/* * 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 Axiom.Math; using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework.Console; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Framework.Utilities; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { public partial class ScenePresence : Entity { public static AvatarAnimations Animations; public static byte[] DefaultTexture; public LLUUID current_anim; public int anim_seq; private bool updateflag = false; private byte movementflag = 0; private List forcesList = new List(); private short _updateCount = 0; private Quaternion bodyRot; private byte[] visualParams; private AvatarWearable[] Wearables; private LLObject.TextureEntry m_textureEntry; public bool childAgent = true; public bool IsRestrictedToRegion = false; private bool newForce = false; private bool newAvatar = false; private bool newCoarseLocations = true; protected RegionInfo m_regionInfo; protected ulong crossingFromRegion = 0; private IScenePresenceBody m_body; private Vector3[] Dir_Vectors = new Vector3[6]; private LLVector3 lastPhysPos = new LLVector3(); private enum Dir_ControlFlags { DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS, DIR_CONTROL_FLAG_BACK = MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG, DIR_CONTROL_FLAG_LEFT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS, DIR_CONTROL_FLAG_RIGHT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG, DIR_CONTROL_FLAG_UP = MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS, DIR_CONTROL_FLAG_DOWN = MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG } /// /// Position at which a significant movement was made /// private LLVector3 posLastSignificantMove = new LLVector3(); public delegate void SignificantClientMovement(IClientAPI remote_client); public event SignificantClientMovement OnSignificantClientMovement; //public List InterestList = new List(); // private Queue m_fullGroupUpdates = new Queue(); // private Queue m_terseGroupUpdates = new Queue(); private Queue m_fullPartUpdates = new Queue(); private Queue m_tersePartUpdates = new Queue(); #region Properties /// /// /// public PhysicsActor PhysicsActor { set { m_physicsActor = value; } get { return m_physicsActor; } } public bool Updated { set { updateflag = value; } get { return updateflag; } } private readonly ulong m_regionHandle; public ulong RegionHandle { get { return m_regionHandle; } } private readonly string m_firstname; public string Firstname { get { return m_firstname; } } private readonly string m_lastname; public string Lastname { get { return m_lastname; } } private readonly IClientAPI m_controllingClient; public IClientAPI _ControllingClient { get { return m_controllingClient; } } #endregion #region Constructor(s) /// /// /// /// /// /// /// public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) { m_scene = world; m_uuid = client.AgentId; m_regionInfo = reginfo; m_regionHandle = reginfo.RegionHandle; MainLog.Instance.Verbose("Avatar.cs "); m_controllingClient = client; m_firstname = m_controllingClient.FirstName; m_lastname = m_controllingClient.LastName; m_localId = m_scene.NextLocalId; AbsolutePosition = m_controllingClient.StartPos; visualParams = new byte[218]; for (int i = 0; i < 218; i++) { visualParams[i] = 100; } Wearables = AvatarWearable.DefaultWearables; Animations = new AvatarAnimations(); Animations.LoadAnims(); //register for events m_controllingClient.OnRequestWearables += SendOurAppearance; m_controllingClient.OnSetAppearance += new SetAppearance(SetAppearance); m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; m_controllingClient.OnCompleteMovementToRegion += SendInitialData; m_controllingClient.OnAgentUpdate += HandleAgentUpdate; // ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack); // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); //ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); Dir_Vectors[0] = new Vector3(1, 0, 0); //FOWARD Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT Dir_Vectors[4] = new Vector3(0, 0, 1); //UP Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length); //temporary until we move some code into the body classes m_body = new ChildAgent(); if (newAvatar) { //do we need to use newAvatar? not sure so have added this to kill the compile warning } } #endregion public void AddTersePart(SceneObjectPart part) { m_tersePartUpdates.Enqueue(part); } public void AddFullPart(SceneObjectPart part) { m_fullPartUpdates.Enqueue(part); } public void SendPrimUpdates() { if (m_tersePartUpdates.Count > 0) { bool terse = true; int terseCount = 0; while (terse) { SceneObjectPart part = m_tersePartUpdates.Dequeue(); part.SendTerseUpdate(m_controllingClient); terseCount++; if ((m_tersePartUpdates.Count < 1) | (terseCount > 30)) { terse = false; } } } if (m_fullPartUpdates.Count > 0) { bool full = true; int fullCount = 0; while (full) { SceneObjectPart part = m_fullPartUpdates.Dequeue(); part.SendFullUpdate(m_controllingClient); fullCount++; if ((m_fullPartUpdates.Count < 1) | (fullCount > 40)) { full = false; } } } } #region Status Methods /// /// Not Used, most likely can be deleted /// /// public void ChildStatusChange(bool status) { childAgent = status; if (childAgent == true) { Velocity = new LLVector3(0, 0, 0); AbsolutePosition = new LLVector3(128, 128, 70); } } public void MakeAvatar(LLVector3 pos, bool isFlying) { newAvatar = true; childAgent = false; AbsolutePosition = pos; AddToPhysicalScene( ); m_physicsActor.Flying = isFlying; m_scene.SendAllSceneObjectsToClient(this); } protected void MakeChildAgent() { Velocity = new LLVector3(0, 0, 0); childAgent = true; RemoveFromPhysicalScene(); //this.Pos = new LLVector3(128, 128, 70); } private void RemoveFromPhysicalScene() { m_scene.PhysScene.RemoveAvatar( this.PhysicsActor ); } /// /// /// /// public void Teleport(LLVector3 pos) { AbsolutePosition = pos; SendTerseUpdateToAllClients(); } /// /// /// public void StopMovement() { } #endregion #region Event Handlers /// /// /// /// /// public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam) { LLObject.TextureEntry textureEnt = new LLObject.TextureEntry(texture, 0, texture.Length); m_textureEntry = textureEnt; for (int i = 0; i < visualParam.Length; i++) { visualParams[i] = visualParam[i].ParamValue; } SendArrearanceToAllOtherAgents(); } /// /// Complete Avatar's movement into the region /// public void CompleteMovement() { LLVector3 look = Velocity; if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) { look = new LLVector3(0.99f, 0.042f, 0); } m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); if (childAgent) { childAgent = false; //this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient); } } /// /// /// /// public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation) { 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 = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z); bool oldflying = PhysicsActor.Flying; PhysicsActor.Flying = ((flags & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0); if (PhysicsActor.Flying != oldflying) { update_movementflag = true; } if (q != bodyRot) { bodyRot = q; update_rotation = true; } foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags))) { if ((flags & (uint) DCF) != 0) { DCFlagKeyPressed = true; agent_control_v3 += Dir_Vectors[i]; if ((movementflag & (uint) DCF) == 0) { movementflag += (byte) (uint) DCF; update_movementflag = true; } } else { if ((movementflag & (uint) DCF) != 0) { movementflag -= (byte) (uint) DCF; update_movementflag = true; } } i++; } if ((update_movementflag) || (update_rotation && DCFlagKeyPressed)) { AddNewMovement(agent_control_v3, q); } UpdateMovementAnimations(update_movementflag); } protected void UpdateMovementAnimations(bool update_movementflag) { if (update_movementflag) { if (movementflag != 0) { if (m_physicsActor.Flying) { SendAnimPack(Animations.AnimsLLUUID["FLY"], 1); } else { SendAnimPack(Animations.AnimsLLUUID["WALK"], 1); } } else { SendAnimPack(Animations.AnimsLLUUID["STAND"], 1); } } } protected void AddNewMovement(Vector3 vec, Quaternion rotation) { NewForce newVelocity = new NewForce(); Vector3 direc = rotation*vec; direc.Normalize(); direc = direc*((0.03f)*128f); if (m_physicsActor.Flying) direc *= 4; newVelocity.X = direc.x; newVelocity.Y = direc.y; newVelocity.Z = direc.z; forcesList.Add(newVelocity); } #endregion #region Overridden Methods /// /// /// public override void LandRenegerated() { } /// /// /// public override void Update() { SendPrimUpdates(); if (newCoarseLocations) { SendCoarseLocations(); newCoarseLocations = false; } if (childAgent == false) { /// check for user movement 'forces' (ie commands to move) if (newForce) { SendTerseUpdateToAllClients(); _updateCount = 0; } /// check for scripted movement (?) else if (movementflag != 0) { _updateCount++; if (_updateCount > 3) { SendTerseUpdateToAllClients(); _updateCount = 0; } } /// check for physics-related movement else if (lastPhysPos.GetDistanceTo(AbsolutePosition) > 0.02) { SendTerseUpdateToAllClients(); _updateCount = 0; lastPhysPos = AbsolutePosition; } CheckForSignificantMovement(); CheckForBorderCrossing(); } } #endregion #region Update Client(s) /// /// /// /// public void SendTerseUpdateToClient(IClientAPI RemoteClient) { LLVector3 pos = AbsolutePosition; LLVector3 vel = Velocity; LLQuaternion rot; rot.X = bodyRot.x; rot.Y = bodyRot.y; rot.Z = bodyRot.z; rot.W = bodyRot.w; RemoteClient.SendAvatarTerseUpdate(m_regionHandle, 64096, LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z), rot); } /// /// /// public void SendTerseUpdateToAllClients() { m_scene.ForEachScenePresence(delegate(ScenePresence presence) { SendTerseUpdateToClient(presence.m_controllingClient); }); } public void SendCoarseLocations() { List CoarseLocations = new List(); List avatars = m_scene.GetAvatars(); for (int i = 0; i < avatars.Count; i++) { if (avatars[i] != this ) { CoarseLocations.Add(avatars[i].AbsolutePosition); } } m_controllingClient.SendCoarseLocationUpdate(CoarseLocations); } public void CoarseLocationChange(ScenePresence avatar) { newCoarseLocations = true; } private void NotifyMyCoarseLocationChange() { m_scene.ForEachScenePresence(delegate(ScenePresence presence) { if (presence != this) { presence.CoarseLocationChange(this); } }); } /// /// /// /// public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar) { remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, AbsolutePosition, m_textureEntry.ToBytes()); } public void SendFullUpdateToAllClients() { List avatars = m_scene.GetScenePresences(); foreach (ScenePresence avatar in avatars) { SendFullUpdateToOtherClient(avatar); if (avatar.LocalId != LocalId) { if (!avatar.childAgent) { avatar.SendFullUpdateToOtherClient(this); avatar.SendAppearanceToOtherAgent(this); } } } } /// /// /// public void SendInitialData() { m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, AbsolutePosition, m_textureEntry.ToBytes()); if (!childAgent) { m_scene.InformClientOfNeighbours(m_controllingClient); newAvatar = false; } SendFullUpdateToAllClients(); SendArrearanceToAllOtherAgents(); } /// /// /// /// public void SendOurAppearance(IClientAPI OurClient) { m_controllingClient.SendWearables(Wearables); //this.SendFullUpdateToAllClients(); //this.SendArrearanceToAllOtherAgents(); m_scene.SendAllSceneObjectsToClient(this); m_controllingClient.SendViewerTime(m_scene.TimePhase); //Please don't remove the following code (at least not yet), just leave it commented out //gives the user god powers, should help with debuging things in the future /* GrantGodlikePowersPacket grant = new GrantGodlikePowersPacket(); grant.AgentData.AgentID = this.ControllingClient.AgentId; grant.AgentData.SessionID = this.ControllingClient.SessionId; grant.GrantData.GodLevel = 255; grant.GrantData.Token = LLUUID.Random(); this.ControllingClient.OutPacket(grant);*/ } /// /// /// public void SendArrearanceToAllOtherAgents() { m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) { SendAppearanceToOtherAgent(scenePresence); }); } /// /// /// /// public void SendAppearanceToOtherAgent(ScenePresence avatarInfo) { avatarInfo.m_controllingClient.SendAppearance(m_controllingClient.AgentId, visualParams, m_textureEntry.ToBytes()); } /// /// /// /// /// public void SendAnimPack(LLUUID animID, int seq) { current_anim = animID; anim_seq = seq; m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) { scenePresence.m_controllingClient.SendAnimation(animID, seq, m_controllingClient.AgentId); }); } /// /// /// public void SendAnimPack() { SendAnimPack(current_anim, anim_seq); } #endregion #region Significant Movement Method protected void CheckForSignificantMovement() { if (Helpers.VecDist(AbsolutePosition, posLastSignificantMove) > 2.0) { posLastSignificantMove = AbsolutePosition; if (OnSignificantClientMovement != null) { OnSignificantClientMovement(m_controllingClient); NotifyMyCoarseLocationChange(); } } } #endregion #region Border Crossing Methods /// /// /// protected void CheckForBorderCrossing() { LLVector3 pos2 = AbsolutePosition; LLVector3 vel = Velocity; 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 ((pos2.X < 0) || (pos2.X > 256)) { CrossToNewRegion(); } if ((pos2.Y < 0) || (pos2.Y > 256)) { CrossToNewRegion(); } } /// /// /// protected void CrossToNewRegion() { LLVector3 pos = AbsolutePosition; LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z); uint neighbourx = m_regionInfo.RegionLocX; uint neighboury = m_regionInfo.RegionLocY; if (pos.X < 1.7F) { neighbourx -= 1; newpos.X = 255.9F; } if (pos.X > 254.3F) { neighbourx += 1; newpos.X = 0.1F; } if (pos.Y < 1.7F) { neighboury -= 1; newpos.Y = 255.9F; } if (pos.Y > 254.3F) { neighboury += 1; newpos.Y = 0.1F; } LLVector3 vel = m_velocity; ulong neighbourHandle = Helpers.UIntsToLong((uint) (neighbourx*256), (uint) (neighboury*256)); RegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle); if (neighbourRegion != null) { bool res = m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos, m_physicsActor.Flying); if (res) { //TODO: following line is hard coded to port 9000, really need to change this as soon as possible AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); string capsPath = Util.GetCapsURL(m_controllingClient.AgentId); m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint, capsPath); MakeChildAgent(); m_scene.SendKillObject(m_localId); NotifyMyCoarseLocationChange(); } } } #endregion /// /// /// public static void LoadAnims() { } /// /// /// public override void UpdateMovement() { newForce = false; lock (forcesList) { if (forcesList.Count > 0) { for (int i = 0; i < forcesList.Count; i++) { NewForce force = forcesList[i]; updateflag = true; Velocity = new LLVector3(force.X, force.Y, force.Z); newForce = true; } for (int i = 0; i < forcesList.Count; i++) { forcesList.RemoveAt(0); } } } } public static void CreateDefaultTextureEntry() { LLObject.TextureEntry textu = new LLObject.TextureEntry(new LLUUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97")); textu.CreateFace(0).TextureID = new LLUUID("00000000-0000-1111-9999-000000000012"); textu.CreateFace(1).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f"); textu.CreateFace(2).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f"); textu.CreateFace(3).TextureID = new LLUUID("6522E74D-1660-4E7F-B601-6F48C1659A77"); textu.CreateFace(4).TextureID = new LLUUID("7CA39B4C-BD19-4699-AFF7-F93FD03D3E7B"); textu.CreateFace(5).TextureID = new LLUUID("00000000-0000-1111-9999-000000000010"); textu.CreateFace(6).TextureID = new LLUUID("00000000-0000-1111-9999-000000000011"); DefaultTexture = textu.ToBytes(); } public class NewForce { public float X; public float Y; public float Z; public NewForce() { } } public override void SetText(string text, Vector3 color, double alpha) { throw new Exception("Can't set Text on avatar."); } public void AddToPhysicalScene( ) { PhysicsScene scene = m_scene.PhysScene; PhysicsVector pVec = new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); m_physicsActor = scene.AddAvatar(pVec); } } }