRegion = OpenSim.Services.Interfaces.GridRegion;
  38. namespace OpenSim.Region.Framework.Scenes
  39. {
  40. public abstract class SceneBase : IScene
  41. {
  42. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  43. #region Events
  44. public event restart OnRestart;
  45. #endregion
  46. #region Fields
  47. public string Name { get { return RegionInfo.RegionName; } }
  48. public IConfigSource Config
  49. {
  50. get { return GetConfig(); }
  51. }
  52. protected virtual IConfigSource GetConfig()
  53. {
  54. return null;
  55. }
  56. /// <value>
  57. /// All the region modules attached to this scene.
  58. /// </value>
  59. public Dictionary<string, IRegionModuleBase> RegionModules
  60. {
  61. get { return m_regionModules; }
  62. }
  63. private Dictionary<string, IRegionModuleBase> m_regionModules = new Dictionary<string, IRegionModuleBase>();
  64. /// <value>
  65. /// The module interfaces available from this scene.
  66. /// </value>
  67. protected Dictionary<Type, List<object>> ModuleInterfaces = new Dictionary<Type, List<object>>();
  68. protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
  69. /// <value>
  70. /// The module commanders available from this scene
  71. /// </value>
  72. protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
  73. /// <value>
  74. /// Registered classes that are capable of creating entities.
  75. /// </value>
  76. protected Dictionary<PCode, IEntityCreator> m_entityCreators = new Dictionary<PCode, IEntityCreator>();
  77. /// <summary>
  78. /// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
  79. /// dispensed.
  80. /// </summary>
  81. protected uint m_lastAllocatedLocalId = 720000;
  82. private readonly Mutex _primAllocateMutex = new Mutex(false);
  83. protected readonly ClientManager m_clientManager = new ClientManager();
  84. public bool LoginsEnabled
  85. {
  86. get
  87. {
  88. return m_loginsEnabled;
  89. }
  90. set
  91. {
  92. if (m_loginsEnabled != value)
  93. {
  94. m_loginsEnabled = value;
  95. EventManager.TriggerRegionLoginsStatusChange(this);
  96. }
  97. }
  98. }
  99. private bool m_loginsEnabled;
  100. public bool Ready
  101. {
  102. get
  103. {
  104. return m_ready;
  105. }
  106. set
  107. {
  108. if (m_ready != value)
  109. {
  110. m_ready = value;
  111. EventManager.TriggerRegionReadyStatusChange(this);
  112. }
  113. }
  114. }
  115. private bool m_ready;
  116. public float TimeDilation
  117. {
  118. get { return 1.0f; }
  119. }
  120. protected ulong m_regionHandle;
  121. protected string m_regionName;
  122. protected RegionInfo m_regInfo;
  123. public ITerrainChannel Heightmap;
  124. /// <value>
  125. /// Allows retrieval of land information for this scene.
  126. /// </value>
  127. public ILandChannel LandChannel;
  128. /// <value>
  129. /// Manage events that occur in this scene (avatar movement, script rez, etc.). Commonly used by region modules
  130. /// to subscribe to scene events.
  131. /// </value>
  132. public EventManager EventManager
  133. {
  134. get { return m_eventManager; }
  135. }
  136. protected EventManager m_eventManager;
  137. protected ScenePermissions m_permissions;
  138. public ScenePermissions Permissions
  139. {
  140. get { return m_permissions; }
  141. }
  142. /* Used by the loadbalancer plugin on GForge */
  143. protected RegionStatus m_regStatus;
  144. public RegionStatus RegionStatus
  145. {
  146. get { return m_regStatus; }
  147. set { m_regStatus = value; }
  148. }
  149. #endregion
  150. public SceneBase(RegionInfo regInfo)
  151. {
  152. RegionInfo = regInfo;
  153. }
  154. #region Update Methods
  155. /// <summary>
  156. /// Called to update the scene loop by a number of frames and until shutdown.
  157. /// </summary>
  158. /// <param name="frames">
  159. /// Number of frames to update. Exits on shutdown even if there are frames remaining.
  160. /// If -1 then updates until shutdown.
  161. /// </param>
  162. public abstract void Update(int frames);
  163. #endregion
  164. #region Terrain Methods
  165. /// <summary>
  166. /// Loads the World heightmap
  167. /// </summary>
  168. public abstract void LoadWorldMap();
  169. /// <summary>
  170. /// Send the region heightmap to the client
  171. /// </summary>
  172. /// <param name="RemoteClient">Client to send to</param>
  173. public virtual void SendLayerData(IClientAPI RemoteClient)
  174. {
  175. RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
  176. }
  177. #endregion
  178. #region Add/Remove Agent/Avatar
  179. public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
  180. public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
  181. public bool TryGetScenePresence(UUID agentID, out object scenePresence)
  182. {
  183. scenePresence = null;
  184. ScenePresence sp = null;
  185. if (TryGetScenePresence(agentID, out sp))
  186. {
  187. scenePresence = sp;
  188. return true;
  189. }
  190. return false;
  191. }
  192. /// <summary>
  193. /// Try to get a scene presence from the scene
  194. /// </summary>
  195. /// <param name="agentID"></param>
  196. /// <param name="scenePresence">null if there is no scene presence with the given agent id</param>
  197. /// <returns>true if there was a scene presence with the given id, false otherwise.</returns>
  198. public abstract bool TryGetScenePresence(UUID agentID, out ScenePresence scenePresence);
  199. #endregion
  200. /// <summary>
  201. ///
  202. /// </summary>
  203. /// <returns></returns>
  204. public virtual RegionInfo RegionInfo { get; private set; }
  205. #region admin stuff
  206. public abstract void OtherRegionUp(GridRegion otherRegion);
  207. public virtual string GetSimulatorVersion()
  208. {
  209. return "OpenSimulator Server";
  210. }
  211. #endregion
  212. #region Shutdown
  213. /// <summary>
  214. /// Tidy before shutdown
  215. /// </summary>
  216. public virtual void Close()
  217. {
  218. try
  219. {
  220. EventManager.TriggerShutdown();
  221. }
  222. catch (Exception e)
  223. {
  224. m_log.Error(string.Format("[SCENE]: SceneBase.cs: Close() - Failed with exception ", e));
  225. }
  226. }
  227. #endregion
  228. /// <summary>
  229. /// Returns a new unallocated local ID
  230. /// </summary>
  231. /// <returns>A brand new local ID</returns>
  232. public uint AllocateLocalId()
  233. {
  234. uint myID;
  235. _primAllocateMutex.WaitOne();
  236. myID = ++m_lastAllocatedLocalId;
  237. _primAllocateMutex.ReleaseMutex();
  238. return myID;
  239. }
  240. #region Module Methods
  241. /// <summary>
  242. /// Add a region-module to this scene. TODO: This will replace AddModule in the future.
  243. /// </summary>
  244. /// <param name="name"></param>
  245. /// <param name="module"></param>
  246. public void AddRegionModule(string name, IRegionModuleBase module)
  247. {
  248. if (!RegionModules.ContainsKey(name))
  249. {
  250. RegionModules.Add(name, module);
  251. }
  252. }
  253. public void RemoveRegionModule(string name)
  254. {
  255. RegionModules.Remove(name);
  256. }
  257. /// <summary>
  258. /// Register a module commander.
  259. /// </summary>
  260. /// <param name="commander"></param>
  261. public void RegisterModuleCommander(ICommander commander)
  262. {
  263. lock (m_moduleCommanders)
  264. {
  265. m_moduleCommanders.Add(commander.Name, commander);
  266. }
  267. }
  268. /// <summary>
  269. /// Unregister a module commander and all its commands
  270. /// </summary>
  271. /// <param name="name"></param>
  272. public void UnregisterModuleCommander(string name)
  273. {
  274. lock (m_moduleCommanders)
  275. {
  276. ICommander commander;
  277. if (m_moduleCommanders.TryGetValue(name, out commander))
  278. m_moduleCommanders.Remove(name);
  279. }
  280. }
  281. /// <summary>
  282. /// Get a module commander
  283. /// </summary>
  284. /// <param name="name"></param>
  285. /// <returns>The module commander, null if no module commander with that name was found</returns>
  286. public ICommander GetCommander(string name)
  287. {
  288. lock (m_moduleCommanders)
  289. {
  290. if (m_moduleCommanders.ContainsKey(name))
  291. return m_moduleCommanders[name];
  292. }
  293. return null;
  294. }
  295. public Dictionary<string, ICommander> GetCommanders()
  296. {
  297. return m_moduleCommanders;
  298. }
  299. /// <summary>
  300. /// Register an interface to a region module. This allows module methods to be called directly as
  301. /// well as via events. If there is already a module registered for this interface, it is not replaced
  302. /// (is this the best behaviour?)
  303. /// </summary>
  304. /// <param name="mod"></param>
  305. public void RegisterModuleInterface<M>(M mod)
  306. {
  307. // m_log.DebugFormat("[SCENE BASE]: Registering interface {0}", typeof(M));
  308. List<Object> l = null;
  309. if (!ModuleInterfaces.TryGetValue(typeof(M), out l))
  310. {
  311. l = new List<Object>();
  312. ModuleInterfaces.Add(typeof(M), l);
  313. }
  314. if (l.Count > 0)
  315. return;
  316. l.Add(mod);
  317. if (mod is IEntityCreator)
  318. {
  319. IEntityCreator entityCreator = (IEntityCreator)mod;
  320. foreach (PCode pcode in entityCreator.CreationCapabilities)
  321. {
  322. m_entityCreators[pcode] = entityCreator;
  323. }
  324. }
  325. }
  326. public void UnregisterModuleInterface<M>(M mod)
  327. {
  328. List<Object> l;
  329. if (ModuleInterfaces.TryGetValue(typeof(M), out l))
  330. {
  331. if (l.Remove(mod))
  332. {
  333. if (mod is IEntityCreator)
  334. {
  335. IEntityCreator entityCreator = (IEntityCreator)mod;
  336. foreach (PCode pcode in entityCreator.CreationCapabilities)
  337. {
  338. m_entityCreators[pcode] = null;
  339. }
  340. }
  341. }
  342. }
  343. }
  344. public void StackModuleInterface<M>(M mod)
  345. {
  346. List<Object> l;
  347. if (ModuleInterfaces.ContainsKey(typeof(M)))
  348. l = ModuleInterfaces[typeof(M)];
  349. else
  350. l = new List<Object>();
  351. if (l.Contains(mod))
  352. return;
  353. l.Add(mod);
  354. if (mod is IEntityCreator)
  355. {
  356. IEntityCreator entityCreator = (IEntityCreator)mod;
  357. foreach (PCode pcode in entityCreator.CreationCapabilities)
  358. {
  359. m_entityCreators[pcode] = entityCreator;
  360. }
  361. }
  362. ModuleInterfaces[typeof(M)] = l;
  363. }
  364. /// <summary>
  365. /// For the given interface, retrieve the region module which implements it.
  366. /// </summary>
  367. /// <returns>null if there is no registered module implementing that interface</returns>
  368. public T RequestModuleInterface<T>()
  369. {
  370. if (ModuleInterfaces.ContainsKey(typeof(T)) &&
  371. (ModuleInterfaces[typeof(T)].Count > 0))
  372. return (T)ModuleInterfaces[typeof(T)][0];
  373. else
  374. return default(T);
  375. }
  376. /// <summary>
  377. /// For the given interface, retrieve an array of region modules that implement it.
  378. /// </summary>
  379. /// <returns>an empty array if there are no registered modules implementing that interface</returns>
  380. public T[] RequestModuleInterfaces<T>()
  381. {
  382. if (ModuleInterfaces.ContainsKey(typeof(T)))
  383. {
  384. List<T> ret = new List<T>();
  385. foreach (Object o in ModuleInterfaces[typeof(T)])
  386. ret.Add((T)o);
  387. return ret.ToArray();
  388. }
  389. else
  390. {
  391. return new T[] {};
  392. }
  393. }
  394. #endregion
  395. /// <summary>
  396. /// Call this from a region module to add a command to the OpenSim console.
  397. /// </summary>
  398. /// <param name="mod"></param>
  399. /// <param name="command"></param>
  400. /// <param name="shorthelp"></param>
  401. /// <param name="longhelp"></param>
  402. /// <param name="callback"></param>
  403. public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
  404. {
  405. AddCommand(module, command, shorthelp, longhelp, string.Empty, callback);
  406. }
  407. /// <summary>
  408. /// Call this from a region module to add a command to the OpenSim console.
  409. /// </summary>
  410. /// <param name="mod">
  411. /// The use of IRegionModuleBase is a cheap trick to get a different method signature,
  412. /// though all new modules should be using interfaces descended from IRegionModuleBase anyway.
  413. /// </param>
  414. /// <param name="category">
  415. /// Category of the command. This is the section under which it will appear when the user asks for help
  416. /// </param>
  417. /// <param name="command"></param>
  418. /// <param name="shorthelp"></param>
  419. /// <param name="longhelp"></param>
  420. /// <param name="callback"></param>
  421. public void AddCommand(
  422. string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback)
  423. {
  424. AddCommand(category, module, command, shorthelp, longhelp, string.Empty, callback);
  425. }
  426. /// <summary>
  427. /// Call this from a region module to add a command to the OpenSim console.
  428. /// </summary>
  429. /// <param name="mod"></param>
  430. /// <param name="command"></param>
  431. /// <param name="shorthelp"></param>
  432. /// <param name="longhelp"></param>
  433. /// <param name="descriptivehelp"></param>
  434. /// <param name="callback"></param>
  435. public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
  436. {
  437. string moduleName = "";
  438. if (module != null)
  439. moduleName = module.Name;
  440. AddCommand(moduleName, module, command, shorthelp, longhelp, descriptivehelp, callback);
  441. }
  442. /// <summary>
  443. /// Call this from a region module to add a command to the OpenSim console.
  444. /// </summary>
  445. /// <param name="category">
  446. /// Category of the command. This is the section under which it will appear when the user asks for help
  447. /// </param>
  448. /// <param name="mod"></param>
  449. /// <param name="command"></param>
  450. /// <param name="shorthelp"></param>
  451. /// <param name="longhelp"></param>
  452. /// <param name="descriptivehelp"></param>
  453. /// <param name="callback"></param>
  454. public void AddCommand(
  455. string category, IRegionModuleBase module, string command,
  456. string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
  457. {
  458. if (MainConsole.Instance == null)
  459. return;
  460. bool shared = false;
  461. if (module != null)
  462. shared = module is ISharedRegionModule;
  463. MainConsole.Instance.Commands.AddCommand(
  464. category, shared, command, shorthelp, longhelp, descriptivehelp, callback);
  465. }
  466. public virtual ISceneObject DeserializeObject(string representation)
  467. {
  468. return null;
  469. }
  470. public virtual bool AllowScriptCrossings
  471. {
  472. get { return false; }
  473. }
  474. public void Restart()
  475. {
  476. // This has to be here to fire the event
  477. restart handlerPhysicsCrash = OnRestart;
  478. if (handlerPhysicsCrash != null)
  479. handlerPhysicsCrash(RegionInfo);
  480. }
  481. public abstract bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
  482. }
  483. }