394 lines
16 KiB
C#
394 lines
16 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.ScriptEngine.XEngine.Script;
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namespace OpenSim.Region.ScriptEngine.XEngine.AsyncCommandPlugins
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{
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public class SensorRepeat
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{
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public AsyncCommandManager m_CmdManager;
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public SensorRepeat(AsyncCommandManager CmdManager)
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{
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m_CmdManager = CmdManager;
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}
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public Dictionary<uint, Dictionary<LLUUID, LSL_Types.list>> SenseEvents =
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new Dictionary<uint, Dictionary<LLUUID, LSL_Types.list>>();
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private Object SenseLock = new Object();
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//
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// SenseRepeater and Sensors
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//
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private class SenseRepeatClass
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{
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public uint localID;
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public LLUUID itemID;
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public double interval;
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public DateTime next;
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public string name;
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public LLUUID keyID;
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public int type;
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public double range;
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public double arc;
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public SceneObjectPart host;
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}
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private List<SenseRepeatClass> SenseRepeaters = new List<SenseRepeatClass>();
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private object SenseRepeatListLock = new object();
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public void SetSenseRepeatEvent(uint m_localID, LLUUID m_itemID,
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string name, LLUUID keyID, int type, double range,
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double arc, double sec, SceneObjectPart host)
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{
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Console.WriteLine("SetSensorEvent");
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// Always remove first, in case this is a re-set
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UnSetSenseRepeaterEvents(m_localID, m_itemID);
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if (sec == 0) // Disabling timer
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return;
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// Add to timer
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SenseRepeatClass ts = new SenseRepeatClass();
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ts.localID = m_localID;
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ts.itemID = m_itemID;
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ts.interval = sec;
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ts.name = name;
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ts.keyID = keyID;
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ts.type = type;
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ts.range = range;
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ts.arc = arc;
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ts.host = host;
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ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
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lock (SenseRepeatListLock)
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{
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SenseRepeaters.Add(ts);
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}
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}
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public void UnSetSenseRepeaterEvents(uint m_localID, LLUUID m_itemID)
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{
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// Remove from timer
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lock (SenseRepeatListLock)
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{
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List<SenseRepeatClass> NewSensors = new List<SenseRepeatClass>();
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foreach (SenseRepeatClass ts in SenseRepeaters)
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{
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if (ts.localID != m_localID && ts.itemID != m_itemID)
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{
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NewSensors.Add(ts);
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}
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}
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SenseRepeaters.Clear();
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SenseRepeaters = NewSensors;
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}
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}
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public void CheckSenseRepeaterEvents()
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{
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// Nothing to do here?
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if (SenseRepeaters.Count == 0)
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return;
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lock (SenseRepeatListLock)
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{
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// Go through all timers
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foreach (SenseRepeatClass ts in SenseRepeaters)
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{
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// Time has passed?
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if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
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{
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SensorSweep(ts);
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// set next interval
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ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
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}
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}
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} // lock
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}
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public void SenseOnce(uint m_localID, LLUUID m_itemID,
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string name, LLUUID keyID, int type,
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double range, double arc, SceneObjectPart host)
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{
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// Add to timer
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SenseRepeatClass ts = new SenseRepeatClass();
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ts.localID = m_localID;
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ts.itemID = m_itemID;
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ts.interval = 0;
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ts.name = name;
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ts.keyID = keyID;
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ts.type = type;
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ts.range = range;
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ts.arc = arc;
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ts.host = host;
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SensorSweep(ts);
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}
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public LSL_Types.list GetSensorList(uint m_localID, LLUUID m_itemID)
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{
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lock (SenseLock)
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{
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Dictionary<LLUUID, LSL_Types.list> Obj = null;
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if (!SenseEvents.TryGetValue(m_localID, out Obj))
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{
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m_CmdManager.m_ScriptEngine.Log.Info("[AsyncLSL]: GetSensorList missing localID: " + m_localID);
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return null;
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}
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lock (Obj)
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{
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// Get script
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LSL_Types.list SenseList = null;
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if (!Obj.TryGetValue(m_itemID, out SenseList))
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{
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m_CmdManager.m_ScriptEngine.Log.Info("[AsyncLSL]: GetSensorList missing itemID: " + m_itemID);
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return null;
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}
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return SenseList;
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}
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}
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}
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private void SensorSweep(SenseRepeatClass ts)
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{
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//m_ScriptEngine.Log.Info("[AsyncLSL]:Enter SensorSweep");
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SceneObjectPart SensePoint = ts.host;
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if (SensePoint == null)
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{
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//m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep (SensePoint == null) for "+ts.itemID.ToString());
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return;
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}
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//m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep Scan");
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LLVector3 sensorPos = SensePoint.AbsolutePosition;
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LLVector3 regionPos = new LLVector3(m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocX * Constants.RegionSize, m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocY * Constants.RegionSize, 0);
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LLVector3 fromRegionPos = sensorPos + regionPos;
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LLQuaternion q = SensePoint.RotationOffset;
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LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
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double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
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// Here we should do some smart culling ...
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// math seems quicker than strings so try that first
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LSL_Types.list SensedObjects = new LSL_Types.list();
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LSL_Types.Vector3 ZeroVector = new LSL_Types.Vector3(0, 0, 0);
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foreach (EntityBase ent in m_CmdManager.m_ScriptEngine.World.Entities.Values)
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{
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LLVector3 toRegionPos = ent.AbsolutePosition + regionPos;
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double dis = Math.Abs((double)Util.GetDistanceTo(toRegionPos, fromRegionPos));
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if (dis <= ts.range)
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{
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// In Range, is it the right Type ?
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int objtype = 0;
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if (m_CmdManager.m_ScriptEngine.World.GetScenePresence(ent.UUID) != null) objtype |= 0x01; // actor
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if (ent.Velocity.Equals(ZeroVector))
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objtype |= 0x04; // passive non-moving
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else
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objtype |= 0x02; // active moving
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if (ent is IScript) objtype |= 0x08; // Scripted. It COULD have one hidden ...
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if (((ts.type & objtype) != 0) || ((ts.type & objtype) == ts.type))
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{
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// docs claim AGENT|ACTIVE should find agent objects OR active objects
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// so the bitwise AND with object type should be non-zero
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// Right type too, what about the other params , key and name ?
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bool keep = true;
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if (ts.arc < Math.PI)
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{
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// not omni-directional. Can you see it ?
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// vec forward_dir = llRot2Fwd(llGetRot())
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// vec obj_dir = toRegionPos-fromRegionPos
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// dot=dot(forward_dir,obj_dir)
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// mag_fwd = mag(forward_dir)
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// mag_obj = mag(obj_dir)
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// ang = acos(dot /(mag_fwd*mag_obj))
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double ang_obj = 0;
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try
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{
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LLVector3 diff = toRegionPos - fromRegionPos;
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LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z);
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double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir);
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double mag_obj = LSL_Types.Vector3.Mag(obj_dir);
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ang_obj = Math.Acos(dot / (mag_fwd * mag_obj));
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}
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catch
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{
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}
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if (ang_obj > ts.arc) keep = false;
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}
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if (keep && (ts.keyID != LLUUID.Zero) && (ts.keyID != ent.UUID))
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{
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keep = false;
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}
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if (keep && (ts.name.Length > 0))
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{
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string avatarname=null;
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string objectname=null;
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string entname =ent.Name;
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// try avatar username surname
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UserProfileData profile = m_CmdManager.m_ScriptEngine.World.CommsManager.UserService.GetUserProfile(ent.UUID);
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if (profile != null)
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{
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avatarname = profile.FirstName + " " + profile.SurName;
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}
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// try an scene object
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SceneObjectPart SOP = m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart(ent.UUID);
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if (SOP != null)
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{
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objectname = SOP.Name;
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}
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if ((ts.name != entname) && (ts.name != avatarname) && (ts.name != objectname))
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{
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keep = false;
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}
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}
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if (keep == true) SensedObjects.Add(ent.UUID);
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}
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}
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}
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//m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep SenseLock");
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lock (SenseLock)
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{
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// Create object if it doesn't exist
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if (SenseEvents.ContainsKey(ts.localID) == false)
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{
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SenseEvents.Add(ts.localID, new Dictionary<LLUUID, LSL_Types.list>());
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}
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// clear if previous traces exist
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Dictionary<LLUUID, LSL_Types.list> Obj;
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SenseEvents.TryGetValue(ts.localID, out Obj);
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if (Obj.ContainsKey(ts.itemID) == true)
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Obj.Remove(ts.itemID);
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// note list may be zero length
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Obj.Add(ts.itemID, SensedObjects);
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if (SensedObjects.Length == 0)
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{
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// send a "no_sensor"
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// Add it to queue
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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new XEventParams("no_sensor", new Object[0],
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new XDetectParams[0]));
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}
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else
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{
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XDetectParams[] detect =
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new XDetectParams[SensedObjects.Length];
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int idx;
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for (idx = 0; idx < SensedObjects.Length; idx++)
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{
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detect[idx] = new XDetectParams();
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detect[idx].Key=(LLUUID)(SensedObjects.Data[idx]);
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detect[idx].Populate(m_CmdManager.m_ScriptEngine.World);
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}
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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new XEventParams("sensor",
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new Object[] {
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new LSL_Types.LSLInteger(SensedObjects.Length) },
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detect));
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}
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}
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}
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public Object[] GetSerializationData(LLUUID itemID)
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{
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List<Object> data = new List<Object>();
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foreach (SenseRepeatClass ts in SenseRepeaters)
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{
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if (ts.itemID == itemID)
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{
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data.Add(ts.interval);
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data.Add(ts.name);
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data.Add(ts.keyID);
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data.Add(ts.type);
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data.Add(ts.range);
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data.Add(ts.arc);
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}
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}
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return data.ToArray();
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}
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public void CreateFromData(uint localID, LLUUID itemID, LLUUID objectID,
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Object[] data)
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{
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SceneObjectPart part =
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m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart(
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objectID);
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if (part == null)
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return;
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int idx = 0;
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while (idx < data.Length)
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{
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SenseRepeatClass ts = new SenseRepeatClass();
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ts.localID = localID;
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ts.itemID = itemID;
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ts.interval = (double)data[idx];
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ts.name = (string)data[idx+1];
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ts.keyID = (LLUUID)data[idx+2];
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ts.type = (int)data[idx+3];
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ts.range = (double)data[idx+4];
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ts.arc = (double)data[idx+5];
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ts.host = part;
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ts.next =
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DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
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SenseRepeaters.Add(ts);
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idx += 6;
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}
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}
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}
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}
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