OpenSimBirds/Flocking/FlockingModule.cs

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/*
* Copyright (c) Contributors, https://github.com/jonc/osboids
* 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.Timers;
using System.Collections.Generic;
using OpenMetaverse;
using System.IO;
using Nini.Config;
using System.Threading;
using log4net;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework;
using OpenSim.Framework.Console;
namespace Flocking
{
public class FlockingModule : INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
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static object m_sync = new object();
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private Scene m_scene;
private FlockingModel m_model;
private FlockingView m_view;
private bool m_enabled = false;
private bool m_ready = false;
private uint m_frame = 0;
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private int m_frameUpdateRate = 1;
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private int m_chatChannel = 118;
private string m_boidPrim;
private int m_flockSize = 100;
private float m_maxSpeed;
private float m_maxForce;
private float m_neighbourDistance;
private float m_desiredSeparation;
private float m_tolerance;
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private UUID m_owner;
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#region IRegionModule Members
public void Initialise (IConfigSource source)
{
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//check if we are in the ini files
//if so get some physical constants out of them and pass into the model
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IConfig config = source.Configs ["Boids"];
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if (config != null) {
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m_chatChannel = config.GetInt ("chat-channel", 118);
m_boidPrim = config.GetString ("boid-prim", "boidPrim");
m_flockSize = config.GetInt ("flock-size", 100);
m_maxSpeed = config.GetFloat("max-speed", 3f);
m_maxForce = config.GetFloat("max-force", 0.25f);
m_neighbourDistance = config.GetFloat("neighbour-dist", 25f);
m_desiredSeparation = config.GetFloat("desired-separation", 20f);
m_tolerance = config.GetFloat("tolerance", 5f);
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// we're in the config - so turn on this module
m_enabled = true;
}
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}
public void AddRegion (Scene scene)
{
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m_log.Info ("ADDING FLOCKING");
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m_scene = scene;
if (m_enabled) {
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//register commands
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RegisterCommands ();
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//register handlers
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m_scene.EventManager.OnFrame += FlockUpdate;
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m_scene.EventManager.OnChatFromClient += SimChatSent; //listen for commands sent from the client
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// init module
m_model = new FlockingModel (m_maxSpeed, m_maxForce, m_neighbourDistance, m_desiredSeparation, m_tolerance);
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m_view = new FlockingView (m_scene);
m_view.BoidPrim = m_boidPrim;
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}
}
public void RegionLoaded (Scene scene)
{
if (m_enabled) {
//make a flow map for this scene
FlowMap flowMap = new FlowMap(scene );
flowMap.Initialise();
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// Generate initial flock values
m_model.Initialise (m_flockSize, flowMap);
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// who is the owner for the flock in this region
m_owner = m_scene.RegionInfo.EstateSettings.EstateOwner;
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m_view.PostInitialize (m_owner);
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// Mark Module Ready for duty
m_ready = true;
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}
}
public void RemoveRegion (Scene scene)
{
if (m_enabled) {
m_scene.EventManager.OnFrame -= FlockUpdate;
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m_scene.EventManager.OnChatFromClient -= SimChatSent;
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}
}
public string Name {
get { return "FlockingModule"; }
}
public bool IsSharedModule {
get { return false; }
}
#endregion
#region EventHandlers
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public void FlockUpdate ()
{
if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || !m_enabled) {
return;
}
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//m_log.InfoFormat("update my boids");
// work out where everyone has moved to
// and tell the scene to render the new positions
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lock( m_sync ) {
List<Boid > boids = m_model.UpdateFlockPos ();
m_view.Render (boids);
}
}
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protected void SimChatSent (Object x, OSChatMessage msg)
{
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if (m_scene.ConsoleScene () != m_scene || msg.Channel != m_chatChannel)
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return; // not for us
// try and parse a valid cmd from this msg
string cmd = msg.Message.ToLower ();
//stick ui in the args so we know to respond in world
//bit of a hack - but lets us use CommandDelegate inWorld
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string[] args = (cmd + " <ui>").Split (" ".ToCharArray ());
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if (cmd.StartsWith ("stop")) {
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HandleStopCmd ("flock", args);
} else if (cmd.StartsWith ("start")) {
HandleStartCmd ("flock", args);
} else if (cmd.StartsWith ("size")) {
HandleSetSizeCmd ("flock", args);
} else if (cmd.StartsWith ("stats")) {
HandleShowStatsCmd ("flock", args);
} else if (cmd.StartsWith ("prim")) {
HandleSetPrimCmd ("flock", args);
} else if (cmd.StartsWith ("framerate")) {
HandleSetFrameRateCmd ("flock", args);
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}
}
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#endregion
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#region Command Handling
private void AddCommand (string cmd, string args, string help, CommandDelegate fn)
{
string argStr = "";
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if (args.Trim ().Length > 0) {
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argStr = " <" + args + "> ";
}
m_scene.AddCommand (this, "flock-" + cmd, "flock-" + cmd + argStr, help, fn);
}
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private void RegisterCommands ()
{
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AddCommand ("stop", "", "Stop all Flocking", HandleStopCmd);
AddCommand ("start", "", "Start Flocking", HandleStartCmd);
AddCommand ("size", "num", "Adjust the size of the flock ", HandleSetSizeCmd);
AddCommand ("stats", "", "show flocking stats", HandleShowStatsCmd);
AddCommand ("prim", "name", "set the prim used for each boid to that passed in", HandleSetPrimCmd);
AddCommand ("framerate", "num", "[debugging] only update boids every <num> frames", HandleSetFrameRateCmd);
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}
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private bool ShouldHandleCmd ()
{
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return m_scene.ConsoleScene () == m_scene;
}
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private bool IsInWorldCmd (ref string [] args)
{
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bool retVal = false;
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if (args.Length > 0 && args [args.Length - 1].Equals ("<ui>")) {
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retVal = true;
}
return retVal;
}
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private void ShowResponse (string response, bool inWorld)
{
if (inWorld) {
IClientAPI ownerAPI = null;
if (m_scene.TryGetClient (m_owner, out ownerAPI)) {
ownerAPI.SendBlueBoxMessage (m_owner, "osboids", response);
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}
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} else {
MainConsole.Instance.Output (response);
}
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}
public void HandleStopCmd (string module, string[] args)
{
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if (ShouldHandleCmd ()) {
m_log.Info ("stop the flocking capability");
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m_enabled = false;
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m_view.Clear ();
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}
}
void HandleSetFrameRateCmd (string module, string[] args)
{
if (ShouldHandleCmd ()) {
int frameRate = Convert.ToInt32( args[1] );
m_frameUpdateRate = frameRate;
}
}
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public void HandleStartCmd (string module, string[] args)
{
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if (ShouldHandleCmd ()) {
m_log.Info ("start the flocking capability");
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m_enabled = true;
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FlockUpdate ();
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}
}
public void HandleSetSizeCmd (string module, string[] args)
{
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if (ShouldHandleCmd ()) {
lock( m_sync ) {
int newSize = Convert.ToInt32(args[1]);
m_model.Size = newSize;
m_view.Clear();
}
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}
}
public void HandleShowStatsCmd (string module, string[] args)
{
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if (ShouldHandleCmd ()) {
bool inWorld = IsInWorldCmd (ref args);
ShowResponse ("Num Boids = " + m_model.Size, inWorld);
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}
}
public void HandleSetPrimCmd (string module, string[] args)
{
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if (ShouldHandleCmd ()) {
string primName = args[1];
lock(m_sync) {
m_view.BoidPrim = primName;
m_view.Clear();
}
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}
}
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#endregion
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#region IRegionModuleBase Members
public void Close ()
{
}
public Type ReplaceableInterface {
get { return null; }
}
#endregion
}
}