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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 OpenMetaverse;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
public class WindModule : IWindModule
{
// private static readonly log4net.ILog m_log
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private int m_frame = 0;
private int m_frame_mod = 150;
private Random rndnums = new Random(System.Environment.TickCount);
private Scene m_scene = null;
private bool ready = false;
private Vector2[] windSpeeds = new Vector2[16 * 16];
private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
public void Initialise(Scene scene, IConfigSource config)
{
m_scene = scene;
m_frame = 0;
scene.EventManager.OnFrame += WindUpdate;
scene.EventManager.OnMakeChildAgent += MakeChildAgent;
scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
scene.EventManager.OnClientClosed += ClientLoggedOut;
scene.RegisterModuleInterface<IWindModule>(this);
GenWindPos();
ready = true;
}
public void PostInitialise()
{
}
public void Close()
{
ready = false;
// Remove our hooks
m_scene.EventManager.OnFrame -= WindUpdate;
// m_scene.EventManager.OnNewClient -= SunToClient;
m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent;
m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
m_scene.EventManager.OnClientClosed -= ClientLoggedOut;
}
public string Name
{
get { return "WindModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
public Vector2[] WindSpeeds
{
get { return windSpeeds; }
}
public void WindToClient(IClientAPI client)
{
if (ready)
{
//if (!sunFixed)
//GenWindPos(); // Generate shared values once
client.SendWindData(windSpeeds);
}
}
public void WindUpdate()
{
if (((m_frame++ % m_frame_mod) != 0) || !ready)
{
return;
}
//m_log.Debug("[WIND]:Regenerating...");
GenWindPos(); // Generate shared values once
//int spotxp = 0;
//int spotyp = 0;
//int spotxm = 0;
//int spotym = 0;
List<ScenePresence> avatars = m_scene.GetAvatars();
foreach (ScenePresence avatar in avatars)
{
if (!avatar.IsChildAgent)
{
avatar.ControllingClient.SendWindData(windSpeeds);
}
}
// set estate settings for region access to sun position
//m_scene.RegionInfo.RegionSettings.SunVector = Position;
//m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime();
}
public void ForceWindUpdateToAllClients()
{
GenWindPos(); // Generate shared values once
List<ScenePresence> avatars = m_scene.GetAvatars();
foreach (ScenePresence avatar in avatars)
{
if (!avatar.IsChildAgent)
avatar.ControllingClient.SendWindData(windSpeeds);
}
// set estate settings for region access to sun position
//m_scene.RegionInfo.RegionSettings.SunVector = Position;
//m_scene.RegionInfo.RegionSettings.SunPosition = GetLindenEstateHourFromCurrentTime();
}
/// <summary>
/// Calculate the sun's orbital position and its velocity.
/// </summary>
private void GenWindPos()
{
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
{
windSpeeds[y * 16 + x].X = (float)(rndnums.NextDouble() * 2d - 1d);
windSpeeds[y * 16 + x].Y = (float)(rndnums.NextDouble() * 2d - 1d);
}
}
}
private void ClientLoggedOut(UUID AgentId)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(AgentId))
{
m_rootAgents.Remove(AgentId);
}
}
}
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
m_rootAgents[avatar.UUID] = avatar.RegionHandle;
}
else
{
m_rootAgents.Add(avatar.UUID, avatar.RegionHandle);
WindToClient(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);
}
}
}
}
}
}
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