OpenSimMirror/SceneGraph.cs

609 lines
16 KiB
C#

/*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 OpenSim
{
/// <summary>
/// Manages prim and avatar sim positions and movements and updating clients
/// </summary>
public class SceneGraph
{
public Node RootNode;
public Terrain Terrain;
private Thread _mthread;
private PhysicsManager _physics;
private Server _server;
private System.Text.Encoding _enc = System.Text.Encoding.ASCII;
private libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock _avatarTemplate;
private int _objectCount=0;
private UpdateSender _updateSender;
private AgentManager _agentManager;
public NonBlockingQueue<UpdateCommand> Commands;
#region Thread Sync
//public object CommandsSync = new object();
private object _sendTerrainSync = new object();
#endregion
public SceneGraph(Server server, AgentManager agentManager)
{
_server = server;
RootNode = new Node();
_physics = new PhysicsManager(this);
Commands = new NonBlockingQueue<UpdateCommand>();
Terrain = new Terrain();
_updateSender = new UpdateSender(_server, agentManager);
_agentManager = agentManager;
//testing
this.SetupTemplate("objectupate168.dat");
_updateSender.Startup();
}
public void Startup()
{
_mthread = new Thread(new System.Threading.ThreadStart(RunScene));
_mthread.IsBackground = true;
_mthread.Start();
}
public void RunScene()
{
try
{
for(;;)
{
this.Update();
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
public void Update()
{
// run physics engine to update positions etc since last frame
// process command list
lock(this.Commands) //do we want to stop new commands being added while we process?
{
while(this.Commands.Count > 0)
{
UpdateCommand command = this.Commands.Dequeue();
switch(command.CommandType)
{
case 1:
break;
default:
break;
}
}
}
// check to see if any new avatars have joined since last frame
//if so send data to clients.
lock(this.RootNode)
{
for (int i = 0; i < this.RootNode.ChildrenCount; i++)
{
//for now we will limit avatars to being a child of the rootnode
if(this.RootNode.GetChild(i).SceneType == 1) //check it is a avatar node
{
AvatarData avatar =(AvatarData) this.RootNode.GetChild(i);
int updatemask = avatar.UpdateFlag & (128);
if(updatemask == 128) //is a new avatar?
{
this.SendAvatarDataToAll(avatar);
//should send a avatar appearance to other clients except the avatar's owner
//and send complete scene update to the new avatar's owner
this.SendCompleteSceneTo(avatar);
//reset new avatar flag
//avatar.UpdateFlag -= 128;
}
}
}
}
//send updates to clients
//might be better to do these updates reverse to how is done here
// ie.. loop through the avatars and find objects /other avatars in their range/vision
//instead of looping through all objects/avatars and then finding avatars in range
//but that would mean looping through all objects/avatar for each avatar,
//rather than looping through just the avatars for each object/avatar
lock(this.RootNode)
{
for (int i = 0; i < this.RootNode.ChildrenCount; i++)
{
if(this.RootNode.GetChild(i).SceneType == 1) //check it is a avatar node
{
AvatarData avatar =(AvatarData) this.RootNode.GetChild(i);
int updatemask = avatar.UpdateFlag & (1);
if(updatemask == 1)
{
//avatar has changed velocity
//check what avatars are in range and add to their update lists
//but for now we will say all avatars are in range
for (int n = 0; n < this.RootNode.ChildrenCount; n++)
{
if(this.RootNode.GetChild(n).SceneType == 1) //check it is a avatar node
{
AvatarData avatar2 =(AvatarData) this.RootNode.GetChild(i);
int newmask = avatar2.UpdateFlag & (128);
if(newmask != 128) //is a new avatar?
{
//no its not so let add to its updatelist
avatar2.TerseUpdateList.Add(this.CreateTerseBlock(avatar));
}
}
}
}
}
}
}
//now reset all update flags
lock(this.RootNode)
{
for (int i = 0; i < this.RootNode.ChildrenCount; i++)
{
this.RootNode.GetChild(i).UpdateFlag = 0;
}
}
}
#region send terrain data
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
public void SendTerrainData(NetworkInfo userInfo)
{
lock(this._sendTerrainSync)
{
string data_path = Path.Combine(System.AppDomain.CurrentDomain.BaseDirectory ,"layer_data" );
//send layerdata
LayerDataPacket layerpack = new LayerDataPacket();
layerpack.LayerID.Type = 76;
this.SendLayerData(userInfo, layerpack, Path.Combine(data_path,"layerdata0.dat"));
Console.WriteLine("Sent terrain data");
//test
this.SendAvatarData(userInfo);
}
}
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="layer"></param>
/// <param name="name"></param>
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
public void AgentCompletingMove(NetworkInfo userInfo)
{
libsecondlife.Packets.AgentMovementCompletePacket mov = new AgentMovementCompletePacket();
mov.AgentData.SessionID = userInfo.User.SessionID;
mov.AgentData.AgentID = userInfo.User.AgentID;
mov.Data.RegionHandle = Globals.Instance.RegionHandle;
mov.Data.Timestamp = 1169838966;
mov.Data.Position = new LLVector3(100f, 100f, 22f);
mov.Data.LookAt = new LLVector3(0.99f, 0.042f, 0);
_server.SendPacket(mov, true, userInfo);
}
public void AddNewAvatar(AvatarData avatar)
{
lock(this.RootNode)
{
avatar.SceneName = "Avatar" + this._objectCount.ToString("00000");
this._objectCount++;
this.RootNode.AddChild(avatar);
}
avatar.UpdateFlag = 128;
//add to new clients list?
}
#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)
{
//should be replaced with completely code generated packets
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
private void SendAvatarDataToAll(AvatarData avatar)
{
ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
objupdate.RegionData.RegionHandle = Globals.Instance.RegionHandle;
objupdate.RegionData.TimeDilation = 0;
objupdate.ObjectData = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock[1];
objupdate.ObjectData[0] = _avatarTemplate;
objupdate.ObjectData[0].ID = avatar.LocalID;
objupdate.ObjectData[0].FullID = avatar.NetInfo.User.AgentID;
objupdate.ObjectData[0].NameValue = _enc.GetBytes("FirstName STRING RW SV " + avatar.NetInfo.User.FirstName + "\nLastName STRING RW SV " + avatar.NetInfo.User.LastName + " \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);
SendInfo send = new SendInfo();
send.Incr = true;
send.NetInfo = avatar.NetInfo;
send.Packet = objupdate;
send.SentTo = 1; //to all clients
this._updateSender.SendList.Enqueue(send);
}
public void SendCompleteSceneTo(AvatarData avatar)
{
}
public ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateTerseBlock(AvatarData avatar)
{
return(null);
}
public void SendAvatarAppearanceToAllExcept(AvatarData avatar)
{
}
}
//any need for separate nodes and sceneobjects?
//do we need multiple objects in the same node?
public class Node
{
private List<Node> _children;
//private List<SceneObject> _attached;
public byte SceneType;
public string SceneName;
public LLVector3 Position;
public LLVector3 Velocity = new LLVector3(0,0,0);
public byte UpdateFlag;
public List<Node> ChildNodes
{
get
{
return(_children);
}
}
public int ChildrenCount
{
get
{
return(_children.Count);
}
}
/*
public List<SceneObject> AttachedObjexts
{
get
{
return(_attached);
}
}
*/
public Node()
{
_children = new List<Node>();
//_attached = new List<SceneObject>();
}
/*
/// <summary>
///
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public SceneObject GetAttachedObject(int index)
{
if(_attached.Count > index)
{
return(_attached[index]);
}
else
{
return(null);
}
}
/// <summary>
///
/// </summary>
/// <param name="sceneObject"></param>
public void AttachObject(SceneObject sceneObject)
{
_attached.Add(sceneObject);
}
/// <summary>
///
/// </summary>
/// <param name="sceneObject"></param>
public void RemoveObject(SceneObject sceneObject)
{
_attached.Remove(sceneObject);
}
/// <summary>
///
/// </summary>
/// <param name="sceneObject"></param>
/// <returns></returns>
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);
}
*/
/// <summary>
///
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public Node GetChild(int index)
{
if(_children.Count > index)
{
return(_children[index]);
}
else
{
return(null);
}
}
/// <summary>
///
/// </summary>
/// <param name="node"></param>
public void AddChild(Node node)
{
_children.Add(node);
}
/// <summary>
///
/// </summary>
/// <param name="node"></param>
public void RemoveChild(Node node)
{
_children.Remove(node);
}
}
/*
public class SceneObject
{
public byte SceneType;
public string SceneName;
public SceneObject()
{
}
}*/
public class Terrain
{
public List<LLVector3> Vertices;
public List<Face> Faces;
public Terrain()
{
Vertices = new List<LLVector3>();
Faces = new List<Face>();
}
public LLVector3 CastRay()
{
return(new LLVector3(0,0,0));
}
}
public struct Face
{
public int V1;
public int V2;
public int V3;
}
public class UpdateCommand
{
public byte CommandType;
public Node SObject;
public LLVector3 Position;
public LLVector3 Velocity;
public LLQuaternion Rotation;
public UpdateCommand()
{
}
}
public class UpdateSender
{
public BlockingQueue<SendInfo> SendList;
private Thread _mthread;
private Server _server;
private AgentManager _agentManager;
public UpdateSender(Server server, AgentManager agentManager)
{
SendList = new BlockingQueue<SendInfo>();
_server = server;
_agentManager = agentManager;
}
public void Startup()
{
_mthread = new Thread(new System.Threading.ThreadStart(RunSender));
_mthread.IsBackground = true;
_mthread.Start();
}
private void RunSender()
{
//process SendList and send packets to clients
try
{
for(;;)
{
SendInfo sendInfo;
sendInfo = this.SendList.Dequeue();
switch(sendInfo.SentTo)
{
case 0:
this._server.SendPacket(sendInfo.Packet, sendInfo.Incr, sendInfo.NetInfo);
break;
case 1:
this._agentManager.SendPacketToALL(sendInfo.Packet);
break;
case 2:
this._agentManager.SendPacketToAllExcept(sendInfo.Packet, sendInfo.NetInfo.User.AgentID);
break;
default:
break;
}
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
}
public class SendInfo
{
public Packet Packet;
public bool Incr = true;
public NetworkInfo NetInfo;
public byte SentTo = 0; // 0 just this client, 1 to all clients, 2 to all except this client.
public SendInfo()
{
}
}
}