* Fixed some of the problems with crossing regions when flying: you should no longer sink to ground level when crossing (should keep roughly your right height). Should no longer sometimes get sent back to the centre of the current region when attempting to border cross. But instead sometimes you will find you avatar stop at the edge of region and you will need to start moving again to retry the crossing (which should then work). This code is partly based on Babblefrog's issue #212 patch. [I think I have some ideas of how to solve the stopping at edges problem, just want to get the inventory code done first] * Capabilities code has now been moved to the OpenSim.Framework.Communications project as some of the caps code will be tightly tied to inventory/asset handling and it was causing a two way reference problem when it was in its own project/dll. This is a Big commit as I was going to keep my inventory work local until I had it in a working state, in case it brakes anything, but its getting harder to keep in sync with svn.
143 lines
5.6 KiB
C#
143 lines
5.6 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://www.openmetaverse.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;
|
|
using System.Collections.Generic;
|
|
using System.Net;
|
|
using OpenSim.Assets;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Framework.Console;
|
|
using OpenSim.Framework.Data;
|
|
using OpenSim.Framework.Interfaces;
|
|
using OpenSim.Framework.Servers;
|
|
using OpenSim.Framework.Types;
|
|
using OpenSim.Physics.Manager;
|
|
using OpenSim.Region.Environment;
|
|
using libsecondlife;
|
|
using OpenSim.Region.Environment.Scenes;
|
|
using OpenSim.Framework.Communications;
|
|
using OpenSim.Framework.Communications.Caches;
|
|
|
|
namespace OpenSim.Region.ClientStack
|
|
{
|
|
public abstract class RegionApplicationBase
|
|
{
|
|
protected AssetCache m_assetCache;
|
|
protected InventoryCache m_inventoryCache;
|
|
protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
|
|
protected DateTime m_startuptime;
|
|
protected NetworkServersInfo m_networkServersInfo;
|
|
|
|
protected BaseHttpServer m_httpServer;
|
|
protected int m_httpServerPort;
|
|
|
|
protected LogBase m_log;
|
|
protected CommunicationsManager m_commsManager;
|
|
|
|
public RegionApplicationBase( )
|
|
{
|
|
m_startuptime = DateTime.Now;
|
|
}
|
|
|
|
virtual public void StartUp()
|
|
{
|
|
|
|
ClientView.TerrainManager = new TerrainManager(new SecondLife());
|
|
|
|
Initialize();
|
|
|
|
ScenePresence.LoadTextureFile("avatar-texture.dat");
|
|
|
|
m_httpServer = new BaseHttpServer( m_httpServerPort );
|
|
|
|
m_log.Verbose("Starting HTTP server");
|
|
m_httpServer.Start();
|
|
|
|
m_inventoryCache = new InventoryCache();
|
|
}
|
|
|
|
protected abstract void Initialize();
|
|
|
|
protected void StartLog()
|
|
{
|
|
m_log = CreateLog();
|
|
MainLog.Instance = m_log;
|
|
}
|
|
|
|
protected abstract LogBase CreateLog();
|
|
protected abstract PhysicsScene GetPhysicsScene( );
|
|
protected abstract StorageManager CreateStorageManager(RegionInfo regionInfo);
|
|
|
|
protected PhysicsScene GetPhysicsScene(string engine)
|
|
{
|
|
PhysicsPluginManager physicsPluginManager;
|
|
physicsPluginManager = new PhysicsPluginManager();
|
|
physicsPluginManager.LoadPlugins();
|
|
return physicsPluginManager.GetPhysicsScene( engine );
|
|
}
|
|
|
|
protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer)
|
|
{
|
|
AgentCircuitManager authen = new AgentCircuitManager();
|
|
udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_inventoryCache, m_log, authen);
|
|
|
|
StorageManager storageManager = CreateStorageManager(regionInfo);
|
|
Scene scene = CreateScene(regionInfo, storageManager, authen);
|
|
|
|
udpServer.LocalWorld = scene;
|
|
|
|
scene.LoadWorldMap();
|
|
|
|
scene.PhysScene = GetPhysicsScene( );
|
|
scene.PhysScene.SetTerrain(scene.Terrain.GetHeights1D());
|
|
scene.LoadPrimsFromStorage();
|
|
|
|
//Master Avatar Setup
|
|
UserProfileData masterAvatar = m_commsManager.UserServer.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName, scene.RegionInfo.MasterAvatarSandboxPassword);
|
|
if (masterAvatar != null)
|
|
{
|
|
m_log.Notice("Parcels - Found master avatar [" + masterAvatar.UUID.ToStringHyphenated() + "]");
|
|
scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
|
|
//TODO: Load parcels from storageManager
|
|
}
|
|
else
|
|
{
|
|
m_log.Notice("Parcels - No master avatar found, using null.");
|
|
scene.RegionInfo.MasterAvatarAssignedUUID = libsecondlife.LLUUID.Zero;
|
|
//TODO: Load parcels from storageManager
|
|
}
|
|
scene.LandManager.resetSimLandObjects();
|
|
|
|
scene.performParcelPrimCountUpdate();
|
|
scene.StartTimer();
|
|
return scene;
|
|
}
|
|
|
|
protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager, AgentCircuitManager circuitManager);
|
|
}
|
|
}
|