Added option to try alternate UDP ports if the one configured is in use. UDP packets are now bound to the actual outside IP address and hopefully won't "randomly" select IP on multihomed systems.
166 lines
6.6 KiB
C#
166 lines
6.6 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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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.ClientStack
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{
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public abstract class RegionApplicationBase
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{
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protected AssetCache m_assetCache;
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protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
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protected DateTime m_startuptime;
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protected NetworkServersInfo m_networkServersInfo;
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protected BaseHttpServer m_httpServer;
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protected uint m_httpServerPort;
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protected LogBase m_log;
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protected CommunicationsManager m_commsManager;
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protected SceneManager m_sceneManager = new SceneManager();
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protected StorageManager m_storageManager;
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protected string m_storageConnectionString;
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// An attribute to indicate whether prim inventories should be persisted.
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// Probably will be temporary until this stops being experimental.
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protected bool m_storagePersistPrimInventories;
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public SceneManager SceneManager
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{
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get { return m_sceneManager; }
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}
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public RegionApplicationBase()
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{
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m_startuptime = DateTime.Now;
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}
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public virtual void StartUp()
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{
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ClientView.TerrainManager = new TerrainManager(new SecondLife());
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m_storageManager = CreateStorageManager(m_storageConnectionString);
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Initialize();
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m_httpServer = new BaseHttpServer(m_httpServerPort);
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m_log.Status("REGION", "Starting HTTP server");
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m_httpServer.Start();
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}
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protected abstract void Initialize();
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protected void StartLog()
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{
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m_log = CreateLog();
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MainLog.Instance = m_log;
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}
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protected abstract LogBase CreateLog();
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protected abstract PhysicsScene GetPhysicsScene();
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protected abstract StorageManager CreateStorageManager(string connectionstring);
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protected PhysicsScene GetPhysicsScene(string engine, string meshEngine)
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{
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PhysicsPluginManager physicsPluginManager;
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physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPlugins();
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return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
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}
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protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
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{
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AgentCircuitManager circuitManager = new AgentCircuitManager();
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IPAddress listenIP;
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if (!IPAddress.TryParse(regionInfo.ExternalHostName, out listenIP))
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listenIP = IPAddress.Parse("0.0.0.0");
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uint port = (uint) regionInfo.InternalEndPoint.Port;
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udpServer = new UDPServer(listenIP, ref port, regionInfo.m_allow_alternate_ports, m_assetCache, m_log, circuitManager);
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regionInfo.InternalEndPoint.Port = (int)port;
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Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
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udpServer.LocalScene = scene;
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scene.LoadWorldMap();
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scene.RegisterRegionWithGrid();
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scene.PhysicsScene = GetPhysicsScene();
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scene.PhysicsScene.SetTerrain(scene.Terrain.GetHeights1D());
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//Master Avatar Setup
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UserProfileData masterAvatar;
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if (scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
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{
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masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
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}
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else
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{
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masterAvatar =
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m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
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scene.RegionInfo.MasterAvatarLastName,
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scene.RegionInfo.MasterAvatarSandboxPassword);
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}
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if (masterAvatar != null)
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{
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m_log.Verbose("PARCEL", "Found master avatar [" + masterAvatar.UUID.ToString() + "]");
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scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
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}
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else
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{
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m_log.Verbose("PARCEL", "No master avatar found, using null.");
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scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero;
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}
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scene.LoadPrimsFromStorage(m_permissions);
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scene.loadAllLandObjectsFromStorage();
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scene.performParcelPrimCountUpdate();
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scene.StartTimer();
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return scene;
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}
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protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
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AgentCircuitManager circuitManager);
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}
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}
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