opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Net; |
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31 | using System.Reflection; |
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32 | using OpenMetaverse; |
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33 | using log4net; |
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34 | using OpenSim.Framework; |
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35 | using OpenSim.Region.Framework.Interfaces; |
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36 | |||
37 | namespace OpenSim.Region.Framework.Scenes |
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38 | { |
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39 | public delegate void RestartSim(RegionInfo thisregion); |
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40 | |||
41 | /// <summary> |
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42 | /// Manager for adding, closing and restarting scenes. |
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43 | /// </summary> |
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44 | public class SceneManager |
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45 | { |
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46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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47 | |||
48 | public event RestartSim OnRestartSim; |
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49 | |||
50 | /// <summary> |
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51 | /// Fired when either all regions are ready for use or at least one region has become unready for use where |
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52 | /// previously all regions were ready. |
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53 | /// </summary> |
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54 | public event Action<SceneManager> OnRegionsReadyStatusChange; |
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55 | |||
56 | /// <summary> |
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57 | /// Are all regions ready for use? |
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58 | /// </summary> |
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59 | public bool AllRegionsReady |
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60 | { |
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61 | get |
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62 | { |
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63 | return m_allRegionsReady; |
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64 | } |
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65 | |||
66 | private set |
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67 | { |
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68 | if (m_allRegionsReady != value) |
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69 | { |
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70 | m_allRegionsReady = value; |
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71 | Action<SceneManager> handler = OnRegionsReadyStatusChange; |
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72 | if (handler != null) |
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73 | { |
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74 | foreach (Action<SceneManager> d in handler.GetInvocationList()) |
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75 | { |
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76 | try |
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77 | { |
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78 | d(this); |
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79 | } |
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80 | catch (Exception e) |
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81 | { |
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82 | m_log.ErrorFormat("[SCENE MANAGER]: Delegate for OnRegionsReadyStatusChange failed - continuing {0} - {1}", |
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83 | e.Message, e.StackTrace); |
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84 | } |
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85 | } |
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86 | } |
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87 | } |
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88 | } |
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89 | } |
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90 | private bool m_allRegionsReady; |
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91 | |||
92 | private static SceneManager m_instance = null; |
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93 | public static SceneManager Instance |
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94 | { |
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95 | get { |
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96 | if (m_instance == null) |
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97 | m_instance = new SceneManager(); |
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98 | return m_instance; |
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99 | } |
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100 | } |
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101 | |||
102 | private readonly List<Scene> m_localScenes = new List<Scene>(); |
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103 | |||
104 | public List<Scene> Scenes |
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105 | { |
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106 | get { return new List<Scene>(m_localScenes); } |
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107 | } |
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108 | |||
109 | /// <summary> |
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110 | /// Scene selected from the console. |
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111 | /// </summary> |
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112 | /// <value> |
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113 | /// If null, then all scenes are considered selected (signalled as "Root" on the console). |
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114 | /// </value> |
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115 | public Scene CurrentScene { get; private set; } |
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116 | |||
117 | public Scene CurrentOrFirstScene |
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118 | { |
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119 | get |
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120 | { |
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121 | if (CurrentScene == null) |
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122 | { |
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123 | lock (m_localScenes) |
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124 | { |
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125 | if (m_localScenes.Count > 0) |
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126 | return m_localScenes[0]; |
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127 | else |
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128 | return null; |
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129 | } |
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130 | } |
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131 | else |
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132 | { |
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133 | return CurrentScene; |
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134 | } |
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135 | } |
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136 | } |
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137 | |||
138 | public SceneManager() |
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139 | { |
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140 | m_instance = this; |
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141 | m_localScenes = new List<Scene>(); |
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142 | } |
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143 | |||
144 | public void Close() |
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145 | { |
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146 | lock (m_localScenes) |
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147 | { |
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148 | for (int i = 0; i < m_localScenes.Count; i++) |
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149 | { |
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150 | m_localScenes[i].Close(); |
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151 | } |
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152 | } |
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153 | } |
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154 | |||
155 | public void Close(Scene cscene) |
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156 | { |
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157 | lock (m_localScenes) |
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158 | { |
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159 | if (m_localScenes.Contains(cscene)) |
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160 | { |
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161 | for (int i = 0; i < m_localScenes.Count; i++) |
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162 | { |
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163 | if (m_localScenes[i].Equals(cscene)) |
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164 | { |
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165 | m_localScenes[i].Close(); |
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166 | } |
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167 | } |
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168 | } |
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169 | } |
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170 | } |
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171 | |||
172 | public void Add(Scene scene) |
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173 | { |
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174 | lock (m_localScenes) |
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175 | m_localScenes.Add(scene); |
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176 | |||
177 | scene.OnRestart += HandleRestart; |
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178 | scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; |
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179 | } |
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180 | |||
181 | public void HandleRestart(RegionInfo rdata) |
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182 | { |
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183 | Scene restartedScene = null; |
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184 | |||
185 | lock (m_localScenes) |
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186 | { |
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187 | for (int i = 0; i < m_localScenes.Count; i++) |
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188 | { |
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189 | if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName) |
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190 | { |
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191 | restartedScene = m_localScenes[i]; |
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192 | m_localScenes.RemoveAt(i); |
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193 | break; |
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194 | } |
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195 | } |
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196 | } |
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197 | |||
198 | // If the currently selected scene has been restarted, then we can't reselect here since we the scene |
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199 | // hasn't yet been recreated. We will have to leave this to the caller. |
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200 | if (CurrentScene == restartedScene) |
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201 | CurrentScene = null; |
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202 | |||
203 | // Send signal to main that we're restarting this sim. |
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204 | OnRestartSim(rdata); |
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205 | } |
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206 | |||
207 | private void HandleRegionReadyStatusChange(IScene scene) |
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208 | { |
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209 | lock (m_localScenes) |
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210 | AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); |
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211 | } |
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212 | |||
213 | public void SendSimOnlineNotification(ulong regionHandle) |
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214 | { |
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215 | RegionInfo Result = null; |
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216 | |||
217 | lock (m_localScenes) |
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218 | { |
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219 | for (int i = 0; i < m_localScenes.Count; i++) |
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220 | { |
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221 | if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle) |
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222 | { |
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223 | // Inform other regions to tell their avatar about me |
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224 | Result = m_localScenes[i].RegionInfo; |
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225 | } |
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226 | } |
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227 | |||
228 | if (Result != null) |
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229 | { |
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230 | for (int i = 0; i < m_localScenes.Count; i++) |
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231 | { |
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232 | if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) |
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233 | { |
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234 | // Inform other regions to tell their avatar about me |
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235 | //m_localScenes[i].OtherRegionUp(Result); |
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236 | } |
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237 | } |
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238 | } |
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239 | else |
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240 | { |
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241 | m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); |
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242 | } |
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243 | } |
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244 | } |
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245 | |||
246 | /// <summary> |
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247 | /// Save the prims in the current scene to an xml file in OpenSimulator's original 'xml' format |
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248 | /// </summary> |
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249 | /// <param name="filename"></param> |
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250 | public void SaveCurrentSceneToXml(string filename) |
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251 | { |
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252 | IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); |
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253 | if (serialiser != null) |
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254 | serialiser.SavePrimsToXml(CurrentOrFirstScene, filename); |
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255 | } |
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256 | |||
257 | /// <summary> |
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258 | /// Load an xml file of prims in OpenSimulator's original 'xml' file format to the current scene |
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259 | /// </summary> |
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260 | /// <param name="filename"></param> |
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261 | /// <param name="generateNewIDs"></param> |
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262 | /// <param name="loadOffset"></param> |
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263 | public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, Vector3 loadOffset) |
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264 | { |
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265 | IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); |
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266 | if (serialiser != null) |
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267 | serialiser.LoadPrimsFromXml(CurrentOrFirstScene, filename, generateNewIDs, loadOffset); |
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268 | } |
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269 | |||
270 | /// <summary> |
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271 | /// Save the prims in the current scene to an xml file in OpenSimulator's current 'xml2' format |
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272 | /// </summary> |
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273 | /// <param name="filename"></param> |
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274 | public void SaveCurrentSceneToXml2(string filename) |
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275 | { |
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276 | IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); |
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277 | if (serialiser != null) |
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278 | serialiser.SavePrimsToXml2(CurrentOrFirstScene, filename); |
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279 | } |
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280 | |||
281 | public void SaveNamedPrimsToXml2(string primName, string filename) |
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282 | { |
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283 | IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); |
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284 | if (serialiser != null) |
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285 | serialiser.SaveNamedPrimsToXml2(CurrentOrFirstScene, primName, filename); |
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286 | } |
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287 | |||
288 | /// <summary> |
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289 | /// Load an xml file of prims in OpenSimulator's current 'xml2' file format to the current scene |
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290 | /// </summary> |
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291 | public void LoadCurrentSceneFromXml2(string filename) |
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292 | { |
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293 | IRegionSerialiserModule serialiser = CurrentOrFirstScene.RequestModuleInterface<IRegionSerialiserModule>(); |
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294 | if (serialiser != null) |
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295 | serialiser.LoadPrimsFromXml2(CurrentOrFirstScene, filename); |
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296 | } |
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297 | |||
298 | /// <summary> |
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299 | /// Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets |
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300 | /// as well as the details of the prims themselves. |
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301 | /// </summary> |
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302 | /// <param name="cmdparams"></param> |
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303 | public void SaveCurrentSceneToArchive(string[] cmdparams) |
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304 | { |
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305 | IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>(); |
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306 | if (archiver != null) |
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307 | archiver.HandleSaveOarConsoleCommand(string.Empty, cmdparams); |
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308 | } |
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309 | |||
310 | /// <summary> |
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311 | /// Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload |
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312 | /// their assets to the asset service. |
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313 | /// </summary> |
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314 | /// <param name="cmdparams"></param> |
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315 | public void LoadArchiveToCurrentScene(string[] cmdparams) |
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316 | { |
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317 | IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface<IRegionArchiverModule>(); |
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318 | if (archiver != null) |
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319 | archiver.HandleLoadOarConsoleCommand(string.Empty, cmdparams); |
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320 | } |
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321 | |||
322 | public string SaveCurrentSceneMapToXmlString() |
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323 | { |
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324 | return CurrentOrFirstScene.Heightmap.SaveToXmlString(); |
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325 | } |
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326 | |||
327 | public void LoadCurrenSceneMapFromXmlString(string mapData) |
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328 | { |
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329 | CurrentOrFirstScene.Heightmap.LoadFromXmlString(mapData); |
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330 | } |
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331 | |||
332 | public void SendCommandToPluginModules(string[] cmdparams) |
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333 | { |
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334 | ForEachSelectedScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); }); |
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335 | } |
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336 | |||
337 | public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions) |
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338 | { |
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339 | ForEachSelectedScene(delegate(Scene scene) { scene.Permissions.SetBypassPermissions(bypassPermissions); }); |
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340 | } |
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341 | |||
342 | public void ForEachSelectedScene(Action<Scene> func) |
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343 | { |
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344 | if (CurrentScene == null) |
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345 | ForEachScene(func); |
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346 | else |
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347 | func(CurrentScene); |
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348 | } |
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349 | |||
350 | public void RestartCurrentScene() |
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351 | { |
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352 | ForEachSelectedScene(delegate(Scene scene) { scene.RestartNow(); }); |
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353 | } |
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354 | |||
355 | public void BackupCurrentScene() |
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356 | { |
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357 | ForEachSelectedScene(delegate(Scene scene) { scene.Backup(true); }); |
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358 | } |
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359 | |||
360 | public bool TrySetCurrentScene(string regionName) |
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361 | { |
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362 | if ((String.Compare(regionName, "root") == 0) |
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363 | || (String.Compare(regionName, "..") == 0) |
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364 | || (String.Compare(regionName, "/") == 0)) |
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365 | { |
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366 | CurrentScene = null; |
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367 | return true; |
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368 | } |
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369 | else |
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370 | { |
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371 | lock (m_localScenes) |
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372 | { |
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373 | foreach (Scene scene in m_localScenes) |
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374 | { |
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375 | if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0) |
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376 | { |
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377 | CurrentScene = scene; |
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378 | return true; |
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379 | } |
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380 | } |
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381 | } |
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382 | |||
383 | return false; |
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384 | } |
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385 | } |
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386 | |||
387 | public bool TrySetCurrentScene(UUID regionID) |
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388 | { |
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389 | m_log.Debug("Searching for Region: '" + regionID + "'"); |
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390 | |||
391 | lock (m_localScenes) |
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392 | { |
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393 | foreach (Scene scene in m_localScenes) |
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394 | { |
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395 | if (scene.RegionInfo.RegionID == regionID) |
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396 | { |
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397 | CurrentScene = scene; |
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398 | return true; |
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399 | } |
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400 | } |
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401 | } |
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402 | |||
403 | return false; |
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404 | } |
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405 | |||
406 | public bool TryGetScene(string regionName, out Scene scene) |
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407 | { |
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408 | lock (m_localScenes) |
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409 | { |
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410 | foreach (Scene mscene in m_localScenes) |
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411 | { |
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412 | if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0) |
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413 | { |
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414 | scene = mscene; |
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415 | return true; |
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416 | } |
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417 | } |
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418 | } |
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419 | |||
420 | scene = null; |
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421 | return false; |
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422 | } |
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423 | |||
424 | public bool TryGetScene(UUID regionID, out Scene scene) |
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425 | { |
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426 | lock (m_localScenes) |
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427 | { |
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428 | foreach (Scene mscene in m_localScenes) |
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429 | { |
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430 | if (mscene.RegionInfo.RegionID == regionID) |
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431 | { |
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432 | scene = mscene; |
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433 | return true; |
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434 | } |
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435 | } |
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436 | } |
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437 | |||
438 | scene = null; |
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439 | return false; |
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440 | } |
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441 | |||
442 | public bool TryGetScene(uint locX, uint locY, out Scene scene) |
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443 | { |
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444 | lock (m_localScenes) |
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445 | { |
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446 | foreach (Scene mscene in m_localScenes) |
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447 | { |
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448 | if (mscene.RegionInfo.RegionLocX == locX && |
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449 | mscene.RegionInfo.RegionLocY == locY) |
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450 | { |
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451 | scene = mscene; |
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452 | return true; |
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453 | } |
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454 | } |
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455 | } |
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456 | |||
457 | scene = null; |
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458 | return false; |
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459 | } |
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460 | |||
461 | public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) |
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462 | { |
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463 | lock (m_localScenes) |
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464 | { |
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465 | foreach (Scene mscene in m_localScenes) |
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466 | { |
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467 | if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && |
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468 | (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) |
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469 | { |
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470 | scene = mscene; |
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471 | return true; |
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472 | } |
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473 | } |
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474 | } |
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475 | |||
476 | scene = null; |
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477 | return false; |
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478 | } |
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479 | |||
480 | public List<ScenePresence> GetCurrentSceneAvatars() |
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481 | { |
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482 | List<ScenePresence> avatars = new List<ScenePresence>(); |
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483 | |||
484 | ForEachSelectedScene( |
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485 | delegate(Scene scene) |
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486 | { |
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487 | scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) |
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488 | { |
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489 | avatars.Add(scenePresence); |
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490 | }); |
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491 | } |
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492 | ); |
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493 | |||
494 | return avatars; |
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495 | } |
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496 | |||
497 | public List<ScenePresence> GetCurrentScenePresences() |
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498 | { |
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499 | List<ScenePresence> presences = new List<ScenePresence>(); |
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500 | |||
501 | ForEachSelectedScene(delegate(Scene scene) |
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502 | { |
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503 | scene.ForEachScenePresence(delegate(ScenePresence sp) |
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504 | { |
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505 | presences.Add(sp); |
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506 | }); |
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507 | }); |
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508 | |||
509 | return presences; |
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510 | } |
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511 | |||
512 | public RegionInfo GetRegionInfo(UUID regionID) |
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513 | { |
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514 | lock (m_localScenes) |
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515 | { |
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516 | foreach (Scene scene in m_localScenes) |
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517 | { |
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518 | if (scene.RegionInfo.RegionID == regionID) |
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519 | { |
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520 | return scene.RegionInfo; |
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521 | } |
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522 | } |
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523 | } |
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524 | |||
525 | return null; |
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526 | } |
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527 | |||
528 | public void ForceCurrentSceneClientUpdate() |
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529 | { |
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530 | ForEachSelectedScene(delegate(Scene scene) { scene.ForceClientUpdate(); }); |
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531 | } |
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532 | |||
533 | public void HandleEditCommandOnCurrentScene(string[] cmdparams) |
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534 | { |
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535 | ForEachSelectedScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); }); |
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536 | } |
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537 | |||
538 | public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) |
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539 | { |
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540 | lock (m_localScenes) |
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541 | { |
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542 | foreach (Scene scene in m_localScenes) |
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543 | { |
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544 | if (scene.TryGetScenePresence(avatarId, out avatar)) |
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545 | { |
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546 | return true; |
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547 | } |
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548 | } |
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549 | } |
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550 | |||
551 | avatar = null; |
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552 | return false; |
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553 | } |
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554 | |||
555 | public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) |
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556 | { |
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557 | lock (m_localScenes) |
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558 | { |
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559 | foreach (Scene scene in m_localScenes) |
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560 | { |
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561 | avatar = scene.GetScenePresence(avatarId); |
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562 | |||
563 | if (avatar != null && !avatar.IsChildAgent) |
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564 | return true; |
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565 | } |
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566 | } |
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567 | |||
568 | avatar = null; |
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569 | return false; |
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570 | } |
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571 | |||
572 | public void CloseScene(Scene scene) |
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573 | { |
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574 | lock (m_localScenes) |
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575 | m_localScenes.Remove(scene); |
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576 | |||
577 | scene.Close(); |
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578 | } |
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579 | |||
580 | public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) |
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581 | { |
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582 | lock (m_localScenes) |
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583 | { |
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584 | foreach (Scene scene in m_localScenes) |
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585 | { |
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586 | if (scene.TryGetAvatarByName(avatarName, out avatar)) |
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587 | { |
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588 | return true; |
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589 | } |
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590 | } |
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591 | } |
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592 | |||
593 | avatar = null; |
||
594 | return false; |
||
595 | } |
||
596 | |||
597 | public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) |
||
598 | { |
||
599 | lock (m_localScenes) |
||
600 | { |
||
601 | foreach (Scene scene in m_localScenes) |
||
602 | { |
||
603 | sp = scene.GetScenePresence(firstName, lastName); |
||
604 | if (sp != null && !sp.IsChildAgent) |
||
605 | return true; |
||
606 | } |
||
607 | } |
||
608 | |||
609 | sp = null; |
||
610 | return false; |
||
611 | } |
||
612 | |||
613 | public void ForEachScene(Action<Scene> action) |
||
614 | { |
||
615 | lock (m_localScenes) |
||
616 | m_localScenes.ForEach(action); |
||
617 | } |
||
618 | } |
||
619 | } |