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