using System; using System.Collections.Generic; using System.IO; using System.Text; using libsecondlife; using libsecondlife.Packets; using OpenSim.Physics.Manager; using Axiom.MathLib; namespace OpenSim.world { public class Avatar : Entity { public static bool PhysicsEngineFlying = false; public static AvatarAnimations Animations; public string firstname; public string lastname; public SimClient ControllingClient; public LLUUID current_anim; public int anim_seq; private PhysicsActor _physActor; private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate; private bool updateflag = false; private byte movementflag = 0; private List forcesList = new List(); private short _updateCount = 0; private Axiom.MathLib.Quaternion bodyRot; private LLVector3 positionLastFrame = new LLVector3(0, 0, 0); public Avatar(SimClient TheClient) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)"); ControllingClient = TheClient; localid = 8880000 + (OpenSimRoot.Instance.LocalWorld._localNumber++); position = new LLVector3(100.0f, 100.0f, 30.0f); position.Z = OpenSimRoot.Instance.LocalWorld.LandMap[(int)position.Y * 256 + (int)position.X] + 1; } public PhysicsActor PhysActor { set { this._physActor = value; } } public override void addForces() { lock (this.forcesList) { if (this.forcesList.Count > 0) { 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); } } } } public override void update() { libsecondlife.LLVector3 pos2 = new LLVector3(this._physActor.Position.X, this._physActor.Position.Y, this._physActor.Position.Z); if (this.updateflag) { //need to send movement info //so create the improvedterseobjectupdate packet //use CreateTerseBlock() ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock(); ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket(); terse.RegionData.RegionHandle = OpenSimRoot.Instance.Cfg.RegionHandle; // FIXME terse.RegionData.TimeDilation = 64096; terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1]; terse.ObjectData[0] = terseBlock; foreach (SimClient client in OpenSimRoot.Instance.ClientThreads.Values) { client.OutPacket(terse); } updateflag = false; //this._updateCount = 0; } else { if ((pos2 != this.positionLastFrame) || (this.movementflag == 16)) { _updateCount++; if (((!PhysicsEngineFlying) && (_updateCount > 3)) || (PhysicsEngineFlying) && (_updateCount > 0)) { //Console.WriteLine("been a while since update so have one"); //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 = OpenSimRoot.Instance.Cfg.RegionHandle; // FIXME terse.RegionData.TimeDilation = 64096; terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1]; terse.ObjectData[0] = terseBlock; foreach (SimClient client in OpenSimRoot.Instance.ClientThreads.Values) { client.OutPacket(terse); } _updateCount = 0; } if (this.movementflag == 16) { movementflag = 0; } } } } public static void SetupTemplate(string name) { int i = 0; FileInfo fInfo = new FileInfo(name); long numBytes = fInfo.Length; FileStream fStream = new FileStream(name, FileMode.Open, FileAccess.Read); BinaryReader br = new BinaryReader(fStream); byte[] data1 = br.ReadBytes((int)numBytes); br.Close(); fStream.Close(); libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock objdata = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock(data1, ref i); System.Text.Encoding enc = System.Text.Encoding.ASCII; libsecondlife.LLVector3 pos = new LLVector3(objdata.ObjectData, 16); pos.X = 100f; objdata.ID = 8880000; objdata.NameValue = enc.GetBytes("FirstName STRING RW SV Test \nLastName STRING RW SV User \0"); libsecondlife.LLVector3 pos2 = new LLVector3(100f, 100f, 23f); //objdata.FullID=user.AgentID; byte[] pb = pos.GetBytes(); Array.Copy(pb, 0, objdata.ObjectData, 16, pb.Length); Avatar.AvatarTemplate = objdata; } public void CompleteMovement(World RegionInfo) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs:CompleteMovement() - Constructing AgentMovementComplete packet"); AgentMovementCompletePacket mov = new AgentMovementCompletePacket(); mov.AgentData.SessionID = this.ControllingClient.SessionID; mov.AgentData.AgentID = this.ControllingClient.AgentID; mov.Data.RegionHandle = OpenSimRoot.Instance.Cfg.RegionHandle; // TODO - dynamicalise this stuff mov.Data.Timestamp = 1172750370; mov.Data.Position = new LLVector3(100f, 100f, 23f); mov.Data.LookAt = new LLVector3(0.99f, 0.042f, 0); ControllingClient.OutPacket(mov); } public void SendInitialPosition() { 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 = OpenSimRoot.Instance.Cfg.RegionHandle; objupdate.RegionData.TimeDilation = 64096; objupdate.ObjectData = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock[1]; objupdate.ObjectData[0] = AvatarTemplate; //give this avatar object a local id and assign the user a name objupdate.ObjectData[0].ID = this.localid; this.uuid = objupdate.ObjectData[0].FullID = ControllingClient.AgentID; objupdate.ObjectData[0].NameValue = _enc.GetBytes("FirstName STRING RW SV " + firstname + "\nLastName STRING RW SV " + lastname + " \0"); libsecondlife.LLVector3 pos2 = new LLVector3((float)this.position.X, (float)this.position.Y, (float)this.position.Z); byte[] pb = pos2.GetBytes(); Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length); OpenSimRoot.Instance.LocalWorld._localNumber++; foreach (SimClient client in OpenSimRoot.Instance.ClientThreads.Values) { client.OutPacket(objupdate); if (client.AgentID != ControllingClient.AgentID) { SendAppearanceToOtherAgent(client); } } //this.ControllingClient.OutPacket(objupdate); } public void SendInitialAppearance() { AgentWearablesUpdatePacket aw = new AgentWearablesUpdatePacket(); aw.AgentData.AgentID = this.ControllingClient.AgentID; aw.AgentData.SerialNum = 0; aw.AgentData.SessionID = ControllingClient.SessionID; aw.WearableData = new AgentWearablesUpdatePacket.WearableDataBlock[13]; AgentWearablesUpdatePacket.WearableDataBlock awb = new AgentWearablesUpdatePacket.WearableDataBlock(); awb.WearableType = (byte)0; awb.AssetID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73"); awb.ItemID = LLUUID.Random(); aw.WearableData[0] = awb; for (int i = 1; i < 13; i++) { awb = new AgentWearablesUpdatePacket.WearableDataBlock(); awb.WearableType = (byte)i; awb.AssetID = new LLUUID("00000000-0000-0000-0000-000000000000"); awb.ItemID = new LLUUID("00000000-0000-0000-0000-000000000000"); aw.WearableData[i] = awb; } ControllingClient.OutPacket(aw); } public ObjectUpdatePacket CreateUpdatePacket() { 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 = OpenSimRoot.Instance.Cfg.RegionHandle; objupdate.RegionData.TimeDilation = 64096; objupdate.ObjectData = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock[1]; objupdate.ObjectData[0] = AvatarTemplate; //give this avatar object a local id and assign the user a name objupdate.ObjectData[0].ID = this.localid; objupdate.ObjectData[0].FullID = ControllingClient.AgentID; objupdate.ObjectData[0].NameValue = _enc.GetBytes("FirstName STRING RW SV " + firstname + "\nLastName STRING RW SV " + lastname + " \0"); libsecondlife.LLVector3 pos2 = new LLVector3((float)this._physActor.Position.X, (float)this._physActor.Position.Y, (float)this._physActor.Position.Z); byte[] pb = pos2.GetBytes(); Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length); return objupdate; } public void SendAppearanceToOtherAgent(SimClient userInfo) { AvatarAppearancePacket avp = new AvatarAppearancePacket(); avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; //avp.ObjectData.TextureEntry=this.avatar_template.TextureEntry;// br.ReadBytes((int)numBytes); LLObject.TextureEntry ntex = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-0000-000000000005")); avp.ObjectData.TextureEntry = ntex.ToBytes(); AvatarAppearancePacket.VisualParamBlock avblock = null; for (int i = 0; i < 218; i++) { avblock = new AvatarAppearancePacket.VisualParamBlock(); avblock.ParamValue = (byte)100; avp.VisualParam[i] = avblock; } avp.Sender.IsTrial = false; avp.Sender.ID = ControllingClient.AgentID; userInfo.OutPacket(avp); } public void HandleUpdate(AgentUpdatePacket pack) { if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_FLY) != 0) { if (this._physActor.Flying == false) { this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_FLY"]; this.anim_seq = 1; this.SendAnimPack(); } this._physActor.Flying = true; } else { if (this._physActor.Flying == true) { this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_STAND"]; this.anim_seq = 1; this.SendAnimPack(); } this._physActor.Flying = false; } if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) != 0) { Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z); if (((movementflag & 1) == 0) || (q != this.bodyRot)) { if (((movementflag & 1) == 0) && (!this._physActor.Flying)) { this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_WALK"]; this.anim_seq = 1; this.SendAnimPack(); } //we should add a new force to the list // but for now we will deal with velocities NewForce newVelocity = new NewForce(); Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0); Axiom.MathLib.Vector3 direc = q * v3; direc.Normalize(); //work out velocity for sim physics system direc = direc * ((0.03f) * 128f); if (this._physActor.Flying) direc *= 2; newVelocity.X = direc.x; newVelocity.Y = direc.y; newVelocity.Z = direc.z; this.forcesList.Add(newVelocity); movementflag = 1; this.bodyRot = q; } } else if ((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_POS) != 0) && (PhysicsEngineFlying)) { if (((movementflag & 2) == 0) && this._physActor.Flying) { //we should add a new force to the list // but for now we will deal with velocities NewForce newVelocity = new NewForce(); Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, 1); Axiom.MathLib.Vector3 direc = v3; direc.Normalize(); //work out velocity for sim physics system direc = direc * ((0.03f) * 128f * 2); newVelocity.X = direc.x; newVelocity.Y = direc.y; newVelocity.Z = direc.z; this.forcesList.Add(newVelocity); movementflag = 2; } } else if ((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_NEG) != 0) && (PhysicsEngineFlying)) { if (((movementflag & 4) == 0) && this._physActor.Flying) { //we should add a new force to the list // but for now we will deal with velocities NewForce newVelocity = new NewForce(); Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, -1); //Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z); Axiom.MathLib.Vector3 direc = v3; direc.Normalize(); //work out velocity for sim physics system direc = direc * ((0.03f) * 128f * 2); newVelocity.X = direc.x; newVelocity.Y = direc.y; newVelocity.Z = direc.z; this.forcesList.Add(newVelocity); movementflag = 4; } } else if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_NEG) != 0) { Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z); if (((movementflag & 8) == 0) || (q != this.bodyRot)) { //we should add a new force to the list // but for now we will deal with velocities NewForce newVelocity = new NewForce(); Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(-1, 0, 0); Axiom.MathLib.Vector3 direc = q * v3; direc.Normalize(); //work out velocity for sim physics system direc = direc * ((0.03f) * 128f); if (this._physActor.Flying) direc *= 2; newVelocity.X = direc.x; newVelocity.Y = direc.y; newVelocity.Z = direc.z; this.forcesList.Add(newVelocity); movementflag = 8; this.bodyRot = q; } } else { if (movementflag == 16) { movementflag = 0; } if ((movementflag) != 0) { NewForce newVelocity = new NewForce(); newVelocity.X = 0; newVelocity.Y = 0; newVelocity.Z = 0; this.forcesList.Add(newVelocity); movementflag = 0; // We're standing still, so make it show! if (this._physActor.Flying == false) { this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_STAND"]; this.anim_seq = 1; this.SendAnimPack(); } this.movementflag = 16; } } } // Sends animation update public void SendAnimPack() { AvatarAnimationPacket ani = new AvatarAnimationPacket(); ani.AnimationSourceList = new AvatarAnimationPacket.AnimationSourceListBlock[1]; ani.AnimationSourceList[0] = new AvatarAnimationPacket.AnimationSourceListBlock(); ani.AnimationSourceList[0].ObjectID = ControllingClient.AgentID; ani.Sender = new AvatarAnimationPacket.SenderBlock(); ani.Sender.ID = ControllingClient.AgentID; ani.AnimationList = new AvatarAnimationPacket.AnimationListBlock[1]; ani.AnimationList[0] = new AvatarAnimationPacket.AnimationListBlock(); ani.AnimationList[0].AnimID = this.current_anim; ani.AnimationList[0].AnimSequenceID = this.anim_seq; ControllingClient.OutPacket(ani); } //should be moved somewhere else public void SendRegionHandshake(World RegionInfo) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionHandshake() - Creating empty RegionHandshake packet"); System.Text.Encoding _enc = System.Text.Encoding.ASCII; RegionHandshakePacket handshake = new RegionHandshakePacket(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionhandshake() - Filling in RegionHandshake details"); handshake.RegionInfo.BillableFactor = 0; handshake.RegionInfo.IsEstateManager = false; handshake.RegionInfo.TerrainHeightRange00 = 60; handshake.RegionInfo.TerrainHeightRange01 = 60; handshake.RegionInfo.TerrainHeightRange10 = 60; handshake.RegionInfo.TerrainHeightRange11 = 60; handshake.RegionInfo.TerrainStartHeight00 = 10; handshake.RegionInfo.TerrainStartHeight01 = 10; handshake.RegionInfo.TerrainStartHeight10 = 10; handshake.RegionInfo.TerrainStartHeight11 = 10; handshake.RegionInfo.SimAccess = 13; handshake.RegionInfo.WaterHeight = 20; handshake.RegionInfo.RegionFlags = 72458694; handshake.RegionInfo.SimName = _enc.GetBytes(OpenSimRoot.Instance.Cfg.RegionName + "\0"); handshake.RegionInfo.SimOwner = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); handshake.RegionInfo.TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); handshake.RegionInfo.TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); handshake.RegionInfo.TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); handshake.RegionInfo.TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.CacheID = new LLUUID("545ec0a5-5751-1026-8a0b-216e38a7ab37"); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionHandshake() - Sending RegionHandshake packet"); this.ControllingClient.OutPacket(handshake); } public ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateTerseBlock() { byte[] bytes = new byte[60]; int i = 0; ImprovedTerseObjectUpdatePacket.ObjectDataBlock dat = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock(); dat.TextureEntry = AvatarTemplate.TextureEntry; 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); bytes[i++] = (byte)((ID >> 24) % 256); bytes[i++] = 0; bytes[i++] = 1; i += 14; bytes[i++] = 128; bytes[i++] = 63; byte[] pb = pos2.GetBytes(); Array.Copy(pb, 0, bytes, i, pb.Length); i += 12; 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; internDirec.y += 1; internDirec.z += 1; InternVelocityX = (ushort)(32768 * internDirec.x); InternVelocityY = (ushort)(32768 * internDirec.y); InternVelocityZ = (ushort)(32768 * internDirec.z); ushort ac = 32767; bytes[i++] = (byte)(InternVelocityX % 256); bytes[i++] = (byte)((InternVelocityX >> 8) % 256); bytes[i++] = (byte)(InternVelocityY % 256); bytes[i++] = (byte)((InternVelocityY >> 8) % 256); bytes[i++] = (byte)(InternVelocityZ % 256); bytes[i++] = (byte)((InternVelocityZ >> 8) % 256); //accel bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); //rot bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); //rotation vel bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); bytes[i++] = (byte)(ac % 256); bytes[i++] = (byte)((ac >> 8) % 256); dat.Data = bytes; return (dat); } public static void LoadAnims() { Avatar.Animations = new AvatarAnimations(); Avatar.Animations.LoadAnims(); } } public class NewForce { public float X; public float Y; public float Z; public NewForce() { } } }