/* * 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 System.Reflection; using System.Runtime.Serialization; using System.Security.Permissions; using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using log4net; using OpenSim.Framework; using OpenSim.Region.Environment.Types; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { enum ScriptControlled : int { CONTROL_ZERO = 0, CONTROL_FWD = 1, CONTROL_BACK = 2, CONTROL_LEFT = 4, CONTROL_RIGHT = 8, CONTROL_UP = 16, CONTROL_DOWN = 32, CONTROL_ROT_LEFT = 256, CONTROL_ROT_RIGHT = 512, CONTROL_LBUTTON = 268435456, CONTROL_ML_LBUTTON = 1073741824 } struct ScriptControllers { public LLUUID itemID; public uint objID; public ScriptControlled ignoreControls; public ScriptControlled eventControls; } [Serializable] public class ScenePresence : EntityBase, ISerializable { // ~ScenePresence() // { // System.Console.WriteLine("[ScenePresence] Destructor called"); // } private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public static byte[] DefaultTexture; public LLUUID currentParcelUUID = LLUUID.Zero; private AnimationSet m_animations = new AnimationSet(); private Dictionary<LLUUID, ScriptControllers> scriptedcontrols = new Dictionary<LLUUID, ScriptControllers>(); private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; 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 bool m_attachmentsTransported = false; private bool m_invulnerable = true; private LLVector3 m_LastChildAgentUpdatePosition = new LLVector3(); private int m_perfMonMS = 0; private bool m_setAlwaysRun = false; private Quaternion m_bodyRot; public bool IsRestrictedToRegion = false; public string JID = string.Empty; // 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 float m_health = 100f; 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; protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); //neighbouring regions we have enabled a child agent in private readonly List<ulong> m_knownChildRegions = new List<ulong>(); /// <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(); 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 byte MovementFlag { set { m_movementflag = value; } get { return m_movementflag; } } 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; } } public bool Invulnerable { set { m_invulnerable = value; } get { return m_invulnerable; } } public float GodLevel { get { return m_godlevel; } } 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 client connection manager /// </summary> private IClientAPI m_controllingClient; protected PhysicsActor m_physicsActor; public IClientAPI ControllingClient { get { return m_controllingClient; } set { m_controllingClient = value; } } 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; m_parentPosition=new LLVector3(0, 0, 0); } } /// <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; } } public float Health { get { return m_health; } set { m_health = 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; TrySetMovementAnimation("STAND"); RegisterToEvents(); SetDirectionVectors(); } 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; } public 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; m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; // 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 /// <summary> /// Add the part to the queue of parts for which we need to send an update to the client /// </summary> /// <param name="part"></param> 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.ExternalChecks.ExternalChecksGenerateClientFlags(m_uuid, ObjectID); } /// <summary> /// Send updates to the client about prims which have been placed on the update queue. We don't /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent /// timestamp has already been sent. /// </summary> 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]; // We deal with the possibility that two updates occur at the same unix time // at the update point itself. if (update.LastFullUpdateTime < part.TimeStampFull) { // m_log.DebugFormat( // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}", // part.Name, part.UUID, part.TimeStampFull); part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID)); // We'll update to the part's timestamp rather than the current time 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) { // m_log.DebugFormat( // "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}", // part.Name, part.UUID, 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_log.DebugFormat( // "[SCENEPRESENCE]: Upgrading child agent {0}, {1} to a root agent in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); m_isChildAgent = false; AbsolutePosition = pos; AddToPhysicalScene(); m_physicsActor.Flying = isFlying; SendAnimPack(); m_scene.SwapRootAgentCount(false); m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid); m_scene.AddCapsHandler(m_uuid); //if (!m_gotAllObjectsInScene) //{ m_scene.SendAllSceneObjectsToClient(this); m_scene.EventManager.TriggerOnMakeRootAgent(this); //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() { m_animations.Clear(); // m_log.DebugFormat( // "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); Velocity = new LLVector3(0, 0, 0); m_isChildAgent = true; m_scene.SwapRootAgentCount(true); RemoveFromPhysicalScene(); m_scene.EventManager.TriggerOnMakeChildAgent(this); //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.UnSubscribeEvents(); m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; PhysicsActor = null; } } /// <summary> /// /// </summary> /// <param name="pos"></param> public void Teleport(LLVector3 pos) { RemoveFromPhysicalScene(); Velocity = new LLVector3(0, 0, 0); AbsolutePosition = pos; AddToPhysicalScene(); 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)); } TrySetMovementAnimation("LAND"); 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, AgentUpdateArgs 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.ControlFlags; LLQuaternion bodyRotation = agentData.BodyRotation; // Camera location in world. We'll need to raytrace // from this location from time to time. m_CameraCenter.x = agentData.CameraCenter.X; m_CameraCenter.y = agentData.CameraCenter.Y; m_CameraCenter.z = 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.CameraAtAxis.X; m_CameraAtAxis.y = agentData.CameraAtAxis.Y; m_CameraAtAxis.z = agentData.CameraAtAxis.Z; m_CameraLeftAxis.x = agentData.CameraLeftAxis.X; m_CameraLeftAxis.y = agentData.CameraLeftAxis.Y; m_CameraLeftAxis.z = agentData.CameraLeftAxis.Z; m_CameraUpAxis.x = agentData.CameraUpAxis.X; m_CameraUpAxis.y = agentData.CameraUpAxis.Y; m_CameraUpAxis.z = agentData.CameraUpAxis.Z; // The Agent's Draw distance setting m_DrawDistance = agentData.Far; if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) { StandUp(); } lock (scriptedcontrols) { if (scriptedcontrols.Count > 0) { SendControlToScripts(flags, LastCommands); flags = this.RemoveIgnoredControls(flags, IgnoredControls); } } if (PhysicsActor == null) { return; } if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) { // TODO: This doesn't enable the "stand up" button on the viewer yet (probably a parent ID problem) // m_parentID = ??? TrySetMovementAnimation("SIT_GROUND"); } // 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. // Only do this if we're flying if (m_physicsActor != null && 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); if (update_movementflag) UpdateMovementAnimations(); } } 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); } } TrySetMovementAnimation("STAND"); } private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) { 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(); } } } ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, LLVector3.Zero, LLVector3.Zero, false); // 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(); TrySetMovementAnimation("SIT"); 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) { if (m_isChildAgent) return; if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber)) { SendAnimPack(); } } public void AddAnimation(string name) { if (m_isChildAgent) return; LLUUID animID = m_controllingClient.GetDefaultAnimation(name); if (animID == LLUUID.Zero) return; AddAnimation(animID); } public void RemoveAnimation(LLUUID animID) { if (m_isChildAgent) return; if (m_animations.Remove(animID)) { SendAnimPack(); } } public void RemoveAnimation(string name) { if (m_isChildAgent) return; LLUUID animID = m_controllingClient.GetDefaultAnimation(name); if (animID == LLUUID.Zero) return; RemoveAnimation(animID); } public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID) { AddAnimation(animID); } public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID) { RemoveAnimation(animID); } /// <summary> /// The movement animation is reserved for "main" animations /// that are mutually exclusive, e.g. flying and sitting. /// </summary> protected void SetMovementAnimation(LLUUID animID) { if (m_animations.SetDefaultAnimation(animID, m_controllingClient.NextAnimationSequenceNumber)) { SendAnimPack(); } } /// <summary> /// The movement animation is reserved for "main" animations /// that are mutually exclusive, e.g. flying and sitting. /// </summary> protected void TrySetMovementAnimation(string anim) { if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber)) { SendAnimPack(); } } /// <summary> /// This method determines the proper movement related animation /// </summary> protected string GetMovementAnimation() { if (m_movementflag != 0) { // We are moving if (PhysicsActor != null && PhysicsActor.Flying) { return "FLY"; } else if (PhysicsActor != null && (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 && PhysicsActor.IsColliding) { if ((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0) { return "CROUCHWALK"; } else { return "CROUCH"; } } else if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6) { return "FALLDOWN"; } else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 1e-6 && (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) { return "JUMP"; } else if (m_setAlwaysRun) { return "RUN"; } else { return "WALK"; } } else { // We are not moving if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6 && !PhysicsActor.Flying) { return "FALLDOWN"; } else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 6 && !PhysicsActor.Flying) { // HACK: We check if Velocity.Z > 6 for this animation in order to avoid false positives during normal movement. // TODO: set this animation only when on the ground and UP_POS is received? // This is the standing jump return "JUMP"; } else if (PhysicsActor != null && PhysicsActor.Flying) { return "HOVER"; } else { return "STAND"; } } } protected void UpdateMovementAnimations() { TrySetMovementAnimation(GetMovementAnimation()); } /// <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) { if (direc.z > 2.0f) { direc.z *= 3; // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. TrySetMovementAnimation("PREJUMP"); TrySetMovementAnimation("JUMP"); } } } 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) { // 2 stage check is needed. if (remoteAvatar == null) return; IClientAPI cl=remoteAvatar.ControllingClient; if (cl == null) return; if (m_appearance.Texture == null) return; remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, m_pos, m_appearance.Texture.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() { // Needed for standalone m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, m_pos, m_appearance.Texture.ToBytes(), m_parentID); if (!m_isChildAgent) { m_scene.InformClientOfNeighbours(this); } SendFullUpdateToAllClients(); SendAppearanceToAllOtherAgents(); } /// <summary> /// /// </summary> /// <param name="client"></param> public void SendOwnAppearance() { m_log.Info("[APPEARANCE] Sending Own Appearance"); ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); // ControllingClient.SendAppearance( // m_appearance.Owner, // m_appearance.VisualParams, // m_appearance.Texture.ToBytes() // ); } /// <summary> /// /// </summary> public void SendAppearanceToAllOtherAgents() { m_log.Info("[APPEARANCE] Sending Appearance to All Other Agents"); m_perfMonMS=System.Environment.TickCount; m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) { if (scenePresence.UUID != UUID) { SendAppearanceToOtherAgent(scenePresence); } }); m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS); } public void SendAppearanceToOtherAgent(ScenePresence avatar) { avatar.ControllingClient.SendAppearance( m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.ToBytes() ); } public void SetAppearance(byte[] texture, List<byte> visualParam) { m_log.Info("[APPEARANCE] Setting Appearance"); m_appearance.SetAppearance(texture, visualParam); SetHeight(m_appearance.AvatarHeight); m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance); SendAppearanceToAllOtherAgents(); SendOwnAppearance(); } public void SetWearable(int wearableId, AvatarWearable wearable) { m_log.Info("[APPEARANCE] Setting Wearable"); m_appearance.SetWearable(wearableId, wearable); m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance); m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); } // Because appearance setting is in a module, we actually need // to give it access to our appearance directly, otherwise we // get a synchronization issue. public AvatarAppearance Appearance { get { return m_appearance; } set { m_appearance = value; } } /// <summary> /// /// </summary> /// <param name="animations"></param> /// <param name="seqs"></param> public void SendAnimPack(LLUUID[] animations, int[] seqs) { if (m_isChildAgent) return; m_scene.Broadcast( delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); }); } /// <summary> /// /// </summary> public void SendAnimPack() { if (m_isChildAgent) return; LLUUID[] animIDs; int[] sequenceNums; m_animations.GetArrays(out animIDs, out sequenceNums); SendAnimPack(animIDs, sequenceNums); } #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; m_scene.EventManager.TriggerSignificantClientMovement(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; float multiplier = 1; int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); if (innacurateNeighbors != 0) { multiplier = 1f / (float)innacurateNeighbors; } if (multiplier <= 0f) { multiplier = 0.25f; } //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); 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) { // When the neighbour is informed of the border crossing, it will set up CAPS handlers for the avatar // This means we need to remove the current caps handler here and possibly compensate later, // in case both scenes are being hosted on the same region server. Messy m_scene.RemoveCapsHandler(UUID); newpos = newpos + (vel); bool res = m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos, m_physicsActor.Flying); if (res) { AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); // TODO Should construct this behind a method string capsPath = "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort + "/CAPS/" + circuitdata.CapsPath + "0000/"; m_log.DebugFormat( "[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, m_uuid); m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint, capsPath); MakeChildAgent(); CrossAttachmentsIntoNewRegion(neighbourHandle); m_scene.SendKillObject(m_localId); m_scene.NotifyMyCoarseLocationChange(); } else { m_scene.AddCapsHandler(UUID); } } } #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, bool godStatus) { if (godStatus) { m_godlevel = 250; } else { m_godlevel = 0; } ControllingClient.SendAdminResponse(token, (uint)m_godlevel); } /// <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 (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.GetDefaultTexture(); DefaultTexture = textu.ToBytes(); } [Serializable] public class NewForce { public float X; public float Y; public float Z; public NewForce() { } } [Serializable] public class ScenePartUpdate : ISerializable { public LLUUID FullID; public uint LastFullUpdateTime; public uint LastTerseUpdateTime; public ScenePartUpdate() { FullID = LLUUID.Zero; LastFullUpdateTime = 0; LastTerseUpdateTime = 0; } protected ScenePartUpdate(SerializationInfo info, StreamingContext context) { //System.Console.WriteLine("ScenePartUpdate Deserialize BGN"); if (info == null) { throw new ArgumentNullException("info"); } FullID = new LLUUID((Guid)info.GetValue("FullID", typeof(Guid))); LastFullUpdateTime = (uint)info.GetValue("LastFullUpdateTime", typeof(uint)); LastTerseUpdateTime = (uint)info.GetValue("LastTerseUpdateTime", typeof(uint)); //System.Console.WriteLine("ScenePartUpdate Deserialize END"); } [SecurityPermission(SecurityAction.LinkDemand, Flags = SecurityPermissionFlag.SerializationFormatter)] public virtual void GetObjectData( SerializationInfo info, StreamingContext context) { if (info == null) { throw new ArgumentNullException("info"); } info.AddValue("FullID", FullID.UUID); info.AddValue("LastFullUpdateTime", LastFullUpdateTime); info.AddValue("LastTerseUpdateTime", LastTerseUpdateTime); } } 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; m_physicsActor.SubscribeEvents(1000); m_physicsActor.LocalID = LocalId; } // Event called by the physics plugin to tell the avatar about a collision. private void PhysicsCollisionUpdate(EventArgs e) { if (e == null) return; CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary<uint, float> coldata = collisionData.m_objCollisionList; float starthealth = Health; uint killerObj = 0; foreach (uint localid in coldata.Keys) { if (coldata[localid] <= 0.10f || m_invulnerable) continue; //if (localid == 0) //continue; Health -= coldata[localid] * 5; if (Health <= 0) { if (localid != 0) killerObj = localid; } //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); } //Health = 100; if (!m_invulnerable) { if (starthealth != Health) { ControllingClient.SendHealth(Health); } if (m_health <= 0) m_scene.EventManager.TriggerAvatarKill(killerObj, this); } if (Velocity.X > 0 || Velocity.Y > 0) UpdateMovementAnimations(); } public void setHealthWithUpdate(float health) { Health = health; ControllingClient.SendHealth(Health); } internal void Close() { lock (m_attachments) { if (!m_attachmentsTransported) { try { foreach (SceneObjectGroup grp in m_attachments) { // ControllingClient may be null at this point! m_scene.m_innerScene.DetachSingleAttachmentToInv(grp.GetFromAssetID(), ControllingClient); } } catch (InvalidOperationException) { m_log.Info("[CLIENT]: Couldn't save attachments. :("); } m_attachments.Clear(); } } 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(); } public ScenePresence() { /* JB if (Animations == null) { Animations = new AvatarAnimations(); Animations.LoadAnims(); } */ if (DefaultTexture == null) { LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTexture(); DefaultTexture = textu.ToBytes(); } } public void AddAttachment(SceneObjectGroup gobj) { lock (m_attachments) { m_attachments.Add(gobj); } } public void RemoveAttachment(SceneObjectGroup gobj) { lock (m_attachments) { if (m_attachments.Contains(gobj)) { m_attachments.Remove(gobj); } } } public void CrossAttachmentsIntoNewRegion(ulong regionHandle) { m_attachmentsTransported = true; lock (m_attachments) { foreach (SceneObjectGroup gobj in m_attachments) { // If the prim group is null then something must have happened to it! if (gobj != null) { // Set the parent localID to 0 so it transfers over properly. gobj.RootPart.SetParentLocalId(0); gobj.RootPart.m_IsAttachment = false; gobj.AbsolutePosition = gobj.RootPart.m_attachedPos; gobj.RootPart.LastOwnerID = gobj.GetFromAssetID(); m_scene.CrossPrimGroupIntoNewRegion(regionHandle, gobj); } } m_attachments.Clear(); } } public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene) { m_controllingClient = client; m_regionInfo = region; m_scene = scene; RegisterToEvents(); /* AbsolutePosition = client.StartPos; Animations = new AvatarAnimations(); Animations.LoadAnims(); m_animations = new List<LLUUID>(); m_animations.Add(Animations.AnimsLLUUID["STAND"]); m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); SetDirectionVectors(); */ } protected ScenePresence(SerializationInfo info, StreamingContext context) : base (info, context) { //System.Console.WriteLine("ScenePresence Deserialize BGN"); if (info == null) { throw new ArgumentNullException("info"); } /* JB if (Animations == null) { Animations = new AvatarAnimations(); Animations.LoadAnims(); } */ if (DefaultTexture == null) { LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTexture(); DefaultTexture = textu.ToBytes(); } m_animations = (AnimationSet)info.GetValue("m_animations", typeof(AnimationSet)); m_updateflag = (bool)info.GetValue("m_updateflag", typeof(bool)); m_movementflag = (byte)info.GetValue("m_movementflag", typeof(byte)); m_forcesList = (List<NewForce>)info.GetValue("m_forcesList", typeof(List<NewForce>)); m_updateCount = (short)info.GetValue("m_updateCount", typeof(short)); m_requestedSitTargetID = (uint)info.GetValue("m_requestedSitTargetID", typeof(uint)); m_requestedSitOffset = new LLVector3( (float)info.GetValue("m_requestedSitOffset.X", typeof(float)), (float)info.GetValue("m_requestedSitOffset.Y", typeof(float)), (float)info.GetValue("m_requestedSitOffset.Z", typeof(float))); m_sitAvatarHeight = (float)info.GetValue("m_sitAvatarHeight", typeof(float)); m_godlevel = (float)info.GetValue("m_godlevel", typeof(float)); m_setAlwaysRun = (bool)info.GetValue("m_setAlwaysRun", typeof(bool)); m_bodyRot = new Quaternion( (float)info.GetValue("m_bodyRot.w", typeof(float)), (float)info.GetValue("m_bodyRot.x", typeof(float)), (float)info.GetValue("m_bodyRot.y", typeof(float)), (float)info.GetValue("m_bodyRot.z", typeof(float))); IsRestrictedToRegion = (bool)info.GetValue("IsRestrictedToRegion", typeof(bool)); m_newForce = (bool)info.GetValue("m_newForce", typeof(bool)); //m_newAvatar = (bool)info.GetValue("m_newAvatar", typeof(bool)); m_newCoarseLocations = (bool)info.GetValue("m_newCoarseLocations", typeof(bool)); m_gotAllObjectsInScene = (bool)info.GetValue("m_gotAllObjectsInScene", typeof(bool)); m_avHeight = (float)info.GetValue("m_avHeight", typeof(float)); crossingFromRegion = (ulong)info.GetValue("crossingFromRegion", typeof(ulong)); List<float[]> Dir_Vectors_work = (List<float[]>)info.GetValue("Dir_Vectors", typeof(List<float[]>)); List<Vector3> Dir_Vectors_work2 = new List<Vector3>(); foreach (float[] f3 in Dir_Vectors_work) { Dir_Vectors_work2.Add(new Vector3(f3[0], f3[1], f3[2])); } Dir_Vectors = Dir_Vectors_work2.ToArray(); lastPhysPos = new LLVector3( (float)info.GetValue("lastPhysPos.X", typeof(float)), (float)info.GetValue("lastPhysPos.Y", typeof(float)), (float)info.GetValue("lastPhysPos.Z", typeof(float))); m_CameraCenter = new Vector3( (float)info.GetValue("m_CameraCenter.X", typeof(float)), (float)info.GetValue("m_CameraCenter.Y", typeof(float)), (float)info.GetValue("m_CameraCenter.Z", typeof(float))); m_CameraAtAxis = new Vector3( (float)info.GetValue("m_CameraAtAxis.X", typeof(float)), (float)info.GetValue("m_CameraAtAxis.Y", typeof(float)), (float)info.GetValue("m_CameraAtAxis.Z", typeof(float))); m_CameraLeftAxis = new Vector3( (float)info.GetValue("m_CameraLeftAxis.X", typeof(float)), (float)info.GetValue("m_CameraLeftAxis.Y", typeof(float)), (float)info.GetValue("m_CameraLeftAxis.Z", typeof(float))); m_CameraUpAxis = new Vector3( (float)info.GetValue("m_CameraUpAxis.X", typeof(float)), (float)info.GetValue("m_CameraUpAxis.Y", typeof(float)), (float)info.GetValue("m_CameraUpAxis.Z", typeof(float))); m_DrawDistance = (float)info.GetValue("m_DrawDistance", typeof(float)); m_appearance = (AvatarAppearance)info.GetValue("m_appearance", typeof(AvatarAppearance)); m_knownChildRegions = (List<ulong>)info.GetValue("m_knownChildRegions", typeof(List<ulong>)); posLastSignificantMove = new LLVector3( (float)info.GetValue("posLastSignificantMove.X", typeof(float)), (float)info.GetValue("posLastSignificantMove.Y", typeof(float)), (float)info.GetValue("posLastSignificantMove.Z", typeof(float))); // m_partsUpdateQueue = (UpdateQueue)info.GetValue("m_partsUpdateQueue", typeof(UpdateQueue)); /* Dictionary<Guid, ScenePartUpdate> updateTimes_work = (Dictionary<Guid, ScenePartUpdate>)info.GetValue("m_updateTimes", typeof(Dictionary<Guid, ScenePartUpdate>)); foreach (Guid id in updateTimes_work.Keys) { m_updateTimes.Add(new LLUUID(id), updateTimes_work[id]); } */ m_regionHandle = (ulong)info.GetValue("m_regionHandle", typeof(ulong)); m_firstname = (string)info.GetValue("m_firstname", typeof(string)); m_lastname = (string)info.GetValue("m_lastname", typeof(string)); m_allowMovement = (bool)info.GetValue("m_allowMovement", typeof(bool)); m_parentPosition = new LLVector3((float)info.GetValue("m_parentPosition.X", typeof(float)), (float)info.GetValue("m_parentPosition.Y", typeof(float)), (float)info.GetValue("m_parentPosition.Z", typeof(float))); m_isChildAgent = (bool)info.GetValue("m_isChildAgent", typeof(bool)); m_parentID = (uint)info.GetValue("m_parentID", typeof(uint)); // for OpenSim_v0.5 currentParcelUUID = new LLUUID((Guid)info.GetValue("currentParcelUUID", typeof(Guid))); lastKnownAllowedPosition = new Vector3( (float)info.GetValue("lastKnownAllowedPosition.X", typeof(float)), (float)info.GetValue("lastKnownAllowedPosition.Y", typeof(float)), (float)info.GetValue("lastKnownAllowedPosition.Z", typeof(float))); sentMessageAboutRestrictedParcelFlyingDown = (bool)info.GetValue("sentMessageAboutRestrictedParcelFlyingDown", typeof(bool)); m_LastChildAgentUpdatePosition = new LLVector3( (float)info.GetValue("m_LastChildAgentUpdatePosition.X", typeof(float)), (float)info.GetValue("m_LastChildAgentUpdatePosition.Y", typeof(float)), (float)info.GetValue("m_LastChildAgentUpdatePosition.Z", typeof(float))); m_perfMonMS = (int)info.GetValue("m_perfMonMS", typeof(int)); m_AgentControlFlags = (uint)info.GetValue("m_AgentControlFlags", typeof(uint)); m_headrotation = new LLQuaternion( (float)info.GetValue("m_headrotation.W", typeof(float)), (float)info.GetValue("m_headrotation.X", typeof(float)), (float)info.GetValue("m_headrotation.Y", typeof(float)), (float)info.GetValue("m_headrotation.Z", typeof(float))); m_state = (byte)info.GetValue("m_state", typeof(byte)); List<Guid> knownPrimUUID_work = (List<Guid>)info.GetValue("m_knownPrimUUID", typeof(List<Guid>)); foreach (Guid id in knownPrimUUID_work) { m_knownPrimUUID.Add(new LLUUID(id)); } //System.Console.WriteLine("ScenePresence Deserialize END"); } [SecurityPermission(SecurityAction.LinkDemand, Flags = SecurityPermissionFlag.SerializationFormatter)] public override void GetObjectData( SerializationInfo info, StreamingContext context) { if (info == null) { throw new ArgumentNullException("info"); } base.GetObjectData(info, context); info.AddValue("m_animations", m_animations); info.AddValue("m_updateflag", m_updateflag); info.AddValue("m_movementflag", m_movementflag); info.AddValue("m_forcesList", m_forcesList); info.AddValue("m_updateCount", m_updateCount); info.AddValue("m_requestedSitTargetID", m_requestedSitTargetID); // LLVector3 info.AddValue("m_requestedSitOffset.X", m_requestedSitOffset.X); info.AddValue("m_requestedSitOffset.Y", m_requestedSitOffset.Y); info.AddValue("m_requestedSitOffset.Z", m_requestedSitOffset.Z); info.AddValue("m_sitAvatarHeight", m_sitAvatarHeight); info.AddValue("m_godlevel", m_godlevel); info.AddValue("m_setAlwaysRun", m_setAlwaysRun); // Quaternion info.AddValue("m_bodyRot.w", m_bodyRot.w); info.AddValue("m_bodyRot.x", m_bodyRot.x); info.AddValue("m_bodyRot.y", m_bodyRot.y); info.AddValue("m_bodyRot.z", m_bodyRot.z); info.AddValue("IsRestrictedToRegion", IsRestrictedToRegion); info.AddValue("m_newForce", m_newForce); //info.AddValue("m_newAvatar", m_newAvatar); info.AddValue("m_newCoarseLocations", m_newCoarseLocations); info.AddValue("m_gotAllObjectsInScene", m_gotAllObjectsInScene); info.AddValue("m_avHeight", m_avHeight); // info.AddValue("m_regionInfo", m_regionInfo); info.AddValue("crossingFromRegion", crossingFromRegion); List<float[]> Dir_Vectors_work = new List<float[]>(); foreach (Vector3 v3 in Dir_Vectors) { Dir_Vectors_work.Add(new float[] { v3.x, v3.y, v3.z }); } info.AddValue("Dir_Vectors", Dir_Vectors_work); // LLVector3 info.AddValue("lastPhysPos.X", lastPhysPos.X); info.AddValue("lastPhysPos.Y", lastPhysPos.Y); info.AddValue("lastPhysPos.Z", lastPhysPos.Z); // Vector3 info.AddValue("m_CameraCenter.X", m_CameraCenter.x); info.AddValue("m_CameraCenter.Y", m_CameraCenter.y); info.AddValue("m_CameraCenter.Z", m_CameraCenter.z); // Vector3 info.AddValue("m_CameraAtAxis.X", m_CameraAtAxis.x); info.AddValue("m_CameraAtAxis.Y", m_CameraAtAxis.y); info.AddValue("m_CameraAtAxis.Z", m_CameraAtAxis.z); // Vector3 info.AddValue("m_CameraLeftAxis.X", m_CameraLeftAxis.x); info.AddValue("m_CameraLeftAxis.Y", m_CameraLeftAxis.y); info.AddValue("m_CameraLeftAxis.Z", m_CameraLeftAxis.z); // Vector3 info.AddValue("m_CameraUpAxis.X", m_CameraUpAxis.x); info.AddValue("m_CameraUpAxis.Y", m_CameraUpAxis.y); info.AddValue("m_CameraUpAxis.Z", m_CameraUpAxis.z); info.AddValue("m_DrawDistance", m_DrawDistance); info.AddValue("m_appearance", m_appearance); info.AddValue("m_knownChildRegions", m_knownChildRegions); // LLVector3 info.AddValue("posLastSignificantMove.X", posLastSignificantMove.X); info.AddValue("posLastSignificantMove.Y", posLastSignificantMove.Y); info.AddValue("posLastSignificantMove.Z", posLastSignificantMove.Z); //info.AddValue("m_partsUpdateQueue", m_partsUpdateQueue); /* Dictionary<Guid, ScenePartUpdate> updateTimes_work = new Dictionary<Guid, ScenePartUpdate>(); foreach (LLUUID id in m_updateTimes.Keys) { updateTimes_work.Add(id.UUID, m_updateTimes[id]); } info.AddValue("m_updateTimes", updateTimes_work); */ info.AddValue("m_regionHandle", m_regionHandle); info.AddValue("m_firstname", m_firstname); info.AddValue("m_lastname", m_lastname); info.AddValue("m_allowMovement", m_allowMovement); //info.AddValue("m_physicsActor", m_physicsActor); info.AddValue("m_parentPosition.X", m_parentPosition.X); info.AddValue("m_parentPosition.Y", m_parentPosition.Y); info.AddValue("m_parentPosition.Z", m_parentPosition.Z); info.AddValue("m_isChildAgent", m_isChildAgent); info.AddValue("m_parentID", m_parentID); // for OpenSim_v0.5 info.AddValue("currentParcelUUID", currentParcelUUID.UUID); info.AddValue("lastKnownAllowedPosition.X", lastKnownAllowedPosition.x); info.AddValue("lastKnownAllowedPosition.Y", lastKnownAllowedPosition.y); info.AddValue("lastKnownAllowedPosition.Z", lastKnownAllowedPosition.z); info.AddValue("sentMessageAboutRestrictedParcelFlyingDown", sentMessageAboutRestrictedParcelFlyingDown); info.AddValue("m_LastChildAgentUpdatePosition.X", m_LastChildAgentUpdatePosition.X); info.AddValue("m_LastChildAgentUpdatePosition.Y", m_LastChildAgentUpdatePosition.Y); info.AddValue("m_LastChildAgentUpdatePosition.Z", m_LastChildAgentUpdatePosition.Z); info.AddValue("m_perfMonMS", m_perfMonMS); info.AddValue("m_AgentControlFlags", m_AgentControlFlags); info.AddValue("m_headrotation.W", m_headrotation.W); info.AddValue("m_headrotation.X", m_headrotation.X); info.AddValue("m_headrotation.Y", m_headrotation.Y); info.AddValue("m_headrotation.Z", m_headrotation.Z); info.AddValue("m_state", m_state); List<Guid> knownPrimUUID_work = new List<Guid>(); foreach (LLUUID id in m_knownPrimUUID) { knownPrimUUID_work.Add(id.UUID); } info.AddValue("m_knownPrimUUID", knownPrimUUID_work); } internal void PushForce(PhysicsVector impulse) { if (PhysicsActor != null) { PhysicsActor.AddForce(impulse,true); } } public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, LLUUID Script_item_LLUUID) { ScriptControllers obj = new ScriptControllers(); obj.ignoreControls = ScriptControlled.CONTROL_ZERO; obj.eventControls = ScriptControlled.CONTROL_ZERO; obj.itemID = Script_item_LLUUID; obj.objID = Obj_localID; if (pass_on == 0 && accept == 0) { IgnoredControls |= (ScriptControlled)controls; obj.ignoreControls = (ScriptControlled)controls; } if (pass_on == 0 && accept == 1) { IgnoredControls |= (ScriptControlled)controls; obj.ignoreControls = (ScriptControlled)controls; obj.eventControls = (ScriptControlled)controls; } if (pass_on == 1 && accept == 1) { IgnoredControls = ScriptControlled.CONTROL_ZERO; obj.eventControls = (ScriptControlled)controls; obj.ignoreControls = ScriptControlled.CONTROL_ZERO; } lock (scriptedcontrols) { if (pass_on == 1 && accept == 0) { IgnoredControls &= ~(ScriptControlled)controls; if (scriptedcontrols.ContainsKey(Script_item_LLUUID)) scriptedcontrols.Remove(Script_item_LLUUID); } else { if (scriptedcontrols.ContainsKey(Script_item_LLUUID)) { scriptedcontrols[Script_item_LLUUID] = obj; } else { scriptedcontrols.Add(Script_item_LLUUID, obj); } } } ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); } public void HandleForceReleaseControls(IClientAPI remoteClient, LLUUID agentID) { IgnoredControls = ScriptControlled.CONTROL_ZERO; lock (scriptedcontrols) { scriptedcontrols.Clear(); } ControllingClient.SendTakeControls(int.MaxValue, false, false); } public void UnRegisterControlEventsToScript(uint Obj_localID, LLUUID Script_item_LLUUID) { lock (scriptedcontrols) { if (scriptedcontrols.ContainsKey(Script_item_LLUUID)) { scriptedcontrols.Remove(Script_item_LLUUID); IgnoredControls = ScriptControlled.CONTROL_ZERO; foreach (ScriptControllers scData in scriptedcontrols.Values) { IgnoredControls |= scData.ignoreControls; } } } } internal void SendControlToScripts(uint flags, ScriptControlled lastFlags) { ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) { allflags |= ScriptControlled.CONTROL_FWD; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) { allflags |= ScriptControlled.CONTROL_BACK; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) { allflags |= ScriptControlled.CONTROL_UP; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) { allflags |= ScriptControlled.CONTROL_DOWN; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0) { allflags |= ScriptControlled.CONTROL_LEFT; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) { allflags |= ScriptControlled.CONTROL_RIGHT; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) { allflags |= ScriptControlled.CONTROL_ROT_RIGHT; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) { allflags |= ScriptControlled.CONTROL_ROT_LEFT; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) { allflags |= ScriptControlled.CONTROL_ML_LBUTTON; } if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) { allflags |= ScriptControlled.CONTROL_LBUTTON; } ScriptControlled held = ScriptControlled.CONTROL_ZERO; ScriptControlled change = ScriptControlled.CONTROL_ZERO; foreach (ScriptControlled DCF in Enum.GetValues(typeof (ScriptControlled))) { // Held if ((lastFlags & DCF) != 0 && (allflags & DCF) != 0) { held |= DCF; continue; } // Not held recently if ((lastFlags & DCF) != 0 && (allflags & DCF) == 0) { change |= DCF; continue; } // Newly pressed. if ((lastFlags & DCF) == 0 && (allflags & DCF) != 0) { change |= DCF; continue; } } lock (scriptedcontrols) { foreach (LLUUID scriptUUID in scriptedcontrols.Keys) { ScriptControllers scriptControlData = scriptedcontrols[scriptUUID]; ScriptControlled localHeld = held & scriptControlData.eventControls; //if (localHeld != ScriptControlled.CONTROL_ZERO) //{ //int i = 1; //} ScriptControlled localChange = change & scriptControlData.eventControls; m_scene.EventManager.TriggerControlEvent(scriptControlData.objID, scriptUUID, UUID, (uint)localHeld, (uint)localChange); } } LastCommands = allflags; } internal uint RemoveIgnoredControls(uint flags, ScriptControlled Ignored) { if (Ignored == ScriptControlled.CONTROL_ZERO) return flags; if ((Ignored & ScriptControlled.CONTROL_BACK) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); if ((Ignored & ScriptControlled.CONTROL_FWD) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); if ((Ignored & ScriptControlled.CONTROL_DOWN) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); if ((Ignored & ScriptControlled.CONTROL_UP) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); if ((Ignored & ScriptControlled.CONTROL_LEFT) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); if ((Ignored & ScriptControlled.CONTROL_RIGHT) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); if ((Ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); if ((Ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); if ((Ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); if ((Ignored & ScriptControlled.CONTROL_LBUTTON) != 0) flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); //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 return flags; } } }