* Adds some Wind

* A little wind wouldn't hurt anyone, right?    This is the 'slightly breezy' setting..    hopefully you won't notice 'much' of a difference.
* It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods.
* Not much configuration..   yet.  You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment.
* initial version...      could use improvement I'm sure.
0.6.0-stable
Teravus Ovares 2008-09-25 11:46:05 +00:00
parent b0192ea139
commit 4004172106
7 changed files with 358 additions and 1 deletions

View File

@ -558,6 +558,9 @@ namespace OpenSim.Framework
void SendLayerData(float[] map); void SendLayerData(float[] map);
void SendLayerData(int px, int py, float[] map); void SendLayerData(int px, int py, float[] map);
void SendWindData(float[] map);
void SendWindData(int px, int py, float[] map);
void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look); void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look);
void InformClientOfNeighbour(ulong neighbourHandle, IPEndPoint neighbourExternalEndPoint); void InformClientOfNeighbour(ulong neighbourHandle, IPEndPoint neighbourExternalEndPoint);
AgentCircuitData RequestClientInfo(); AgentCircuitData RequestClientInfo();

View File

@ -1221,6 +1221,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
layerpack.Header.Zerocoded = true; layerpack.Header.Zerocoded = true;
OutPacket(layerpack, ThrottleOutPacketType.Land); OutPacket(layerpack, ThrottleOutPacketType.Land);
} }
catch (Exception e) catch (Exception e)
{ {
@ -1228,6 +1229,96 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
} }
/// <summary>
/// Send the region heightmap to the client
/// </summary>
/// <param name="map">heightmap</param>
public virtual void SendWindData(float[] map)
{
ThreadPool.QueueUserWorkItem(new WaitCallback(DoSendWindData), (object)map);
}
/// <summary>
/// Send terrain layer information to the client.
/// </summary>
/// <param name="o"></param>
private void DoSendWindData(object o)
{
float[] map = (float[])o;
try
{
for (int y = 0; y < 16; y++)
{
// For some terrains, sending more than one terrain patch at once results in a libsecondlife exception
// see http://opensimulator.org/mantis/view.php?id=1662
//for (int x = 0; x < 16; x += 4)
//{
// SendLayerPacket(map, y, x);
// Thread.Sleep(150);
//}
for (int x = 0; x < 16; x++)
{
SendWindData(x, y, map);
Thread.Sleep(35);
}
}
}
catch (Exception e)
{
m_log.Warn("[CLIENT]: ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Sends a set of four patches (x, x+1, ..., x+3) to the client
/// </summary>
/// <param name="map">heightmap</param>
/// <param name="px">X coordinate for patches 0..12</param>
/// <param name="py">Y coordinate for patches 0..15</param>
// private void SendLayerPacket(float[] map, int y, int x)
// {
// int[] patches = new int[4];
// patches[0] = x + 0 + y * 16;
// patches[1] = x + 1 + y * 16;
// patches[2] = x + 2 + y * 16;
// patches[3] = x + 3 + y * 16;
// Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches);
// OutPacket(layerpack, ThrottleOutPacketType.Land);
// }
/// <summary>
/// Sends a specified patch to a client
/// </summary>
/// <param name="px">Patch coordinate (x) 0..15</param>
/// <param name="py">Patch coordinate (y) 0..15</param>
/// <param name="map">heightmap</param>
public void SendWindData(int px, int py, float[] map)
{
try
{
int[] patches = new int[1];
int patchx, patchy;
patchx = px;
patchy = py;
patches[0] = patchx + 0 + patchy * 16;
LayerDataPacket layerpack = TerrainCompressor.CreateWindPacket(map, patches);
layerpack.Header.Zerocoded = true;
OutPacket(layerpack, ThrottleOutPacketType.Wind);
}
catch (Exception e)
{
m_log.Warn("[client]: ClientView.API.cs: SendLayerData() - Failed with exception " + e.ToString());
}
}
/// <summary> /// <summary>
/// Tell the client that the given neighbour region is ready to receive a child agent. /// Tell the client that the given neighbour region is ready to receive a child agent.
/// </summary> /// </summary>

View File

@ -482,6 +482,9 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
{ {
} }
public virtual void SendWindData(float[] map) { }
public virtual void SendWindData(int px, int py, float[] map) { }
public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
{ {
} }

View File

@ -0,0 +1,257 @@
/*
* 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 OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
public class WindModule : IRegionModule
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private int m_frame = 0;
private int m_frame_mod = 150;
private Random rndnums = new Random(System.Environment.TickCount);
private Scene m_scene = null;
private bool ready = false;
private float[] windarr = new float[256*256];
private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
// Current time in elpased seconds since Jan 1st 1970
public void Initialise(Scene scene, IConfigSource config)
{
m_log.Debug("[WIND] Initializing");
m_scene = scene;
m_frame = 0;
// Align ticks with Second Life
// Just in case they don't have the stanzas
try
{
}
catch (Exception e)
{
m_log.Debug("[WIND] Configuration access failed, using defaults. Reason: " + e.Message);
}
scene.EventManager.OnFrame += WindUpdate;
scene.EventManager.OnMakeChildAgent += MakeChildAgent;
scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
scene.EventManager.OnClientClosed += ClientLoggedOut;
GenWindPos();
ready = true;
}
public void PostInitialise()
{
}
public void Close()
{
ready = false;
// Remove our hooks
m_scene.EventManager.OnFrame -= WindUpdate;
// m_scene.EventManager.OnNewClient -= SunToClient;
m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent;
m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
m_scene.EventManager.OnClientClosed -= ClientLoggedOut;
}
public string Name
{
get { return "WindModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
public void WindToClient(IClientAPI client)
{
if (ready)
{
//if (!sunFixed)
//GenWindPos(); // Generate shared values once
client.SendWindData(windarr);
m_log.Debug("[WIND] Initial update for new client");
}
}
public void WindUpdate()
{
if (((m_frame++ % m_frame_mod) != 0) || !ready)
{
return;
}
//m_log.Debug("[WIND]:Regenerating...");
GenWindPos(); // Generate shared values once
int spotxp = 0;
int spotyp = 0;
int spotxm = 0;
int spotym = 0;
List<ScenePresence> avatars = m_scene.GetAvatars();
foreach (ScenePresence avatar in avatars)
{
if (!avatar.IsChildAgent)
{
spotxp = (int)avatar.CameraPosition.X + 3;
spotxm = (int)avatar.CameraPosition.X - 3;
spotyp = (int)avatar.CameraPosition.Y + 3;
spotym = (int)avatar.CameraPosition.Y - 3;
if (spotxm < 0)
spotxm = 0;
if (spotym < 0)
spotym = 0;
if (spotxp > 255)
spotxp = 255;
if (spotyp > 255)
spotyp = 255;
for (int x = spotxm; x<spotxp; x++)
{
for (int y = spotym; y<spotyp; y++)
{
avatar.ControllingClient.SendWindData(
x / Constants.TerrainPatchSize,
y / Constants.TerrainPatchSize,
windarr);
}
}
}
}
// set estate settings for region access to sun position
//m_scene.RegionInfo.RegionSettings.SunVector = Position;
//m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime();
}
public void ForceWindUpdateToAllClients()
{
GenWindPos(); // Generate shared values once
List<ScenePresence> avatars = m_scene.GetAvatars();
foreach (ScenePresence avatar in avatars)
{
if (!avatar.IsChildAgent)
avatar.ControllingClient.SendWindData(windarr);
}
// set estate settings for region access to sun position
//m_scene.RegionInfo.RegionSettings.SunVector = Position;
//m_scene.RegionInfo.RegionSettings.SunPosition = GetLindenEstateHourFromCurrentTime();
}
/// <summary>
/// Calculate the sun's orbital position and its velocity.
/// </summary>
private void GenWindPos()
{
windarr = new float[256*256];
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
windarr[y*256 + x]= (float)(rndnums.NextDouble()* 2d - 1d);
}
}
// m_log.Debug("[SUN] Velocity("+Velocity.X+","+Velocity.Y+","+Velocity.Z+")");
}
private void ClientLoggedOut(UUID AgentId)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(AgentId))
{
m_rootAgents.Remove(AgentId);
m_log.Info("[WIND]: Removing " + AgentId + ". Agent logged out.");
}
}
}
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
m_rootAgents[avatar.UUID] = avatar.RegionHandle;
}
else
{
m_rootAgents.Add(avatar.UUID, avatar.RegionHandle);
WindToClient(avatar.ControllingClient);
}
}
//m_log.Info("[FRIEND]: " + avatar.Name + " status:" + (!avatar.IsChildAgent).ToString());
}
private void MakeChildAgent(ScenePresence avatar)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
if (m_rootAgents[avatar.UUID] == avatar.RegionHandle)
{
m_rootAgents.Remove(avatar.UUID);
}
}
}
}
}
}

View File

@ -396,6 +396,9 @@ namespace OpenSim.Region.Examples.SimpleModule
{ {
} }
public virtual void SendWindData(float[] map) { }
public virtual void SendWindData(int px, int py, float[] map) { }
public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
{ {
} }

Binary file not shown.

Binary file not shown.