OpenSimMirror/OpenSim/Region/Framework/Scenes/ScenePresence.cs

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/*
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* 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
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* 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.
*/
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using System;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Types;
using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Framework.Scenes
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{
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enum ScriptControlled : uint
{
CONTROL_ZERO = 0,
CONTROL_FWD = 1,
CONTROL_BACK = 2,
CONTROL_LEFT = 4,
CONTROL_RIGHT = 8,
CONTROL_UP = 16,
CONTROL_DOWN = 32,
CONTROL_ROT_LEFT = 256,
CONTROL_ROT_RIGHT = 512,
CONTROL_LBUTTON = 268435456,
CONTROL_ML_LBUTTON = 1073741824
}
struct ScriptControllers
{
public UUID itemID;
public uint objID;
public ScriptControlled ignoreControls;
public ScriptControlled eventControls;
}
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public class ScenePresence : EntityBase
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{
// ~ScenePresence()
// {
// m_log.Debug("[ScenePresence] Destructor called");
// }
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static byte[] DefaultTexture;
public UUID currentParcelUUID = UUID.Zero;
private AnimationSet m_animations = new AnimationSet();
private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
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private bool MouseDown = false;
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private SceneObjectGroup proxyObjectGroup;
//private SceneObjectPart proxyObjectPart = null;
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public Vector3 lastKnownAllowedPosition;
public bool sentMessageAboutRestrictedParcelFlyingDown;
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private bool m_updateflag;
private byte m_movementflag;
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private readonly List<NewForce> m_forcesList = new List<NewForce>();
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private short m_updateCount;
private uint m_requestedSitTargetID;
private UUID m_requestedSitTargetUUID = UUID.Zero;
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private bool m_startAnimationSet;
//private Vector3 m_requestedSitOffset = new Vector3();
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private Vector3 m_LastFinitePos;
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private float m_sitAvatarHeight = 2.0f;
// experimentally determined "fudge factor" to make sit-target positions
// the same as in SecondLife. Fudge factor was tested for 36 different
// test cases including prims of type box, sphere, cylinder, and torus,
// with varying parameters for sit target location, prim size, prim
// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
// issue #1716
private static readonly Vector3 m_sitTargetCorrectionOffset = new Vector3(0.1f, 0.0f, 0.3f);
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private float m_godlevel;
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private bool m_invulnerable = true;
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private Vector3 m_LastChildAgentUpdatePosition;
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private int m_perfMonMS;
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private bool m_setAlwaysRun;
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private bool m_updatesAllowed = true;
private List<AgentUpdateArgs> m_agentUpdates = new List<AgentUpdateArgs>();
private string m_movementAnimation = "DEFAULT";
private long m_animPersistUntil = 0;
private bool m_allowFalling = false;
private bool m_useFlySlow = false;
private bool m_usePreJump = false;
private bool m_forceFly = false;
private bool m_flyDisabled = false;
private float m_speedModifier = 1.0f;
private Quaternion m_bodyRot= Quaternion.Identity;
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public bool IsRestrictedToRegion;
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public string JID = string.Empty;
// Agent moves with a PID controller causing a force to be exerted.
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private bool m_newForce;
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private bool m_newCoarseLocations = true;
private float m_health = 100f;
private Vector3 m_lastVelocity = Vector3.Zero;
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private int m_maxPrimsPerFrame = 200;
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// Default AV Height
private float m_avHeight = 127.0f;
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protected RegionInfo m_regionInfo;
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protected ulong crossingFromRegion;
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private readonly Vector3[] Dir_Vectors = new Vector3[6];
/// <value>
/// The avatar position last sent to clients
/// </value>
private Vector3 lastPhysPos = Vector3.Zero;
/// <value>
/// The avatar body rotation last sent to clients
/// </value>
private Quaternion lastPhysRot = Quaternion.Identity;
// Position of agent's camera in world (region cordinates)
protected Vector3 m_CameraCenter = Vector3.Zero;
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
protected Vector3 m_CameraAtAxis = Vector3.Zero;
protected Vector3 m_CameraLeftAxis = Vector3.Zero;
protected Vector3 m_CameraUpAxis = Vector3.Zero;
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private uint m_AgentControlFlags;
private Quaternion m_headrotation = Quaternion.Identity;
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private byte m_state;
//Reuse the Vector3 instead of creating a new one on the UpdateMovement method
private Vector3 movementvector = Vector3.Zero;
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private bool m_autopilotMoving;
private Vector3 m_autoPilotTarget = Vector3.Zero;
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private bool m_sitAtAutoTarget;
private string m_nextSitAnimation = String.Empty;
//PauPaw:Proper PID Controler for autopilot************
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private bool m_moveToPositionInProgress;
private Vector3 m_moveToPositionTarget = Vector3.Zero;
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//private int m_moveToPositionStateStatus = 0;
//*****************************************************
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// Agent's Draw distance.
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protected float m_DrawDistance;
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protected AvatarAppearance m_appearance;
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protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
// neighbouring regions we have enabled a child agent in
// holds the seed cap for the child agent in that region
private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
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/// <summary>
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/// Implemented Control Flags
/// </summary>
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private enum Dir_ControlFlags
{
DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
}
protected enum Cardinals
{
N=1,NE,E,SE,S,SW,W,NW
}
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/// <summary>
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/// Position at which a significant movement was made
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/// </summary>
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private Vector3 posLastSignificantMove;
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private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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private Queue<SceneObjectGroup> m_pendingObjects;
private Dictionary<UUID, ScenePartUpdate> m_updateTimes = new Dictionary<UUID, ScenePartUpdate>();
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// For teleports and crossings callbacks
string m_callbackURI;
ulong m_rootRegionHandle;
private IScriptModule[] m_scriptEngines;
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#region Properties
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/// <summary>
/// Physical scene representation of this Avatar.
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/// </summary>
public PhysicsActor PhysicsActor
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{
set { m_physicsActor = value; }
get { return m_physicsActor; }
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}
public byte MovementFlag
{
set { m_movementflag = value; }
get { return m_movementflag; }
}
public bool Updated
{
set { m_updateflag = value; }
get { return m_updateflag; }
}
public bool Invulnerable
{
set { m_invulnerable = value; }
get { return m_invulnerable; }
}
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public float GodLevel
{
get { return m_godlevel; }
}
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private readonly ulong m_regionHandle;
public ulong RegionHandle
{
get { return m_regionHandle; }
}
public Vector3 CameraPosition
{
get { return m_CameraCenter; }
}
public Quaternion CameraRotation
{
get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); }
}
public Vector3 Lookat
{
get
{
Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0);
if (a == Vector3.Zero)
return a;
return Util.GetNormalizedVector(a);
}
}
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private readonly string m_firstname;
public string Firstname
{
get { return m_firstname; }
}
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private readonly string m_lastname;
public string Lastname
{
get { return m_lastname; }
}
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private string m_grouptitle;
public string Grouptitle
{
get { return m_grouptitle; }
set { m_grouptitle = value; }
}
public float DrawDistance
{
get { return m_DrawDistance; }
}
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protected bool m_allowMovement = true;
public bool AllowMovement
{
get { return m_allowMovement; }
set { m_allowMovement = value; }
}
public bool SetAlwaysRun
{
get
{
if (PhysicsActor != null)
{
return PhysicsActor.SetAlwaysRun;
}
else
{
return m_setAlwaysRun;
}
}
set
{
m_setAlwaysRun = value;
if (PhysicsActor != null)
{
PhysicsActor.SetAlwaysRun = value;
}
}
}
public byte State
{
get { return m_state; }
set { m_state = value; }
}
public uint AgentControlFlags
{
get { return m_AgentControlFlags; }
set { m_AgentControlFlags = value; }
}
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/// <summary>
/// This works out to be the ClientView object associated with this avatar, or it's client connection manager
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/// </summary>
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private IClientAPI m_controllingClient;
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protected PhysicsActor m_physicsActor;
/// <value>
/// The client controlling this presence
/// </value>
public IClientAPI ControllingClient
{
get { return m_controllingClient; }
}
public IClientCore ClientView
{
get { return (IClientCore) m_controllingClient; }
}
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protected Vector3 m_parentPosition;
public Vector3 ParentPosition
{
get { return m_parentPosition; }
set { m_parentPosition = value; }
}
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public int MaxPrimsPerFrame
{
get { return m_maxPrimsPerFrame; }
set { m_maxPrimsPerFrame = value; }
}
/// <summary>
/// Absolute position of this avatar in 'region cordinates'
/// </summary>
public override Vector3 AbsolutePosition
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{
get
{
if (m_physicsActor != null)
{
m_pos.X = m_physicsActor.Position.X;
m_pos.Y = m_physicsActor.Position.Y;
m_pos.Z = m_physicsActor.Position.Z;
}
return m_parentPosition + m_pos;
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}
set
{
if (m_physicsActor != null)
{
try
{
lock (m_scene.SyncRoot)
{
m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
}
}
catch (Exception e)
{
m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message);
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}
}
m_pos = value;
m_parentPosition = new Vector3(0, 0, 0);
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}
}
/// <summary>
/// Current velocity of the avatar.
/// </summary>
public override Vector3 Velocity
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{
get
{
if (m_physicsActor != null)
{
m_velocity.X = m_physicsActor.Velocity.X;
m_velocity.Y = m_physicsActor.Velocity.Y;
m_velocity.Z = m_physicsActor.Velocity.Z;
}
return m_velocity;
}
set
{
//m_log.DebugFormat("In {0} setting velocity of {1} to {2}", m_scene.RegionInfo.RegionName, Name, value);
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if (m_physicsActor != null)
{
try
{
lock (m_scene.SyncRoot)
{
m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
}
}
catch (Exception e)
{
m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message);
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}
}
m_velocity = value;
}
}
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/// <summary>
/// If this is true, agent doesn't have a representation in this scene.
/// this is an agent 'looking into' this scene from a nearby scene(region)
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///
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/// if False, this agent has a representation in this scene
/// </summary>
private bool m_isChildAgent = true;
public bool IsChildAgent
{
get { return m_isChildAgent; }
set { m_isChildAgent = value; }
}
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private uint m_parentID;
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public uint ParentID
{
get { return m_parentID; }
set { m_parentID = value; }
}
public float Health
{
get { return m_health; }
set { m_health = value; }
}
/// <summary>
/// These are the region handles known by the avatar.
/// </summary>
public List<ulong> KnownChildRegionHandles
{
get
{
if (m_knownChildRegions.Count == 0)
return new List<ulong>();
else
return new List<ulong>(m_knownChildRegions.Keys);
}
}
public Dictionary<ulong, string> KnownRegions
{
get { return m_knownChildRegions; }
set
{
m_knownChildRegions = value;
}
}
public void AdjustKnownSeeds()
{
Dictionary<ulong, string> seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
List<ulong> old = new List<ulong>();
foreach (ulong handle in seeds.Keys)
{
uint x, y;
Utils.LongToUInts(handle, out x, out y);
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
{
old.Add(handle);
}
}
DropOldNeighbours(old);
Scene.CapsModule.SetChildrenSeed(UUID, seeds);
KnownRegions = seeds;
//m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
//DumpKnownRegions();
}
public void DumpKnownRegions()
{
m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================");
foreach (KeyValuePair<ulong, string> kvp in KnownRegions)
{
uint x, y;
Utils.LongToUInts(kvp.Key, out x, out y);
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
m_log.Info(" >> "+x+", "+y+": "+kvp.Value);
}
}
public AnimationSet Animations
{
get { return m_animations; }
}
private bool m_inTransit;
private bool m_mouseLook;
private bool m_leftButtonDown;
public bool IsInTransit
{
get { return m_inTransit; }
set { m_inTransit = value; }
}
public float SpeedModifier
{
get { return m_speedModifier; }
set { m_speedModifier = value; }
}
public bool ForceFly
{
get { return m_forceFly; }
set { m_forceFly = value; }
}
public bool FlyDisabled
{
get { return m_flyDisabled; }
set { m_flyDisabled = value; }
}
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#endregion
#region Constructor(s)
private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
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{
m_regionHandle = reginfo.RegionHandle;
m_controllingClient = client;
m_firstname = m_controllingClient.FirstName;
m_lastname = m_controllingClient.LastName;
m_name = String.Format("{0} {1}", m_firstname, m_lastname);
m_scene = world;
m_uuid = client.AgentId;
m_regionInfo = reginfo;
m_localId = m_scene.AllocateLocalId();
m_useFlySlow = m_scene.m_useFlySlow;
m_usePreJump = m_scene.m_usePreJump;
IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
if (gm != null)
m_grouptitle = gm.GetGroupTitle(m_uuid);
m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
AbsolutePosition = m_controllingClient.StartPos;
AdjustKnownSeeds();
TrySetMovementAnimation("STAND"); // TODO: I think, this won't send anything, as we are still a child here...
// we created a new ScenePresence (a new child agent) in a fresh region.
// Request info about all the (root) agents in this region
// Note: This won't send data *to* other clients in that region (children don't send)
SendInitialFullUpdateToAllClients();
RegisterToEvents();
SetDirectionVectors();
CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
if (userInfo != null)
userInfo.OnItemReceived += ItemReceived;
}
public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
AvatarWearable[] wearables)
: this(client, world, reginfo)
{
m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
}
public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
: this(client, world, reginfo)
{
m_appearance = appearance;
}
public void RegisterToEvents()
{
m_controllingClient.OnRequestWearables += SendWearables;
m_controllingClient.OnSetAppearance += SetAppearance;
m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
//m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
m_controllingClient.OnAgentSit += HandleAgentSit;
m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
m_controllingClient.OnStartAnim += HandleStartAnim;
m_controllingClient.OnStopAnim += HandleStopAnim;
m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
m_controllingClient.OnAutoPilotGo += DoAutoPilot;
m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition);
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// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
// ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
}
private void SetDirectionVectors()
{
Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD
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Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
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Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
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Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN
Dir_Vectors[5] = new Vector3(0, 0, -0.5f); //DOWN_Nudge
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}
private Vector3[] GetWalkDirectionVectors()
{
Vector3[] vector = new Vector3[6];
vector[0] = new Vector3(m_CameraUpAxis.Z, 0, -m_CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0, m_CameraAtAxis.Z); //BACK
vector[2] = new Vector3(0, 1, 0); //LEFT
vector[3] = new Vector3(0, -1, 0); //RIGHT
vector[4] = new Vector3(m_CameraAtAxis.Z, 0, m_CameraUpAxis.Z); //UP
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0, -m_CameraUpAxis.Z); //DOWN
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0, -m_CameraUpAxis.Z); //DOWN_Nudge
return vector;
}
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#endregion
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/// <summary>
/// Add the part to the queue of parts for which we need to send an update to the client
/// </summary>
/// <param name="part"></param>
public void QueuePartForUpdate(SceneObjectPart part)
{
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//if (InterestList.Contains(part.ParentGroup))
//{
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Enqueue(part);
}
// }
}
public uint GenerateClientFlags(UUID ObjectID)
{
return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID);
}
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/// <summary>
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/// Send updates to the client about prims which have been placed on the update queue. We don't
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/// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
/// timestamp has already been sent.
/// </summary>
public void SendPrimUpdates()
{
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// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
//{
// this.UpdateQuadTreeNode();
//this.RefreshQuadObject();
//}
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m_perfMonMS = Environment.TickCount;
if (m_pendingObjects == null)
{
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if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
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{
m_pendingObjects = new Queue<SceneObjectGroup>();
List<EntityBase> ents = new List<EntityBase>(m_scene.Entities);
if (!m_isChildAgent) // Proximity sort makes no sense for
{ // Child agents
ents.Sort(delegate(EntityBase a, EntityBase b)
{
return Vector3.Distance(AbsolutePosition, a.AbsolutePosition).CompareTo(Vector3.Distance(AbsolutePosition, b.AbsolutePosition));
});
}
foreach (EntityBase e in ents)
{
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if (e is SceneObjectGroup)
m_pendingObjects.Enqueue((SceneObjectGroup)e);
}
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}
}
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while (m_pendingObjects != null && m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < m_maxPrimsPerFrame)
{
SceneObjectGroup g = m_pendingObjects.Dequeue();
// This is where we should check for draw distance
// do culling and stuff. Problem with that is that until
// we recheck in movement, that won't work right.
// So it's not implemented now.
//
// Don't even queue if we have sent this one
//
if (!m_updateTimes.ContainsKey(g.UUID))
g.ScheduleFullUpdateToAvatar(this);
}
while (m_partsUpdateQueue.Count > 0)
{
SceneObjectPart part = m_partsUpdateQueue.Dequeue();
if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
continue;
if (m_updateTimes.ContainsKey(part.UUID))
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{
ScenePartUpdate update = m_updateTimes[part.UUID];
// We deal with the possibility that two updates occur at
// the same unix time at the update point itself.
if ((update.LastFullUpdateTime < part.TimeStampFull) ||
part.IsAttachment)
{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampFull);
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part.SendFullUpdate(ControllingClient,
GenerateClientFlags(part.UUID));
// We'll update to the part's timestamp rather than
// the current time to avoid the race condition
// whereby the next tick occurs while we are doing
// this update. If this happened, then subsequent
// updates which occurred on the same tick or the
// next tick of the last update would be ignored.
update.LastFullUpdateTime = part.TimeStampFull;
}
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampTerse);
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part.SendTerseUpdateToClient(ControllingClient);
update.LastTerseUpdateTime = part.TimeStampTerse;
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}
}
else
{
//never been sent to client before so do full update
ScenePartUpdate update = new ScenePartUpdate();
update.FullID = part.UUID;
update.LastFullUpdateTime = part.TimeStampFull;
m_updateTimes.Add(part.UUID, update);
// Attachment handling
//
if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
{
if (part != part.ParentGroup.RootPart)
continue;
part.ParentGroup.SendFullUpdateToClient(ControllingClient);
continue;
}
part.SendFullUpdate(ControllingClient,
GenerateClientFlags(part.UUID));
}
}
ControllingClient.FlushPrimUpdates();
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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}
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#region Status Methods
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/// <summary>
/// This turns a child agent, into a root agent
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/// This is called when an agent teleports into a region, or if an
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/// agent crosses into this region from a neighbor over the border
/// </summary>
public void MakeRootAgent(Vector3 pos, bool isFlying)
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{
m_log.DebugFormat(
"[SCENE]: Upgrading child to root agent for {0} in {1}",
Name, m_scene.RegionInfo.RegionName);
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
if (gm != null)
m_grouptitle = gm.GetGroupTitle(m_uuid);
m_scene.SetRootAgentScene(m_uuid);
// Moved this from SendInitialData to ensure that m_appearance is initialized
// before the inventory is processed in MakeRootAgent. This fixes a race condition
// related to the handling of attachments
//m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
if (pos.X < 0 || pos.X > Constants.RegionSize || pos.Y < 0 || pos.Y > Constants.RegionSize || pos.Z < 0)
{
Vector3 emergencyPos = new Vector3(128, 128, 128);
m_log.WarnFormat(
"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
pos, Name, UUID, emergencyPos);
pos = emergencyPos;
}
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float localAVHeight = 1.56f;
if (m_avHeight != 127.0f)
{
localAVHeight = m_avHeight;
}
float posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
float newPosZ = posZLimit + localAVHeight / 2;
if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
{
pos.Z = newPosZ;
}
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AbsolutePosition = pos;
AddToPhysicalScene(isFlying);
if (m_forceFly)
{
m_physicsActor.Flying = true;
}
else if (m_flyDisabled)
{
m_physicsActor.Flying = false;
}
if (m_appearance != null)
{
if (m_appearance.AvatarHeight > 0)
SetHeight(m_appearance.AvatarHeight);
}
else
{
m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName);
// emergency; this really shouldn't happen
m_appearance = new AvatarAppearance(UUID);
}
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
// avatar to return to the standing position in mid-air. On login it looks like this is being sent
// elsewhere anyway
//SendAnimPack();
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m_scene.SwapRootAgentCount(false);
CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
if (userInfo != null)
userInfo.FetchInventory();
else
m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
// On the next prim update, all objects will be sent
//
m_pendingObjects = null;
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m_isChildAgent = false;
List<ScenePresence> AnimAgents = m_scene.GetScenePresences();
foreach (ScenePresence p in AnimAgents)
{
if (p != this)
p.SendAnimPackToClient(ControllingClient);
}
m_scene.EventManager.TriggerOnMakeRootAgent(this);
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}
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/// <summary>
/// This turns a root agent into a child agent
/// when an agent departs this region for a neighbor, this gets called.
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///
/// It doesn't get called for a teleport. Reason being, an agent that
/// teleports out may not end up anywhere near this region
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/// </summary>
public void MakeChildAgent()
{
m_animations.Clear();
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// m_log.DebugFormat(
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// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
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// Name, UUID, m_scene.RegionInfo.RegionName);
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// Don't zero out the velocity since this can cause problems when an avatar is making a region crossing,
// depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
//Velocity = new Vector3(0, 0, 0);
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m_isChildAgent = true;
m_scene.SwapRootAgentCount(true);
RemoveFromPhysicalScene();
m_scene.EventManager.TriggerOnMakeChildAgent(this);
}
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/// <summary>
/// Removes physics plugin scene representation of this agent if it exists.
/// </summary>
private void RemoveFromPhysicalScene()
{
if (PhysicsActor != null)
{
lock (m_scene.SyncRoot)
{
m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
m_physicsActor.UnSubscribeEvents();
m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
PhysicsActor = null;
}
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}
}
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/// <summary>
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///
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/// </summary>
/// <param name="pos"></param>
public void Teleport(Vector3 pos)
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{
bool isFlying = false;
if (m_physicsActor != null)
isFlying = m_physicsActor.Flying;
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RemoveFromPhysicalScene();
Velocity = new Vector3(0, 0, 0);
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AbsolutePosition = pos;
AddToPhysicalScene(isFlying);
if (m_appearance != null)
{
if (m_appearance.AvatarHeight > 0)
SetHeight(m_appearance.AvatarHeight);
}
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SendTerseUpdateToAllClients();
}
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public void TeleportWithMomentum(Vector3 pos)
{
bool isFlying = false;
if (m_physicsActor != null)
isFlying = m_physicsActor.Flying;
RemoveFromPhysicalScene();
AbsolutePosition = pos;
AddToPhysicalScene(isFlying);
if (m_appearance != null)
{
if (m_appearance.AvatarHeight > 0)
SetHeight(m_appearance.AvatarHeight);
}
SendTerseUpdateToAllClients();
}
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/// <summary>
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///
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/// </summary>
public void StopMovement()
{
}
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public void StopFlying()
{
// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
// and send a full object update.
// There's no message to send the client to tell it to stop flying
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// Add 1/6 the avatar's height to it's position so it doesn't shoot into the air
// when the avatar stands up
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if (m_avHeight != 127.0f)
{
AbsolutePosition = AbsolutePosition + new Vector3(0, 0, (m_avHeight / 6f));
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}
else
{
AbsolutePosition = AbsolutePosition + new Vector3(0, 0, (1.56f / 6f));
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}
TrySetMovementAnimation("LAND");
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SendFullUpdateToAllClients();
}
public void AddNeighbourRegion(ulong regionHandle, string cap)
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{
lock (m_knownChildRegions)
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{
if (!m_knownChildRegions.ContainsKey(regionHandle))
{
uint x, y;
Utils.LongToUInts(regionHandle, out x, out y);
m_knownChildRegions.Add(regionHandle, cap);
}
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}
}
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public void RemoveNeighbourRegion(ulong regionHandle)
{
lock (m_knownChildRegions)
{
if (m_knownChildRegions.ContainsKey(regionHandle))
{
m_knownChildRegions.Remove(regionHandle);
//m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
}
}
}
public void DropOldNeighbours(List<ulong> oldRegions)
{
foreach (ulong handle in oldRegions)
{
RemoveNeighbourRegion(handle);
Scene.CapsModule.DropChildSeed(UUID, handle);
}
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}
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public List<ulong> GetKnownRegionList()
{
return new List<ulong>(m_knownChildRegions.Keys);
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}
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#endregion
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#region Event Handlers
/// <summary>
/// Sets avatar height in the phyiscs plugin
/// </summary>
internal void SetHeight(float height)
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{
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m_avHeight = height;
if (PhysicsActor != null)
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{
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PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
PhysicsActor.Size = SetSize;
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}
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}
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/// <summary>
/// Complete Avatar's movement into the region
/// </summary>
public void CompleteMovement()
{
Vector3 look = Velocity;
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if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
{
look = new Vector3(0.99f, 0.042f, 0);
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}
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if (m_isChildAgent)
{
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m_isChildAgent = false;
bool m_flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
MakeRootAgent(AbsolutePosition, m_flying);
if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
{
m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI);
Scene.SendReleaseAgent(m_rootRegionHandle, UUID, m_callbackURI);
m_callbackURI = null;
}
//m_log.DebugFormat("Completed movement");
}
m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
SendInitialData();
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}
// These methods allow to queue up agent updates (like key presses)
// until all attachment scripts are running and the animations from
// AgentDataUpdate have been started. It is essential for combat
// devices, weapons and AOs that keypresses are not processed
// until scripts that are potentially interested in them are
// up and running and that animations a script knows to be running
// from before a crossing are running again
//
public void LockAgentUpdates()
{
m_updatesAllowed = false;
}
public void UnlockAgentUpdates()
{
lock (m_agentUpdates)
{
if (m_updatesAllowed == false)
{
foreach (AgentUpdateArgs a in m_agentUpdates)
RealHandleAgentUpdate(ControllingClient, a);
m_agentUpdates.Clear();
m_updatesAllowed = true;
}
}
}
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/// <summary>
/// This is the event handler for client movement. If a client is moving, this event is triggering.
/// </summary>
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
{
lock (m_agentUpdates)
{
if (m_updatesAllowed)
{
RealHandleAgentUpdate(remoteClient, agentData);
return;
}
m_agentUpdates.Add(agentData);
}
}
private void RealHandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
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{
//if (m_isChildAgent)
//{
// // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
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// return;
//}
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// Must check for standing up even when PhysicsActor is null,
// since sitting currently removes avatar from physical scene
//m_log.Debug("agentPos:" + AbsolutePosition.ToString());
// This is irritating. Really.
if (!AbsolutePosition.IsFinite())
{
RemoveFromPhysicalScene();
m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999902");
m_pos = m_LastFinitePos;
if (!m_pos.IsFinite())
{
m_pos.X = 127f;
m_pos.Y = 127f;
m_pos.Z = 127f;
m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999903");
}
AddToPhysicalScene(false);
}
else
{
m_LastFinitePos = m_pos;
}
//m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true);
//ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
//if (land != null)
//{
//if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero)
//{
// agent.startpos = land.landData.userLocation;
//}
//}
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m_perfMonMS = Environment.TickCount;
uint flags = agentData.ControlFlags;
Quaternion bodyRotation = agentData.BodyRotation;
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// Camera location in world. We'll need to raytrace
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// from this location from time to time.
m_CameraCenter = agentData.CameraCenter;
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// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
m_CameraAtAxis = agentData.CameraAtAxis;
m_CameraLeftAxis = agentData.CameraLeftAxis;
m_CameraUpAxis = agentData.CameraUpAxis;
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// The Agent's Draw distance setting
m_DrawDistance = agentData.Far;
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if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
{
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StandUp();
}
m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
lock (scriptedcontrols)
{
if (scriptedcontrols.Count > 0)
{
SendControlToScripts(flags);
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flags = RemoveIgnoredControls(flags, IgnoredControls);
}
}
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if (PhysicsActor == null)
{
return;
}
if (m_autopilotMoving)
CheckAtSitTarget();
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if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
{
// TODO: This doesn't prevent the user from walking yet.
// Setting parent ID would fix this, if we knew what value
// to use. Or we could add a m_isSitting variable.
TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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}
// In the future, these values might need to go global.
// Here's where you get them.
m_AgentControlFlags = flags;
m_headrotation = agentData.HeadRotation;
m_state = agentData.State;
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if (m_allowMovement)
{
int i = 0;
bool update_movementflag = false;
bool update_rotation = false;
bool DCFlagKeyPressed = false;
Vector3 agent_control_v3 = new Vector3(0, 0, 0);
Quaternion q = bodyRotation;
if (PhysicsActor != null)
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{
bool oldflying = PhysicsActor.Flying;
if (m_forceFly)
PhysicsActor.Flying = true;
else if (m_flyDisabled)
PhysicsActor.Flying = false;
else
PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
if (PhysicsActor.Flying != oldflying)
{
update_movementflag = true;
}
}
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if (q != m_bodyRot)
{
m_bodyRot = q;
update_rotation = true;
}
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if (m_parentID == 0)
{
bool bAllowUpdateMoveToPosition = false;
bool bResetMoveToPosition = false;
Vector3[] dirVectors;
// use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
// this prevents 'jumping' in inappropriate situations.
if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying))
dirVectors = GetWalkDirectionVectors();
else
dirVectors = Dir_Vectors;
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foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
{
if ((flags & (uint) DCF) != 0)
{
bResetMoveToPosition = true;
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DCFlagKeyPressed = true;
try
{
agent_control_v3 += dirVectors[i];
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}
catch (IndexOutOfRangeException)
{
// Why did I get this?
}
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if ((m_movementflag & (uint) DCF) == 0)
{
m_movementflag += (byte) (uint) DCF;
update_movementflag = true;
}
}
else
{
if ((m_movementflag & (uint) DCF) != 0)
{
m_movementflag -= (byte) (uint) DCF;
update_movementflag = true;
}
else
{
bAllowUpdateMoveToPosition = true;
}
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}
i++;
}
//Paupaw:Do Proper PID for Autopilot here
if (bResetMoveToPosition)
{
m_moveToPositionTarget = Vector3.Zero;
m_moveToPositionInProgress = false;
update_movementflag = true;
bAllowUpdateMoveToPosition = false;
}
if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
{
//Check the error term of the current position in relation to the target position
if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 1.5)
{
// we are close enough to the target
m_moveToPositionTarget = Vector3.Zero;
m_moveToPositionInProgress = false;
update_movementflag = true;
}
else
{
try
{
// move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
// This movement vector gets added to the velocity through AddNewMovement().
// Theoretically we might need a more complex PID approach here if other
// unknown forces are acting on the avatar and we need to adaptively respond
// to such forces, but the following simple approach seems to works fine.
Vector3 LocalVectorToTarget3D =
(m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
* Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
// Ignore z component of vector
Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
LocalVectorToTarget2D.Normalize();
agent_control_v3 += LocalVectorToTarget2D;
// update avatar movement flags. the avatar coordinate system is as follows:
//
// +X (forward)
//
// ^
// |
// |
// |
// |
// (left) +Y <--------o--------> -Y
// avatar
// |
// |
// |
// |
// v
// -X
//
// based on the above avatar coordinate system, classify the movement into
// one of left/right/back/forward.
if (LocalVectorToTarget2D.Y > 0)//MoveLeft
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
update_movementflag = true;
}
else if (LocalVectorToTarget2D.Y < 0) //MoveRight
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
update_movementflag = true;
}
if (LocalVectorToTarget2D.X < 0) //MoveBack
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
update_movementflag = true;
}
else if (LocalVectorToTarget2D.X > 0) //Move Forward
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
update_movementflag = true;
}
}
catch (Exception)
{
//Avoid system crash, can be slower but...
}
}
}
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}
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// Cause the avatar to stop flying if it's colliding
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// with something with the down arrow pressed.
// Only do this if we're flying
if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
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{
// Are the landing controls requirements filled?
bool controlland = (((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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// Are the collision requirements fulfilled?
bool colliding = (m_physicsActor.IsColliding == true);
if (m_physicsActor.Flying && colliding && controlland)
{
StopFlying();
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}
}
if (update_movementflag || (update_rotation && DCFlagKeyPressed))
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{
// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
// m_log.DebugFormat(
// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
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AddNewMovement(agent_control_v3, q);
if (update_movementflag)
UpdateMovementAnimations();
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}
}
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m_scene.EventManager.TriggerOnClientMovement(this);
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m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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}
public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
{
m_autopilotMoving = true;
m_autoPilotTarget = Pos;
m_sitAtAutoTarget = false;
PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
//proxy.PCode = (byte)PCode.ParticleSystem;
proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
proxyObjectGroup.AttachToScene(m_scene);
// Commented out this code since it could never have executed, but might still be informative.
// if (proxyObjectGroup != null)
// {
proxyObjectGroup.SendGroupFullUpdate();
remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
m_scene.DeleteSceneObject(proxyObjectGroup, false);
// }
// else
// {
// m_autopilotMoving = false;
// m_autoPilotTarget = Vector3.Zero;
// ControllingClient.SendAlertMessage("Autopilot cancelled");
// }
}
public void DoMoveToPosition(Object sender, string method, List<String> args)
{
try
{
float locx = 0f;
float locy = 0f;
float locz = 0f;
uint regionX = 0;
uint regionY = 0;
try
{
Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
locx = Convert.ToSingle(args[0]) - (float)regionX;
locy = Convert.ToSingle(args[1]) - (float)regionY;
locz = Convert.ToSingle(args[2]);
}
catch (InvalidCastException)
{
m_log.Error("[CLIENT]: Invalid autopilot request");
return;
}
m_moveToPositionInProgress = true;
m_moveToPositionTarget = new Vector3(locx, locy, locz);
}
catch (Exception ex)
{
//Why did I get this error?
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m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex);
}
}
private void CheckAtSitTarget()
{
//m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString());
if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5)
{
if (m_sitAtAutoTarget)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID);
if (part != null)
{
AbsolutePosition = part.AbsolutePosition;
Velocity = new Vector3(0, 0, 0);
SendFullUpdateToAllClients();
//HandleAgentSit(ControllingClient, m_requestedSitTargetUUID);
}
//ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
m_requestedSitTargetUUID = UUID.Zero;
}
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/*
else
{
//ControllingClient.SendAlertMessage("Autopilot cancelled");
//SendTerseUpdateToAllClients();
//PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
//proxy.PCode = (byte)PCode.ParticleSystem;
////uint nextUUID = m_scene.NextLocalId;
//proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy);
//if (proxyObjectGroup != null)
//{
//proxyObjectGroup.SendGroupFullUpdate();
//ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
//m_scene.DeleteSceneObject(proxyObjectGroup);
//}
}
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*/
m_autoPilotTarget = Vector3.Zero;
m_autopilotMoving = false;
}
}
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/// <summary>
/// Perform the logic necessary to stand the client up. This method also executes
/// the stand animation.
/// </summary>
public void StandUp()
{
if (m_parentID != 0)
{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
if (part != null)
{
TaskInventoryDictionary taskIDict = part.TaskInventory;
if (taskIDict != null)
{
lock (taskIDict)
{
foreach (UUID taskID in taskIDict.Keys)
{
UnRegisterControlEventsToScript(LocalId, taskID);
taskIDict[taskID].PermsMask &= ~(
2048 | //PERMISSION_CONTROL_CAMERA
4); // PERMISSION_TAKE_CONTROLS
}
}
}
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// Reset sit target.
if (part.GetAvatarOnSitTarget() == UUID)
part.SetAvatarOnSitTarget(UUID.Zero);
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m_parentPosition = part.GetWorldPosition();
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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}
if (m_physicsActor == null)
{
AddToPhysicalScene(false);
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}
m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
m_parentPosition = new Vector3();
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m_parentID = 0;
SendFullUpdateToAllClients();
m_requestedSitTargetID = 0;
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if ((m_physicsActor != null) && (m_avHeight > 0))
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{
SetHeight(m_avHeight);
}
}
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TrySetMovementAnimation("STAND");
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}
private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
{
SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID);
if (targetPart == null)
return null;
// If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used.
// If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used.
// Get our own copy of the part array, and sort into the order we want to test
SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts();
Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2)
{
// we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1)
int linkNum1 = p1==targetPart ? -1 : p1.LinkNum;
int linkNum2 = p2==targetPart ? -1 : p2.LinkNum;
return linkNum1 - linkNum2;
}
);
//look for prims with explicit sit targets that are available
foreach (SceneObjectPart part in partArray)
{
// Is a sit target available?
Vector3 avSitOffSet = part.SitTargetPosition;
Quaternion avSitOrientation = part.SitTargetOrientation;
UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
bool SitTargetisSet =
(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
if (SitTargetisSet && SitTargetUnOccupied)
{
//switch the target to this prim
return part;
}
}
// no explicit sit target found - use original target
return targetPart;
}
private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset)
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{
bool autopilot = true;
Vector3 pos = new Vector3();
Quaternion sitOrientation = Quaternion.Identity;
Vector3 cameraEyeOffset = Vector3.Zero;
Vector3 cameraAtOffset = Vector3.Zero;
bool forceMouselook = false;
//SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
SceneObjectPart part = FindNextAvailableSitTarget(targetID);
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if (part != null)
{
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
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// Is a sit target available?
Vector3 avSitOffSet = part.SitTargetPosition;
Quaternion avSitOrientation = part.SitTargetOrientation;
UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
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bool SitTargetisSet =
(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f &&
avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f));
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if (SitTargetisSet && SitTargetUnOccupied)
{
part.SetAvatarOnSitTarget(UUID);
offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
sitOrientation = avSitOrientation;
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autopilot = false;
}
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pos = part.AbsolutePosition + offset;
//if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
//{
// offset = pos;
//autopilot = false;
//}
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if (m_physicsActor != null)
{
// If we're not using the client autopilot, we're immediately warping the avatar to the location
// We can remove the physicsActor until they stand up.
m_sitAvatarHeight = m_physicsActor.Size.Z;
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if (autopilot)
{
if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
{
autopilot = false;
RemoveFromPhysicalScene();
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
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}
}
else
{
RemoveFromPhysicalScene();
}
}
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cameraAtOffset = part.GetCameraAtOffset();
cameraEyeOffset = part.GetCameraEyeOffset();
forceMouselook = part.GetForceMouselook();
}
ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
m_requestedSitTargetUUID = targetID;
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// This calls HandleAgentSit twice, once from here, and the client calls
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// HandleAgentSit itself after it gets to the location
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// It doesn't get to the location until we've moved them there though
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// which happens in HandleAgentSit :P
m_autopilotMoving = autopilot;
m_autoPilotTarget = pos;
m_sitAtAutoTarget = autopilot;
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if (!autopilot)
HandleAgentSit(remoteClient, UUID);
}
public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
{
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if (m_parentID != 0)
{
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StandUp();
}
m_nextSitAnimation = "SIT";
//SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
SceneObjectPart part = FindNextAvailableSitTarget(targetID);
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if (part != null)
{
if (!String.IsNullOrEmpty(part.SitAnimation))
{
m_nextSitAnimation = part.SitAnimation;
}
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m_requestedSitTargetID = part.LocalId;
//m_requestedSitOffset = offset;
}
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else
{
m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
}
SendSitResponse(remoteClient, targetID, offset);
}
public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
{
if (m_parentID != 0)
{
StandUp();
}
if (!String.IsNullOrEmpty(sitAnimation))
{
m_nextSitAnimation = sitAnimation;
}
else
{
m_nextSitAnimation = "SIT";
}
//SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
SceneObjectPart part = FindNextAvailableSitTarget(targetID);
if (part != null)
{
m_requestedSitTargetID = part.LocalId;
//m_requestedSitOffset = offset;
}
else
{
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m_log.Warn("Sit requested on unknown object: " + targetID);
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}
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SendSitResponse(remoteClient, targetID, offset);
}
public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
{
if (!String.IsNullOrEmpty(m_nextSitAnimation))
{
HandleAgentSit(remoteClient, agentID, m_nextSitAnimation);
}
else
{
HandleAgentSit(remoteClient, agentID, "SIT");
}
}
public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
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{
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
if (m_sitAtAutoTarget || !m_autopilotMoving)
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{
if (part != null)
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{
if (part.GetAvatarOnSitTarget() == UUID)
{
Vector3 sitTargetPos = part.SitTargetPosition;
Quaternion sitTargetOrient = part.SitTargetOrientation;
//Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
//Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
//Quaternion result = (sitTargetOrient * vq) * nq;
m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
m_pos += m_sitTargetCorrectionOffset;
m_bodyRot = sitTargetOrient;
//Rotation = sitTargetOrient;
m_parentPosition = part.AbsolutePosition;
//SendTerseUpdateToAllClients();
}
else
{
m_pos -= part.AbsolutePosition;
m_parentPosition = part.AbsolutePosition;
}
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}
else
{
return;
}
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}
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m_parentID = m_requestedSitTargetID;
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Velocity = new Vector3(0, 0, 0);
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RemoveFromPhysicalScene();
TrySetMovementAnimation(sitAnimation);
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SendFullUpdateToAllClients();
// This may seem stupid, but Our Full updates don't send avatar rotation :P
// So we're also sending a terse update (which has avatar rotation)
// [Update] We do now.
//SendTerseUpdateToAllClients();
}
/// <summary>
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/// Event handler for the 'Always run' setting on the client
/// Tells the physics plugin to increase speed of movement.
/// </summary>
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public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun)
{
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m_setAlwaysRun = pSetAlwaysRun;
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if (PhysicsActor != null)
{
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PhysicsActor.SetAlwaysRun = pSetAlwaysRun;
}
}
public BinBVHAnimation GenerateRandomAnimation()
{
int rnditerations = 3;
BinBVHAnimation anim = new BinBVHAnimation();
List<string> parts = new List<string>();
parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso");
parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft");
parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck");
parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight");
parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight");
parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight");
parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft");
anim.HandPose = 1;
anim.InPoint = 0;
anim.OutPoint = (rnditerations * .10f);
anim.Priority = 7;
anim.Loop = false;
anim.Length = (rnditerations * .10f);
anim.ExpressionName = "afraid";
anim.EaseInTime = 0;
anim.EaseOutTime = 0;
string[] strjoints = parts.ToArray();
anim.Joints = new binBVHJoint[strjoints.Length];
for (int j = 0; j < strjoints.Length; j++)
{
anim.Joints[j] = new binBVHJoint();
anim.Joints[j].Name = strjoints[j];
anim.Joints[j].Priority = 7;
anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations];
anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations];
Random rnd = new Random();
for (int i = 0; i < rnditerations; i++)
{
anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
anim.Joints[j].rotationkeys[i].time = (i*.10f);
anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1);
anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1);
anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1);
anim.Joints[j].positionkeys[i] = new binBVHJointKey();
anim.Joints[j].positionkeys[i].time = (i*.10f);
anim.Joints[j].positionkeys[i].key_element.X = 0;
anim.Joints[j].positionkeys[i].key_element.Y = 0;
anim.Joints[j].positionkeys[i].key_element.Z = 0;
}
}
AssetBase Animasset = new AssetBase();
Animasset.Data = anim.ToBytes();
Animasset.Temporary = true;
Animasset.Local = true;
Animasset.FullID = UUID.Random();
Animasset.ID = Animasset.FullID.ToString();
Animasset.Name = "Random Animation";
Animasset.Type = (sbyte)AssetType.Animation;
Animasset.Description = "dance";
//BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data);
m_scene.AssetService.Store(Animasset);
AddAnimation(Animasset.FullID, UUID);
return anim;
}
public void AddAnimation(UUID animID, UUID objectID)
{
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if (m_isChildAgent)
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return;
if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber, objectID))
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SendAnimPack();
}
// Called from scripts
public void AddAnimation(string name, UUID objectID)
{
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if (m_isChildAgent)
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return;
UUID animID = m_controllingClient.GetDefaultAnimation(name);
if (animID == UUID.Zero)
return;
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AddAnimation(animID, objectID);
}
public void RemoveAnimation(UUID animID)
{
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if (m_isChildAgent)
return;
if (m_animations.Remove(animID))
SendAnimPack();
}
// Called from scripts
public void RemoveAnimation(string name)
{
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if (m_isChildAgent)
return;
UUID animID = m_controllingClient.GetDefaultAnimation(name);
if (animID == UUID.Zero)
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return;
RemoveAnimation(animID);
}
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public UUID[] GetAnimationArray()
{
UUID[] animIDs;
int[] sequenceNums;
UUID[] objectIDs;
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m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
return animIDs;
}
public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
{
AddAnimation(animID, UUID.Zero);
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}
public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
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{
RemoveAnimation(animID);
}
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/// <summary>
/// The movement animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
protected void TrySetMovementAnimation(string anim)
{
//m_log.DebugFormat("Updating movement animation to {0}", anim);
if (!m_isChildAgent)
{
if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero))
{
if (m_scriptEngines != null)
{
lock (m_attachments)
{
foreach (SceneObjectGroup grp in m_attachments)
{
// 16384 is CHANGED_ANIMATION
//
// Send this to all attachment root prims
//
foreach (IScriptModule m in m_scriptEngines)
{
if (m == null) // No script engine loaded
continue;
m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { 16384 });
}
}
}
}
SendAnimPack();
}
}
}
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/// <summary>
/// This method determines the proper movement related animation
/// </summary>
public string GetMovementAnimation()
{
if ((m_animPersistUntil > 0) && (m_animPersistUntil > DateTime.Now.Ticks))
{
//We don't want our existing state to end yet.
return m_movementAnimation;
}
else if (m_movementflag != 0)
{
//We're moving
m_allowFalling = true;
if (PhysicsActor != null && PhysicsActor.IsColliding)
{
//And colliding. Can you guess what it is yet?
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
{
//Down key is being pressed.
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) + (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
{
return "CROUCHWALK";
}
else
{
return "CROUCH";
}
}
else if (m_setAlwaysRun)
{
return "RUN";
}
else
{
//If we're prejumping then inhibit this, it's a problem
//caused by a false positive on IsColliding
if (m_movementAnimation == "PREJUMP")
{
return "PREJUMP";
}
else
{
return "WALK";
}
}
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}
else
{
//We're not colliding. Colliding isn't cool these days.
if (PhysicsActor != null && PhysicsActor.Flying)
{
//Are we moving forwards or backwards?
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
{
//Then we really are flying
if (m_setAlwaysRun)
{
return "FLY";
}
else
{
if (m_useFlySlow == false)
{
return "FLY";
}
else
{
return "FLYSLOW";
}
}
}
else
{
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
return "HOVER_UP";
}
else
{
return "HOVER_DOWN";
}
}
}
else if (m_movementAnimation == "JUMP")
{
//If we were already jumping, continue to jump until we collide
return "JUMP";
}
else if (m_movementAnimation == "PREJUMP" && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0)
{
//If we were in a prejump, and the UP key is no longer being held down
//then we're not going to fly, so we're jumping
return "JUMP";
}
else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
//They're pressing up, so we're either going to fly or jump
return "PREJUMP";
}
else
{
//If we're moving and not flying and not jumping and not colliding..
if (m_movementAnimation == "WALK" || m_movementAnimation == "RUN")
{
//Let's not enter a FALLDOWN state here, since we're probably
//not colliding because we're going down hill.
return m_movementAnimation;
}
//Record the time we enter this state so we know whether to "land" or not
m_animPersistUntil = DateTime.Now.Ticks;
return "FALLDOWN";
}
}
}
else
{
//We're not moving.
if (PhysicsActor != null && PhysicsActor.IsColliding)
{
//But we are colliding.
if (m_movementAnimation == "FALLDOWN")
{
//We're re-using the m_animPersistUntil value here to see how long we've been falling
if ((DateTime.Now.Ticks - m_animPersistUntil) > TimeSpan.TicksPerSecond)
{
//Make sure we don't change state for a bit
m_animPersistUntil = DateTime.Now.Ticks + TimeSpan.TicksPerSecond;
return "LAND";
}
else
{
//We haven't been falling very long, we were probably just walking down hill
return "STAND";
}
}
else if (m_movementAnimation == "JUMP" || m_movementAnimation == "HOVER_DOWN")
{
//Make sure we don't change state for a bit
m_animPersistUntil = DateTime.Now.Ticks + (1 * TimeSpan.TicksPerSecond);
return "SOFT_LAND";
}
else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
return "PREJUMP";
}
else if (PhysicsActor != null && PhysicsActor.Flying)
{
m_allowFalling = true;
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
return "HOVER_UP";
}
else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
{
return "HOVER_DOWN";
}
else
{
return "HOVER";
}
}
else
{
return "STAND";
}
}
else
{
//We're not colliding.
if (PhysicsActor != null && PhysicsActor.Flying)
{
return "HOVER";
}
else if ((m_movementAnimation == "JUMP" || m_movementAnimation == "PREJUMP") && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0)
{
return "JUMP";
}
else
{
//Record the time we enter this state so we know whether to "land" or not
m_animPersistUntil = DateTime.Now.Ticks;
return "FALLDOWN";
}
}
}
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}
/// <summary>
/// Update the movement animation of this avatar according to its current state
/// </summary>
protected void UpdateMovementAnimations()
{
string movementAnimation = GetMovementAnimation();
if (movementAnimation == "FALLDOWN" && m_allowFalling == false)
{
movementAnimation = m_movementAnimation;
}
else
{
m_movementAnimation = movementAnimation;
}
if (movementAnimation == "PREJUMP" && m_usePreJump == false)
{
//This was the previous behavior before PREJUMP
TrySetMovementAnimation("JUMP");
}
else
{
TrySetMovementAnimation(movementAnimation);
}
}
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/// <summary>
/// Rotate the avatar to the given rotation and apply a movement in the given relative vector
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/// </summary>
/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
/// <param name="rotation">The direction in which this avatar should now face.
public void AddNewMovement(Vector3 vec, Quaternion rotation)
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{
if (m_isChildAgent)
{
m_log.Debug("DEBUG: AddNewMovement: child agent");
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return;
}
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m_perfMonMS = Environment.TickCount;
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m_rotation = rotation;
NewForce newVelocity = new NewForce();
Vector3 direc = vec * rotation;
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direc.Normalize();
direc *= 0.03f * 128f * m_speedModifier;
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if (m_physicsActor.Flying)
{
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direc *= 4;
//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
//bool colliding = (m_physicsActor.IsColliding==true);
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//if (controlland)
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// m_log.Info("[AGENT]: landCommand");
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//if (colliding)
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// m_log.Info("[AGENT]: colliding");
//if (m_physicsActor.Flying && colliding && controlland)
//{
// StopFlying();
// m_log.Info("[AGENT]: Stop FLying");
//}
}
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else
{
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if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
{
if (direc.Z > 2.0f)
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{
direc.Z *= 3;
// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
TrySetMovementAnimation("PREJUMP");
TrySetMovementAnimation("JUMP");
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}
}
}
newVelocity.X = direc.X;
newVelocity.Y = direc.Y;
newVelocity.Z = direc.Z;
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m_forcesList.Add(newVelocity);
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
}
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#endregion
#region Overridden Methods
public override void Update()
{
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SendPrimUpdates();
if (m_newCoarseLocations)
{
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SendCoarseLocations();
m_newCoarseLocations = false;
}
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if (m_isChildAgent == false)
{
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if (m_newForce) // user movement 'forces' (ie commands to move)
{
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SendTerseUpdateToAllClients();
m_updateCount = 0;
}
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else if (m_movementflag != 0) // scripted movement (?)
{
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m_updateCount++;
if (m_updateCount > 3)
{
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SendTerseUpdateToAllClients();
m_updateCount = 0;
}
}
else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02)
|| (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)
|| lastPhysRot != m_bodyRot)
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{
// Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
// doing the above assures us that we know what we sent the clients last
SendTerseUpdateToAllClients();
m_updateCount = 0;
}
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// followed suggestion from mic bowman. reversed the two lines below.
CheckForBorderCrossing();
CheckForSignificantMovement(); // sends update to the modules.
}
}
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#endregion
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#region Update Client(s)
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/// <summary>
/// Sends a location update to the client connected to this scenePresence
/// </summary>
/// <param name="remoteClient"></param>
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
// If the client is inactive, it's getting its updates from another
// server.
if (remoteClient.IsActive)
{
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m_perfMonMS = Environment.TickCount;
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Vector3 pos = m_pos;
Vector3 vel = Velocity;
Quaternion rot = m_bodyRot;
pos.Z -= m_appearance.HipOffset;
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remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z),
new Vector3(vel.X, vel.Y, vel.Z), rot, m_uuid);
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m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
m_scene.StatsReporter.AddAgentUpdates(1);
}
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}
/// <summary>
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/// Send a location/velocity/accelleration update to all agents in scene
/// </summary>
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public void SendTerseUpdateToAllClients()
{
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m_perfMonMS = Environment.TickCount;
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m_scene.Broadcast(SendTerseUpdateToClient);
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m_lastVelocity = m_velocity;
lastPhysPos = AbsolutePosition;
lastPhysRot = m_bodyRot;
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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}
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public void SendCoarseLocations()
{
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m_perfMonMS = Environment.TickCount;
List<Vector3> CoarseLocations = new List<Vector3>();
List<UUID> AvatarUUIDs = new List<UUID>();
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List<ScenePresence> avatars = m_scene.GetAvatars();
for (int i = 0; i < avatars.Count; i++)
{
if (avatars[i] != this)
{
if (avatars[i].ParentID != 0)
{
// sitting avatar
SceneObjectPart sop = m_scene.GetSceneObjectPart(avatars[i].ParentID);
if (sop != null)
{
CoarseLocations.Add(sop.AbsolutePosition + avatars[i].m_pos);
AvatarUUIDs.Add(avatars[i].UUID);
}
else
{
// we can't find the parent.. ! arg!
CoarseLocations.Add(avatars[i].m_pos);
AvatarUUIDs.Add(avatars[i].UUID);
}
}
else
{
CoarseLocations.Add(avatars[i].m_pos);
AvatarUUIDs.Add(avatars[i].UUID);
}
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}
}
m_controllingClient.SendCoarseLocationUpdate(AvatarUUIDs, CoarseLocations);
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m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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}
public void CoarseLocationChange()
{
m_newCoarseLocations = true;
}
/// <summary>
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/// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
/// </summary>
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/// <param name="remoteAvatar"></param>
public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
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{
// 2 stage check is needed.
if (remoteAvatar == null)
return;
IClientAPI cl=remoteAvatar.ControllingClient;
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if (cl == null)
return;
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if (m_appearance.Texture == null)
return;
// Note: because Quaternion is a struct, it can't be null
Quaternion rot = m_bodyRot;
Vector3 pos = m_pos;
pos.Z -= m_appearance.HipOffset;
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid,
LocalId, m_pos, m_appearance.Texture.GetBytes(),
m_parentID, rot);
m_scene.StatsReporter.AddAgentUpdates(1);
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}
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/// <summary>
/// Tell *ALL* agents about this agent
/// </summary>
public void SendInitialFullUpdateToAllClients()
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{
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m_perfMonMS = Environment.TickCount;
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List<ScenePresence> avatars = m_scene.GetScenePresences();
foreach (ScenePresence avatar in avatars)
{
// only send if this is the root (children are only "listening posts" in a foreign region)
if (!IsChildAgent)
{
SendFullUpdateToOtherClient(avatar);
}
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if (avatar.LocalId != LocalId)
{
if (!avatar.IsChildAgent)
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{
avatar.SendFullUpdateToOtherClient(this);
avatar.SendAppearanceToOtherAgent(this);
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avatar.SendAnimPackToClient(ControllingClient);
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}
}
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}
m_scene.StatsReporter.AddAgentUpdates(avatars.Count);
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
//SendAnimPack();
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}
public void SendFullUpdateToAllClients()
{
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m_perfMonMS = Environment.TickCount;
// only send update from root agents to other clients; children are only "listening posts"
List<ScenePresence> avatars = m_scene.GetAvatars();
foreach (ScenePresence avatar in avatars)
{
SendFullUpdateToOtherClient(avatar);
}
m_scene.StatsReporter.AddAgentUpdates(avatars.Count);
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
SendAnimPack();
}
/// <summary>
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/// Do everything required once a client completes its movement into a region
/// </summary>
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public void SendInitialData()
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{
// Moved this into CompleteMovement to ensure that m_appearance is initialized before
// the inventory arrives
// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
// Note: because Quaternion is a struct, it can't be null
Quaternion rot = m_bodyRot;
Vector3 pos = m_pos;
pos.Z -= m_appearance.HipOffset;
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId,
m_pos, m_appearance.Texture.GetBytes(), m_parentID, rot);
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if (!m_isChildAgent)
{
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m_scene.InformClientOfNeighbours(this);
}
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SendInitialFullUpdateToAllClients();
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SendAppearanceToAllOtherAgents();
}
/// <summary>
/// Tell the client for this scene presence what items it should be wearing now
/// </summary>
public void SendWearables()
{
ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
}
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/// <summary>
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///
/// </summary>
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public void SendAppearanceToAllOtherAgents()
{
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m_perfMonMS = Environment.TickCount;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
if (scenePresence.UUID != UUID)
{
SendAppearanceToOtherAgent(scenePresence);
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}
});
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
}
/// <summary>
/// Send appearance data to an agent that isn't this one.
/// </summary>
/// <param name="avatar"></param>
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public void SendAppearanceToOtherAgent(ScenePresence avatar)
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{
avatar.ControllingClient.SendAppearance(
m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
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}
/// <summary>
/// Set appearance data (textureentry and slider settings) received from the client
/// </summary>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(byte[] texture, List<byte> visualParam)
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{
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if (m_physicsActor != null)
{
// This may seem like it's redundant, remove the avatar from the physics scene
// just to add it back again, but it saves us from having to update
// 3 variables 10 times a second.
m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
AddToPhysicalScene(m_physicsActor.Flying);
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}
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m_appearance.SetAppearance(texture, visualParam);
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if (m_appearance.AvatarHeight > 0)
SetHeight(m_appearance.AvatarHeight);
m_scene.CommsManager.AvatarService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
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SendAppearanceToAllOtherAgents();
if (!m_startAnimationSet)
{
UpdateMovementAnimations();
m_startAnimationSet = true;
}
Quaternion rot = m_bodyRot;
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId,
m_pos, m_appearance.Texture.GetBytes(), m_parentID, rot);
}
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public void SetWearable(int wearableId, AvatarWearable wearable)
{
m_appearance.SetWearable(wearableId, wearable);
m_scene.CommsManager.AvatarService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
}
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// Because appearance setting is in a module, we actually need
// to give it access to our appearance directly, otherwise we
// get a synchronization issue.
public AvatarAppearance Appearance
{
get { return m_appearance; }
set { m_appearance = value; }
}
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/// <summary>
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///
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/// </summary>
/// <param name="animations"></param>
/// <param name="seqs"></param>
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/// <param name="objectIDs"></param>
public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
{
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if (m_isChildAgent)
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return;
m_scene.Broadcast(
delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId, objectIDs); });
}
public void SendAnimPackToClient(IClientAPI client)
{
if (m_isChildAgent)
return;
UUID[] animIDs;
int[] sequenceNums;
UUID[] objectIDs;
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
client.SendAnimations(animIDs, sequenceNums, m_controllingClient.AgentId, objectIDs);
}
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/// <summary>
/// Send animation information about this avatar to all clients.
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/// </summary>
public void SendAnimPack()
{
//m_log.Debug("Sending animation pack to all");
if (m_isChildAgent)
return;
UUID[] animIDs;
int[] sequenceNums;
UUID[] objectIDs;
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
SendAnimPack(animIDs, sequenceNums, objectIDs);
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}
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#endregion
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#region Significant Movement Method
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/// <summary>
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/// This checks for a significant movement and sends a courselocationchange update
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/// </summary>
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protected void CheckForSignificantMovement()
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{
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if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > 0.5)
{
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posLastSignificantMove = AbsolutePosition;
m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient);
m_scene.NotifyMyCoarseLocationChange();
}
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// Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
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if (Util.GetDistanceTo(AbsolutePosition,m_LastChildAgentUpdatePosition) > 32)
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{
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ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
cadu.ActiveGroupID = UUID.Zero.Guid;
cadu.AgentID = UUID.Guid;
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cadu.alwaysrun = m_setAlwaysRun;
cadu.AVHeight = m_avHeight;
sLLVector3 tempCameraCenter = new sLLVector3(new Vector3(m_CameraCenter.X, m_CameraCenter.Y, m_CameraCenter.Z));
cadu.cameraPosition = tempCameraCenter;
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cadu.drawdistance = m_DrawDistance;
if (m_scene.Permissions.IsGod(new UUID(cadu.AgentID)))
cadu.godlevel = m_godlevel;
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cadu.GroupAccess = 0;
cadu.Position = new sLLVector3(AbsolutePosition);
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cadu.regionHandle = m_scene.RegionInfo.RegionHandle;
float multiplier = 1;
int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
if (innacurateNeighbors != 0)
{
multiplier = 1f / (float)innacurateNeighbors;
}
if (multiplier <= 0f)
{
multiplier = 0.25f;
}
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//m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier);
cadu.Velocity = new sLLVector3(Velocity);
AgentPosition agentpos = new AgentPosition();
agentpos.CopyFrom(cadu);
m_scene.SendOutChildAgentUpdates(agentpos, this);
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m_LastChildAgentUpdatePosition.X = AbsolutePosition.X;
m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y;
m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z;
}
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}
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#endregion
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#region Border Crossing Methods
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/// <summary>
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/// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
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/// </summary>
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protected void CheckForBorderCrossing()
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{
if (IsChildAgent)
return;
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Vector3 pos2 = AbsolutePosition;
Vector3 vel = Velocity;
int neighbor = 0;
int[] fix = new int[2];
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float timeStep = 0.1f;
pos2.X = pos2.X + (vel.X*timeStep);
pos2.Y = pos2.Y + (vel.Y*timeStep);
pos2.Z = pos2.Z + (vel.Z*timeStep);
if (!IsInTransit)
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{
// Checks if where it's headed exists a region
if (pos2.X < 0)
{
if (pos2.Y < 0)
neighbor = HaveNeighbor(Cardinals.SW, ref fix);
else if (pos2.Y > Constants.RegionSize)
neighbor = HaveNeighbor(Cardinals.NW, ref fix);
else
neighbor = HaveNeighbor(Cardinals.W, ref fix);
}
else if (pos2.X > Constants.RegionSize)
{
if (pos2.Y < 0)
neighbor = HaveNeighbor(Cardinals.SE, ref fix);
else if (pos2.Y > Constants.RegionSize)
neighbor = HaveNeighbor(Cardinals.NE, ref fix);
else
neighbor = HaveNeighbor(Cardinals.E, ref fix);
}
else if (pos2.Y < 0)
neighbor = HaveNeighbor(Cardinals.S, ref fix);
else if (pos2.Y > Constants.RegionSize)
neighbor = HaveNeighbor(Cardinals.N, ref fix);
// Makes sure avatar does not end up outside region
if (neighbor < 0)
AbsolutePosition = new Vector3(
AbsolutePosition.X + 3*fix[0],
AbsolutePosition.Y + 3*fix[1],
AbsolutePosition.Z);
else if (neighbor > 0)
CrossToNewRegion();
}
else
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{
RemoveFromPhysicalScene();
// This constant has been inferred from experimentation
// I'm not sure what this value should be, so I tried a few values.
timeStep = 0.04f;
pos2 = AbsolutePosition;
pos2.X = pos2.X + (vel.X * timeStep);
pos2.Y = pos2.Y + (vel.Y * timeStep);
pos2.Z = pos2.Z + (vel.Z * timeStep);
m_pos = pos2;
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}
}
protected int HaveNeighbor(Cardinals car, ref int[] fix)
{
uint neighbourx = m_regionInfo.RegionLocX;
uint neighboury = m_regionInfo.RegionLocY;
int dir = (int)car;
if (dir > 1 && dir < 5) //Heading East
neighbourx++;
else if (dir > 5) // Heading West
neighbourx--;
if (dir < 3 || dir == 8) // Heading North
neighboury++;
else if (dir > 3 && dir < 7) // Heading Sout
neighboury--;
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
if (neighbourRegion == null)
{
fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx);
fix[1] = (int)(m_regionInfo.RegionLocY - neighboury);
return dir * (-1);
}
else
return dir;
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}
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/// <summary>
/// Moves the agent outside the region bounds
/// Tells neighbor region that we're crossing to it
/// If the neighbor accepts, remove the agent's viewable avatar from this scene
/// set them to a child agent.
/// </summary>
protected void CrossToNewRegion()
{
InTransit();
m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
}
public void InTransit()
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{
m_inTransit = true;
if ((m_physicsActor != null) && m_physicsActor.Flying)
m_AgentControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
else if ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
m_AgentControlFlags &= ~(uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
}
public void NotInTransit()
{
m_inTransit = false;
}
public void RestoreInCurrentScene()
{
AddToPhysicalScene(false); // not exactly false
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}
public void Reset()
{
// Put the child agent back at the center
AbsolutePosition = new Vector3(128, 128, 70);
ResetAnimations();
}
public void ResetAnimations()
{
m_animations.Clear();
}
/// <summary>
/// Computes which child agents to close when the scene presence moves to another region.
/// Removes those regions from m_knownRegions.
/// </summary>
/// <param name="newRegionX">The new region's x on the map</param>
/// <param name="newRegionY">The new region's y on the map</param>
/// <returns></returns>
public void CloseChildAgents(uint newRegionX, uint newRegionY)
{
List<ulong> byebyeRegions = new List<ulong>();
m_log.DebugFormat(
"[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}",
m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName);
//DumpKnownRegions();
lock (m_knownChildRegions)
{
foreach (ulong handle in m_knownChildRegions.Keys)
{
// Don't close the agent on this region yet
if (handle != Scene.RegionInfo.RegionHandle)
{
uint x, y;
Utils.LongToUInts(handle, out x, out y);
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
//m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
//m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
{
byebyeRegions.Add(handle);
}
}
}
}
if (byebyeRegions.Count > 0)
{
m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions);
}
foreach (ulong handle in byebyeRegions)
{
RemoveNeighbourRegion(handle);
}
}
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#endregion
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/// <summary>
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/// This allows the Sim owner the abiility to kick users from their sim currently.
/// It tells the client that the agent has permission to do so.
/// </summary>
public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus)
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{
if (godStatus)
{
// For now, assign god level 200 to anyone
// who is granted god powers, but has no god level set.
//
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(agentID);
if (profile.UserProfile.GodLevel > 0)
m_godlevel = profile.UserProfile.GodLevel;
else
m_godlevel = 200;
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}
else
{
m_godlevel = 0;
}
ControllingClient.SendAdminResponse(token, (uint)m_godlevel);
}
#region Child Agent Updates
public void ChildAgentDataUpdate(AgentData cAgentData)
{
//m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
if (!IsChildAgent)
return;
CopyFrom(cAgentData);
}
/// <summary>
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/// This updates important decision making data about a child agent
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
/// </summary>
public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
{
if (!IsChildAgent)
return;
//m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
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int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
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m_DrawDistance = cAgentData.Far;
if (cAgentData.Position != new Vector3(-1, -1, -1)) // UGH!!
m_pos = new Vector3(cAgentData.Position.X + shiftx, cAgentData.Position.Y + shifty, cAgentData.Position.Z);
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// It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region
m_CameraCenter = cAgentData.Center;
m_avHeight = cAgentData.Size.Z;
//SetHeight(cAgentData.AVHeight);
if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
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// Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
if (m_scene.m_seeIntoRegionFromNeighbor)
m_pendingObjects = null;
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//cAgentData.AVHeight;
//cAgentData.regionHandle;
//m_velocity = cAgentData.Velocity;
}
public void CopyTo(AgentData cAgent)
{
cAgent.AgentID = UUID;
cAgent.RegionHandle = m_scene.RegionInfo.RegionHandle;
cAgent.Position = m_pos;
cAgent.Velocity = m_velocity;
cAgent.Center = m_CameraCenter;
// Don't copy the size; it is inferred from apearance parameters
//cAgent.Size = new Vector3(0, 0, m_avHeight);
cAgent.AtAxis = m_CameraAtAxis;
cAgent.LeftAxis = m_CameraLeftAxis;
cAgent.UpAxis = m_CameraUpAxis;
cAgent.Far = m_DrawDistance;
// Throttles
float multiplier = 1;
int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
if (innacurateNeighbors != 0)
{
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multiplier = 1f / innacurateNeighbors;
}
if (multiplier <= 0f)
{
multiplier = 0.25f;
}
//m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
cAgent.HeadRotation = m_headrotation;
cAgent.BodyRotation = m_bodyRot;
cAgent.ControlFlags = m_AgentControlFlags;
if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
cAgent.GodLevel = (byte)m_godlevel;
else
cAgent.GodLevel = (byte) 0;
cAgent.AlwaysRun = m_setAlwaysRun;
try
{
// We might not pass the Wearables in all cases...
// They're only needed so that persistent changes to the appearance
// are preserved in the new region where the user is moving to.
// But in Hypergrid we might not let this happen.
int i = 0;
UUID[] wears = new UUID[m_appearance.Wearables.Length * 2];
foreach (AvatarWearable aw in m_appearance.Wearables)
{
if (aw != null)
{
wears[i++] = aw.ItemID;
wears[i++] = aw.AssetID;
}
else
{
wears[i++] = UUID.Zero;
wears[i++] = UUID.Zero;
}
}
cAgent.Wearables = wears;
cAgent.VisualParams = m_appearance.VisualParams;
if (m_appearance.Texture != null)
cAgent.AgentTextures = m_appearance.Texture.GetBytes();
}
catch (Exception e)
{
m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message);
}
// Animations
try
{
cAgent.Anims = m_animations.ToArray();
}
catch { }
// cAgent.GroupID = ??
// Groups???
}
public void CopyFrom(AgentData cAgent)
{
m_rootRegionHandle= cAgent.RegionHandle;
m_callbackURI = cAgent.CallbackURI;
m_pos = cAgent.Position;
m_velocity = cAgent.Velocity;
m_CameraCenter = cAgent.Center;
//m_avHeight = cAgent.Size.Z;
m_CameraAtAxis = cAgent.AtAxis;
m_CameraLeftAxis = cAgent.LeftAxis;
m_CameraUpAxis = cAgent.UpAxis;
m_DrawDistance = cAgent.Far;
if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
m_headrotation = cAgent.HeadRotation;
m_bodyRot = cAgent.BodyRotation;
m_AgentControlFlags = cAgent.ControlFlags;
if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
m_godlevel = cAgent.GodLevel;
m_setAlwaysRun = cAgent.AlwaysRun;
uint i = 0;
try
{
if (cAgent.Wearables == null)
cAgent.Wearables = new UUID[0];
AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2];
for (uint n = 0; n < cAgent.Wearables.Length; n += 2)
{
UUID itemId = cAgent.Wearables[n];
UUID assetId = cAgent.Wearables[n + 1];
wears[i++] = new AvatarWearable(itemId, assetId);
}
m_appearance.Wearables = wears;
byte[] te = null;
if (cAgent.AgentTextures != null)
te = cAgent.AgentTextures;
else
te = AvatarAppearance.GetDefaultTexture().GetBytes();
if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT))
cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams();
m_appearance.SetAppearance(te, new List<byte>(cAgent.VisualParams));
}
catch (Exception e)
{
m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message);
}
// Animations
try
{
m_animations.Clear();
m_animations.FromArray(cAgent.Anims);
}
catch { }
//cAgent.GroupID = ??
//Groups???
}
public bool CopyAgent(out IAgentData agent)
{
agent = new CompleteAgentData();
CopyTo((AgentData)agent);
return true;
}
#endregion Child Agent Updates
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/// <summary>
/// Handles part of the PID controller function for moving an avatar.
/// </summary>
public override void UpdateMovement()
{
m_newForce = false;
lock (m_forcesList)
{
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if (m_forcesList.Count > 0)
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{
//we are only interested in the last velocity added to the list [Although they are called forces, they are actually velocities]
NewForce force = m_forcesList[m_forcesList.Count - 1];
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m_updateflag = true;
try
{
movementvector.X = force.X;
movementvector.Y = force.Y;
movementvector.Z = force.Z;
Velocity = movementvector;
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}
catch (NullReferenceException)
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{
// Under extreme load, this returns a NullReference Exception that we can ignore.
// Ignoring this causes no movement to be sent to the physics engine...
// which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter!
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}
m_newForce = true;
m_forcesList.Clear();
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}
}
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}
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static ScenePresence()
{
Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
DefaultTexture = textu.GetBytes();
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}
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public class NewForce
{
public float X;
public float Y;
public float Z;
}
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public class ScenePartUpdate
{
public UUID FullID;
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public uint LastFullUpdateTime;
public uint LastTerseUpdateTime;
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public ScenePartUpdate()
{
FullID = UUID.Zero;
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LastFullUpdateTime = 0;
LastTerseUpdateTime = 0;
}
}
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public override void SetText(string text, Vector3 color, double alpha)
{
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throw new Exception("Can't set Text on avatar.");
}
/// <summary>
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/// Adds a physical representation of the avatar to the Physics plugin
/// </summary>
public void AddToPhysicalScene(bool isFlying)
{
lock (m_scene.SyncRoot)
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{
PhysicsScene scene = m_scene.PhysicsScene;
PhysicsVector pVec =
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
AbsolutePosition.Z);
if (m_avHeight == 127.0f)
{
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f),
isFlying);
}
else
{
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
new PhysicsVector(0, 0, m_avHeight), isFlying);
}
scene.AddPhysicsActorTaint(m_physicsActor);
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
m_physicsActor.SubscribeEvents(1000);
m_physicsActor.LocalID = LocalId;
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}
}
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// Event called by the physics plugin to tell the avatar about a collision.
private void PhysicsCollisionUpdate(EventArgs e)
{
if (e == null)
return;
CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
float starthealth = Health;
uint killerObj = 0;
foreach (uint localid in coldata.Keys)
{
if (coldata[localid] <= 0.10f || m_invulnerable)
continue;
//if (localid == 0)
//continue;
Health -= coldata[localid] * 5;
if (Health <= 0)
{
if (localid != 0)
killerObj = localid;
}
//m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
}
//Health = 100;
if (!m_invulnerable)
{
if (starthealth != Health)
{
ControllingClient.SendHealth(Health);
}
if (m_health <= 0)
m_scene.EventManager.TriggerAvatarKill(killerObj, this);
}
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if (Velocity.X > 0 || Velocity.Y > 0)
UpdateMovementAnimations();
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}
public void setHealthWithUpdate(float health)
{
Health = health;
ControllingClient.SendHealth(Health);
}
public void Close()
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{
lock (m_attachments)
{
// Delete attachments from scene
// Don't try to save, as this thread won't live long
// enough to complete the save. This would cause no copy
// attachments to poof!
//
foreach (SceneObjectGroup grp in m_attachments)
{
m_scene.DeleteSceneObject(grp, false);
}
m_attachments.Clear();
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}
lock (m_knownChildRegions)
{
m_knownChildRegions.Clear();
}
lock (m_updateTimes)
{
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m_updateTimes.Clear();
}
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Clear();
}
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RemoveFromPhysicalScene();
GC.Collect();
}
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public ScenePresence()
{
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if (DefaultTexture == null)
{
Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
DefaultTexture = textu.GetBytes();
}
}
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public void AddAttachment(SceneObjectGroup gobj)
{
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lock (m_attachments)
{
m_attachments.Add(gobj);
}
}
public bool HasAttachments()
{
return m_attachments.Count > 0;
}
public bool HasScriptedAttachments()
{
lock (m_attachments)
{
foreach (SceneObjectGroup gobj in m_attachments)
{
if (gobj != null)
{
if (gobj.RootPart.Inventory.ContainsScripts())
return true;
}
}
}
return false;
}
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public void RemoveAttachment(SceneObjectGroup gobj)
{
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lock (m_attachments)
{
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if (m_attachments.Contains(gobj))
{
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m_attachments.Remove(gobj);
}
}
}
public bool ValidateAttachments()
{
lock (m_attachments)
{
// Validate
foreach (SceneObjectGroup gobj in m_attachments)
{
if (gobj == null)
return false;
if (gobj.IsDeleted)
return false;
}
}
return true;
}
public bool CrossAttachmentsIntoNewRegion(ulong regionHandle, bool silent)
{
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lock (m_attachments)
{
// Validate
foreach (SceneObjectGroup gobj in m_attachments)
{
if (gobj == null || gobj.IsDeleted)
return false;
}
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foreach (SceneObjectGroup gobj in m_attachments)
{
// If the prim group is null then something must have happened to it!
if (gobj != null && gobj.RootPart != null)
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{
// Set the parent localID to 0 so it transfers over properly.
gobj.RootPart.SetParentLocalId(0);
gobj.RootPart.IsAttachment = false;
gobj.AbsolutePosition = gobj.RootPart.AttachedPos;
//gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
m_log.DebugFormat("[ATTACHMENT]: Sending attachment {0} to region {1}", gobj.UUID, regionHandle);
m_scene.CrossPrimGroupIntoNewRegion(regionHandle, gobj, silent);
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}
}
m_attachments.Clear();
return true;
}
}
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public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene)
{
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m_controllingClient = client;
m_regionInfo = region;
m_scene = scene;
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RegisterToEvents();
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/*
AbsolutePosition = client.StartPos;
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Animations = new AvatarAnimations();
Animations.LoadAnims();
m_animations = new List<UUID>();
m_animations.Add(Animations.AnimsUUID["STAND"]);
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m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
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SetDirectionVectors();
*/
}
internal void PushForce(PhysicsVector impulse)
{
if (PhysicsActor != null)
{
PhysicsActor.AddForce(impulse,true);
}
}
public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
{
ScriptControllers obj = new ScriptControllers();
obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
obj.eventControls = ScriptControlled.CONTROL_ZERO;
obj.itemID = Script_item_UUID;
obj.objID = Obj_localID;
if (pass_on == 0 && accept == 0)
{
IgnoredControls |= (ScriptControlled)controls;
obj.ignoreControls = (ScriptControlled)controls;
}
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if (pass_on == 0 && accept == 1)
{
IgnoredControls |= (ScriptControlled)controls;
obj.ignoreControls = (ScriptControlled)controls;
obj.eventControls = (ScriptControlled)controls;
}
if (pass_on == 1 && accept == 1)
{
IgnoredControls = ScriptControlled.CONTROL_ZERO;
obj.eventControls = (ScriptControlled)controls;
obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
}
lock (scriptedcontrols)
{
if (pass_on == 1 && accept == 0)
{
IgnoredControls &= ~(ScriptControlled)controls;
if (scriptedcontrols.ContainsKey(Script_item_UUID))
scriptedcontrols.Remove(Script_item_UUID);
}
else
{
if (scriptedcontrols.ContainsKey(Script_item_UUID))
{
scriptedcontrols[Script_item_UUID] = obj;
}
else
{
scriptedcontrols.Add(Script_item_UUID, obj);
}
}
}
ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true);
}
public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID)
{
IgnoredControls = ScriptControlled.CONTROL_ZERO;
lock (scriptedcontrols)
{
scriptedcontrols.Clear();
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}
ControllingClient.SendTakeControls(int.MaxValue, false, false);
}
public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
{
lock (scriptedcontrols)
{
if (scriptedcontrols.ContainsKey(Script_item_UUID))
{
ScriptControllers takecontrolls = scriptedcontrols[Script_item_UUID];
ScriptControlled sctc = takecontrolls.eventControls;
ControllingClient.SendTakeControls((int)sctc, false, false);
ControllingClient.SendTakeControls((int)sctc, true, false);
scriptedcontrols.Remove(Script_item_UUID);
IgnoredControls = ScriptControlled.CONTROL_ZERO;
foreach (ScriptControllers scData in scriptedcontrols.Values)
{
IgnoredControls |= scData.ignoreControls;
}
}
}
}
internal void SendControlToScripts(uint flags)
{
ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
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if (MouseDown)
{
allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
{
allflags = ScriptControlled.CONTROL_ZERO;
MouseDown = true;
}
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
{
allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
MouseDown = true;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
{
allflags |= ScriptControlled.CONTROL_LBUTTON;
MouseDown = true;
}
// find all activated controls, whether the scripts are interested in them or not
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
{
allflags |= ScriptControlled.CONTROL_FWD;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
{
allflags |= ScriptControlled.CONTROL_BACK;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
{
allflags |= ScriptControlled.CONTROL_UP;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
{
allflags |= ScriptControlled.CONTROL_DOWN;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
{
allflags |= ScriptControlled.CONTROL_LEFT;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
{
allflags |= ScriptControlled.CONTROL_RIGHT;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
{
allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
{
allflags |= ScriptControlled.CONTROL_ROT_LEFT;
}
// optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
{
lock (scriptedcontrols)
{
foreach (UUID scriptUUID in scriptedcontrols.Keys)
{
ScriptControllers scriptControlData = scriptedcontrols[scriptUUID];
ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
ScriptControlled localChange = localHeld ^ localLast; // the changed bits
if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
{
// only send if still pressed or just changed
m_scene.EventManager.TriggerControlEvent(scriptControlData.objID, scriptUUID, UUID, (uint)localHeld, (uint)localChange);
}
}
}
}
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LastCommands = allflags;
}
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internal static uint RemoveIgnoredControls(uint flags, ScriptControlled Ignored)
{
if (Ignored == ScriptControlled.CONTROL_ZERO)
return flags;
if ((Ignored & ScriptControlled.CONTROL_BACK) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
if ((Ignored & ScriptControlled.CONTROL_FWD) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
if ((Ignored & ScriptControlled.CONTROL_DOWN) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG);
if ((Ignored & ScriptControlled.CONTROL_UP) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
if ((Ignored & ScriptControlled.CONTROL_LEFT) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
if ((Ignored & ScriptControlled.CONTROL_RIGHT) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG);
if ((Ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG);
if ((Ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS);
if ((Ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN);
if ((Ignored & ScriptControlled.CONTROL_LBUTTON) != 0)
flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN);
//DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
//DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
//DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
//DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
//DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
//DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
//DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
return flags;
}
private void ItemReceived(UUID itemID)
{
if (IsChildAgent)
return;
if (null == m_appearance)
{
m_log.Warn("[ATTACHMENT] Appearance has not been initialized");
return;
}
int attachpoint = m_appearance.GetAttachpoint(itemID);
if (attachpoint == 0)
return;
UUID asset = m_appearance.GetAttachedAsset(attachpoint);
if (UUID.Zero == asset) // We have just logged in
{
try
{
// Rez from inventory
asset = m_scene.RezSingleAttachment(ControllingClient,
itemID, (uint)attachpoint);
// Corner case: We are not yet a Scene Entity
// Setting attachment info in RezSingleAttachment will fail
// Set it here
//
m_appearance.SetAttachment((int)attachpoint, itemID,
asset);
m_log.InfoFormat("[ATTACHMENT] Rezzed attachment {0}, inworld asset {1}",
itemID.ToString(), asset);
}
catch (Exception e)
{
m_log.ErrorFormat("[ATTACHMENT] Unable to rez attachment: {0}", e.ToString());
}
return;
}
SceneObjectPart att = m_scene.GetSceneObjectPart(asset);
// If this is null, then the asset has not yet appeared in world
// so we revisit this when it does
//
if (att != null && att.UUID != asset) // Yes. It's really needed
{
m_log.DebugFormat("[ATTACHMENT]: Attach from in world: ItemID {0}, Asset ID {1}, Attachment inworld: {2}", itemID.ToString(), asset.ToString(), att.UUID.ToString());
// This will throw if crossing katty-korner
// So catch it here to avoid the noid
//
try
{
// Attach from world, if not already attached
if (att.ParentGroup != null && !att.IsAttachment)
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m_scene.AttachObject(ControllingClient, att.ParentGroup.LocalId, 0, Quaternion.Identity, att.ParentGroup.AbsolutePosition, false);
}
catch (NullReferenceException)
{
}
}
}
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}
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}