From 6b7930104bdb845d3b9c085dc04f52b6446f23b1 Mon Sep 17 00:00:00 2001 From: lbsa71 Date: Tue, 24 Jun 2008 21:09:49 +0000 Subject: * Applied patch from Melanie, mantis issue #1581 - "Refactor LSL language, api and compiler out of XEngine" "First stage in a major Script Engine refactor, that will result in the LSL implementaions ebing reconverged. Not there yet, but one major part is done." Thank you, Melanie! --- .../Api/Implementation/Plugins/SensorRepeat.cs | 389 +++++++++++++++++++++ 1 file changed, 389 insertions(+) create mode 100644 OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs new file mode 100644 index 0000000..5833512 --- /dev/null +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs @@ -0,0 +1,389 @@ +/* + * 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.Shared; +using OpenSim.Region.ScriptEngine.Shared.Api; + +namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins +{ + 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) + { + // 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)) + { + return null; + } + lock (Obj) + { + // Get script + LSL_Types.list SenseList = null; + if (!Obj.TryGetValue(m_itemID, out SenseList)) + { + return null; + } + return SenseList; + } + } + } + + private void SensorSweep(SenseRepeatClass ts) + { + SceneObjectPart SensePoint = ts.host; + + if (SensePoint == null) + { + return; + } + + 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 + + SceneObjectPart part = m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart(ent.UUID); + + if (part != null && part.ContainsScripts()) 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); + } + } + } + + 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 EventParams("no_sensor", new Object[0], + new DetectParams[0])); + } + else + { + DetectParams[] detect = + new DetectParams[SensedObjects.Length]; + + int idx; + for (idx = 0; idx < SensedObjects.Length; idx++) + { + detect[idx] = new DetectParams(); + detect[idx].Key=(LLUUID)(SensedObjects.Data[idx]); + detect[idx].Populate(m_CmdManager.m_ScriptEngine.World); + } + + m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, + new EventParams("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; + } + } + } +} -- cgit v1.1