/* * 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 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 ``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 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.IO; using System.Collections.Generic; using System.Threading; using libsecondlife; using libsecondlife.Packets; namespace OpenSimLite { /// /// Manages prim and avatar sim positions and movements and updating clients /// public class SceneGraph { public Node RootNode; public Terrain Terrain; private PhysicsManager _physics; private Server _server; private System.Text.Encoding _enc = System.Text.Encoding.ASCII; private libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock _avatarTemplate; public NonBlockingQueue Commands; #region Thread Sync //public object CommandsSync = new object(); private object _sendTerrainSync = new object(); #endregion public SceneGraph(Server server) { _server = server; RootNode = new Node(); _physics = new PhysicsManager(this); Commands = new NonBlockingQueue(); Terrain = new Terrain(); //testing this.SetupTemplate("objectupate168.dat"); } public void Update() { } #region send terrain data /// /// /// /// public void SendTerrainData(NetworkInfo userInfo) { lock(this._sendTerrainSync) { string data_path = System.AppDomain.CurrentDomain.BaseDirectory + @"\layer_data\"; //send layerdata LayerDataPacket layerpack = new LayerDataPacket(); layerpack.LayerID.Type = 76; this.SendLayerData(userInfo, layerpack, data_path+@"layerdata0.dat"); Console.WriteLine("Sent terrain data"); this.SendAvatarData(userInfo); } } /// /// /// /// /// /// private void SendLayerData(NetworkInfo userInfo, LayerDataPacket layer, string fileName) { FileInfo fInfo = new FileInfo(fileName); long numBytes = fInfo.Length; FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read); BinaryReader br = new BinaryReader(fStream); byte [] data1 = br.ReadBytes((int)numBytes); br.Close(); fStream.Close(); layer.LayerData.Data = data1; _server.SendPacket(layer, true, userInfo); } #endregion #region testing //test only private void SendAvatarData(NetworkInfo userInfo) { ObjectUpdatePacket objupdate = new ObjectUpdatePacket(); objupdate.RegionData.RegionHandle = Globals.Instance.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 = 8880000;// + this._localNumber; userInfo.User.AvatarLocalID = objupdate.ObjectData[0].ID; //User_info.name="Test"+this.local_numer+" User"; //this.GetAgent(userInfo.UserAgentID).Started = true; objupdate.ObjectData[0].FullID = userInfo.User.AgentID; objupdate.ObjectData[0].NameValue = _enc.GetBytes("FirstName STRING RW SV " + userInfo.User.FirstName + "\nLastName STRING RW SV " + userInfo.User.LastName + " \0"); //userInfo.User.FullName = "FirstName STRING RW SV " + userInfo.first_name + "\nLastName STRING RW SV " + userInfo.last_name + " \0"; libsecondlife.LLVector3 pos2 = new LLVector3(100f, 100.0f, 22.0f); byte[] pb = pos2.GetBytes(); Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length); //this._localNumber++; _server.SendPacket(objupdate, true, userInfo); } //test only private 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(13.981f,100.0f,20.0f); //objdata.FullID=user.AgentID; byte[] pb = pos.GetBytes(); Array.Copy(pb, 0, objdata.ObjectData, 16, pb.Length); _avatarTemplate = objdata; } #endregion } //any need for separate nodes and sceneobjects? //do we need multiple objects in the same node? public class Node { private List _children; private List _attached; public List ChildNodes { get { return(_children); } } public List AttachedObjexts { get { return(_attached); } } public Node() { _children = new List(); _attached = new List(); } /// /// /// /// /// public SceneObject GetAttachedObject(int index) { if(_attached.Count > index) { return(_attached[index]); } else { return(null); } } /// /// /// /// public void AttachObject(SceneObject sceneObject) { _attached.Add(sceneObject); } /// /// /// /// public void RemoveObject(SceneObject sceneObject) { _attached.Remove(sceneObject); } /// /// /// /// /// public int HasAttachedObject(SceneObject sceneObject) { int rValue = -1; for(int i = 0; i < this._attached.Count; i++) { if(sceneObject == this._attached[i]) { rValue = i; } } return(rValue); } /// /// /// /// /// public Node GetChild(int index) { if(_children.Count > index) { return(_children[index]); } else { return(null); } } /// /// /// /// public void AddChild(Node node) { _children.Add(node); } /// /// /// /// public void RemoveChild(Node node) { _children.Remove(node); } } public class SceneObject { public byte SceneType; public SceneObject() { } } public class Terrain { public List Vertices; public List Faces; public Terrain() { Vertices = new List(); Faces = new List(); } public LLVector3 CastRay() { return(new LLVector3(0,0,0)); } } public class Face { public int V1; public int V2; public int V3; public Face() { } } public class UpdateCommand { public byte CommandType; public SceneObject SObject; public LLVector3 Position; public LLVector3 Velocity; public LLQuaternion Rotation; public UpdateCommand() { } } public class UpdateSender { public BlockingQueue SendList; private Thread mthread; public UpdateSender() { SendList = new BlockingQueue(); } public void Startup() { mthread = new Thread(new System.Threading.ThreadStart(RunSender)); mthread.Start(); } private void RunSender() { } } public class SendInfo { public Packet Packet; public bool Incr; public NetworkInfo NetInfo; public SendInfo() { } } }