Files
opensim/OpenSim/Region/ClientStack/RegionApplicationBase.cs
Sean Dague 8088802c21 From Alan Webb <awebb@linux.vnet.ibm.com>
These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.

This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
2009-02-09 21:47:55 +00:00

217 lines
9.3 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Reflection;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Environment;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.ClientStack
{
public abstract class RegionApplicationBase : BaseOpenSimServer
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected IAssetCache m_assetCache;
protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
protected NetworkServersInfo m_networkServersInfo;
protected BaseHttpServer m_httpServer;
protected uint m_httpServerPort;
public CommunicationsManager CommunicationsManager
{
get { return m_commsManager; }
}
protected CommunicationsManager m_commsManager;
protected StorageManager m_storageManager;
protected ClientStackManager m_clientStackManager;
public SceneManager SceneManager
{
get { return m_sceneManager; }
}
protected SceneManager m_sceneManager = new SceneManager();
protected abstract void Initialize();
/// <summary>
/// Get a new physics scene.
/// </summary>
///
/// <param name="osSceneIdentifier">
/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
/// </param>
/// <returns></returns>
protected abstract PhysicsScene GetPhysicsScene(string osSceneIdentifier);
protected abstract StorageManager CreateStorageManager();
protected abstract ClientStackManager CreateClientStackManager();
protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
AgentCircuitManager circuitManager);
protected override void StartupSpecific()
{
m_storageManager = CreateStorageManager();
m_clientStackManager = CreateClientStackManager();
Initialize();
m_httpServer
= new BaseHttpServer(
m_httpServerPort, m_networkServersInfo.HttpUsesSSL, m_networkServersInfo.httpSSLPort,
m_networkServersInfo.HttpSSLCN);
if (m_networkServersInfo.HttpUsesSSL && (m_networkServersInfo.HttpListenerPort == m_networkServersInfo.httpSSLPort))
{
m_log.Error("[HTTP]: HTTP Server config failed. HTTP Server and HTTPS server must be on different ports");
}
m_log.Info("[REGION]: Starting HTTP server");
m_httpServer.Start();
base.StartupSpecific();
}
/// <summary>
/// Get a new physics scene.
/// </summary>
/// <param name="engine">The name of the physics engine to use</param>
/// <param name="meshEngine">The name of the mesh engine to use</param>
/// <param name="config">The configuration data to pass to the physics and mesh engines</param>
/// <param name="osSceneIdentifier">
/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
/// </param>
/// <returns></returns>
protected PhysicsScene GetPhysicsScene(
string engine, string meshEngine, IConfigSource config, string osSceneIdentifier)
{
PhysicsPluginManager physicsPluginManager;
physicsPluginManager = new PhysicsPluginManager();
physicsPluginManager.LoadPluginsFromAssemblies("Physics");
return physicsPluginManager.GetPhysicsScene(engine, meshEngine, config, osSceneIdentifier);
}
/// <summary>
/// Create a scene and its initial base structures.
/// </summary>
/// <param name="regionInfo"></param>
/// <param name="clientServer"> </param>
/// <returns></returns>
protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer clientServer)
{
return SetupScene(regionInfo, 0, null, out clientServer);
}
/// <summary>
/// Create a scene and its initial base structures.
/// </summary>
/// TODO: Really configSource shouldn't be passed in here, but should be moved up to BaseOpenSimServer and
/// made common to all the servers.
///
/// <param name="regionInfo"></param>
/// <param name="proxyOffset"></param>
/// <param name="configSource"></param>
/// <param name="clientServer"> </param>
/// <returns></returns>
protected Scene SetupScene(
RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out IClientNetworkServer clientServer)
{
AgentCircuitManager circuitManager = new AgentCircuitManager();
IPAddress listenIP = regionInfo.InternalEndPoint.Address;
//if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP))
// listenIP = IPAddress.Parse("0.0.0.0");
uint port = (uint) regionInfo.InternalEndPoint.Port;
clientServer
= m_clientStackManager.CreateServer(
listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource,
m_assetCache, circuitManager);
regionInfo.InternalEndPoint.Port = (int)port;
Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
clientServer.AddScene(scene);
scene.LoadWorldMap();
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
scene.PhysicsScene.SetWaterLevel((float)regionInfo.RegionSettings.WaterHeight);
// TODO: Remove this cruft once MasterAvatar is fully deprecated
//Master Avatar Setup
UserProfileData masterAvatar;
if (scene.RegionInfo.MasterAvatarAssignedUUID == UUID.Zero)
{
masterAvatar =
m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
scene.RegionInfo.MasterAvatarLastName,
scene.RegionInfo.MasterAvatarSandboxPassword);
}
else
{
masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
scene.RegionInfo.MasterAvatarFirstName = masterAvatar.FirstName;
scene.RegionInfo.MasterAvatarLastName = masterAvatar.SurName;
}
if (masterAvatar == null)
{
m_log.Info("[PARCEL]: No master avatar found, using null.");
scene.RegionInfo.MasterAvatarAssignedUUID = UUID.Zero;
}
else
{
m_log.InfoFormat("[PARCEL]: Found master avatar {0} {1} [" + masterAvatar.ID.ToString() + "]",
scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName);
scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.ID;
}
return scene;
}
}
}