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/*
* 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.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<NewForce> forcesList = new List<NewForce>();
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
}
/// <summary>
/// Position at which a significant movement was made
/// </summary>
private LLVector3 posLastSignificantMove = new LLVector3();
public delegate void SignificantClientMovement(IClientAPI remote_client);
public event SignificantClientMovement OnSignificantClientMovement;
#region Properties
/// <summary>
///
/// </summary>
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)
/// <summary>
///
/// </summary>
/// <param name="theClient"></param>
/// <param name="world"></param>
/// <param name="clientThreads"></param>
/// <param name="regionDat"></param>
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();
}
#endregion
#region Status Methods
/// <summary>
/// Not Used, most likely can be deleted
/// </summary>
/// <param name="status"></param>
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);
}
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
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.ControllingClient);
}
protected void MakeChildAgent()
{
this.Velocity = new LLVector3(0, 0, 0);
this.childAgent = true;
//this.Pos = new LLVector3(128, 128, 70);
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void Teleport(LLVector3 pos)
{
this.AbsolutePosition = pos;
this.SendTerseUpdateToALLClients();
}
/// <summary>
///
/// </summary>
public void StopMovement()
{
}
#endregion
#region Event Handlers
/// <summary>
///
/// </summary>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
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();
}
/// <summary>
/// Complete Avatar's movement into the region
/// </summary>
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);
}
}
/// <summary>
///
/// </summary>
/// <param name="pack"></param>
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
/// <summary>
///
/// </summary>
public override void LandRenegerated()
{
}
/// <summary>
///
/// </summary>
public override void Update()
{
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)
/// <summary>
///
/// </summary>
/// <param name="RemoteClient"></param>
public void SendTerseUpdateToClient(IClientAPI RemoteClient)
{
LLVector3 pos = this.AbsolutePosition;
LLVector3 vel = this.Velocity;
RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z));
}
/// <summary>
///
/// </summary>
public void SendTerseUpdateToALLClients()
{
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
this.SendTerseUpdateToClient(avatars[i].ControllingClient);
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteAvatar"></param>
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<ScenePresence> 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);
}
}
}
}
/// <summary>
///
/// </summary>
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();
}
/// <summary>
///
/// </summary>
/// <param name="OurClient"></param>
public void SendOurAppearance(IClientAPI OurClient)
{
this.ControllingClient.SendWearables(this.Wearables);
//this.SendFullUpdateToALLClients();
//this.SendArrearanceToAllOtherAgents();
this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
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);*/
}
/// <summary>
///
/// </summary>
public void SendArrearanceToAllOtherAgents()
{
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
foreach (ScenePresence avatar in this.m_scene.RequestAvatarList())
{
this.SendAppearanceToOtherAgent(avatar);
}
}
/// <summary>
///
/// </summary>
/// <param name="avatarInfo"></param>
public void SendAppearanceToOtherAgent(ScenePresence avatarInfo)
{
avatarInfo.ControllingClient.SendAppearance(this.ControllingClient.AgentId, this.visualParams, this.m_textureEntry.ToBytes());
}
/// <summary>
///
/// </summary>
/// <param name="animID"></param>
/// <param name="seq"></param>
public void SendAnimPack(LLUUID animID, int seq)
{
this.current_anim = animID;
this.anim_seq = seq;
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId);
}
}
/// <summary>
///
/// </summary>
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
/// <summary>
///
/// </summary>
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();
}
}
/// <summary>
///
/// </summary>
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
/// <summary>
///
/// </summary>
public static void LoadAnims()
{
}
/// <summary>
///
/// </summary>
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.");
}
}
}
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