/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Net; using System.Reflection; using System.Text; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Framework.Monitoring; using OpenSim.Region.ClientStack; using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; using OpenSim.Server.Base; using OpenSim.Services.Base; using OpenSim.Services.Interfaces; using OpenSim.Services.UserAccountService; namespace OpenSim { /// /// Common OpenSimulator simulator code /// public class OpenSimBase : RegionApplicationBase { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // These are the names of the plugin-points extended by this // class during system startup. // private const string PLUGIN_ASSET_CACHE = "/OpenSim/AssetCache"; private const string PLUGIN_ASSET_SERVER_CLIENT = "/OpenSim/AssetClient"; // OpenSim.ini Section name for ESTATES Settings public const string ESTATE_SECTION_NAME = "Estates"; protected string proxyUrl; protected int proxyOffset = 0; public string userStatsURI = String.Empty; public string managedStatsURI = String.Empty; protected bool m_autoCreateClientStack = true; /// /// The file used to load and save prim backup xml if no filename has been specified /// protected const string DEFAULT_PRIM_BACKUP_FILENAME = "prim-backup.xml"; public ConfigSettings ConfigurationSettings { get { return m_configSettings; } set { m_configSettings = value; } } protected ConfigSettings m_configSettings; protected ConfigurationLoader m_configLoader; public ConsoleCommand CreateAccount = null; protected List m_plugins = new List(); /// /// The config information passed into the OpenSimulator region server. /// public OpenSimConfigSource ConfigSource { get; private set; } public List ClientServers { get { return m_clientServers; } } protected EnvConfigSource m_EnvConfigSource = new EnvConfigSource(); public EnvConfigSource envConfigSource { get { return m_EnvConfigSource; } } protected List m_clientServers = new List(); public uint HttpServerPort { get { return m_httpServerPort; } } protected IRegistryCore m_applicationRegistry = new RegistryCore(); public IRegistryCore ApplicationRegistry { get { return m_applicationRegistry; } } /// /// Constructor. /// /// public OpenSimBase(IConfigSource configSource) : base() { LoadConfigSettings(configSource); } protected virtual void LoadConfigSettings(IConfigSource configSource) { m_configLoader = new ConfigurationLoader(); ConfigSource = m_configLoader.LoadConfigSettings(configSource, envConfigSource, out m_configSettings, out m_networkServersInfo); Config = ConfigSource.Source; ReadExtraConfigSettings(); } protected virtual void ReadExtraConfigSettings() { IConfig networkConfig = Config.Configs["Network"]; if (networkConfig != null) { proxyUrl = networkConfig.GetString("proxy_url", ""); proxyOffset = Int32.Parse(networkConfig.GetString("proxy_offset", "0")); } } protected virtual void LoadPlugins() { using (PluginLoader loader = new PluginLoader(new ApplicationPluginInitialiser(this))) { loader.Load("/OpenSim/Startup"); m_plugins = loader.Plugins; } } protected override List GetHelpTopics() { List topics = base.GetHelpTopics(); Scene s = SceneManager.CurrentOrFirstScene; if (s != null && s.GetCommanders() != null) topics.AddRange(s.GetCommanders().Keys); return topics; } /// /// Performs startup specific to the region server, including initialization of the scene /// such as loading configuration from disk. /// protected override void StartupSpecific() { IConfig startupConfig = Config.Configs["Startup"]; if (startupConfig != null) { string pidFile = startupConfig.GetString("PIDFile", String.Empty); if (pidFile != String.Empty) CreatePIDFile(pidFile); userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); managedStatsURI = startupConfig.GetString("ManagedStatsRemoteFetchURI", String.Empty); } // Load the simulation data service IConfig simDataConfig = Config.Configs["SimulationDataStore"]; if (simDataConfig == null) throw new Exception("Configuration file is missing the [SimulationDataStore] section. Have you copied OpenSim.ini.example to OpenSim.ini to reference config-include/ files?"); string module = simDataConfig.GetString("LocalServiceModule", String.Empty); if (String.IsNullOrEmpty(module)) throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [SimulationDataStore] section."); m_simulationDataService = ServerUtils.LoadPlugin(module, new object[] { Config }); if (m_simulationDataService == null) throw new Exception( string.Format( "Could not load an ISimulationDataService implementation from {0}, as configured in the LocalServiceModule parameter of the [SimulationDataStore] config section.", module)); // Load the estate data service IConfig estateDataConfig = Config.Configs["EstateDataStore"]; if (estateDataConfig == null) throw new Exception("Configuration file is missing the [EstateDataStore] section. Have you copied OpenSim.ini.example to OpenSim.ini to reference config-include/ files?"); module = estateDataConfig.GetString("LocalServiceModule", String.Empty); if (String.IsNullOrEmpty(module)) throw new Exception("Configuration file is missing the LocalServiceModule parameter in the [EstateDataStore] section"); m_estateDataService = ServerUtils.LoadPlugin(module, new object[] { Config }); if (m_estateDataService == null) throw new Exception( string.Format( "Could not load an IEstateDataService implementation from {0}, as configured in the LocalServiceModule parameter of the [EstateDataStore] config section.", module)); base.StartupSpecific(); LoadPlugins(); foreach (IApplicationPlugin plugin in m_plugins) { plugin.PostInitialise(); } if (m_console != null) AddPluginCommands(m_console); } protected virtual void AddPluginCommands(ICommandConsole console) { List topics = GetHelpTopics(); foreach (string topic in topics) { string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1); // This is a hack to allow the user to enter the help command in upper or lowercase. This will go // away at some point. console.Commands.AddCommand(capitalizedTopic, false, "help " + topic, "help " + capitalizedTopic, "Get help on plugin command '" + topic + "'", HandleCommanderHelp); console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic, "help " + capitalizedTopic, "Get help on plugin command '" + topic + "'", HandleCommanderHelp); ICommander commander = null; Scene s = SceneManager.CurrentOrFirstScene; if (s != null && s.GetCommanders() != null) { if (s.GetCommanders().ContainsKey(topic)) commander = s.GetCommanders()[topic]; } if (commander == null) continue; foreach (string command in commander.Commands.Keys) { console.Commands.AddCommand(capitalizedTopic, false, topic + " " + command, topic + " " + commander.Commands[command].ShortHelp(), String.Empty, HandleCommanderCommand); } } } private void HandleCommanderCommand(string module, string[] cmd) { SceneManager.SendCommandToPluginModules(cmd); } private void HandleCommanderHelp(string module, string[] cmd) { // Only safe for the interactive console, since it won't // let us come here unless both scene and commander exist // ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1].ToLower()); if (moduleCommander != null) m_console.Output(moduleCommander.Help); } protected override void Initialize() { // Called from base.StartUp() m_httpServerPort = m_networkServersInfo.HttpListenerPort; SceneManager.OnRestartSim += HandleRestartRegion; // Only enable the watchdogs when all regions are ready. Otherwise we get false positives when cpu is // heavily used during initial startup. // // FIXME: It's also possible that region ready status should be flipped during an OAR load since this // also makes heavy use of the CPU. SceneManager.OnRegionsReadyStatusChange += sm => { MemoryWatchdog.Enabled = sm.AllRegionsReady; Watchdog.Enabled = sm.AllRegionsReady; }; } /// /// Execute the region creation process. This includes setting up scene infrastructure. /// /// /// /// public List CreateRegion(RegionInfo regionInfo, bool portadd_flag, out IScene scene) { return CreateRegion(regionInfo, portadd_flag, false, out scene); } /// /// Execute the region creation process. This includes setting up scene infrastructure. /// /// /// public List CreateRegion(RegionInfo regionInfo, out IScene scene) { return CreateRegion(regionInfo, false, true, out scene); } /// /// Execute the region creation process. This includes setting up scene infrastructure. /// /// /// /// /// public List CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init, out IScene mscene) { int port = regionInfo.InternalEndPoint.Port; // set initial RegionID to originRegionID in RegionInfo. (it needs for loding prims) // Commented this out because otherwise regions can't register with // the grid as there is already another region with the same UUID // at those coordinates. This is required for the load balancer to work. // --Mike, 2009.02.25 //regionInfo.originRegionID = regionInfo.RegionID; // set initial ServerURI regionInfo.HttpPort = m_httpServerPort; regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName + ":" + regionInfo.HttpPort.ToString() + "/"; regionInfo.osSecret = m_osSecret; if ((proxyUrl.Length > 0) && (portadd_flag)) { // set proxy url to RegionInfo regionInfo.proxyUrl = proxyUrl; regionInfo.ProxyOffset = proxyOffset; Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName); } List clientServers; Scene scene = SetupScene(regionInfo, proxyOffset, Config, out clientServers); m_log.Info("[MODULES]: Loading Region's modules (old style)"); // Use this in the future, the line above will be deprecated soon m_log.Info("[REGIONMODULES]: Loading Region's modules (new style)"); IRegionModulesController controller; if (ApplicationRegistry.TryGet(out controller)) { controller.AddRegionToModules(scene); } else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); scene.SetModuleInterfaces(); while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) SetUpEstateOwner(scene); // Prims have to be loaded after module configuration since some modules may be invoked during the load scene.LoadPrimsFromStorage(regionInfo.originRegionID); // TODO : Try setting resource for region xstats here on scene MainServer.Instance.AddStreamHandler(new RegionStatsHandler(regionInfo)); scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); scene.EventManager.TriggerParcelPrimCountUpdate(); try { scene.RegisterRegionWithGrid(); } catch (Exception e) { m_log.ErrorFormat( "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", e.Message, e.StackTrace); // Carrying on now causes a lot of confusion down the // line - we need to get the user's attention Environment.Exit(1); } // We need to do this after we've initialized the // scripting engines. scene.CreateScriptInstances(); SceneManager.Add(scene); if (m_autoCreateClientStack) { foreach (IClientNetworkServer clientserver in clientServers) { m_clientServers.Add(clientserver); clientserver.Start(); } } scene.EventManager.OnShutdown += delegate() { ShutdownRegion(scene); }; mscene = scene; return clientServers; } /// /// Try to set up the estate owner for the given scene. /// /// /// The involves asking the user for information about the user on the console. If the user does not already /// exist then it is created. /// /// private void SetUpEstateOwner(Scene scene) { RegionInfo regionInfo = scene.RegionInfo; string estateOwnerFirstName = null; string estateOwnerLastName = null; string estateOwnerEMail = null; string estateOwnerPassword = null; string rawEstateOwnerUuid = null; if (Config.Configs[ESTATE_SECTION_NAME] != null) { string defaultEstateOwnerName = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerName", "").Trim(); string[] ownerNames = defaultEstateOwnerName.Split(' '); if (ownerNames.Length >= 2) { estateOwnerFirstName = ownerNames[0]; estateOwnerLastName = ownerNames[1]; } // Info to be used only on Standalone Mode rawEstateOwnerUuid = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerUUID", null); estateOwnerEMail = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerEMail", null); estateOwnerPassword = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerPassword", null); } MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName); List excluded = new List(new char[1]{' '}); if (estateOwnerFirstName == null || estateOwnerLastName == null) { estateOwnerFirstName = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); estateOwnerLastName = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); } UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, estateOwnerFirstName, estateOwnerLastName); if (account == null) { // XXX: The LocalUserAccountServicesConnector is currently registering its inner service rather than // itself! // if (scene.UserAccountService is LocalUserAccountServicesConnector) // { // IUserAccountService innerUas // = ((LocalUserAccountServicesConnector)scene.UserAccountService).UserAccountService; // // m_log.DebugFormat("B {0}", innerUas.GetType()); // // if (innerUas is UserAccountService) // { if (scene.UserAccountService is UserAccountService) { if (estateOwnerPassword == null) estateOwnerPassword = MainConsole.Instance.PasswdPrompt("Password"); if (estateOwnerEMail == null) estateOwnerEMail = MainConsole.Instance.CmdPrompt("Email"); if (rawEstateOwnerUuid == null) rawEstateOwnerUuid = MainConsole.Instance.CmdPrompt("User ID", UUID.Random().ToString()); UUID estateOwnerUuid = UUID.Zero; if (!UUID.TryParse(rawEstateOwnerUuid, out estateOwnerUuid)) { m_log.ErrorFormat("[OPENSIM]: ID {0} is not a valid UUID", rawEstateOwnerUuid); return; } // If we've been given a zero uuid then this signals that we should use a random user id if (estateOwnerUuid == UUID.Zero) estateOwnerUuid = UUID.Random(); account = ((UserAccountService)scene.UserAccountService).CreateUser( regionInfo.ScopeID, estateOwnerUuid, estateOwnerFirstName, estateOwnerLastName, estateOwnerPassword, estateOwnerEMail); } } if (account == null) { m_log.ErrorFormat( "[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first at the grid level."); } else { regionInfo.EstateSettings.EstateOwner = account.PrincipalID; regionInfo.EstateSettings.Save(); } } private void ShutdownRegion(Scene scene) { m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); IRegionModulesController controller; if (ApplicationRegistry.TryGet(out controller)) { controller.RemoveRegionFromModules(scene); } } public void RemoveRegion(Scene scene, bool cleanup) { // only need to check this if we are not at the // root level if ((SceneManager.CurrentScene != null) && (SceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID)) { SceneManager.TrySetCurrentScene(".."); } scene.DeleteAllSceneObjects(); SceneManager.CloseScene(scene); ShutdownClientServer(scene.RegionInfo); if (!cleanup) return; if (!String.IsNullOrEmpty(scene.RegionInfo.RegionFile)) { if (scene.RegionInfo.RegionFile.ToLower().EndsWith(".xml")) { File.Delete(scene.RegionInfo.RegionFile); m_log.InfoFormat("[OPENSIM]: deleting region file \"{0}\"", scene.RegionInfo.RegionFile); } if (scene.RegionInfo.RegionFile.ToLower().EndsWith(".ini")) { try { IniConfigSource source = new IniConfigSource(scene.RegionInfo.RegionFile); if (source.Configs[scene.RegionInfo.RegionName] != null) { source.Configs.Remove(scene.RegionInfo.RegionName); if (source.Configs.Count == 0) { File.Delete(scene.RegionInfo.RegionFile); } else { source.Save(scene.RegionInfo.RegionFile); } } } catch (Exception) { } } } } public void RemoveRegion(string name, bool cleanUp) { Scene target; if (SceneManager.TryGetScene(name, out target)) RemoveRegion(target, cleanUp); } /// /// Remove a region from the simulator without deleting it permanently. /// /// /// public void CloseRegion(Scene scene) { // only need to check this if we are not at the // root level if ((SceneManager.CurrentScene != null) && (SceneManager.CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID)) { SceneManager.TrySetCurrentScene(".."); } SceneManager.CloseScene(scene); ShutdownClientServer(scene.RegionInfo); } /// /// Remove a region from the simulator without deleting it permanently. /// /// /// public void CloseRegion(string name) { Scene target; if (SceneManager.TryGetScene(name, out target)) CloseRegion(target); } /// /// Create a scene and its initial base structures. /// /// /// /// protected Scene SetupScene(RegionInfo regionInfo, out List clientServer) { return SetupScene(regionInfo, 0, null, out clientServer); } /// /// Create a scene and its initial base structures. /// /// /// /// /// /// protected Scene SetupScene( RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out List clientServer) { List clientNetworkServers = null; 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; if (m_autoCreateClientStack) { clientNetworkServers = m_clientStackManager.CreateServers( listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource, circuitManager); } else { clientServer = null; } regionInfo.InternalEndPoint.Port = (int) port; Scene scene = CreateScene(regionInfo, m_simulationDataService, m_estateDataService, circuitManager); if (m_autoCreateClientStack) { foreach (IClientNetworkServer clientnetserver in clientNetworkServers) { clientnetserver.AddScene(scene); } } clientServer = clientNetworkServers; scene.LoadWorldMap(); scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName); scene.PhysicsScene.RequestAssetMethod = scene.PhysicsRequestAsset; scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight); return scene; } protected override ClientStackManager CreateClientStackManager() { return new ClientStackManager(m_configSettings.ClientstackDll); } protected override Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService, IEstateDataService estateDataService, AgentCircuitManager circuitManager) { SceneCommunicationService sceneGridService = new SceneCommunicationService(); return new Scene( regionInfo, circuitManager, sceneGridService, simDataService, estateDataService, Config, m_version); } protected void ShutdownClientServer(RegionInfo whichRegion) { // Close and remove the clientserver for a region bool foundClientServer = false; int clientServerElement = 0; Location location = new Location(whichRegion.RegionHandle); for (int i = 0; i < m_clientServers.Count; i++) { if (m_clientServers[i].HandlesRegion(location)) { clientServerElement = i; foundClientServer = true; break; } } if (foundClientServer) { m_clientServers[clientServerElement].Stop(); m_clientServers.RemoveAt(clientServerElement); } } protected virtual void HandleRestartRegion(RegionInfo whichRegion) { m_log.InfoFormat( "[OPENSIM]: Got restart signal from SceneManager for region {0} ({1},{2})", whichRegion.RegionName, whichRegion.RegionLocX, whichRegion.RegionLocY); ShutdownClientServer(whichRegion); IScene scene; CreateRegion(whichRegion, true, out scene); scene.Start(); } # region Setup methods protected override PhysicsScene GetPhysicsScene(string osSceneIdentifier) { return GetPhysicsScene( m_configSettings.PhysicsEngine, m_configSettings.MeshEngineName, Config, osSceneIdentifier); } /// /// Handler to supply the current status of this sim /// /// /// Currently this is always OK if the simulator is still listening for connections on its HTTP service /// public class SimStatusHandler : BaseStreamHandler { public SimStatusHandler() : base("GET", "/simstatus", "SimStatus", "Simulator Status") {} protected override byte[] ProcessRequest(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes("OK"); } public override string ContentType { get { return "text/plain"; } } } /// /// Handler to supply the current extended status of this sim /// Sends the statistical data in a json serialization /// public class XSimStatusHandler : BaseStreamHandler { OpenSimBase m_opensim; public XSimStatusHandler(OpenSimBase sim) : base("GET", "/" + Util.SHA1Hash(sim.osSecret), "XSimStatus", "Simulator XStatus") { m_opensim = sim; } protected override byte[] ProcessRequest(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest)); } public override string ContentType { get { return "text/plain"; } } } /// /// Handler to supply the current extended status of this sim to a user configured URI /// Sends the statistical data in a json serialization /// If the request contains a key, "callback" the response will be wrappend in the /// associated value for jsonp used with ajax/javascript /// protected class UXSimStatusHandler : BaseStreamHandler { OpenSimBase m_opensim; public UXSimStatusHandler(OpenSimBase sim) : base("GET", "/" + sim.userStatsURI, "UXSimStatus", "Simulator UXStatus") { m_opensim = sim; } protected override byte[] ProcessRequest(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest)); } public override string ContentType { get { return "text/plain"; } } } #endregion /// /// Performs any last-minute sanity checking and shuts down the region server /// protected override void ShutdownSpecific() { if (proxyUrl.Length > 0) { Util.XmlRpcCommand(proxyUrl, "Stop"); } m_log.Info("[SHUTDOWN]: Closing all threads"); m_log.Info("[SHUTDOWN]: Killing listener thread"); m_log.Info("[SHUTDOWN]: Killing clients"); m_log.Info("[SHUTDOWN]: Closing console and terminating"); try { SceneManager.Close(); } catch (Exception e) { m_log.Error("[SHUTDOWN]: Ignoring failure during shutdown - ", e); } base.ShutdownSpecific(); } /// /// Get the start time and up time of Region server /// /// The first out parameter describing when the Region server started /// The second out parameter describing how long the Region server has run public void GetRunTime(out string starttime, out string uptime) { starttime = m_startuptime.ToString(); uptime = (DateTime.Now - m_startuptime).ToString(); } /// /// Get the number of the avatars in the Region server /// /// The first out parameter describing the number of all the avatars in the Region server public void GetAvatarNumber(out int usernum) { usernum = SceneManager.GetCurrentSceneAvatars().Count; } /// /// Get the number of regions /// /// The first out parameter describing the number of regions public void GetRegionNumber(out int regionnum) { regionnum = SceneManager.Scenes.Count; } /// /// Create an estate with an initial region. /// /// /// This method doesn't allow an estate to be created with the same name as existing estates. /// /// /// A list of estate names that already exist. /// Estate name to create if already known /// true if the estate was created, false otherwise public bool CreateEstate(RegionInfo regInfo, Dictionary estatesByName, string estateName) { // Create a new estate regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true); string newName; if (estateName != null && estateName != "") newName = estateName; else newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName); if (estatesByName.ContainsKey(newName)) { MainConsole.Instance.OutputFormat("An estate named {0} already exists. Please try again.", newName); return false; } regInfo.EstateSettings.EstateName = newName; // FIXME: Later on, the scene constructor will reload the estate settings no matter what. // Therefore, we need to do an initial save here otherwise the new estate name will be reset // back to the default. The reloading of estate settings by scene could be eliminated if it // knows that the passed in settings in RegionInfo are already valid. Also, it might be // possible to eliminate some additional later saves made by callers of this method. regInfo.EstateSettings.Save(); return true; } /// /// Load the estate information for the provided RegionInfo object. /// /// public bool PopulateRegionEstateInfo(RegionInfo regInfo) { if (EstateDataService != null) regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false); if (regInfo.EstateSettings.EstateID != 0) return false; // estate info in the database did not change m_log.WarnFormat("[ESTATE] Region {0} is not part of an estate.", regInfo.RegionName); List estates = EstateDataService.LoadEstateSettingsAll(); Dictionary estatesByName = new Dictionary(); foreach (EstateSettings estate in estates) estatesByName[estate.EstateName] = estate; string defaultEstateName = null; if (Config.Configs[ESTATE_SECTION_NAME] != null) { defaultEstateName = Config.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateName", null); if (defaultEstateName != null) { EstateSettings defaultEstate; bool defaultEstateJoined = false; if (estatesByName.ContainsKey(defaultEstateName)) { defaultEstate = estatesByName[defaultEstateName]; if (EstateDataService.LinkRegion(regInfo.RegionID, (int)defaultEstate.EstateID)) defaultEstateJoined = true; } else { if (CreateEstate(regInfo, estatesByName, defaultEstateName)) defaultEstateJoined = true; } if (defaultEstateJoined) return true; // need to update the database else m_log.ErrorFormat( "[OPENSIM BASE]: Joining default estate {0} failed", defaultEstateName); } } // If we have no default estate or creation of the default estate failed then ask the user. while (true) { if (estates.Count == 0) { m_log.Info("[ESTATE]: No existing estates found. You must create a new one."); if (CreateEstate(regInfo, estatesByName, null)) break; else continue; } else { string response = MainConsole.Instance.CmdPrompt( string.Format( "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), "yes", new List() { "yes", "no" }); if (response == "no") { if (CreateEstate(regInfo, estatesByName, null)) break; else continue; } else { string[] estateNames = estatesByName.Keys.ToArray(); response = MainConsole.Instance.CmdPrompt( string.Format( "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames)), estateNames[0]); List estateIDs = EstateDataService.GetEstates(response); if (estateIDs.Count < 1) { MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); continue; } int estateID = estateIDs[0]; regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID); if (EstateDataService.LinkRegion(regInfo.RegionID, estateID)) break; MainConsole.Instance.Output("Joining the estate failed. Please try again."); } } } return true; // need to update the database } } public class OpenSimConfigSource { public IConfigSource Source; } }