OpenSimMirror/OpenSim/Region/Environment/Scenes/ScenePresence.cs

1792 lines
65 KiB
C#

/*
* 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<LLUUID> m_animations = new List<LLUUID>();
private List<int> m_animationSeqs = new List<int>();
public Vector3 lastKnownAllowedPosition = new Vector3();
public bool sentMessageAboutRestrictedParcelFlyingDown = false;
private bool m_updateflag = false;
private byte m_movementflag = 0;
private readonly List<NewForce> m_forcesList = new List<NewForce>();
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<LLUUID> m_knownPrimUUID = new List<LLUUID>();
// Agent's Draw distance.
protected float m_DrawDistance = 0f;
protected AvatarAppearance m_appearance;
private readonly List<ulong> m_knownChildRegions = new List<ulong>();
//neighbouring regions we have enabled a child agent in
private SignificantClientMovement handler001 = null; //OnSignificantClientMovement;
/// <summary>
/// Implemented Control Flags
/// </summary>
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
}
/// <summary>
/// Position at which a significant movement was made
/// </summary>
private LLVector3 posLastSignificantMove = new LLVector3();
public delegate void SignificantClientMovement(IClientAPI remote_client);
public event SignificantClientMovement OnSignificantClientMovement;
private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
#region Properties
/// <summary>
/// Physical scene representation of this Avatar.
/// </summary>
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; }
}
/// <summary>
/// This works out to be the ClientView object associated with this avatar, or it's UDP connection manager
/// </summary>
private readonly IClientAPI m_controllingClient;
protected PhysicsActor m_physicsActor;
public IClientAPI ControllingClient
{
get { return m_controllingClient; }
}
protected LLVector3 m_parentPosition = new LLVector3();
/// <summary>
/// Absolute position of this avatar in 'region cordinates'
/// </summary>
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;
}
}
/// <summary>
/// Current Velocity of the avatar.
/// </summary>
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;
}
}
/// <summary>
/// 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
/// </summary>
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; }
}
/// <summary>
/// These are the region handles known by the avatar.
/// </summary>
public List<ulong> 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
/// <summary>
/// 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
/// </summary>
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;
//}
}
/// <summary>
/// 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
/// </summary>
public void MakeChildAgent()
{
Velocity = new LLVector3(0, 0, 0);
m_isChildAgent = true;
m_scene.SwapRootAgentCount(true);
RemoveFromPhysicalScene();
//this.Pos = new LLVector3(128, 128, 70);
}
/// <summary>
/// Removes physics plugin scene representation of this agent if it exists.
/// </summary>
private void RemoveFromPhysicalScene()
{
if (PhysicsActor != null)
{
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
PhysicsActor = null;
}
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void Teleport(LLVector3 pos)
{
AbsolutePosition = pos;
SendTerseUpdateToAllClients();
}
/// <summary>
///
/// </summary>
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<ulong> GetKnownRegionList()
{
return m_knownChildRegions;
}
#endregion
#region Event Handlers
/// <summary>
/// Sets avatar height in the phyiscs plugin
/// </summary>
internal void SetHeight(float height)
{
m_avHeight = height;
if (PhysicsActor != null)
{
PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
PhysicsActor.Size = SetSize;
}
}
/// <summary>
/// Complete Avatar's movement into the region
/// </summary>
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);
}
}
/// <summary>
/// This is the event handler for client movement. If a client is moving, this event is triggering.
/// </summary>
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);
}
/// <summary>
/// Perform the logic necessary to stand the client up. This method also executes
/// the stand animation.
/// </summary>
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();
}
/// <summary>
/// Event handler for the 'Always run' setting on the client
/// Tells the physics plugin to increase speed of movement.
/// </summary>
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);
}
/// <summary>
/// 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.
/// </summary>
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();
}
}
/// <summary>
/// This method handles agent movement related animations
/// </summary>
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)
{ }
}
}
}
}
/// <summary>
/// Adds a new movement
/// </summary>
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
/// <summary>
///
/// </summary>
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)
/// <summary>
/// Sends a location update to the client connected to this scenePresence
/// </summary>
/// <param name="remoteClient"></param>
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);
}
/// <summary>
/// Send a location/velocity/accelleration update to all agents in scene
/// </summary>
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<LLVector3> CoarseLocations = new List<LLVector3>();
List<ScenePresence> 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;
}
/// <summary>
/// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
/// </summary>
/// <param name="remoteAvatar"></param>
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);
}
/// <summary>
/// Tell *ALL* agents about this agent
/// </summary>
public void SendFullUpdateToAllClients()
{
m_perfMonMS = System.Environment.TickCount;
List<ScenePresence> 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);
}
/// <summary>
///
/// </summary>
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();
}
/// <summary>
///
/// </summary>
/// <param name="client"></param>
public void SendOwnAppearance()
{
m_appearance.SendOwnWearables(ControllingClient);
// TODO: remove this once the SunModule is slightly more tested
// m_controllingClient.SendViewerTime(m_scene.TimePhase);
}
/// <summary>
///
/// </summary>
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);
}
/// <summary>
///
/// </summary>
/// <param name="animations"></param>
/// <param name="seqs"></param>
public void SendAnimPack(LLUUID[] animations, int[] seqs)
{
m_scene.Broadcast(
delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); });
}
/// <summary>
///
/// </summary>
public void SendAnimPack()
{
SendAnimPack(m_animations.ToArray(), m_animationSeqs.ToArray());
}
#endregion
#region Significant Movement Method
/// <summary>
/// This checks for a significant movement and sends a courselocationchange update
/// </summary>
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
/// <summary>
/// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
/// </summary>
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();
}
}
/// <summary>
/// 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.
/// </summary>
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
/// <summary>
/// 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.
/// </summary>
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);
}
/// <summary>
/// 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
/// </summary>
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;
}
/// <summary>
/// Handles part of the PID controller function for moving an avatar.
/// </summary>
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.");
}
/// <summary>
/// Adds a physical representation of the avatar to the Physics plugin
/// </summary>
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();
}
}
}