296 lines
12 KiB
C#
296 lines
12 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 OpenSimulator 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 System.IO;
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using System.Reflection;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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using OpenSim.Data;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.LightShare
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{
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public class LightShareModule : IRegionModule, ICommandableModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private readonly Commander m_commander = new Commander("windlight");
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private Scene m_scene;
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private static bool m_enableWindlight;
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#region ICommandableModule Members
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public ICommander CommandInterface
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{
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get { return m_commander; }
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}
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#endregion
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#region IRegionModule Members
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public static bool EnableWindlight
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{
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get
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{
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return m_enableWindlight;
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}
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set
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{
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}
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}
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_scene = scene;
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m_scene.RegisterModuleInterface<IRegionModule>(this);
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m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
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// ini file settings
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try
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{
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m_enableWindlight = config.Configs["LightShare"].GetBoolean("enable_windlight", false);
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}
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catch (Exception)
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{
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m_log.Debug("[WINDLIGHT]: ini failure for enable_windlight - using default");
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}
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if (m_enableWindlight)
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{
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m_scene.EventManager.OnMakeRootAgent += EventManager_OnMakeRootAgent;
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m_scene.EventManager.OnSaveNewWindlightProfile += EventManager_OnSaveNewWindlightProfile;
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m_scene.EventManager.OnSendNewWindlightProfileTargeted += EventManager_OnSendNewWindlightProfileTargeted;
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m_scene.LoadWindlightProfile();
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}
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InstallCommands();
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m_log.Debug("[WINDLIGHT]: Initialised windlight module");
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}
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private List<byte[]> compileWindlightSettings(RegionLightShareData wl)
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{
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byte[] mBlock = new Byte[249];
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int pos = 0;
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wl.waterColor.ToBytes(mBlock, 0); pos += 12;
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Utils.FloatToBytes(wl.waterFogDensityExponent).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.underwaterFogModifier).CopyTo(mBlock, pos); pos += 4;
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wl.reflectionWaveletScale.ToBytes(mBlock, pos); pos += 12;
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Utils.FloatToBytes(wl.fresnelScale).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.fresnelOffset).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.refractScaleAbove).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.refractScaleBelow).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.blurMultiplier).CopyTo(mBlock, pos); pos += 4;
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wl.bigWaveDirection.ToBytes(mBlock, pos); pos += 8;
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wl.littleWaveDirection.ToBytes(mBlock, pos); pos += 8;
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wl.normalMapTexture.ToBytes(mBlock, pos); pos += 16;
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wl.horizon.ToBytes(mBlock, pos); pos += 16;
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Utils.FloatToBytes(wl.hazeHorizon).CopyTo(mBlock, pos); pos += 4;
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wl.blueDensity.ToBytes(mBlock, pos); pos += 16;
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Utils.FloatToBytes(wl.hazeDensity).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.densityMultiplier).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.distanceMultiplier).CopyTo(mBlock, pos); pos += 4;
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wl.sunMoonColor.ToBytes(mBlock, pos); pos += 16;
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Utils.FloatToBytes(wl.sunMoonPosition).CopyTo(mBlock, pos); pos += 4;
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wl.ambient.ToBytes(mBlock, pos); pos += 16;
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Utils.FloatToBytes(wl.eastAngle).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.sunGlowFocus).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.sunGlowSize).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.sceneGamma).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.starBrightness).CopyTo(mBlock, pos); pos += 4;
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wl.cloudColor.ToBytes(mBlock, pos); pos += 16;
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wl.cloudXYDensity.ToBytes(mBlock, pos); pos += 12;
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Utils.FloatToBytes(wl.cloudCoverage).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.cloudScale).CopyTo(mBlock, pos); pos += 4;
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wl.cloudDetailXYDensity.ToBytes(mBlock, pos); pos += 12;
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Utils.FloatToBytes(wl.cloudScrollX).CopyTo(mBlock, pos); pos += 4;
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Utils.FloatToBytes(wl.cloudScrollY).CopyTo(mBlock, pos); pos += 4;
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Utils.UInt16ToBytes(wl.maxAltitude).CopyTo(mBlock, pos); pos += 2;
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mBlock[pos] = Convert.ToByte(wl.cloudScrollXLock); pos++;
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mBlock[pos] = Convert.ToByte(wl.cloudScrollYLock); pos++;
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mBlock[pos] = Convert.ToByte(wl.drawClassicClouds); pos++;
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List<byte[]> param = new List<byte[]>();
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param.Add(mBlock);
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return param;
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}
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public void SendProfileToClient(ScenePresence presence)
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{
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IClientAPI client = presence.ControllingClient;
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if (m_enableWindlight)
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{
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if (presence.IsChildAgent == false)
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{
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List<byte[]> param = compileWindlightSettings(m_scene.RegionInfo.WindlightSettings);
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client.SendGenericMessage("Windlight", param);
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}
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}
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else
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{
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//We probably don't want to spam chat with this.. probably
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//m_log.Debug("[WINDLIGHT]: Module disabled");
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}
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}
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public void SendProfileToClient(ScenePresence presence, RegionLightShareData wl)
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{
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IClientAPI client = presence.ControllingClient;
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if (m_enableWindlight)
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{
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if (presence.IsChildAgent == false)
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{
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List<byte[]> param = compileWindlightSettings(wl);
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client.SendGenericMessage("Windlight", param);
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}
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}
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else
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{
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//We probably don't want to spam chat with this.. probably
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//m_log.Debug("[WINDLIGHT]: Module disabled");
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}
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}
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private void EventManager_OnMakeRootAgent(ScenePresence presence)
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{
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m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
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SendProfileToClient(presence);
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}
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private void EventManager_OnSendNewWindlightProfileTargeted(RegionLightShareData wl, UUID pUUID)
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{
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ScenePresence Sc;
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if (m_scene.TryGetScenePresence(pUUID,out Sc))
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{
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SendProfileToClient(Sc,wl);
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}
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}
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private void EventManager_OnSaveNewWindlightProfile()
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{
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if (m_scene.RegionInfo.WindlightSettings.valid)
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m_scene.ForEachScenePresence(SendProfileToClient);
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "LightShareModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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#endregion
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#region events
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#endregion
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#region ICommandableModule Members
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private void InstallCommands()
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{
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Command wlload = new Command("load", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleLoad, "Load windlight profile from the database and broadcast");
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Command wlenable = new Command("enable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleEnable, "Enable the windlight plugin");
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Command wldisable = new Command("disable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleDisable, "Disable the windlight plugin");
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m_commander.RegisterCommand("load", wlload);
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m_commander.RegisterCommand("enable", wlenable);
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m_commander.RegisterCommand("disable", wldisable);
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m_scene.RegisterModuleCommander(m_commander);
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}
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private void HandleLoad(Object[] args)
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{
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if (!m_enableWindlight)
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{
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m_log.InfoFormat("[WINDLIGHT]: Cannot load windlight profile, module disabled. Use 'windlight enable' first.");
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}
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else
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{
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m_log.InfoFormat("[WINDLIGHT]: Loading Windlight profile from database");
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m_scene.LoadWindlightProfile();
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m_log.InfoFormat("[WINDLIGHT]: Load complete");
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}
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}
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private void HandleDisable(Object[] args)
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{
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m_log.InfoFormat("[WINDLIGHT]: Plugin now disabled");
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m_enableWindlight=false;
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}
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private void HandleEnable(Object[] args)
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{
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m_log.InfoFormat("[WINDLIGHT]: Plugin now enabled");
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m_enableWindlight = true;
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}
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/// <summary>
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/// Processes commandline input. Do not call directly.
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/// </summary>
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/// <param name="args">Commandline arguments</param>
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private void EventManager_OnPluginConsole(string[] args)
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{
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if (args[0] == "windlight")
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{
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if (args.Length == 1)
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{
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m_commander.ProcessConsoleCommand("add", new string[0]);
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return;
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}
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string[] tmpArgs = new string[args.Length - 2];
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int i;
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for (i = 2; i < args.Length; i++)
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{
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tmpArgs[i - 2] = args[i];
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}
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m_commander.ProcessConsoleCommand(args[1], tmpArgs);
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}
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}
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#endregion
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}
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}
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