/* * 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.Reflection; using System.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; using log4net; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Region.ScriptEngine.Shared.Api; namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins { public class SensorRepeat { // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public AsyncCommandManager m_CmdManager; /// /// Number of sensors active. /// public int SensorsCount { get { lock (SenseRepeatListLock) return SenseRepeaters.Count; } } public SensorRepeat(AsyncCommandManager CmdManager) { m_CmdManager = CmdManager; maximumRange = CmdManager.m_ScriptEngine.Config.GetDouble("SensorMaxRange", 96.0d); maximumToReturn = CmdManager.m_ScriptEngine.Config.GetInt("SensorMaxResults", 16); } private Object SenseLock = new Object(); private const int AGENT = 1; private const int AGENT_BY_USERNAME = 0x10; private const int NPC = 0x20; private const int ACTIVE = 2; private const int PASSIVE = 4; private const int SCRIPTED = 8; private double maximumRange = 96.0; private int maximumToReturn = 16; // // SenseRepeater and Sensors // private class SenseRepeatClass { public uint localID; public UUID itemID; public double interval; public DateTime next; public string name; public UUID keyID; public int type; public double range; public double arc; public SceneObjectPart host; } // // Sensed entity // private class SensedEntity : IComparable { public SensedEntity(double detectedDistance, UUID detectedID) { distance = detectedDistance; itemID = detectedID; } public int CompareTo(object obj) { if (!(obj is SensedEntity)) throw new InvalidOperationException(); SensedEntity ent = (SensedEntity)obj; if (ent == null || ent.distance < distance) return 1; if (ent.distance > distance) return -1; return 0; } public UUID itemID; public double distance; } private List SenseRepeaters = new List(); private object SenseRepeatListLock = new object(); public void SetSenseRepeatEvent(uint m_localID, UUID m_itemID, string name, UUID keyID, int type, double range, double arc, double sec, SceneObjectPart host) { // Always remove first, in case this is a re-set UnSetSenseRepeaterEvents(m_localID, m_itemID); if (sec == 0) // Disabling timer return; // Add to timer SenseRepeatClass ts = new SenseRepeatClass(); ts.localID = m_localID; ts.itemID = m_itemID; ts.interval = sec; ts.name = name; ts.keyID = keyID; ts.type = type; if (range > maximumRange) ts.range = maximumRange; else ts.range = range; ts.arc = arc; ts.host = host; ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); lock (SenseRepeatListLock) { SenseRepeaters.Add(ts); } } public void UnSetSenseRepeaterEvents(uint m_localID, UUID m_itemID) { // Remove from timer lock (SenseRepeatListLock) { List NewSensors = new List(); foreach (SenseRepeatClass ts in SenseRepeaters) { if (ts.localID != m_localID || ts.itemID != m_itemID) { NewSensors.Add(ts); } } SenseRepeaters.Clear(); SenseRepeaters = NewSensors; } } public void CheckSenseRepeaterEvents() { lock (SenseRepeatListLock) { // Nothing to do here? if (SenseRepeaters.Count == 0) return; // Go through all timers foreach (SenseRepeatClass ts in SenseRepeaters) { // Time has passed? if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime()) { SensorSweep(ts); // set next interval ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); } } } // lock } public void SenseOnce(uint m_localID, UUID m_itemID, string name, UUID keyID, int type, double range, double arc, SceneObjectPart host) { // Add to timer SenseRepeatClass ts = new SenseRepeatClass(); ts.localID = m_localID; ts.itemID = m_itemID; ts.interval = 0; ts.name = name; ts.keyID = keyID; ts.type = type; if (range > maximumRange) ts.range = maximumRange; else ts.range = range; ts.arc = arc; ts.host = host; SensorSweep(ts); } private void SensorSweep(SenseRepeatClass ts) { if (ts.host == null) { return; } List sensedEntities = new List(); // Is the sensor type is AGENT and not SCRIPTED then include agents if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) { sensedEntities.AddRange(doAgentSensor(ts)); } // If SCRIPTED or PASSIVE or ACTIVE check objects if ((ts.type & SCRIPTED) != 0 || (ts.type & PASSIVE) != 0 || (ts.type & ACTIVE) != 0) { sensedEntities.AddRange(doObjectSensor(ts)); } lock (SenseLock) { if (sensedEntities.Count == 0) { // send a "no_sensor" // Add it to queue m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, new EventParams("no_sensor", new Object[0], new DetectParams[0])); } else { // Sort the list to get everything ordered by distance sensedEntities.Sort(); int count = sensedEntities.Count; int idx; List detected = new List(); for (idx = 0; idx < count; idx++) { try { DetectParams detect = new DetectParams(); detect.Key = sensedEntities[idx].itemID; detect.Populate(m_CmdManager.m_ScriptEngine.World); detected.Add(detect); } catch (Exception) { // Ignore errors, the object has been deleted or the avatar has gone and // there was a problem in detect.Populate so nothing added to the list } if (detected.Count == maximumToReturn) break; } if (detected.Count == 0) { // To get here with zero in the list there must have been some sort of problem // like the object being deleted or the avatar leaving to have caused some // difficulty during the Populate above so fire a no_sensor event m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, new EventParams("no_sensor", new Object[0], new DetectParams[0])); } else { m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, new EventParams("sensor", new Object[] {new LSL_Types.LSLInteger(detected.Count) }, detected.ToArray())); } } } } private List doObjectSensor(SenseRepeatClass ts) { List Entities; List sensedEntities = new List(); // If this is an object sense by key try to get it directly // rather than getting a list to scan through if (ts.keyID != UUID.Zero) { EntityBase e = null; m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out e); if (e == null) return sensedEntities; Entities = new List(); Entities.Add(e); } else { Entities = new List(m_CmdManager.m_ScriptEngine.World.GetEntities()); } SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.AbsolutePosition; // pre define some things to avoid repeated definitions in the loop body Vector3 toRegionPos; double dis; int objtype; SceneObjectPart part; float dx; float dy; float dz; // Quaternion q = SensePoint.RotationOffset; Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation! if (SensePoint.ParentGroup.IsAttachment) { // In attachments, the sensor cone always orients with the // avatar rotation. This may include a nonzero elevation if // in mouselook. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); fromRegionPos = avatar.AbsolutePosition; q = avatar.Rotation; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); Vector3 ZeroVector = new Vector3(0, 0, 0); bool nameSearch = (ts.name != null && ts.name != ""); foreach (EntityBase ent in Entities) { bool keep = true; if (nameSearch && ent.Name != ts.name) // Wrong name and it is a named search continue; if (ent.IsDeleted) // taken so long to do this it has gone from the scene continue; if (!(ent is SceneObjectGroup)) // dont bother if it is a pesky avatar continue; toRegionPos = ent.AbsolutePosition; // Calculation is in line for speed dx = toRegionPos.X - fromRegionPos.X; dy = toRegionPos.Y - fromRegionPos.Y; dz = toRegionPos.Z - fromRegionPos.Z; // Weed out those that will not fit in a cube the size of the range // no point calculating if they are within a sphere the size of the range // if they arent even in the cube if (Math.Abs(dx) > ts.range || Math.Abs(dy) > ts.range || Math.Abs(dz) > ts.range) dis = ts.range + 1.0; else dis = Math.Sqrt(dx * dx + dy * dy + dz * dz); if (keep && dis <= ts.range && ts.host.UUID != ent.UUID) { // In Range and not the object containing the script, is it the right Type ? objtype = 0; part = ((SceneObjectGroup)ent).RootPart; if (part.ParentGroup.AttachmentPoint != 0) // Attached so ignore continue; if (part.Inventory.ContainsScripts()) { objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ... } else { if (ent.Velocity.Equals(ZeroVector)) { objtype |= PASSIVE; // Passive non-moving } else { objtype |= ACTIVE; // moving so active } } // If any of the objects attributes match any in the requested scan type if (((ts.type & objtype) != 0)) { // Right type too, what about the other params , key and name ? if (ts.arc < Math.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) double ang_obj = 0; try { Vector3 diff = toRegionPos - fromRegionPos; LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z); double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); double mag_obj = LSL_Types.Vector3.Mag(obj_dir); ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); } catch { } if (ang_obj > ts.arc) keep = false; } if (keep == true) { // add distance for sorting purposes later sensedEntities.Add(new SensedEntity(dis, ent.UUID)); } } } } return sensedEntities; } private List doAgentSensor(SenseRepeatClass ts) { INPCModule npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface(); List sensedEntities = new List(); // If nobody about quit fast if (m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0) return sensedEntities; SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.AbsolutePosition; Quaternion q = SensePoint.RotationOffset; if (SensePoint.ParentGroup.IsAttachment) { // In attachments, the sensor cone always orients with the // avatar rotation. This may include a nonzero elevation if // in mouselook. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); if (avatar == null) return sensedEntities; fromRegionPos = avatar.AbsolutePosition; q = avatar.Rotation; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0); Vector3 toRegionPos; double dis; Action senseEntity = new Action(presence => { // m_log.DebugFormat( // "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}", // presence.Name, presence.PresenceType, ts.name, ts.type); if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc) { INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData == null || !npcData.SenseAsAgent) { // m_log.DebugFormat( // "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}", // presence.Name, ts.itemID); return; } } if ((ts.type & AGENT) == 0) { if (presence.PresenceType == PresenceType.User) { return; } else { INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData != null && npcData.SenseAsAgent) { // m_log.DebugFormat( // "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}", // presence.Name, ts.itemID); return; } } } if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0) return; // if the object the script is in is attached and the avatar is the owner // then this one is not wanted if (attached && presence.UUID == SensePoint.OwnerID) return; toRegionPos = presence.AbsolutePosition; dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos)); // Disabled for now since all osNpc* methods check for appropriate ownership permission. // Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not // sensed might be useful. // if (presence.PresenceType == PresenceType.Npc && npcModule != null) // { // UUID npcOwner = npcModule.GetOwner(presence.UUID); // if (npcOwner != UUID.Zero && npcOwner != SensePoint.OwnerID) // return; // } // are they in range if (dis <= ts.range) { // Are they in the required angle of view if (ts.arc < Math.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) double ang_obj = 0; try { Vector3 diff = toRegionPos - fromRegionPos; LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z); double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); double mag_obj = LSL_Types.Vector3.Mag(obj_dir); ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); } catch { } if (ang_obj <= ts.arc) { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } else { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } }); // If this is an avatar sense by key try to get them directly // rather than getting a list to scan through if (ts.keyID != UUID.Zero) { ScenePresence sp; // Try direct lookup by UUID if (!m_CmdManager.m_ScriptEngine.World.TryGetScenePresence(ts.keyID, out sp)) return sensedEntities; senseEntity(sp); } else if (ts.name != null && ts.name != "") { ScenePresence sp; // Try lookup by name will return if/when found if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out sp)) senseEntity(sp); if ((ts.type & AGENT_BY_USERNAME) != 0) { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence( delegate (ScenePresence ssp) { if (ssp.Lastname == "Resident") { if (ssp.Firstname.ToLower() == ts.name) senseEntity(ssp); return; } if (ssp.Name.Replace(" ", ".").ToLower() == ts.name) senseEntity(ssp); } ); } return sensedEntities; } else { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(senseEntity); } return sensedEntities; } public Object[] GetSerializationData(UUID itemID) { List data = new List(); lock (SenseRepeatListLock) { foreach (SenseRepeatClass ts in SenseRepeaters) { if (ts.itemID == itemID) { data.Add(ts.interval); data.Add(ts.name); data.Add(ts.keyID); data.Add(ts.type); data.Add(ts.range); data.Add(ts.arc); } } } return data.ToArray(); } public void CreateFromData(uint localID, UUID itemID, UUID objectID, Object[] data) { SceneObjectPart part = m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart( objectID); if (part == null) return; int idx = 0; while (idx < data.Length) { SenseRepeatClass ts = new SenseRepeatClass(); ts.localID = localID; ts.itemID = itemID; ts.interval = (double)data[idx]; ts.name = (string)data[idx+1]; ts.keyID = (UUID)data[idx+2]; ts.type = (int)data[idx+3]; ts.range = (double)data[idx+4]; ts.arc = (double)data[idx+5]; ts.host = part; ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); lock (SenseRepeatListLock) SenseRepeaters.Add(ts); idx += 6; } } } }