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/*
* 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 Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
public class SunModule : IRegionModule
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private const double SeasonalTilt = 0.03 * Math.PI; // A daily shift of approximately 1.7188 degrees
private const double AverageTilt = -0.25 * Math.PI; // A 45 degree tilt
private const double SunCycle = 2.0D * Math.PI; // A perfect circle measured in radians
private const double SeasonalCycle = 2.0D * Math.PI; // Ditto
//
// Per Region Values
//
private bool ready = false;
// Configurable values
private string m_mode = "SL";
private int m_frame_mod = 0;
private double m_day_length = 0;
private int m_year_length = 0;
private double m_day_night = 0;
// private double m_longitude = 0;
// private double m_latitude = 0;
// Configurable defaults Defaults close to SL
private string d_mode = "SL";
private int d_frame_mod = 100; // Every 10 seconds (actually less)
private double d_day_length = 4; // A VW day is 4 RW hours long
private int d_year_length = 60; // There are 60 VW days in a VW year
private double d_day_night = 0.45; // axis offset: ratio of light-to-dark, approx 1:3
// private double d_longitude = -73.53;
// private double d_latitude = 41.29;
// Frame counter
private uint m_frame = 0;
// Cached Scene reference
private Scene m_scene = null;
// Calculated Once in the lifetime of a region
private long TicksToEpoch; // Elapsed time for 1/1/1970
private uint SecondsPerSunCycle; // Length of a virtual day in RW seconds
private uint SecondsPerYear; // Length of a virtual year in RW seconds
private double SunSpeed; // Rate of passage in radians/second
private double SeasonSpeed; // Rate of change for seasonal effects
// private double HoursToRadians; // Rate of change for seasonal effects
private long TicksOffset = 0; // seconds offset from UTC
// Calculated every update
private float OrbitalPosition; // Orbital placement at a point in time
private double HorizonShift; // Axis offset to skew day and night
private double TotalDistanceTravelled; // Distance since beginning of time (in radians)
private double SeasonalOffset; // Seaonal variation of tilt
private float Magnitude; // Normal tilt
// private double VWTimeRatio; // VW time as a ratio of real time
// Working values
private LLVector3 Position = new LLVector3(0,0,0);
private LLVector3 Velocity = new LLVector3(0,0,0);
private LLQuaternion Tilt = new LLQuaternion(1,0,0,0);
private long LindenHourOffset = 0;
private bool sunFixed = false;
private Dictionary<LLUUID, ulong> m_rootAgents = new Dictionary<LLUUID, ulong>();
// Current time in elpased seconds since Jan 1st 1970
private ulong CurrentTime
{
get {
return (ulong)(((System.DateTime.Now.Ticks) - TicksToEpoch + TicksOffset + LindenHourOffset)/10000000);
}
}
private float GetLindenEstateHourFromCurrentTime()
{
float ticksleftover = ((float)CurrentTime) % ((float)SecondsPerSunCycle);
float hour = (24 * (ticksleftover / SecondsPerSunCycle)) + 6;
return hour;
}
private void SetTimeByLindenHour(float LindenHour)
{
// Linden hour is 24 hours with a 6 hour offset. 6-30
if (LindenHour - 6 == 0)
{
LindenHourOffset = 0;
return;
}
// Remove LindenHourOffset to calculate it from LocalTime
float ticksleftover = ((float)(((long)(CurrentTime * 10000000) - (long)LindenHourOffset)/ 10000000) % ((float)SecondsPerSunCycle));
float hour = (24 * (ticksleftover / SecondsPerSunCycle));
float offsethours = 0;
if (LindenHour - 6 > hour)
{
offsethours = hour + ((LindenHour-6) - hour);
}
else
{
offsethours = hour - (hour - (LindenHour - 6));
}
//m_log.Debug("[OFFSET]: " + hour + " - " + LindenHour + " - " + offsethours.ToString());
LindenHourOffset = (long)((float)offsethours * (36000000000/m_day_length));
m_log.Info("[SUN]: Directive from the Estate Tools to set the sun phase to LindenHour " + GetLindenEstateHourFromCurrentTime().ToString());
}
// Called immediately after the module is loaded for a given region
// i.e. Immediately after instance creation.
public void Initialise(Scene scene, IConfigSource config)
{
m_log.Debug("[SUN] Initializing");
m_scene = scene;
m_frame = 0;
TimeZone local = TimeZone.CurrentTimeZone;
TicksOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
m_log.Debug("[SUN] localtime offset is " + TicksOffset);
// Align ticks with Second Life
TicksToEpoch = new System.DateTime(1970,1,1).Ticks;
// Just in case they don't have the stanzas
try
{
// Mode: determines how the sun is handled
m_mode = config.Configs["Sun"].GetString("mode", d_mode);
// Mode: determines how the sun is handled
// m_latitude = config.Configs["Sun"].GetDouble("latitude", d_latitude);
// Mode: determines how the sun is handled
// m_longitude = config.Configs["Sun"].GetDouble("longitude", d_longitude);
// Day length in decimal hours
m_year_length = config.Configs["Sun"].GetInt("year_length", d_year_length);
// Day length in decimal hours
m_day_length = config.Configs["Sun"].GetDouble("day_length", d_day_length);
// Day to Night Ratio
m_day_night = config.Configs["Sun"].GetDouble("day_night_offset", d_day_night);
// Update frequency in frames
m_frame_mod = config.Configs["Sun"].GetInt("update_interval", d_frame_mod);
}
catch (Exception e)
{
m_log.Debug("[SUN] Configuration access failed, using defaults. Reason: "+e.Message);
m_mode = d_mode;
m_year_length = d_year_length;
m_day_length = d_day_length;
m_day_night = d_day_night;
m_frame_mod = d_frame_mod;
// m_latitude = d_latitude;
// m_longitude = d_longitude;
}
switch (m_mode)
{
case "T1":
default:
case "SL":
// Time taken to complete a cycle (day and season)
SecondsPerSunCycle = (uint) (m_day_length * 60 * 60);
SecondsPerYear = (uint) (SecondsPerSunCycle*m_year_length);
// Ration of real-to-virtual time
// VWTimeRatio = 24/m_day_length;
// Speed of rotation needed to complete a cycle in the
// designated period (day and season)
SunSpeed = SunCycle/SecondsPerSunCycle;
SeasonSpeed = SeasonalCycle/SecondsPerYear;
// Horizon translation
HorizonShift = m_day_night; // Z axis translation
// HoursToRadians = (SunCycle/24)*VWTimeRatio;
// Insert our event handling hooks
scene.EventManager.OnFrame += SunUpdate;
//scene.EventManager.OnNewClient += SunToClient;
scene.EventManager.OnMakeChildAgent += MakeChildAgent;
scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
scene.EventManager.OnClientClosed += ClientLoggedOut;
scene.EventManager.OnEstateToolsTimeUpdate += EstateToolsTimeUpdate;
scene.EventManager.OnGetSunLindenHour += GetLindenEstateHourFromCurrentTime;
ready = true;
m_log.Debug("[SUN] Mode is "+m_mode);
m_log.Debug("[SUN] Initialization completed. Day is "+SecondsPerSunCycle+" seconds, and year is "+m_year_length+" days");
m_log.Debug("[SUN] Axis offset is "+m_day_night);
m_log.Debug("[SUN] Positional data updated every "+m_frame_mod+" frames");
break;
}
}
public void PostInitialise()
{
}
public void Close()
{
ready = false;
// Remove our hooks
m_scene.EventManager.OnFrame -= SunUpdate;
// m_scene.EventManager.OnNewClient -= SunToClient;
m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent;
m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
m_scene.EventManager.OnClientClosed -= ClientLoggedOut;
m_scene.EventManager.OnEstateToolsTimeUpdate -= EstateToolsTimeUpdate;
m_scene.EventManager.OnGetSunLindenHour -= GetLindenEstateHourFromCurrentTime;
}
public string Name
{
get { return "SunModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
public void SunToClient(IClientAPI client)
{
if (m_mode != "T1")
{
if (ready)
{
if (!sunFixed)
GenSunPos(); // Generate shared values once
client.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
m_log.Debug("[SUN] Initial update for new client");
}
}
}
public void SunUpdate()
{
if (((m_frame++%m_frame_mod) != 0) || !ready || sunFixed)
{
return;
}
GenSunPos(); // Generate shared values once
List<ScenePresence> avatars = m_scene.GetAvatars();
foreach (ScenePresence avatar in avatars)
{
if (!avatar.IsChildAgent)
avatar.ControllingClient.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
}
// set estate settings for region access to sun position
m_scene.RegionInfo.EstateSettings.sunPosition = Position;
//m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime();
}
public void ForceSunUpdateToAllClients()
{
GenSunPos(); // Generate shared values once
List<ScenePresence> avatars = m_scene.GetAvatars();
foreach (ScenePresence avatar in avatars)
{
if (!avatar.IsChildAgent)
avatar.ControllingClient.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
}
// set estate settings for region access to sun position
m_scene.RegionInfo.EstateSettings.sunPosition = Position;
m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime();
}
/// <summary>
/// Calculate the sun's orbital position and its velocity.
/// </summary>
private void GenSunPos()
{
TotalDistanceTravelled = SunSpeed * CurrentTime; // distance measured in radians
OrbitalPosition = (float) (TotalDistanceTravelled%SunCycle); // position measured in radians
// TotalDistanceTravelled += HoursToRadians-(0.25*Math.PI)*Math.Cos(HoursToRadians)-OrbitalPosition;
// OrbitalPosition = (float) (TotalDistanceTravelled%SunCycle);
SeasonalOffset = SeasonSpeed * CurrentTime; // Present season determined as total radians travelled around season cycle
Tilt.W = (float) (AverageTilt + (SeasonalTilt*Math.Sin(SeasonalOffset))); // Calculate seasonal orbital N/S tilt
// m_log.Debug("[SUN] Total distance travelled = "+TotalDistanceTravelled+", present position = "+OrbitalPosition+".");
// m_log.Debug("[SUN] Total seasonal progress = "+SeasonalOffset+", present tilt = "+Tilt.W+".");
// The sun rotates about the Z axis
Position.X = (float) Math.Cos(-TotalDistanceTravelled);
Position.Y = (float) Math.Sin(-TotalDistanceTravelled);
Position.Z = 0;
// For interest we rotate it slightly about the X access.
// Celestial tilt is a value that ranges .025
Position = LLVector3.Rot(Position,Tilt);
// Finally we shift the axis so that more of the
// circle is above the horizon than below. This
// makes the nights shorter than the days.
Position.Z = Position.Z + (float) HorizonShift;
Position = LLVector3.Norm(Position);
// m_log.Debug("[SUN] Position("+Position.X+","+Position.Y+","+Position.Z+")");
Velocity.X = 0;
Velocity.Y = 0;
Velocity.Z = (float) SunSpeed;
// Correct angular velocity to reflect the seasonal rotation
Magnitude = LLVector3.Mag(Position);
if (sunFixed)
{
Velocity.X = 0;
Velocity.Y = 0;
Velocity.Z = 0;
return;
}
Velocity = LLVector3.Rot(Velocity, Tilt)*((float)(1.0/Magnitude));
// m_log.Debug("[SUN] Velocity("+Velocity.X+","+Velocity.Y+","+Velocity.Z+")");
}
private void ClientLoggedOut(LLUUID AgentId)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(AgentId))
{
m_rootAgents.Remove(AgentId);
m_log.Info("[SUN]: Removing " + AgentId + ". Agent logged out.");
}
}
}
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, LLUUID regionID)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
m_rootAgents[avatar.UUID] = avatar.RegionHandle;
}
else
{
m_rootAgents.Add(avatar.UUID, avatar.RegionHandle);
SunToClient(avatar.ControllingClient);
}
}
//m_log.Info("[FRIEND]: " + avatar.Name + " status:" + (!avatar.IsChildAgent).ToString());
}
private void MakeChildAgent(ScenePresence avatar)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
if (m_rootAgents[avatar.UUID] == avatar.RegionHandle)
{
m_rootAgents.Remove(avatar.UUID);
}
}
}
}
public void EstateToolsTimeUpdate(ulong regionHandle, bool FixedTime, bool useEstateTime, float LindenHour)
{
if (m_scene.RegionInfo.RegionHandle == regionHandle)
{
SetTimeByLindenHour(LindenHour);
//if (useEstateTime)
//LindenHourOffset = 0;
ForceSunUpdateToAllClients();
sunFixed = FixedTime;
if (sunFixed)
GenSunPos();
}
}
}
}
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