/* * Copyright (c) Contributors, http://www.openmetaverse.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.IO; using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework.Console; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Framework.Utilities; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { public partial class ScenePresence : Entity { public static bool PhysicsEngineFlying = false; public static AvatarAnimations Animations; public static byte[] DefaultTexture; public IClientAPI ControllingClient; public LLUUID current_anim; public int anim_seq; private bool updateflag = false; private byte movementflag = 0; private List forcesList = new List(); private short _updateCount = 0; private Quaternion bodyRot; private byte[] visualParams; private AvatarWearable[] Wearables; private LLObject.TextureEntry m_textureEntry; private ulong m_regionHandle; public bool childAgent = true; public bool IsRestrictedToRegion = false; private bool newForce = false; private bool newAvatar = false; protected RegionInfo m_regionInfo; protected ulong crossingFromRegion = 0; private IScenePresenceBody m_body; private Vector3[] Dir_Vectors = new Vector3[6]; private enum Dir_ControlFlags { DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS, DIR_CONTROL_FLAG_BACK = MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG, DIR_CONTROL_FLAG_LEFT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS, DIR_CONTROL_FLAG_RIGHT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG, DIR_CONTROL_FLAG_UP = MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS, DIR_CONTROL_FLAG_DOWN = MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG } /// /// Position at which a significant movement was made /// private LLVector3 posLastSignificantMove = new LLVector3(); public delegate void SignificantClientMovement(IClientAPI remote_client); public event SignificantClientMovement OnSignificantClientMovement; //public List InterestList = new List(); // private Queue m_fullGroupUpdates = new Queue(); // private Queue m_terseGroupUpdates = new Queue(); private Queue m_fullPartUpdates = new Queue(); private Queue m_tersePartUpdates = new Queue(); #region Properties /// /// /// public PhysicsActor PhysActor { set { this._physActor = value; } get { return _physActor; } } public bool Updated { set { this.updateflag = value; } get { return this.updateflag; } } public ulong RegionHandle { get { return m_regionHandle; } } private string m_firstname; public string Firstname { get { return m_firstname; } } private string m_lastname; public string Lastname { get { return m_lastname; } } #endregion #region Constructor(s) /// /// /// /// /// /// /// public ScenePresence(IClientAPI theClient, Scene world, RegionInfo reginfo) { m_scene = world; this.m_uuid = theClient.AgentId; m_regionInfo = reginfo; m_regionHandle = reginfo.RegionHandle; MainLog.Instance.Verbose("Avatar.cs "); ControllingClient = theClient; this.m_firstname = ControllingClient.FirstName; this.m_lastname = ControllingClient.LastName; m_localId = m_scene.NextLocalId; AbsolutePosition = ControllingClient.StartPos; visualParams = new byte[218]; for (int i = 0; i < 218; i++) { visualParams[i] = 100; } Wearables = AvatarWearable.DefaultWearables; Animations = new ScenePresence.AvatarAnimations(); Animations.LoadAnims(); //register for events ControllingClient.OnRequestWearables += this.SendOurAppearance; ControllingClient.OnSetAppearance += new SetAppearance(this.SetAppearance); ControllingClient.OnCompleteMovementToRegion += this.CompleteMovement; ControllingClient.OnCompleteMovementToRegion += this.SendInitialData; ControllingClient.OnAgentUpdate += this.HandleAgentUpdate; // ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack); // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); //ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); Dir_Vectors[0] = new Vector3(1, 0, 0); //FOWARD 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 this.m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length); //temporary until we move some code into the body classes this.m_body = new ChildAgent(); if (newAvatar) { //do we need to use newAvatar? not sure so have added this to kill the compile warning } } #endregion public void AddTersePart(SceneObjectPart part) { m_tersePartUpdates.Enqueue(part); } public void AddFullPart(SceneObjectPart part) { m_fullPartUpdates.Enqueue(part); } public void SendPrimUpdates() { if (m_tersePartUpdates.Count > 0) { bool terse = true; int terseCount = 0; while (terse) { SceneObjectPart part = m_tersePartUpdates.Dequeue(); part.SendTerseUpdate(this.ControllingClient); terseCount++; if ((m_tersePartUpdates.Count < 1) |(terseCount > 30)) { terse = false; } } } if (m_fullPartUpdates.Count > 0) { bool full = true; int fullCount = 0; while (full) { SceneObjectPart part = m_fullPartUpdates.Dequeue(); part.SendFullUpdate(this.ControllingClient); fullCount++; if ((m_fullPartUpdates.Count < 1) | (fullCount > 40)) { full = false; } } } } #region Status Methods /// /// Not Used, most likely can be deleted /// /// public void ChildStatusChange(bool status) { this.childAgent = status; if (this.childAgent == true) { this.Velocity = new LLVector3(0, 0, 0); this.AbsolutePosition = new LLVector3(128, 128, 70); } } /// /// /// /// public void MakeAvatar(LLVector3 pos, bool isFlying) { //this.childAvatar = false; this.AbsolutePosition = pos; this._physActor.Flying = isFlying; this.newAvatar = true; this.childAgent = false; this.m_scene.SendAllSceneObjectsToClient(this); } protected void MakeChildAgent() { this.Velocity = new LLVector3(0, 0, 0); this.childAgent = true; //this.Pos = new LLVector3(128, 128, 70); } /// /// /// /// public void Teleport(LLVector3 pos) { this.AbsolutePosition = pos; this.SendTerseUpdateToALLClients(); } /// /// /// public void StopMovement() { } #endregion #region Event Handlers /// /// /// /// /// public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam) { LLObject.TextureEntry textureEnt = new LLObject.TextureEntry(texture, 0, texture.Length); this.m_textureEntry = textureEnt; for (int i = 0; i < visualParam.Length; i++) { this.visualParams[i] = visualParam[i].ParamValue; } this.SendArrearanceToAllOtherAgents(); } /// /// Complete Avatar's movement into the region /// public void CompleteMovement() { LLVector3 look = this.Velocity; if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) { look = new LLVector3(0.99f, 0.042f, 0); } this.ControllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); if (this.childAgent) { this.childAgent = false; //this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient); } } /// /// /// /// public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation) { 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 = this.PhysActor.Flying; this.PhysActor.Flying = ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0); if (this.PhysActor.Flying != oldflying) { update_movementflag = true; } if (q != this.bodyRot) { this.bodyRot = q; update_rotation = true; } foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags))) { if ((flags & (uint)DCF) != 0) { DCFlagKeyPressed = true; agent_control_v3 += Dir_Vectors[i]; if ((movementflag & (uint)DCF) == 0) { movementflag += (byte)(uint)DCF; update_movementflag = true; } } else { if ((movementflag & (uint)DCF) != 0) { movementflag -= (byte)(uint)DCF; update_movementflag = true; } } i++; } if ((update_movementflag) || (update_rotation && DCFlagKeyPressed)) { this.AddNewMovement(agent_control_v3, q); } UpdateMovementAnimations(update_movementflag); } protected void UpdateMovementAnimations(bool update_movementflag) { if (update_movementflag) { if (movementflag != 0) { if (this._physActor.Flying) { this.SendAnimPack(Animations.AnimsLLUUID["FLY"], 1); } else { this.SendAnimPack(Animations.AnimsLLUUID["WALK"], 1); } } else { this.SendAnimPack(Animations.AnimsLLUUID["STAND"], 1); } } } protected void AddNewMovement(Vector3 vec, Quaternion rotation) { NewForce newVelocity = new NewForce(); Vector3 direc = rotation * vec; direc.Normalize(); direc = direc * ((0.03f) * 128f); if (this._physActor.Flying) direc *= 4; newVelocity.X = direc.x; newVelocity.Y = direc.y; newVelocity.Z = direc.z; this.forcesList.Add(newVelocity); } #endregion #region Overridden Methods /// /// /// public override void LandRenegerated() { } /// /// /// public override void Update() { this.SendPrimUpdates(); if (this.childAgent == false) { if (this.newForce) { this.SendTerseUpdateToALLClients(); _updateCount = 0; } else if (movementflag != 0) { _updateCount++; if (_updateCount > 3) { this.SendTerseUpdateToALLClients(); _updateCount = 0; } } this.CheckForSignificantMovement(); this.CheckForBorderCrossing(); } } #endregion #region Update Client(s) /// /// /// /// public void SendTerseUpdateToClient(IClientAPI RemoteClient) { LLVector3 pos = this.AbsolutePosition; LLVector3 vel = this.Velocity; LLQuaternion rot; rot.X = this.bodyRot.x; rot.Y = this.bodyRot.y; rot.Z = this.bodyRot.z; rot.W = this.bodyRot.w; RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z), rot); } /// /// /// public void SendTerseUpdateToALLClients() { List avatars = this.m_scene.RequestAvatarList(); for (int i = 0; i < avatars.Count; i++) { this.SendTerseUpdateToClient(avatars[i].ControllingClient); } } /// /// /// /// public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar) { remoteAvatar.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.m_firstname, this.m_lastname, this.m_uuid, this.LocalId, this.AbsolutePosition, this.m_textureEntry.ToBytes()); } public void SendFullUpdateToALLClients() { List avatars = this.m_scene.RequestAvatarList(); foreach (ScenePresence avatar in this.m_scene.RequestAvatarList()) { this.SendFullUpdateToOtherClient(avatar); if (avatar.LocalId != this.LocalId) { if (!avatar.childAgent) { avatar.SendFullUpdateToOtherClient(this); avatar.SendAppearanceToOtherAgent(this); } } } } /// /// /// public void SendInitialData() { this.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.m_firstname, this.m_lastname, this.m_uuid, this.LocalId, this.AbsolutePosition, this.m_textureEntry.ToBytes()); if (!this.childAgent) { this.m_scene.InformClientOfNeighbours(this.ControllingClient); this.newAvatar = false; } this.SendFullUpdateToALLClients(); this.SendArrearanceToAllOtherAgents(); } /// /// /// /// public void SendOurAppearance(IClientAPI OurClient) { this.ControllingClient.SendWearables(this.Wearables); //this.SendFullUpdateToALLClients(); //this.SendArrearanceToAllOtherAgents(); this.m_scene.SendAllSceneObjectsToClient(this); this.ControllingClient.SendViewerTime(this.m_scene.TimePhase); //Please don't remove the following code (at least not yet), just leave it commented out //gives the user god powers, should help with debuging things in the future /* GrantGodlikePowersPacket grant = new GrantGodlikePowersPacket(); grant.AgentData.AgentID = this.ControllingClient.AgentId; grant.AgentData.SessionID = this.ControllingClient.SessionId; grant.GrantData.GodLevel = 255; grant.GrantData.Token = LLUUID.Random(); this.ControllingClient.OutPacket(grant);*/ } /// /// /// public void SendArrearanceToAllOtherAgents() { List avatars = this.m_scene.RequestAvatarList(); foreach (ScenePresence avatar in this.m_scene.RequestAvatarList()) { this.SendAppearanceToOtherAgent(avatar); } } /// /// /// /// public void SendAppearanceToOtherAgent(ScenePresence avatarInfo) { avatarInfo.ControllingClient.SendAppearance(this.ControllingClient.AgentId, this.visualParams, this.m_textureEntry.ToBytes()); } /// /// /// /// /// public void SendAnimPack(LLUUID animID, int seq) { this.current_anim = animID; this.anim_seq = seq; List avatars = this.m_scene.RequestAvatarList(); for (int i = 0; i < avatars.Count; i++) { avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId); } } /// /// /// public void SendAnimPack() { this.SendAnimPack(this.current_anim, this.anim_seq); } #endregion #region Significant Movement Method protected void CheckForSignificantMovement() { if (libsecondlife.Helpers.VecDist(this.AbsolutePosition, this.posLastSignificantMove) > 2.0) { this.posLastSignificantMove = this.AbsolutePosition; if (OnSignificantClientMovement != null) { OnSignificantClientMovement(this.ControllingClient); } } } #endregion #region Border Crossing Methods /// /// /// protected void CheckForBorderCrossing() { LLVector3 pos2 = this.AbsolutePosition; LLVector3 vel = this.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 > 256)) { this.CrossToNewRegion(); } if ((pos2.Y < 0) || (pos2.Y > 256)) { this.CrossToNewRegion(); } } /// /// /// protected void CrossToNewRegion() { LLVector3 pos = this.AbsolutePosition; LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z); uint neighbourx = this.m_regionInfo.RegionLocX; uint neighboury = this.m_regionInfo.RegionLocY; if (pos.X < 1.7F) { neighbourx -= 1; newpos.X = 255.9F; } if (pos.X > 254.3F) { neighbourx += 1; newpos.X = 0.1F; } if (pos.Y < 1.7F) { neighboury -= 1; newpos.Y = 255.9F; } if (pos.Y > 254.3F) { neighboury += 1; newpos.Y = 0.1F; } LLVector3 vel = this.m_velocity; ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * 256), (uint)(neighboury * 256)); RegionInfo neighbourRegion = this.m_scene.RequestNeighbouringRegionInfo(neighbourHandle); if (neighbourRegion != null) { bool res = this.m_scene.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos, this._physActor.Flying); if (res) { //TODO: following line is hard coded to port 9000, really need to change this as soon as possible AgentCircuitData circuitdata = this.ControllingClient.RequestClientInfo(); string capsPath = Util.GetCapsURL(this.ControllingClient.AgentId); this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint, capsPath); this.MakeChildAgent(); this.m_scene.SendKillObject(this.m_localId); } } } #endregion /// /// /// public static void LoadAnims() { } /// /// /// public override void UpdateMovement() { newForce = false; lock (this.forcesList) { if (this.forcesList.Count > 0) { for (int i = 0; i < this.forcesList.Count; i++) { NewForce force = this.forcesList[i]; this.updateflag = true; this.Velocity = new LLVector3(force.X, force.Y, force.Z); this.newForce = true; } for (int i = 0; i < this.forcesList.Count; i++) { this.forcesList.RemoveAt(0); } } } } public static void CreateDefaultTextureEntry() { LLObject.TextureEntry textu = new LLObject.TextureEntry(new LLUUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97")); textu.CreateFace(0).TextureID = new LLUUID("00000000-0000-1111-9999-000000000012"); textu.CreateFace(1).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f"); textu.CreateFace(2).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f"); textu.CreateFace(3).TextureID = new LLUUID("6522E74D-1660-4E7F-B601-6F48C1659A77"); textu.CreateFace(4).TextureID = new LLUUID("7CA39B4C-BD19-4699-AFF7-F93FD03D3E7B"); textu.CreateFace(5).TextureID = new LLUUID("00000000-0000-1111-9999-000000000010"); textu.CreateFace(6).TextureID = new LLUUID("00000000-0000-1111-9999-000000000011"); DefaultTexture = textu.ToBytes(); } public class NewForce { public float X; public float Y; public float Z; public NewForce() { } } public override void SetText(string text, Vector3 color, double alpha) { throw new Exception("The method or operation is not implemented."); } } }