/* * 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 libsecondlife; using OpenSim.Framework; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.ScriptEngine.XEngine.Script; namespace OpenSim.Region.ScriptEngine.XEngine.AsyncCommandPlugins { public class SensorRepeat { public AsyncCommandManager m_CmdManager; public SensorRepeat(AsyncCommandManager CmdManager) { m_CmdManager = CmdManager; } public Dictionary> SenseEvents = new Dictionary>(); private Object SenseLock = new Object(); // // SenseRepeater and Sensors // private class SenseRepeatClass { public uint localID; public LLUUID itemID; public double interval; public DateTime next; public string name; public LLUUID keyID; public int type; public double range; public double arc; public SceneObjectPart host; } private List SenseRepeaters = new List(); private object SenseRepeatListLock = new object(); public void SetSenseRepeatEvent(uint m_localID, LLUUID m_itemID, string name, LLUUID keyID, int type, double range, double arc, double sec, SceneObjectPart host) { Console.WriteLine("SetSensorEvent"); // 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; 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, LLUUID 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() { // Nothing to do here? if (SenseRepeaters.Count == 0) return; lock (SenseRepeatListLock) { // 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, LLUUID m_itemID, string name, LLUUID 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; ts.range = range; ts.arc = arc; ts.host = host; SensorSweep(ts); } public LSL_Types.list GetSensorList(uint m_localID, LLUUID m_itemID) { lock (SenseLock) { Dictionary Obj = null; if (!SenseEvents.TryGetValue(m_localID, out Obj)) { m_CmdManager.m_ScriptEngine.Log.Info("[AsyncLSL]: GetSensorList missing localID: " + m_localID); return null; } lock (Obj) { // Get script LSL_Types.list SenseList = null; if (!Obj.TryGetValue(m_itemID, out SenseList)) { m_CmdManager.m_ScriptEngine.Log.Info("[AsyncLSL]: GetSensorList missing itemID: " + m_itemID); return null; } return SenseList; } } } private void SensorSweep(SenseRepeatClass ts) { //m_ScriptEngine.Log.Info("[AsyncLSL]:Enter SensorSweep"); SceneObjectPart SensePoint = ts.host; if (SensePoint == null) { //m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep (SensePoint == null) for "+ts.itemID.ToString()); return; } //m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep Scan"); LLVector3 sensorPos = SensePoint.AbsolutePosition; LLVector3 regionPos = new LLVector3(m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocX * Constants.RegionSize, m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocY * Constants.RegionSize, 0); LLVector3 fromRegionPos = sensorPos + regionPos; LLQuaternion q = SensePoint.RotationOffset; 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); // Here we should do some smart culling ... // math seems quicker than strings so try that first LSL_Types.list SensedObjects = new LSL_Types.list(); LSL_Types.Vector3 ZeroVector = new LSL_Types.Vector3(0, 0, 0); foreach (EntityBase ent in m_CmdManager.m_ScriptEngine.World.Entities.Values) { LLVector3 toRegionPos = ent.AbsolutePosition + regionPos; double dis = Math.Abs((double)Util.GetDistanceTo(toRegionPos, fromRegionPos)); if (dis <= ts.range) { // In Range, is it the right Type ? int objtype = 0; if (m_CmdManager.m_ScriptEngine.World.GetScenePresence(ent.UUID) != null) objtype |= 0x01; // actor if (ent.Velocity.Equals(ZeroVector)) objtype |= 0x04; // passive non-moving else objtype |= 0x02; // active moving if (ent is IScript) objtype |= 0x08; // Scripted. It COULD have one hidden ... if (((ts.type & objtype) != 0) || ((ts.type & objtype) == ts.type)) { // docs claim AGENT|ACTIVE should find agent objects OR active objects // so the bitwise AND with object type should be non-zero // Right type too, what about the other params , key and name ? bool keep = true; 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 { LLVector3 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 && (ts.keyID != LLUUID.Zero) && (ts.keyID != ent.UUID)) { keep = false; } if (keep && (ts.name.Length > 0)) { string avatarname=null; string objectname=null; string entname =ent.Name; // try avatar username surname UserProfileData profile = m_CmdManager.m_ScriptEngine.World.CommsManager.UserService.GetUserProfile(ent.UUID); if (profile != null) { avatarname = profile.FirstName + " " + profile.SurName; } // try an scene object SceneObjectPart SOP = m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart(ent.UUID); if (SOP != null) { objectname = SOP.Name; } if ((ts.name != entname) && (ts.name != avatarname) && (ts.name != objectname)) { keep = false; } } if (keep == true) SensedObjects.Add(ent.UUID); } } } //m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep SenseLock"); lock (SenseLock) { // Create object if it doesn't exist if (SenseEvents.ContainsKey(ts.localID) == false) { SenseEvents.Add(ts.localID, new Dictionary()); } // clear if previous traces exist Dictionary Obj; SenseEvents.TryGetValue(ts.localID, out Obj); if (Obj.ContainsKey(ts.itemID) == true) Obj.Remove(ts.itemID); // note list may be zero length Obj.Add(ts.itemID, SensedObjects); if (SensedObjects.Length == 0) { // send a "no_sensor" // Add it to queue m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, new XEventParams("no_sensor", new Object[0], new XDetectParams[0])); } else { XDetectParams[] detect = new XDetectParams[SensedObjects.Length]; int idx; for (idx = 0; idx < SensedObjects.Length; idx++) { detect[idx].Key=(LLUUID)(SensedObjects.Data[idx]); } m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, new XEventParams("sensor", new Object[] { new LSL_Types.LSLInteger(SensedObjects.Length) }, detect)); } } } public Object[] GetSerializationData(LLUUID itemID) { List data = new List(); 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, LLUUID itemID, LLUUID 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 = (LLUUID)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); SenseRepeaters.Add(ts); idx += 6; } } } }