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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
363 lines
15 KiB
C#
363 lines
15 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#region Header
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// CMModel.cs
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// User: bongiojp
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//
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//
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#endregion Header
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using OpenMetaverse;
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using OpenSim;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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using log4net;
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namespace OpenSim.Region.Environment.Modules.ContentManagement
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{
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public class CMModel
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{
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#region Static Fields
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static float TimeToUpdate = 0;
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static float TimeToConvertXml = 0;
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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#endregion Static Fields
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#region Fields
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/// <value>
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/// The class that contains all auras and metaentities used in the CMS.
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/// </value>
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CMEntityCollection m_MetaEntityCollection = new CMEntityCollection();
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IContentDatabase m_database = null;
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#endregion Fields
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#region Constructors
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public CMModel()
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{
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}
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#endregion Constructors
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#region Public Properties
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public CMEntityCollection MetaEntityCollection
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{
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get { return m_MetaEntityCollection; }
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}
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#endregion Public Properties
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#region Public Methods
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/// <summary>
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/// Compares the scene's object group list to the list of meta entities. If there is an object group that does not have a corresponding meta entity
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/// it is a new part that must have a green aura (for diff mode).
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/// Returns list of ContentManagementEntities
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/// </summary>
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public ArrayList CheckForNewEntitiesMissingAuras(Scene scene)
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{
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ArrayList missingList = null;
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ArrayList newList = new ArrayList();
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m_log.Debug("[CONTENT MANAGEMENT] Checking for new scene object parts in scene: " + scene.RegionInfo.RegionName);
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//Check if the current scene has groups not included in the current list of MetaEntities
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//If so, then the current scene's parts that are new should be marked green.
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missingList = m_MetaEntityCollection.CheckForMissingEntities(scene.GetEntities());
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foreach (Object missingPart in missingList)
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{
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if (m_MetaEntityCollection.Auras.ContainsKey(((SceneObjectPart)missingPart).UUID))
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continue;
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newList.Add(m_MetaEntityCollection.CreateAuraForNewlyCreatedEntity((SceneObjectPart)missingPart));
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}
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m_log.Info("Number of missing objects found: " + newList.Count);
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return newList;
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}
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/// <summary>
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/// Uses the database to serialize all current scene objects into xml and save into a database with an accompanying log message.
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/// </summary>
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public void CommitRegion(Scene scene, String logMessage)
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{
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m_log.Debug("[CONTENT MANAG] saving " + scene.RegionInfo.RegionName + " with log message: " + logMessage + " length of message: " + logMessage.Length);
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m_database.SaveRegion(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, logMessage);
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m_log.Debug("[CONTENT MANAG] the region name we are dealing with heeeeeeeere: " + scene.RegionInfo.RegionName );
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}
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public void DeleteAllMetaObjects()
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{
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m_MetaEntityCollection.ClearAll();
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}
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public ContentManagementEntity FindMetaEntityAffectedByUndo(UUID uuid)
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{
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ContentManagementEntity ent = GetMetaGroupByPrim(uuid);
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return ent;
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}
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//-------------------------------- HELPERS --------------------------------------------------------------------//
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public ContentManagementEntity GetMetaGroupByPrim(UUID uuid)
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{
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foreach (Object ent in m_MetaEntityCollection.Entities.Values)
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{
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if (((ContentManagementEntity)ent).HasChildPrim(uuid))
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return (ContentManagementEntity)ent;
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}
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return null;
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}
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public void Initialise(string database)
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{
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if (database == "FileSystemDatabase")
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m_database = new FileSystemDatabase();
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else if (database == "GitDatabase")
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m_database = new GitDatabase();
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}
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public void InitialiseDatabase(Scene scene, string dir)
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{
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m_database.Initialise(scene, dir);
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}
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/// <summary>
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/// Should be called just once to finish initializing the database.
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/// </summary>
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public void PostInitialise()
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{
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m_database.PostInitialise();
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}
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/// <summary>
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/// Removes the green aura when an a new scene object group is deleted.
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/// </summary>
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public void RemoveOrUpdateDeletedEntity(SceneObjectGroup group)
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{
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// Deal with new parts not revisioned that have been deleted.
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foreach (SceneObjectPart part in group.Children.Values)
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if (m_MetaEntityCollection.Auras.ContainsKey(part.UUID))
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m_MetaEntityCollection.RemoveNewlyCreatedEntityAura(part.UUID);
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}
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/// <summary>
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/// Retrieves the latest revision of a region in xml form,
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/// converts it to scene object groups and scene presences,
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/// swaps the current scene's entity list with the revision's list.
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/// Note: Since deleted objects while
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/// </summary>
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public void RollbackRegion(Scene scene)
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{
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System.Collections.ArrayList xmllist = null;
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SceneObjectGroup temp = null;
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System.Collections.Hashtable deleteListUUIDs = new Hashtable();
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// Dictionary<LLUUID, EntityBase> SearchList = new Dictionary<LLUUID,EntityBase>();
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Dictionary<UUID, EntityBase> ReplacementList = new Dictionary<UUID,EntityBase>();
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int revision = m_database.GetMostRecentRevision(scene.RegionInfo.RegionID);
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// EntityBase[] searchArray;
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xmllist = m_database.GetRegionObjectXMLList(scene.RegionInfo.RegionID, revision);
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if (xmllist == null)
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{
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m_log.Info("[CMMODEL]: Region (" + scene.RegionInfo.RegionID + ") does not have given revision number (" + revision + ").");
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return;
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}
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m_log.Info("[CMMODEL]: Region (" + scene.RegionInfo.RegionID + ") revision number (" + revision + ").");
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m_log.Info("[CMMODEL]: Scene Objects = " + xmllist.Count);
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m_log.Info("[CMMODEL]: Converting scene entities list to specified revision.");
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m_log.ErrorFormat("[CMMODEL]: 1");
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foreach (string xml in xmllist)
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{
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try{
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temp = new SceneObjectGroup(xml);
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temp.SetScene(scene);
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foreach (SceneObjectPart part in temp.Children.Values)
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part.RegionHandle = scene.RegionInfo.RegionHandle;
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ReplacementList.Add(temp.UUID, (EntityBase)temp);
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}
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catch(Exception e)
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{
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m_log.Info("[CMMODEL]: Error while creating replacement list for rollback: " + e);
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}
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}
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//If in scene but not in revision and not a client, remove them
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while (true)
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{
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try
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{
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foreach (EntityBase entity in scene.GetEntities())
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{
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if (entity == null)
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continue;
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if (entity is ScenePresence)
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{
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ReplacementList.Add(entity.UUID, entity);
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continue;
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}
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else //if (!ReplacementList.ContainsKey(entity.UUID))
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deleteListUUIDs.Add(entity.UUID, 0);
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}
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}
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catch(Exception e)
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{
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m_log.ErrorFormat("[CMMODEL]: " + e);
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deleteListUUIDs.Clear();
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ReplacementList.Clear();
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continue;
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}
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break;
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}
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foreach (UUID uuid in deleteListUUIDs.Keys)
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{
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try
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{
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// I thought that the DeleteGroup() function would handle all of this, but it doesn't. I'm not sure WHAT it handles.
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((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
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scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
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scene.SendKillObject(scene.Entities[uuid].LocalId);
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scene.m_sceneGraph.DeleteSceneObject(uuid, false);
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((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false);
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}
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catch(Exception e)
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{
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m_log.ErrorFormat("[CMMODEL]: Error while removing objects from scene: " + e);
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}
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}
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lock (scene)
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{
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scene.Entities.Clear();
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foreach (KeyValuePair<UUID,EntityBase> kvp in ReplacementList)
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{
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scene.Entities.Add(kvp.Value);
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}
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}
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foreach (EntityBase ent in ReplacementList.Values)
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{
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try
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{
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if (!(ent is SceneObjectGroup))
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continue;
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if ((((SceneObjectGroup)ent).RootPart.GetEffectiveObjectFlags() & (uint) PrimFlags.Phantom) == 0)
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((SceneObjectGroup)ent).ApplyPhysics(true);
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((SceneObjectGroup)ent).AttachToBackup();
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((SceneObjectGroup)ent).HasGroupChanged = true; // If not true, then attaching to backup does nothing because no change is detected.
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((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
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}
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catch(Exception e)
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{
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m_log.ErrorFormat("[CMMODEL]: Error while attaching new scene entities to backup and scheduling for a full update: " + e);
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}
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}
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m_log.Info("[CMMODEL]: Scheduling a backup of new scene object groups to backup.");
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scene.Backup();
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}
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/// <summary>
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/// Downloads the latest revision of the given scene and converts the xml file to CMEntities. After this method, the view can find the differences
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/// and display the differences to clients.
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/// </summary>
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public void UpdateCMEntities(Scene scene)
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{
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Stopwatch x = new Stopwatch();
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x.Start();
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System.Collections.ArrayList xmllist = null;
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m_log.Debug("[CONTENT MANAGEMENT] Retrieving object xml files for region: " + scene.RegionInfo.RegionID);
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xmllist = m_database.GetRegionObjectXMLList(scene.RegionInfo.RegionID);
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m_log.Info("[FSDB]: got list");
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if (xmllist == null)
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return;
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Stopwatch y = new Stopwatch();
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y.Start();
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foreach (string xml in xmllist)
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m_MetaEntityCollection.CreateNewEntity(xml, scene);
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y.Stop();
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TimeToConvertXml += y.ElapsedMilliseconds;
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m_log.Info("[FileSystemDatabase] Time spent converting xml to metaentities for " + scene.RegionInfo.RegionName + ": " + y.ElapsedMilliseconds);
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m_log.Info("[FileSystemDatabase] Time spent converting xml to metaentities so far: " + TimeToConvertXml);
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m_log.Info("[FSDB]: checking for new scene object parts missing green auras and create the auras");
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CheckForNewEntitiesMissingAuras(scene);
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x.Stop();
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TimeToUpdate += x.ElapsedMilliseconds;
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m_log.Info("[FileSystemDatabase] Time spent Updating entity list for " + scene.RegionInfo.RegionName + ": " + x.ElapsedMilliseconds);
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m_log.Info("[FileSystemDatabase] Time spent Updating so far: " + TimeToUpdate);
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}
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/// <summary>
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/// Detects if a scene object group from the scene list has moved or changed scale. The green aura
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/// that surrounds the object is then moved or scaled with the group.
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/// </summary>
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public System.Collections.ArrayList UpdateNormalEntityEffects(SceneObjectGroup group)
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{
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System.Collections.ArrayList auraList = new System.Collections.ArrayList();
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if (group == null)
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return null;
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foreach (SceneObjectPart part in group.Children.Values)
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{
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if (m_MetaEntityCollection.Auras.ContainsKey(part.UUID))
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{
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((AuraMetaEntity)m_MetaEntityCollection.Auras[part.UUID]).SetAura(new Vector3(0,254,0), part.Scale);
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((AuraMetaEntity)m_MetaEntityCollection.Auras[part.UUID]).RootPart.GroupPosition = part.GetWorldPosition();
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auraList.Add((AuraMetaEntity)m_MetaEntityCollection.Auras[part.UUID]);
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}
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}
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return auraList;
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}
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#endregion Public Methods
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}
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}
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