Imported r146 changes such as HeightMap generation

ConvertToPlugins
MW 2007-03-07 12:27:43 +00:00
parent a1c1842f64
commit ecbb5404dc
17 changed files with 306 additions and 866 deletions

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@ -117,9 +117,13 @@ namespace Db40SimConfig
blank.LandMap=(float[])world_result.Next();
} else {
ServerConsole.MainConsole.Instance.WriteLine("Config.cs:LoadWorld() - No heightmap found, generating new one");
for(int i =0; i < 65536; i++) {
blank.LandMap[i] = 21.4989f;
}
HeightmapGenHills hills = new HeightmapGenHills();
blank.LandMap = hills.GenerateHeightmap(200, 4.0f, 80.0f, false);
/* blank.LandMap = new float[65536];
for(int i = 0 ; i <65536; i++)
{
blank.LandMap[i] = 20.49f;
}*/
ServerConsole.MainConsole.Instance.WriteLine("Config.cs:LoadWorld() - Saving heightmap to local database");
db.Set(blank.LandMap);
db.Commit();

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@ -27,7 +27,7 @@
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="libsecondlife">
<HintPath>..\..\Libsecond-dailys\libsl-03-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
<HintPath>..\..\Libsecond-dailys\libsl07-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>

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@ -49,6 +49,7 @@ namespace OpenSim.GridServers
UUIDBlock RequestUUIDBlock();
void RequestNeighbours(); //should return a array of neighbouring regions
AuthenticateResponse AuthenticateSession(LLUUID sessionID, LLUUID agentID, uint circuitCode);
bool LogoutSession(LLUUID sessionID, LLUUID agentID, uint circuitCode);
void SetServerInfo(string ServerUrl, string ServerKey);
void AddNewSession(Login session); // only used by local version of grid server
// and didn't use to be part of this interface until we put this in a dll

149
src/HeightMapGenHills.cs Normal file
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@ -0,0 +1,149 @@
/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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;
namespace OpenSim
{
public class HeightmapGenHills
{
private Random Rand = new Random();
private int NumHills;
private float HillMin;
private float HillMax;
private bool Island;
private float[] heightmap;
public float[] GenerateHeightmap(int numHills, float hillMin, float hillMax, bool island)
{
NumHills = numHills;
HillMin = hillMin;
HillMax = hillMax;
Island = island;
heightmap = new float[256 * 256];
for (int i = 0; i < numHills; i++)
{
AddHill();
}
Normalize();
return heightmap;
}
private void AddHill()
{
float x, y;
float radius = RandomRange(HillMin, HillMax);
if (Island)
{
// Which direction from the center of the map the hill is placed
float theta = RandomRange(0, 6.28f);
// How far from the center of the map to place the hill. The radius
// is subtracted from the range to prevent any part of the hill from
// reaching the edge of the map
float distance = RandomRange(radius / 2.0f, 128.0f - radius);
x = 128.0f + (float)Math.Cos(theta) * distance;
y = 128.0f + (float)Math.Sin(theta) * distance;
}
else
{
x = RandomRange(-radius, 256.0f + radius);
y = RandomRange(-radius, 256.0f + radius);
}
float radiusSq = radius * radius;
float distSq;
float height;
int xMin = (int)(x - radius) - 1;
int xMax = (int)(x + radius) + 1;
if (xMin < 0) xMin = 0;
if (xMax > 255) xMax = 255;
int yMin = (int)(y - radius) - 1;
int yMax = (int)(y + radius) + 1;
if (yMin < 0) yMin = 0;
if (yMax > 255) yMax = 255;
// Loop through each affected cell and determine the height at that point
for (int v = yMin; v <= yMax; ++v)
{
float fv = (float)v;
for (int h = xMin; h <= xMax; ++h)
{
float fh = (float)h;
// Determine how far from the center of this hill this point is
distSq = (x - fh) * (x - fh) + (y - fv) * (y - fv);
height = radiusSq - distSq;
// Don't add negative hill values
if (height > 0.0f) heightmap[h + v * 256] += height;
}
}
}
private void Normalize()
{
float min = heightmap[0];
float max = heightmap[0];
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
if (heightmap[x + y * 256] < min) min = heightmap[x + y * 256];
if (heightmap[x + y * 256] > max) max = heightmap[x + y * 256];
}
}
// Avoid a rare divide by zero
if (min != max)
{
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
heightmap[x + y * 256] = ((heightmap[x + y * 256] - min) / (max - min)) * (HillMax - HillMin);
}
}
}
}
private float RandomRange(float min, float max)
{
return (float)Rand.NextDouble() * (max - min) + min;
}
}
}

View File

@ -144,6 +144,11 @@ namespace LocalGridServers
return(user);
}
public bool LogoutSession(LLUUID sessionID, LLUUID agentID, uint circuitCode)
{
return(true);
}
public UUIDBlock RequestUUIDBlock()
{
UUIDBlock uuidBlock = new UUIDBlock();

View File

@ -27,7 +27,7 @@
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="libsecondlife">
<HintPath>..\..\..\Libsecond-dailys\libsl-03-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
<HintPath>..\..\..\Libsecond-dailys\libsl07-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>

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@ -77,7 +77,7 @@ namespace OpenSim
[STAThread]
public static void Main( string[] args )
{
//Console.WriteLine("OpenSim " + VersionInfo.Version + "\n");
Console.WriteLine("OpenSim " + VersionInfo.Version + "\n");
Console.WriteLine("Starting...\n");
ServerConsole.MainConsole.Instance = new MServerConsole(ServerConsole.ConsoleBase.ConsoleType.Local,"",0);
@ -136,7 +136,7 @@ namespace OpenSim
// We check our local database first, then the grid for config options
ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Startup() - Loading configuration");
cfg = this.LoadConfigDll();
cfg = this.LoadConfigDll(this.ConfigDll);
cfg.InitConfig();
ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Startup() - Contacting gridserver");
cfg.LoadFromGrid();
@ -149,16 +149,17 @@ namespace OpenSim
this.physManager.LoadPlugins();
ServerConsole.MainConsole.Instance.WriteLine("Main.cs:Startup() - Starting up messaging system");
local_world.PhysScene = this.physManager.GetPhysicsScene("PhysX"); //should be reading from the config file what physics engine to use
OpenSim_Main.gridServers.AssetServer.SetServerInfo(OpenSim_Main.cfg.AssetURL, OpenSim_Main.cfg.AssetSendKey);
local_world.PhysScene.SetTerrain(local_world.LandMap);
OpenSim_Main.gridServers.AssetServer.SetServerInfo(OpenSim_Main.cfg.AssetURL, OpenSim_Main.cfg.AssetSendKey);
OpenSim_Main.gridServers.GridServer.SetServerInfo(OpenSim_Main.cfg.GridURL, OpenSim_Main.cfg.GridSendKey);
MainServerListener();
}
private SimConfig LoadConfigDll()
private SimConfig LoadConfigDll(string dllName)
{
Assembly pluginAssembly = Assembly.LoadFrom(this.ConfigDll);
Assembly pluginAssembly = Assembly.LoadFrom(dllName);
SimConfig config = null;
foreach (Type pluginType in pluginAssembly.GetTypes())
@ -191,7 +192,7 @@ namespace OpenSim
int numBytes = Server.EndReceiveFrom(result, ref epSender);
int packetEnd = numBytes - 1;
packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
Console.Error.WriteLine(packet.ToString());
//Console.Error.WriteLine(packet.ToString());
// This is either a new client or a packet to send to an old one
if(ClientThreads.ContainsKey(epSender)) {
@ -253,13 +254,13 @@ namespace OpenSim
public void LoadPlugins()
{
this.AssetServer =(IAssetServer) this.LoadAssetDll();
this.GridServer =(IGridServer) this.LoadGridDll();
this.AssetServer = this.LoadAssetDll(this.AssetDll);
this.GridServer = this.LoadGridDll(this.GridDll);
}
private IAssetServer LoadAssetDll()
private IAssetServer LoadAssetDll(string dllName)
{
Assembly pluginAssembly = Assembly.LoadFrom(this.AssetDll);
Assembly pluginAssembly = Assembly.LoadFrom(dllName);
IAssetServer server = null;
foreach (Type pluginType in pluginAssembly.GetTypes())
@ -285,9 +286,9 @@ namespace OpenSim
return server;
}
private IGridServer LoadGridDll()
private IGridServer LoadGridDll(string dllName)
{
Assembly pluginAssembly = Assembly.LoadFrom(this.GridDll);
Assembly pluginAssembly = Assembly.LoadFrom(dllName);
IGridServer server = null;
foreach (Type pluginType in pluginAssembly.GetTypes())

View File

@ -99,6 +99,15 @@ namespace OpenSim
case PacketType.AgentUpdate:
ClientAvatar.HandleUpdate((AgentUpdatePacket)Pack);
break;
case PacketType.LogoutRequest:
ServerConsole.MainConsole.Instance.WriteLine("OpenSimClient.cs:ProcessInPacket() - Got a logout request");
lock(OpenSim_Main.local_world.Entities) {
OpenSim_Main.local_world.Entities.Remove(this.AgentID);
}
//need to do other cleaning up here too
OpenSim_Main.gridServers.GridServer.LogoutSession(cirpack.CircuitCode.SessionID, cirpack.CircuitCode.ID, cirpack.CircuitCode.Code);
this.ClientThread.Abort();
break;
case PacketType.ChatFromViewer:
ChatFromViewerPacket inchatpack = (ChatFromViewerPacket)Pack;
if(Helpers.FieldToString(inchatpack.ChatData.Message)=="") break;

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@ -109,6 +109,18 @@ namespace RemoteGridServers
return(user);
}
public bool LogoutSession(LLUUID sessionID, LLUUID agentID, uint circuitCode)
{
WebRequest DeleteSession = WebRequest.Create(GridServerUrl + "/usersessions/" + GridSendKey + "/" + agentID.ToString() + circuitCode.ToString() + "/delete");
WebResponse GridResponse = DeleteSession.GetResponse();
StreamReader sr = new StreamReader(GridResponse.GetResponseStream());
String grTest = sr.ReadLine();
sr.Close();
GridResponse.Close();
ServerConsole.MainConsole.Instance.WriteLine("DEBUG: " + grTest);
return(true);
}
public UUIDBlock RequestUUIDBlock()
{
UUIDBlock uuidBlock = new UUIDBlock();

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@ -27,7 +27,7 @@
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="libsecondlife">
<HintPath>..\..\..\Libsecond-dailys\libsl-03-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
<HintPath>..\..\..\Libsecond-dailys\libsl07-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>

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@ -48,7 +48,7 @@
<SpecificVersion>False</SpecificVersion>
</Reference>
<Reference Include="libsecondlife">
<HintPath>..\Version0_2_myserver\OpenSim\bin\Debug\libsecondlife.dll</HintPath>
<HintPath>..\Libsecond-dailys\libsl07-03\trunk\libsecondlife-cs\obj\Debug\libsecondlife.dll</HintPath>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>
@ -65,11 +65,12 @@
<Compile Include="world\ScriptEngine.cs" />
<Compile Include="world\scripting\IScript.cs" />
<Compile Include="world\SurfacePatch.cs" />
<Compile Include="world\TerrainDecoder.cs" />
<Compile Include="world\World.cs" />
<Compile Include="GridServers\LoginServer.cs" />
<Compile Include="Assets\AssetCache.cs" />
<Compile Include="OpenSimConsole.cs" />
<Compile Include="HeightMapGenHills.cs" />
<Compile Include="VersionInfo.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="GridServers" />

37
src/VersionInfo.cs Normal file
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@ -0,0 +1,37 @@
/*
Copyright (c) OpenSim project, http://osgrid.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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;
namespace OpenSim
{
/// <summary>
/// </summary>
public class VersionInfo
{
public static string Version = "0.0.1-*";
}
}

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@ -70,6 +70,7 @@ namespace PhysXplugin
public class PhysXScene :PhysicsScene
{
private List<PhysXActor> _actors = new List<PhysXActor>();
private float[] _heightMap;
public PhysXScene()
{
@ -91,6 +92,7 @@ namespace PhysXplugin
actor.Position.X = actor.Position.X + actor.Velocity.X * timeStep;
actor.Position.Y = actor.Position.Y + actor.Velocity.Y * timeStep;
actor.Position.Z = actor.Position.Z + actor.Velocity.Z * timeStep;
actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1;
if(actor.Position.X<0)
{
actor.Position.X = 0;
@ -129,7 +131,7 @@ namespace PhysXplugin
public override void SetTerrain(float[] heightMap)
{
this._heightMap = heightMap;
}
}

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@ -1,138 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.types
{
/* New Method
*
* 1. Get all the individual bytes and their bitlength, put them in a dictionary
* 2. Mash together when wanted.
*
* */
public class Bits {
public byte[] data;
public int len;
}
public class InverseBitPack
{
private List<Bits> bits;
public InverseBitPack()
{
bits = new List<Bits>();
}
}
public class BitPack
{
private const int MAX_BITS = 8;
private byte[] Data;
private int bytePos;
private int bitPos;
public BitPack(byte[] data, int pos) // For libsl compatibility
{
Data = data;
bytePos = pos;
}
public BitPack() // Encoding version
{
}
public void LoadData(byte[] data, int pos) {
Data = data;
bytePos = pos;
bitPos = 0;
}
private void PackBitsArray(byte[] bits, int bitLen)
{
int offset = bitPos % MAX_BITS;
int i;
byte temp1;
byte temp2;
for (i = 0; i < bits.Length; i++)
{
int Byte = bits[i];
Byte <<= offset;
temp1 = (byte)(Byte & 0xFF);
temp2 = (byte)((Byte >> 8) & 0xFF);
Data[Data.Length - 1] |= temp1;
// Data
bitPos += bitLen;
}
}
public float UnpackFloat()
{
byte[] output = UnpackBitsArray(32);
if (!BitConverter.IsLittleEndian) Array.Reverse(output);
return BitConverter.ToSingle(output, 0);
}
public int UnpackBits(int totalCount)
{
byte[] output = UnpackBitsArray(totalCount);
if (!BitConverter.IsLittleEndian) Array.Reverse(output);
return BitConverter.ToInt32(output, 0);
}
private byte[] UnpackBitsArray(int totalCount)
{
int count = 0;
byte[] output = new byte[4];
int curBytePos = 0;
int curBitPos = 0;
while (totalCount > 0)
{
if (totalCount > MAX_BITS)
{
count = MAX_BITS;
totalCount -= MAX_BITS;
}
else
{
count = totalCount;
totalCount = 0;
}
while (count > 0)
{
// Shift the previous bits
output[curBytePos] <<= 1;
// Grab one bit
if ((Data[bytePos] & (0x80 >> bitPos++)) != 0)
++output[curBytePos];
--count;
++curBitPos;
if (bitPos >= MAX_BITS)
{
bitPos = 0;
++bytePos;
}
if (curBitPos >= MAX_BITS)
{
curBitPos = 0;
++curBytePos;
}
}
}
return output;
}
}
}

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@ -19,6 +19,7 @@ namespace OpenSim.world
private bool updateflag;
private bool walking;
private List<NewForce> forcesList = new List<NewForce>();
private short _updateCount;
public Avatar(OpenSimClient TheClient) {
ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
@ -36,16 +37,23 @@ namespace OpenSim.world
}
public override void addFroces()
{
if(this.forcesList.Count>0)
lock(this.forcesList)
{
for(int i=0 ; i < this.forcesList.Count; i++)
if(this.forcesList.Count>0)
{
NewForce force = this.forcesList[i];
PhysicsVector phyVector = new PhysicsVector(force.X, force.Y, force.Z);
this._physActor.Velocity = phyVector;
this.updateflag = true;
this.velocity = new LLVector3(force.X, force.Y, force.Z); //shouldn't really be doing this
// but as we are setting the velocity (rather than using real forces) at the moment it is okay.
for(int i=0 ; i < this.forcesList.Count; i++)
{
NewForce force = this.forcesList[i];
PhysicsVector phyVector = new PhysicsVector(force.X, force.Y, force.Z);
this._physActor.Velocity = phyVector;
this.updateflag = true;
this.velocity = new LLVector3(force.X, force.Y, force.Z); //shouldn't really be doing this
// but as we are setting the velocity (rather than using real forces) at the moment it is okay.
}
for(int i=0 ; i < this.forcesList.Count; i++)
{
this.forcesList.RemoveAt(0);
}
}
}
}
@ -60,7 +68,7 @@ namespace OpenSim.world
ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock();
ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket();
terse.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle; // FIXME
terse.RegionData.TimeDilation = 0;
terse.RegionData.TimeDilation = 64096;
terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
terse.ObjectData[0] = terseBlock;
foreach(OpenSimClient client in OpenSim_Main.sim.ClientThreads.Values) {
@ -68,6 +76,25 @@ namespace OpenSim.world
}
updateflag =false;
this._updateCount = 0;
}
else
{
_updateCount++;
if(_updateCount>5)
{
//It has been a while since last update was sent so lets send one.
ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock();
ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket();
terse.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle; // FIXME
terse.RegionData.TimeDilation = 64096;
terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
terse.ObjectData[0] = terseBlock;
foreach(OpenSimClient client in OpenSim_Main.sim.ClientThreads.Values) {
client.OutPacket(terse);
}
_updateCount = 0;
}
}
}
@ -110,13 +137,12 @@ namespace OpenSim.world
mov.Data.Position = new LLVector3(100f, 100f, 23f);
mov.Data.LookAt = new LLVector3(0.99f, 0.042f, 0);
ServerConsole.MainConsole.Instance.WriteLine("Sending AgentMovementComplete packet");
ControllingClient.OutPacket(mov);
}
public void SendInitialPosition() {
System.Text.Encoding _enc = System.Text.Encoding.ASCII;
System.Text.Encoding _enc = System.Text.Encoding.ASCII;
//send a objectupdate packet with information about the clients avatar
ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
objupdate.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle;
@ -243,6 +269,7 @@ namespace OpenSim.world
libsecondlife.LLVector3 pos2 = new LLVector3(this._physActor.Position.X, this._physActor.Position.Y, this._physActor.Position.Z);
uint ID = this.localid;
bytes[i++] = (byte)(ID % 256);
bytes[i++] = (byte)((ID >> 8) % 256);
bytes[i++] = (byte)((ID >> 16) % 256);
@ -259,6 +286,7 @@ namespace OpenSim.world
ushort InternVelocityX;
ushort InternVelocityY;
ushort InternVelocityZ;
Axiom.MathLib.Vector3 internDirec = new Axiom.MathLib.Vector3(this._physActor.Velocity.X, this._physActor.Velocity.Y, this._physActor.Velocity.Z);
internDirec = internDirec /128.0f;
internDirec.x += 1;
@ -269,7 +297,6 @@ namespace OpenSim.world
InternVelocityY = (ushort)(32768 * internDirec.y);
InternVelocityZ = (ushort)(32768 * internDirec.z);
ushort ac = 32767;
bytes[i++] = (byte)(InternVelocityX % 256);
bytes[i++] = (byte)((InternVelocityX >> 8) % 256);

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@ -1,683 +0,0 @@
/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 libsecondlife;
using libsecondlife.Packets;
namespace OpenSim
{
/// <summary>
/// Description of TerrainDecoder.
/// </summary>
public class TerrainDecode
{
public enum LayerType : byte
{
Land = 0x4C,
Water = 0x57,
Wind = 0x37,
Cloud = 0x38
}
public struct GroupHeader
{
public int Stride;
public int PatchSize;
public LayerType Type;
}
public struct PatchHeader
{
public float DCOffset;
public int Range;
public int QuantWBits;
public int PatchIDs;
public uint WordBits;
}
public class Patch
{
public float[] Heightmap;
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="width"></param>
/// <param name="data"></param>
// public delegate void LandPatchCallback(Simulator simulator, int x, int y, int width, float[] data);
/// <summary>
///
/// </summary>
//public event LandPatchCallback OnLandPatch;
private Random RandomClass = new Random();
private const byte END_OF_PATCHES = 97;
private const int PATCHES_PER_EDGE = 16;
private const float OO_SQRT2 = 0.7071067811865475244008443621049f;
//private SecondLife Client;
private Dictionary<ulong, Patch[]> SimPatches = new Dictionary<ulong, Patch[]>();
private float[] DequantizeTable16 = new float[16 * 16];
private float[] DequantizeTable32 = new float[32 * 32];
private float[] ICosineTable16 = new float[16 * 16];
private float[] ICosineTable32 = new float[32 * 32];
private int[] DeCopyMatrix16 = new int[16 * 16];
private int[] DeCopyMatrix32 = new int[32 * 32];
/// <summary>
///
/// </summary>
/// <param name="client"></param>
public TerrainDecode()
{
// Initialize the decompression tables
BuildDequantizeTable16();
BuildDequantizeTable32();
SetupICosines16();
SetupICosines32();
BuildDecopyMatrix16();
BuildDecopyMatrix32();
}
private void BuildDequantizeTable16()
{
for (int j = 0; j < 16; j++)
{
for (int i = 0; i < 16; i++)
{
DequantizeTable16[j * 16 + i] = 1.0f + 2.0f * (float)(i + j);
}
}
}
private void BuildDequantizeTable32()
{
for (int j = 0; j < 32; j++)
{
for (int i = 0; i < 32; i++)
{
DequantizeTable32[j * 32 + i] = 1.0f + 2.0f * (float)(i + j);
}
}
}
private void SetupICosines16()
{
const float hposz = (float)Math.PI * 0.5f / 16.0f;
for (int u = 0; u < 16; u++)
{
for (int n = 0; n < 16; n++)
{
ICosineTable16[u * 16 + n] = (float)Math.Cos((2.0f * (float)n + 1.0f) * (float)u * hposz);
}
}
}
private void SetupICosines32()
{
const float hposz = (float)Math.PI * 0.5f / 32.0f;
for (int u = 0; u < 32; u++)
{
for (int n = 0; n < 32; n++)
{
ICosineTable32[u * 32 + n] = (float)Math.Cos((2.0f * (float)n + 1.0f) * (float)u * hposz);
}
}
}
private void BuildDecopyMatrix16()
{
bool diag = false;
bool right = true;
int i = 0;
int j = 0;
int count = 0;
while (i < 16 && j < 16)
{
DeCopyMatrix16[j * 16 + i] = count++;
if (!diag)
{
if (right)
{
if (i < 16 - 1) i++;
else j++;
right = false;
diag = true;
}
else
{
if (j < 16 - 1) j++;
else i++;
right = true;
diag = true;
}
}
else
{
if (right)
{
i++;
j--;
if (i == 16 - 1 || j == 0) diag = false;
}
else
{
i--;
j++;
if (j == 16 - 1 || i == 0) diag = false;
}
}
}
}
private void BuildDecopyMatrix32()
{
bool diag = false;
bool right = true;
int i = 0;
int j = 0;
int count = 0;
while (i < 32 && j < 32)
{
DeCopyMatrix32[j * 32 + i] = count++;
if (!diag)
{
if (right)
{
if (i < 32 - 1) i++;
else j++;
right = false;
diag = true;
}
else
{
if (j < 32 - 1) j++;
else i++;
right = true;
diag = true;
}
}
else
{
if (right)
{
i++;
j--;
if (i == 32 - 1 || j == 0) diag = false;
}
else
{
i--;
j++;
if (j == 32 - 1 || i == 0) diag = false;
}
}
}
}
private void EncodePatchHeader(BitPacker bitpack, PatchHeader header)
{
bitpack.PackBits(header.QuantWBits,8);
if (header.QuantWBits == END_OF_PATCHES)
return;
bitpack.PackFloat(header.DCOffset);
bitpack.PackBits(header.Range,16);
bitpack.PackBits(header.PatchIDs,10);
}
public void DCTLine16(float[] In, float[] Out, int line)
{
int N =16;
int lineSize = line * 16;
for(int k = 0; k < N;k++)
{
float sum = 0.0f;
for(int n = 0; n < N; n++)
{
float num = (float)(Math.PI*k*(2.0f*n+1)/(2*N));
float cosine = (float)Math.Cos(num);
float product = In[lineSize +n] * cosine;
sum += product;
}
float alpha;
if(k == 0)
{
alpha = (float)(1.0f/Math.Sqrt(2));
}
else
{
alpha = 1;
}
Out[lineSize + k] =(float)( sum * alpha );
}
}
public void DCTColumn16(float[] In, float[] Out, int Column)
{
int N =16;
int uSize;
for(int k = 0; k < N; k++){
float sum = 0.0f;
for(int n = 0; n < N; n++)
{
uSize = n * 16;
float num = (float)(Math.PI*k*(2.0f*n+1)/(2*N));
float cosine = (float)Math.Cos(num);
float product = In[uSize + Column] * cosine;
sum += product;
}
float alpha;
if(k == 0)
{
alpha = (float)(1.0f/Math.Sqrt(2));
}
else
{
alpha = 1;
}
Out[16 * k + Column] = (float)( sum * alpha * (2.0f /N));
}
}
private void EncodePatch(int[] patches, BitPacker bitpack, int size)
{
int lastnum =0;
for(int n = 0; n < size * size; n++)
{
if(patches[n]!=0)
lastnum=n;
}
for (int n = 0; n < lastnum+1; n++)
{
if(patches[n] != 0)
{
bitpack.PackBits(1,1); //value or EOB
bitpack.PackBits(1,1); //value
if(patches[n] > 0)
{
bitpack.PackBits(0,1); // positive
bitpack.PackBits(patches[n],13);
}
else
{
bitpack.PackBits(1,1); // negative
int temp = patches[n] * -1;
bitpack.PackBits(temp,13);
}
}
else
{
bitpack.PackBits(0,1); // no value
}
}
bitpack.PackBits(1,1); //value or EOB
bitpack.PackBits(0,1); // EOB
}
public int[] CompressPatch(float[] patches)
{
int size = 16;
float[] block = new float[size * size];
int[] output = new int[size * size];
int prequant = (139 >> 4) + 2;
int quantize = 1 << prequant;
float ooq = 1.0f / (float)quantize;
float mult = ooq * (float)1;
float addval = mult * (float)(1 << (prequant - 1)) + 20.4989f;
if (size == 16)
{
for (int n = 0; n < 16 * 16; n++)
{
block[n] = (float)((patches[n] - addval)/ mult);
}
float[] ftemp = new float[32 * 32];
for (int o = 0; o < 16; o++)
this.DCTColumn16(block, ftemp, o);
for (int o = 0; o < 16; o++)
this.DCTLine16(ftemp, block, o);
}
for (int j = 0; j < block.Length; j++)
{
output[DeCopyMatrix16[j]] = (int)(block[j] / DequantizeTable16[j]);
}
return output;
}
public Packet CreateLayerPacket(float[] heightmap, int minX, int minY, int maxX, int maxY)
{
//int minX = 0, maxX = 2, minY = 0, maxY = 1; //these should be passed to this function
LayerDataPacket layer = new LayerDataPacket();
byte[] Encoded = new byte[2048];
layer.LayerID.Type = 76;
GroupHeader header = new GroupHeader();
header.Stride = 264;
header.PatchSize = 16;
header.Type = LayerType.Land;
BitPacker newpack = new BitPacker(Encoded,0);
newpack.PackBits(header.Stride,16);
newpack.PackBits(header.PatchSize,8);
newpack.PackBits((int)header.Type,8);
float[] height;
for(int y = minY; y< maxY; y++)
{
for(int x = minX ; x < maxX ; x++)
{
height = new float[256];
Array.Copy(heightmap, (4096 *y) +(x *256), height, 0, 256);
this.CreatePatch(height, newpack, x, y);
}
}
PatchHeader headers = new PatchHeader();
headers.QuantWBits = END_OF_PATCHES;
this.EncodePatchHeader(newpack, headers);
int lastused=0;
for(int i = 0; i < 2048 ; i++)
{
if(Encoded[i] !=0)
lastused = i;
}
byte[] data = new byte[lastused+1];
Array.Copy(Encoded, data, lastused+1);
layer.LayerData.Data =data;
return(layer);
}
public void CreatePatch(float[] heightmap, BitPacker newpack, int x, int y)
{
PatchHeader header = new PatchHeader();
header.DCOffset = 20.4989f;
header.QuantWBits = 139;
header.Range = 1;
header.PatchIDs = (y & 0x1F);
header.PatchIDs += x <<5 ;
this.EncodePatchHeader(newpack, header);
int[] newpatch = this.CompressPatch(heightmap);
this.EncodePatch(newpatch, newpack, 16);
}
}
//***************************************************
public class BitPacker
{
private const int MAX_BITS = 8;
private byte[] Data;
public int bytePos;
public int bitPos;
/// <summary>
/// Default constructor, initialize the bit packer / bit unpacker
/// with a byte array and starting position
/// </summary>
/// <param name="data">Byte array to pack bits in to or unpack from</param>
/// <param name="pos">Starting position in the byte array</param>
public BitPacker(byte[] data, int pos)
{
Data = data;
bytePos = pos;
}
/// <summary>
/// Pack a floating point value in to the data
/// </summary>
/// <param name="data">Floating point value to pack</param>
public void PackFloat(float data)
{
byte[] input = BitConverter.GetBytes(data);
PackBitArray(input, 32);
}
/// <summary>
/// Pack part or all of an integer in to the data
/// </summary>
/// <param name="data">Integer containing the data to pack</param>
/// <param name="totalCount">Number of bits of the integer to pack</param>
public void PackBits(int data, int totalCount)
{
byte[] input = BitConverter.GetBytes(data);
PackBitArray(input, totalCount);
}
/// <summary>
/// Unpacking a floating point value from the data
/// </summary>
/// <returns>Unpacked floating point value</returns>
public float UnpackFloat()
{
byte[] output = UnpackBitsArray(32);
if (!BitConverter.IsLittleEndian) Array.Reverse(output);
return BitConverter.ToSingle(output, 0);
}
/// <summary>
/// Unpack a variable number of bits from the data in to integer format
/// </summary>
/// <param name="totalCount">Number of bits to unpack</param>
/// <returns>An integer containing the unpacked bits</returns>
/// <remarks>This function is only useful up to 32 bits</remarks>
public int UnpackBits(int totalCount)
{
byte[] output = UnpackBitsArray(totalCount);
if (!BitConverter.IsLittleEndian) Array.Reverse(output);
return BitConverter.ToInt32(output, 0);
}
private void PackBitArray(byte[] data, int totalCount)
{
int count = 0;
int curBytePos = 0;
int curBitPos = 0;
while (totalCount > 0)
{
if (totalCount > (MAX_BITS ))
{
count = MAX_BITS ;
totalCount -= MAX_BITS ;
}
else
{
count = totalCount;
totalCount = 0;
}
while (count > 0)
{
switch(count)
{
case 1:
if ((data[curBytePos] & (0x01)) != 0)
{
Data[bytePos] |= (byte)(0x80 >> bitPos);
}
break;
case 2:
if ((data[curBytePos] & (0x02)) != 0)
{
Data[bytePos] |= (byte)(0x80 >> bitPos);
}
break;
case 3:
if ((data[curBytePos] & (0x04)) != 0)
{
Data[bytePos] |= (byte)(0x80 >> bitPos);
}
break;
case 4:
if ((data[curBytePos] & (0x08)) != 0)
{
Data[bytePos] |= (byte)(0x80 >> bitPos);
}
break;
case 5:
if ((data[curBytePos] & (0x10)) != 0)
{
Data[bytePos] |= (byte)(0x80 >> bitPos);
}
break;
case 6:
if ((data[curBytePos] & (0x20)) != 0)
{
Data[bytePos] |= (byte)(0x80 >> bitPos);
}
break;
case 7:
if ((data[curBytePos] & (0x40)) != 0)
{
Data[bytePos] |= (byte)(0x80 >> bitPos);
}
break;
case 8:
if ((data[curBytePos] & (0x80)) != 0)
{
Data[bytePos] |= (byte)(0x80 >> bitPos);
}
break;
}
bitPos++;
--count;
++curBitPos;
if (bitPos >= MAX_BITS)
{
bitPos = 0;
++bytePos;
}
if (curBitPos >= MAX_BITS)
{
curBitPos = 0;
++curBytePos;
}
}
}
}
private byte[] UnpackBitsArray(int totalCount)
{
int count = 0;
byte[] output = new byte[4];
int curBytePos = 0;
int curBitPos = 0;
while (totalCount > 0)
{
if (totalCount > MAX_BITS)
{
count = MAX_BITS;
totalCount -= MAX_BITS;
}
else
{
count = totalCount;
totalCount = 0;
}
while (count > 0)
{
// Shift the previous bits
output[curBytePos] <<= 1;
// Grab one bit
if ((Data[bytePos] & (0x80 >> bitPos++)) != 0)
++output[curBytePos];
--count;
++curBitPos;
if (bitPos >= MAX_BITS)
{
bitPos = 0;
++bytePos;
}
if (curBitPos >= MAX_BITS)
{
curBitPos = 0;
++curBytePos;
}
}
}
return output;
}
}
}

View File

@ -12,10 +12,10 @@ namespace OpenSim.world
public Dictionary<libsecondlife.LLUUID, Entity> Entities;
public float[] LandMap;
public ScriptEngine Scripts;
public TerrainDecode terrainengine = new TerrainDecode();
public uint _localNumber=0;
private PhysicsScene phyScene;
private float timeStep= 0.1f;
private libsecondlife.TerrainManager TerrainManager;
private Random Rand = new Random();
@ -25,13 +25,11 @@ namespace OpenSim.world
Entities = new Dictionary<libsecondlife.LLUUID, Entity>();
ServerConsole.MainConsole.Instance.WriteLine("World.cs - creating LandMap");
terrainengine = new TerrainDecode();
LandMap = new float[65536];
TerrainManager = new TerrainManager(new SecondLife());
ServerConsole.MainConsole.Instance.WriteLine("World.cs - Creating script engine instance");
// ServerConsole.MainConsole.Instance.WriteLine("World.cs - Creating script engine instance");
// Initialise this only after the world has loaded
Scripts = new ScriptEngine(this);
// Scripts = new ScriptEngine(this);
}
public PhysicsScene PhysScene
@ -40,6 +38,10 @@ namespace OpenSim.world
{
this.phyScene = value;
}
get
{
return(this.phyScene);
}
}
public void Update()
@ -64,10 +66,21 @@ namespace OpenSim.world
}
public void SendLayerData(OpenSimClient RemoteClient) {
for(int x=0; x<16; x=x+4) for(int y=0; y<16; y++){
Packet layerpack=this.terrainengine.CreateLayerPacket(LandMap, x,y,x+4,y+1);
RemoteClient.OutPacket(layerpack);
}
int[] patches = new int[4];
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x = x + 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 = TerrainManager.CreateLandPacket(LandMap, patches);
RemoteClient.OutPacket(layerpack);
}
}
}
public void AddViewerAgent(OpenSimClient AgentClient) {