/* * 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; using OpenSim.Framework.Console; using OpenSim.Region.Environment.Types; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { public class ScenePresence : EntityBase { // ~ScenePresence() // { // System.Console.WriteLine("[ScenePresence] Destructor called"); // } private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); public static AvatarAnimations Animations = new AvatarAnimations(); public static byte[] DefaultTexture; public LLUUID currentParcelUUID = LLUUID.Zero; private List m_animations = new List(); private List m_animationSeqs = new List(); public Vector3 lastKnownAllowedPosition = new Vector3(); public bool sentMessageAboutRestrictedParcelFlyingDown = false; private bool m_updateflag = false; private byte m_movementflag = 0; private readonly List m_forcesList = new List(); private short m_updateCount = 0; private uint m_requestedSitTargetID = 0; private LLVector3 m_requestedSitOffset = new LLVector3(); private float m_sitAvatarHeight = 2.0f; private float m_godlevel = 0; private LLVector3 m_LastChildAgentUpdatePosition = new LLVector3(); private int m_perfMonMS = 0; private bool m_setAlwaysRun = false; private Quaternion m_bodyRot; public bool IsRestrictedToRegion = false; // Agent moves with a PID controller causing a force to be exerted. private bool m_newForce = false; private bool m_newCoarseLocations = true; private bool m_gotAllObjectsInScene = false; private bool m_lastPhysicsStoppedStatus = false; private LLVector3 m_lastVelocity = LLVector3.Zero; // Default AV Height private float m_avHeight = 127.0f; protected RegionInfo m_regionInfo; protected ulong crossingFromRegion = 0; private readonly Vector3[] Dir_Vectors = new Vector3[6]; private LLVector3 lastPhysPos = new LLVector3(); // Position of agent's camera in world (region cordinates) protected Vector3 m_CameraCenter = new Vector3(0, 0, 0); // Use these three vectors to figure out what the agent is looking at // Convert it to a Matrix and/or Quaternion protected Vector3 m_CameraAtAxis = new Vector3(0, 0, 0); protected Vector3 m_CameraLeftAxis = new Vector3(0, 0, 0); protected Vector3 m_CameraUpAxis = new Vector3(0, 0, 0); private uint m_AgentControlFlags = (uint) 0; private LLQuaternion m_headrotation = new LLQuaternion(); private byte m_state = (byte) 0; //Reuse the LLVector3 instead of creating a new one on the UpdateMovement method private LLVector3 movementvector = new LLVector3(); private List m_knownPrimUUID = new List(); // Agent's Draw distance. protected float m_DrawDistance = 0f; protected AvatarAppearance m_appearance; private readonly List m_knownChildRegions = new List(); //neighbouring regions we have enabled a child agent in private SignificantClientMovement handler001 = null; //OnSignificantClientMovement; /// /// Implemented Control Flags /// private enum Dir_ControlFlags { DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_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; private UpdateQueue m_partsUpdateQueue = new UpdateQueue(); private Dictionary m_updateTimes = new Dictionary(); #region Properties /// /// Physical scene representation of this Avatar. /// public PhysicsActor PhysicsActor { set { m_physicsActor = value; } get { return m_physicsActor; } } public bool KnownPrim(LLUUID primID) { if (m_knownPrimUUID.Contains(primID)) { return true; } m_knownPrimUUID.Add(primID); return false; } public bool Updated { set { m_updateflag = value; } get { return m_updateflag; } } private readonly ulong m_regionHandle; public ulong RegionHandle { get { return m_regionHandle; } } public Vector3 CameraPosition { get { return m_CameraCenter; } } private readonly string m_firstname; public string Firstname { get { return m_firstname; } } private readonly string m_lastname; public string Lastname { get { return m_lastname; } } public float DrawDistance { get { return m_DrawDistance; } } protected bool m_allowMovement = true; public bool AllowMovement { get { return m_allowMovement; } set { m_allowMovement = value; } } /// /// This works out to be the ClientView object associated with this avatar, or it's UDP connection manager /// private readonly IClientAPI m_controllingClient; protected PhysicsActor m_physicsActor; public IClientAPI ControllingClient { get { return m_controllingClient; } } protected LLVector3 m_parentPosition = new LLVector3(); /// /// Absolute position of this avatar in 'region cordinates' /// public override LLVector3 AbsolutePosition { get { if (m_physicsActor != null) { m_pos.X = m_physicsActor.Position.X; m_pos.Y = m_physicsActor.Position.Y; m_pos.Z = m_physicsActor.Position.Z; } return m_parentPosition + m_pos; } set { if (m_physicsActor != null) { try { lock (m_scene.SyncRoot) { m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z); } } catch (Exception e) { Console.WriteLine(e.Message); } } m_pos = value; } } /// /// Current Velocity of the avatar. /// public override LLVector3 Velocity { get { if (m_physicsActor != null) { m_velocity.X = m_physicsActor.Velocity.X; m_velocity.Y = m_physicsActor.Velocity.Y; m_velocity.Z = m_physicsActor.Velocity.Z; } return m_velocity; } set { if (m_physicsActor != null) { try { lock (m_scene.SyncRoot) { m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); } } catch (Exception e) { Console.WriteLine(e.Message); } } m_velocity = value; } } /// /// If this is true, agent doesn't have a representation in this scene. /// this is an agent 'looking into' this scene from a nearby scene(region) /// /// if False, this agent has a representation in this scene /// private bool m_isChildAgent = true; public bool IsChildAgent { get { return m_isChildAgent; } set { m_isChildAgent = value; } } private uint m_parentID = 0; public uint ParentID { get { return m_parentID; } set { m_parentID = value; } } /// /// These are the region handles known by the avatar. /// public List KnownChildRegions { get { return m_knownChildRegions; } } #endregion #region Constructor(s) private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) { m_regionHandle = reginfo.RegionHandle; m_controllingClient = client; m_firstname = m_controllingClient.FirstName; m_lastname = m_controllingClient.LastName; m_scene = world; m_uuid = client.AgentId; m_regionInfo = reginfo; m_localId = m_scene.NextLocalId; AbsolutePosition = m_controllingClient.StartPos; // TODO: m_animations and m_animationSeqs should always be of the same length. // Move them into an object to (hopefully) avoid threading issues. try { m_animations.Add(Animations.AnimsLLUUID["STAND"]); } catch (KeyNotFoundException) { m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation"); } m_animationSeqs.Add(1); RegisterToEvents(); SetDirectionVectors(); m_scene.LandManager.sendLandUpdate(this, true); } public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams, AvatarWearable[] wearables) : this(client, world, reginfo) { m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); } public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) : this(client, world, reginfo) { m_appearance = appearance; } private void RegisterToEvents() { m_controllingClient.OnRequestWearables += SendOwnAppearance; m_controllingClient.OnSetAppearance += SetAppearance; m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; m_controllingClient.OnCompleteMovementToRegion += SendInitialData; m_controllingClient.OnAgentUpdate += HandleAgentUpdate; m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit; m_controllingClient.OnAgentSit += HandleAgentSit; m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; m_controllingClient.OnStartAnim += HandleStartAnim; m_controllingClient.OnStopAnim += HandleStopAnim; // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); } private void SetDirectionVectors() { Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD 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 Dir_Vectors[5] = new Vector3(0, 0, -0.5f); //DOWN_Nudge } #endregion public void QueuePartForUpdate(SceneObjectPart part) { //if (InterestList.Contains(part.ParentGroup)) //{ lock (m_partsUpdateQueue) { m_partsUpdateQueue.Enqueue(part); } // } } public uint GenerateClientFlags(LLUUID ObjectID) { return m_scene.PermissionsMngr.GenerateClientFlags(m_uuid, ObjectID); } public void SendPrimUpdates() { // if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode) //{ // this.UpdateQuadTreeNode(); //this.RefreshQuadObject(); //} m_perfMonMS = System.Environment.TickCount; if (!m_gotAllObjectsInScene) { if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor) { m_scene.SendAllSceneObjectsToClient(this); m_gotAllObjectsInScene = true; } } if (m_partsUpdateQueue.Count > 0) { bool runUpdate = true; int updateCount = 0; while (runUpdate) { SceneObjectPart part = m_partsUpdateQueue.Dequeue(); if (m_updateTimes.ContainsKey(part.UUID)) { ScenePartUpdate update = m_updateTimes[part.UUID]; // Two updates can occur with the same timestamp (especially // since our timestamp resolution is to the nearest second). The first // could have been sent in the last update - we still need to send the // second here. if (update.LastFullUpdateTime < part.TimeStampFull) { //need to do a full update part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID)); // We'll update to the part's timestamp rather than the current to // avoid the race condition whereby the next tick occurs while we are // doing this update. If this happened, then subsequent updates which occurred // on the same tick or the next tick of the last update would be ignored. update.LastFullUpdateTime = part.TimeStampFull; updateCount++; } else if (update.LastTerseUpdateTime <= part.TimeStampTerse) { part.SendTerseUpdate(ControllingClient); update.LastTerseUpdateTime = part.TimeStampTerse; updateCount++; } } else { //never been sent to client before so do full update part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID)); ScenePartUpdate update = new ScenePartUpdate(); update.FullID = part.UUID; update.LastFullUpdateTime = part.TimeStampFull; m_updateTimes.Add(part.UUID, update); updateCount++; } if (m_partsUpdateQueue.Count < 1 || updateCount > 60) { runUpdate = false; } } } m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); } public void forceAvatarMovement(Vector3 position, Quaternion rotation) { AddNewMovement(position, rotation); } #region Status Methods /// /// This turns a child agent, into a root agent /// This is called when an agent teleports into a region, or if an /// agent crosses into this region from a neighbor over the border /// public void MakeRootAgent(LLVector3 pos, bool isFlying) { m_isChildAgent = false; AbsolutePosition = pos; AddToPhysicalScene(); m_physicsActor.Flying = isFlying; m_scene.SwapRootAgentCount(false); m_scene.CommsManager.UserProfileCacheService.UpdateUserInventory(m_uuid); //if (!m_gotAllObjectsInScene) //{ m_scene.SendAllSceneObjectsToClient(this); m_scene.LandManager.sendLandUpdate(this, true); //m_gotAllObjectsInScene = true; //} } /// /// This turns a root agent into a child agent /// when an agent departs this region for a neighbor, this gets called. /// /// It doesn't get called for a teleport. Reason being, an agent that /// teleports out may not be anywhere near this region /// public void MakeChildAgent() { Velocity = new LLVector3(0, 0, 0); m_isChildAgent = true; m_scene.SwapRootAgentCount(true); RemoveFromPhysicalScene(); //this.Pos = new LLVector3(128, 128, 70); } /// /// Removes physics plugin scene representation of this agent if it exists. /// private void RemoveFromPhysicalScene() { if (PhysicsActor != null) { m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; PhysicsActor = null; } } /// /// /// /// public void Teleport(LLVector3 pos) { AbsolutePosition = pos; SendTerseUpdateToAllClients(); } /// /// /// public void StopMovement() { } public void StopFlying() { // It turns out to get the agent to stop flying, you have to feed it stop flying velocities // and send a full object update. // There's no message to send the client to tell it to stop flying // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air // when the avatar stands up if (m_avHeight != 127.0f) { AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (m_avHeight / 6)); } else { AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6)); } SetMovementAnimation(Animations.AnimsLLUUID["LAND"], 2); SendFullUpdateToAllClients(); } public void AddNeighbourRegion(ulong regionHandle) { if (!m_knownChildRegions.Contains(regionHandle)) { m_knownChildRegions.Add(regionHandle); } } public void RemoveNeighbourRegion(ulong regionHandle) { if (!m_knownChildRegions.Contains(regionHandle)) { m_knownChildRegions.Remove(regionHandle); } } public List GetKnownRegionList() { return m_knownChildRegions; } #endregion #region Event Handlers /// /// Sets avatar height in the phyiscs plugin /// internal void SetHeight(float height) { m_avHeight = height; if (PhysicsActor != null) { PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight); PhysicsActor.Size = SetSize; } } /// /// 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 (m_isChildAgent) { m_isChildAgent = false; //this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient); MakeRootAgent(AbsolutePosition, false); } } /// /// This is the event handler for client movement. If a client is moving, this event is triggering. /// public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdatePacket agentData) { //if (m_isChildAgent) //{ // // Console.WriteLine("DEBUG: HandleAgentUpdate: child agent"); // return; //} // Must check for standing up even when PhysicsActor is null, // since sitting currently removes avatar from physical scene m_perfMonMS = System.Environment.TickCount; uint flags = agentData.AgentData.ControlFlags; LLQuaternion bodyRotation = agentData.AgentData.BodyRotation; // Camera location in world. We'll need to raytrace // from this location from time to time. m_CameraCenter.x = agentData.AgentData.CameraCenter.X; m_CameraCenter.y = agentData.AgentData.CameraCenter.Y; m_CameraCenter.z = agentData.AgentData.CameraCenter.Z; // Use these three vectors to figure out what the agent is looking at // Convert it to a Matrix and/or Quaternion m_CameraAtAxis.x = agentData.AgentData.CameraAtAxis.X; m_CameraAtAxis.y = agentData.AgentData.CameraAtAxis.Y; m_CameraAtAxis.z = agentData.AgentData.CameraAtAxis.Z; m_CameraLeftAxis.x = agentData.AgentData.CameraLeftAxis.X; m_CameraLeftAxis.y = agentData.AgentData.CameraLeftAxis.Y; m_CameraLeftAxis.z = agentData.AgentData.CameraLeftAxis.Z; m_CameraUpAxis.x = agentData.AgentData.CameraUpAxis.X; m_CameraUpAxis.y = agentData.AgentData.CameraUpAxis.Y; m_CameraUpAxis.z = agentData.AgentData.CameraUpAxis.Z; // The Agent's Draw distance setting m_DrawDistance = agentData.AgentData.Far; if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) { StandUp(); } if (PhysicsActor == null) { return; } if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) { // TODO: This doesn't quite work yet -- probably a parent ID problem // m_parentID = (what should this be?) SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"], 1); } // In the future, these values might need to go global. // Here's where you get them. // m_AgentControlFlags = flags; // m_headrotation = agentData.AgentData.HeadRotation; // m_state = agentData.AgentData.State; if (m_allowMovement) { 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) AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); if (PhysicsActor.Flying != oldflying) { update_movementflag = true; } if (q != m_bodyRot) { m_bodyRot = q; update_rotation = true; } if (m_parentID == 0) { foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags))) { if ((flags & (uint) DCF) != 0) { DCFlagKeyPressed = true; try { agent_control_v3 += Dir_Vectors[i]; } catch (IndexOutOfRangeException) { // Why did I get this? } if ((m_movementflag & (uint) DCF) == 0) { m_movementflag += (byte) (uint) DCF; update_movementflag = true; } } else { if ((m_movementflag & (uint) DCF) != 0) { m_movementflag -= (byte) (uint) DCF; update_movementflag = true; } } i++; } } // Cause the avatar to stop flying if it's colliding // with something with the down arrow pressed. // Skip if there's no physicsactor if (m_physicsActor != null) { // Only do this if we're flying if (m_physicsActor.Flying) { // Are the landing controls requirements filled? bool controlland = (((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); // Are the collision requirements fulfilled? bool colliding = (m_physicsActor.IsColliding == true); if (m_physicsActor.Flying && colliding && controlland) { StopFlying(); } } } if ((update_movementflag) || (update_rotation && DCFlagKeyPressed)) { AddNewMovement(agent_control_v3, q); UpdateMovementAnimations(update_movementflag); } } m_scene.EventManager.TriggerOnClientMovement(this); m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); } /// /// Perform the logic necessary to stand the client up. This method also executes /// the stand animation. /// public void StandUp() { if (m_parentID != 0) { SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); if (part != null) { // Reset sit target. if (part.GetAvatarOnSitTarget() == UUID) part.SetAvatarOnSitTarget(LLUUID.Zero); m_parentPosition = part.GetWorldPosition(); } if (m_physicsActor == null) { AddToPhysicalScene(); } m_pos += m_parentPosition + new LLVector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); m_parentPosition = new LLVector3(); m_parentID = 0; SendFullUpdateToAllClients(); if (m_physicsActor != null) { SetHeight(m_avHeight); } } SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1); } private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) { AvatarSitResponsePacket avatarSitResponse = new AvatarSitResponsePacket(); avatarSitResponse.SitObject.ID = targetID; bool autopilot = true; LLVector3 pos = new LLVector3(); LLQuaternion sitOrientation = new LLQuaternion(0, 0, 0, 1); SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); if (part != null) { // TODO: determine position to sit at based on scene geometry; don't trust offset from client // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it // Is a sit target available? Vector3 avSitOffSet = part.GetSitTargetPosition(); Quaternion avSitOrientation = part.GetSitTargetOrientation(); LLUUID avOnTargetAlready = part.GetAvatarOnSitTarget(); bool SitTargetUnOccupied = (!(avOnTargetAlready != LLUUID.Zero)); bool SitTargetisSet = (!(avSitOffSet.x == 0 && avSitOffSet.y == 0 && avSitOffSet.z == 0 && avSitOrientation.w == 0 && avSitOrientation.x == 0 && avSitOrientation.y == 0 && avSitOrientation.z == 1)); if (SitTargetisSet && SitTargetUnOccupied) { part.SetAvatarOnSitTarget(UUID); offset = new LLVector3(avSitOffSet.x, avSitOffSet.y, avSitOffSet.z); sitOrientation = new LLQuaternion(avSitOrientation.w, avSitOrientation.x, avSitOrientation.y, avSitOrientation.z); autopilot = false; } pos = part.AbsolutePosition + offset; if (m_physicsActor != null) { // If we're not using the client autopilot, we're immediately warping the avatar to the location // We can remove the physicsActor until they stand up. m_sitAvatarHeight = m_physicsActor.Size.Z; if (autopilot) { if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) { autopilot = false; RemoveFromPhysicalScene(); AbsolutePosition = pos + new LLVector3(0.0f, 0.0f, m_sitAvatarHeight); } } else { RemoveFromPhysicalScene(); } } } avatarSitResponse.SitTransform.AutoPilot = autopilot; avatarSitResponse.SitTransform.SitPosition = offset; avatarSitResponse.SitTransform.SitRotation = sitOrientation; remoteClient.OutPacket(avatarSitResponse, ThrottleOutPacketType.Task); // This calls HandleAgentSit twice, once from here, and the client calls // HandleAgentSit itself after it gets to the location // It doesn't get to the location until we've moved them there though // which happens in HandleAgentSit :P if (!autopilot) HandleAgentSit(remoteClient, UUID); } public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset) { if (m_parentID != 0) { StandUp(); } SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); if (part != null) { m_requestedSitTargetID = part.LocalID; m_requestedSitOffset = offset; } else { m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); } SendSitResponse(remoteClient, targetID, offset); } public void HandleAgentSit(IClientAPI remoteClient, LLUUID agentID) { SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); if (part != null) { if (part.GetAvatarOnSitTarget() == UUID) { Vector3 sitTargetPos = part.GetSitTargetPosition(); Quaternion sitTargetOrient = part.GetSitTargetOrientation(); //Quaternion vq = new Quaternion(sitTargetPos.x, sitTargetPos.y+0.2f, sitTargetPos.z+0.2f, 0); //Quaternion nq = new Quaternion(sitTargetOrient.w, -sitTargetOrient.x, -sitTargetOrient.y, -sitTargetOrient.z); //Quaternion result = (sitTargetOrient * vq) * nq; m_pos = new LLVector3(sitTargetPos.x, sitTargetPos.y, sitTargetPos.z); m_bodyRot = sitTargetOrient; //Rotation = sitTargetOrient; m_parentPosition = part.AbsolutePosition; //SendTerseUpdateToAllClients(); } else { m_pos -= part.AbsolutePosition; m_parentPosition = part.AbsolutePosition; } } m_parentID = m_requestedSitTargetID; Velocity = new LLVector3(0, 0, 0); RemoveFromPhysicalScene(); SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1); SendFullUpdateToAllClients(); // This may seem stupid, but Our Full updates don't send avatar rotation :P // So we're also sending a terse update (which has avatar rotation) SendTerseUpdateToAllClients(); } /// /// Event handler for the 'Always run' setting on the client /// Tells the physics plugin to increase speed of movement. /// public void HandleSetAlwaysRun(IClientAPI remoteClient, bool SetAlwaysRun) { m_setAlwaysRun = SetAlwaysRun; if (PhysicsActor != null) { PhysicsActor.SetAlwaysRun = SetAlwaysRun; } } public void AddAnimation(LLUUID animID, int seq) { if (!m_animations.Contains(animID)) { m_animations.Add(animID); m_animationSeqs.Add(seq); SendAnimPack(); } } public void RemoveAnimation(LLUUID animID) { if (m_animations.Contains(animID)) { if (m_animations[0] == animID) { SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1); } else { m_animations.Remove(animID); SendAnimPack(); } } } public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID, int seq) { AddAnimation(animID, seq); } public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID) { RemoveAnimation(animID); } /// /// The movement animation is the first element of the animation list, /// reserved for "main" animations that are mutually exclusive, /// like flying and sitting, for example. /// protected void SetMovementAnimation(LLUUID anim, int seq) { try { if (m_animations[0] != anim) { m_animations[0] = anim; m_animationSeqs[0] = seq; SendAnimPack(); } } catch { m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery..."); m_animations[0] = anim; m_animationSeqs[0] = seq; SendAnimPack(); } } /// /// This method handles agent movement related animations /// protected void UpdateMovementAnimations(bool update_movementflag) { if (update_movementflag) { // Are we moving? if (m_movementflag != 0) { // We are moving if (m_physicsActor.Flying) { // We are flying SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1); } else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && PhysicsActor.IsColliding) { // Client is pressing the page down button and moving and is colliding with something SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1); } else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) { // Client is moving and falling at a velocity greater then 6 meters per unit SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1); } else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) { // Client is moving, and colliding and pressing the page up button but isn't flying try { SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1); } catch (KeyNotFoundException) { } } else if (m_setAlwaysRun) { // We are running try { SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1); } catch (KeyNotFoundException) { } } else { // We're moving, but we're not doing anything else.. so play the stand animation try { SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1); } catch (KeyNotFoundException) { } } } else { // Not moving if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && PhysicsActor.IsColliding) { // Client pressing the page down button SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1); } else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) { // Not colliding and not flying, and we're falling at high speed SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1); } else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) { // This is the standing jump SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1); } else if (m_physicsActor.Flying) { // We're flying but not moving SetMovementAnimation(Animations.AnimsLLUUID["HOVER"], 1); } else { // We're not moving.. and we're not doing anything.. so play the stand animation try { SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1); } catch (KeyNotFoundException) { } } } } } /// /// Adds a new movement /// protected void AddNewMovement(Vector3 vec, Quaternion rotation) { if (m_isChildAgent) { Console.WriteLine("DEBUG: AddNewMovement: child agent"); return; } m_perfMonMS = System.Environment.TickCount; m_rotation = rotation; NewForce newVelocity = new NewForce(); Vector3 direc = rotation*vec; direc.Normalize(); direc *= 0.03f*128f; if (m_physicsActor.Flying) { direc *= 4; //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); //bool colliding = (m_physicsActor.IsColliding==true); //if (controlland) // m_log.Info("[AGENT]: landCommand"); //if (colliding ) // m_log.Info("[AGENT]: colliding"); //if (m_physicsActor.Flying && colliding && controlland) //{ // StopFlying(); // m_log.Info("[AGENT]: Stop FLying"); //} } else { if (!m_physicsActor.Flying && m_physicsActor.IsColliding) { //direc.z *= 40; if (direc.z > 2.0f) { direc.z *= 3; //System.Console.WriteLine("Jump"); // PreJump and jump happen too quickly. Many times prejump gets ignored. try { SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1); SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1); } catch (KeyNotFoundException) { } } } } newVelocity.X = direc.x; newVelocity.Y = direc.y; newVelocity.Z = direc.z; m_forcesList.Add(newVelocity); m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); } #endregion #region Overridden Methods /// /// /// public override void Update() { SendPrimUpdates(); if (m_newCoarseLocations) { SendCoarseLocations(); m_newCoarseLocations = false; } if (m_isChildAgent == false) { if (m_newForce) // user movement 'forces' (ie commands to move) { SendTerseUpdateToAllClients(); m_updateCount = 0; } else if (m_movementflag != 0) // scripted movement (?) { m_updateCount++; if (m_updateCount > 3) { SendTerseUpdateToAllClients(); m_updateCount = 0; } } else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement { // Send Terse Update to all clients updates lastPhysPos and m_lastVelocity // doing the above assures us that we know what we sent the clients last SendTerseUpdateToAllClients(); m_updateCount = 0; } // followed suggestion from mic bowman. reversed the two lines below. CheckForBorderCrossing(); CheckForSignificantMovement(); // sends update to the modules. } } #endregion #region Update Client(s) /// /// Sends a location update to the client connected to this scenePresence /// /// public void SendTerseUpdateToClient(IClientAPI remoteClient) { m_perfMonMS = System.Environment.TickCount; LLVector3 pos = m_pos; LLVector3 vel = Velocity; LLQuaternion rot = new LLQuaternion(m_bodyRot.x, m_bodyRot.y, m_bodyRot.z, m_bodyRot.w); remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z), rot); m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); m_scene.AddAgentUpdates(1); } /// /// Send a location/velocity/accelleration update to all agents in scene /// public void SendTerseUpdateToAllClients() { m_perfMonMS = System.Environment.TickCount; m_scene.Broadcast(SendTerseUpdateToClient); m_lastVelocity = m_velocity; lastPhysPos = AbsolutePosition; m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); } public void SendCoarseLocations() { m_perfMonMS = System.Environment.TickCount; 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].m_pos); } } m_controllingClient.SendCoarseLocationUpdate(CoarseLocations); m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); } public void CoarseLocationChange() { m_newCoarseLocations = true; } /// /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar) /// /// public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar) { remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID); m_scene.AddAgentUpdates(1); } /// /// Tell *ALL* agents about this agent /// public void SendFullUpdateToAllClients() { m_perfMonMS = System.Environment.TickCount; List avatars = m_scene.GetScenePresences(); foreach (ScenePresence avatar in avatars) { SendFullUpdateToOtherClient(avatar); if (avatar.LocalId != LocalId) { if (!avatar.m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor) { avatar.SendFullUpdateToOtherClient(this); avatar.SendAppearanceToOtherAgent(this); } } } m_scene.AddAgentUpdates(avatars.Count); m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); } /// /// /// public void SendInitialData() { m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID); if (!m_isChildAgent) { m_scene.InformClientOfNeighbours(this); } SendFullUpdateToAllClients(); SendAppearanceToAllOtherAgents(); } /// /// /// /// public void SendOwnAppearance() { m_appearance.SendOwnWearables(ControllingClient); // TODO: remove this once the SunModule is slightly more tested // m_controllingClient.SendViewerTime(m_scene.TimePhase); } /// /// /// public void SendAppearanceToAllOtherAgents() { m_perfMonMS=System.Environment.TickCount; m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) { if (scenePresence.UUID != UUID) { m_appearance.SendAppearanceToOtherAgent(scenePresence); } }); m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); } public void SendAppearanceToOtherAgent(ScenePresence avatar) { m_appearance.SendAppearanceToOtherAgent(avatar); } public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam) { m_appearance.SetAppearance(texture, visualParam); SetHeight(m_appearance.AvatarHeight); SendAppearanceToAllOtherAgents(); } public void SetWearable(int wearableId, AvatarWearable wearable) { m_appearance.SetWearable(ControllingClient, wearableId, wearable); } /// /// /// /// /// public void SendAnimPack(LLUUID[] animations, int[] seqs) { m_scene.Broadcast( delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); }); } /// /// /// public void SendAnimPack() { SendAnimPack(m_animations.ToArray(), m_animationSeqs.ToArray()); } #endregion #region Significant Movement Method /// /// This checks for a significant movement and sends a courselocationchange update /// protected void CheckForSignificantMovement() { if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > 0.5) { posLastSignificantMove = AbsolutePosition; if (handler001 != null) { handler001(m_controllingClient); m_scene.NotifyMyCoarseLocationChange(); } } // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m if (Util.GetDistanceTo(AbsolutePosition,m_LastChildAgentUpdatePosition) > 32) { ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); cadu.ActiveGroupID=LLUUID.Zero.UUID; cadu.AgentID = UUID.UUID; cadu.alwaysrun = m_setAlwaysRun; cadu.AVHeight = m_avHeight; LLVector3 tempCameraCenter = new LLVector3(m_CameraCenter.x, m_CameraCenter.y, m_CameraCenter.z); cadu.cameraPosition = new sLLVector3(tempCameraCenter); cadu.drawdistance = m_DrawDistance; cadu.godlevel = m_godlevel; cadu.GroupAccess = 0; cadu.Position = new sLLVector3(AbsolutePosition); cadu.regionHandle = m_scene.RegionInfo.RegionHandle; cadu.throttles = ControllingClient.GetThrottlesPacked(1f); cadu.Velocity = new sLLVector3(Velocity); m_scene.SendOutChildAgentUpdates(cadu,this); m_LastChildAgentUpdatePosition.X = AbsolutePosition.X; m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y; m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z; } } #endregion #region Border Crossing Methods /// /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion /// 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 > Constants.RegionSize)) { CrossToNewRegion(); } if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize)) { CrossToNewRegion(); } } /// /// Moves the agent outside the region bounds /// Tells neighbor region that we're crossing to it /// If the neighbor accepts, remove the agent's viewable avatar from this scene /// set them to a child agent. /// 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; // distance to edge that will trigger crossing const float boundaryDistance = 1.7f; // distance into new region to place avatar const float enterDistance = 0.1f; if (pos.X < boundaryDistance) { neighbourx--; newpos.X = Constants.RegionSize - enterDistance; } else if (pos.X > Constants.RegionSize - boundaryDistance) { neighbourx++; newpos.X = enterDistance; } if (pos.Y < boundaryDistance) { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else if (pos.Y > Constants.RegionSize - boundaryDistance) { neighboury++; newpos.Y = enterDistance; } LLVector3 vel = m_velocity; ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle); if (neighbourRegion != null) { bool res = m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos, m_physicsActor.Flying); if (res) { 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); m_scene.NotifyMyCoarseLocationChange(); } } } #endregion /// /// This allows the Sim owner the abiility to kick users from their sim currently. /// It tells the client that the agent has permission to do so. /// public void GrantGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token) { GrantGodlikePowersPacket respondPacket = new GrantGodlikePowersPacket(); GrantGodlikePowersPacket.GrantDataBlock gdb = new GrantGodlikePowersPacket.GrantDataBlock(); GrantGodlikePowersPacket.AgentDataBlock adb = new GrantGodlikePowersPacket.AgentDataBlock(); adb.AgentID = agentID; adb.SessionID = sessionID; // More security gdb.GodLevel = (byte) 250; gdb.Token = token; //respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock; respondPacket.GrantData = gdb; respondPacket.AgentData = adb; ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task); } /// /// This updates important decision making data about a child agent /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region /// public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) { // int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; m_DrawDistance = cAgentData.drawdistance; m_pos = new LLVector3(cAgentData.Position.x + shiftx, cAgentData.Position.y + shifty, cAgentData.Position.z); // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region m_CameraCenter = new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z); m_godlevel = cAgentData.godlevel; SetHeight(cAgentData.AVHeight); ControllingClient.SetChildAgentThrottle(cAgentData.throttles); // Sends out the objects in the user's draw distance if m_sendTasksToChild is true. if (m_scene.m_seeIntoRegionFromNeighbor) m_scene.SendAllSceneObjectsToClient(this); //cAgentData.AVHeight; //cAgentData.regionHandle; //m_velocity = cAgentData.Velocity; } /// /// Handles part of the PID controller function for moving an avatar. /// public override void UpdateMovement() { m_newForce = false; lock (m_forcesList) { if (m_forcesList.Count > 0) { for (int i = 0; i < m_forcesList.Count; i++) { NewForce force = m_forcesList[i]; m_updateflag = true; try { movementvector.X = force.X; movementvector.Y = force.Y; movementvector.Z = force.Z; Velocity = movementvector; } catch (System.NullReferenceException) { // Under extreme load, this returns a NullReference Exception that we can ignore. // Ignoring this causes no movement to be sent to the physics engine... // which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter! } m_newForce = true; } for (int i = 0; i < m_forcesList.Count; i++) { m_forcesList.RemoveAt(0); } } } } static ScenePresence() { LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTextureEntry(); DefaultTexture = textu.ToBytes(); } public class NewForce { public float X; public float Y; public float Z; public NewForce() { } } public class ScenePartUpdate { public LLUUID FullID; public uint LastFullUpdateTime; public uint LastTerseUpdateTime; public ScenePartUpdate() { FullID = LLUUID.Zero; LastFullUpdateTime = 0; LastTerseUpdateTime = 0; } } public override void SetText(string text, Vector3 color, double alpha) { throw new Exception("Can't set Text on avatar."); } /// /// Adds a physical representation of the avatar to the Physics plugin /// public void AddToPhysicalScene() { PhysicsScene scene = m_scene.PhysicsScene; PhysicsVector pVec = new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); if (m_avHeight == 127.0f) { m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f)); } else { m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, m_avHeight)); } //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; } // Event called by the physics plugin to tell the avatar about a collision. private void PhysicsCollisionUpdate(EventArgs e) { bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0; UpdateMovementAnimations(isUserMoving); } internal void Close() { lock (m_knownPrimUUID) { m_knownPrimUUID.Clear(); } lock (m_knownChildRegions) { m_knownChildRegions.Clear(); } lock (m_updateTimes) { m_updateTimes.Clear(); } lock (m_partsUpdateQueue) { m_partsUpdateQueue.Clear(); } RemoveFromPhysicalScene(); GC.Collect(); } } }