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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 OpenSimulator 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.Reflection;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using log4net;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api;
namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
{
public class SensorRepeat
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public AsyncCommandManager m_CmdManager;
/// <summary>
/// Number of sensors active.
/// </summary>
public int SensorsCount
{
get
{
return SenseRepeaters.Count;
}
}
public SensorRepeat(AsyncCommandManager CmdManager)
{
m_CmdManager = CmdManager;
maximumRange = CmdManager.m_ScriptEngine.Config.GetDouble("SensorMaxRange", 96.0d);
maximumToReturn = CmdManager.m_ScriptEngine.Config.GetInt("SensorMaxResults", 16);
}
private Object SenseLock = new Object();
private const int AGENT = 1;
private const int AGENT_BY_USERNAME = 0x10;
private const int NPC = 0x20;
private const int ACTIVE = 2;
private const int PASSIVE = 4;
private const int SCRIPTED = 8;
private double maximumRange = 96.0;
private int maximumToReturn = 16;
//
// SenseRepeater and Sensors
//
private class SenseRepeatClass
{
public uint localID;
public UUID itemID;
public double interval;
public DateTime next;
public string name;
public UUID keyID;
public int type;
public double range;
public double arc;
public SceneObjectPart host;
}
//
// Sensed entity
//
private class SensedEntity : IComparable
{
public SensedEntity(double detectedDistance, UUID detectedID)
{
distance = detectedDistance;
itemID = detectedID;
}
public int CompareTo(object obj)
{
if (!(obj is SensedEntity)) throw new InvalidOperationException();
SensedEntity ent = (SensedEntity)obj;
if (ent == null || ent.distance < distance) return 1;
if (ent.distance > distance) return -1;
return 0;
}
public UUID itemID;
public double distance;
}
/// <summary>
/// Sensors to process.
/// </summary>
/// <remarks>
/// Do not add or remove sensors from this list directly. Instead, copy the list and substitute the updated
/// copy. This is to avoid locking the list for the duration of the sensor sweep, which increases the danger
/// of deadlocks with future code updates.
///
/// Always lock SenseRepeatListLock when updating this list.
/// </remarks>
private List<SenseRepeatClass> SenseRepeaters = new List<SenseRepeatClass>();
private object SenseRepeatListLock = new object();
public void SetSenseRepeatEvent(uint m_localID, UUID m_itemID,
string name, UUID 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;
if (range > maximumRange)
ts.range = maximumRange;
else
ts.range = range;
ts.arc = arc;
ts.host = host;
ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
AddSenseRepeater(ts);
}
private void AddSenseRepeater(SenseRepeatClass senseRepeater)
{
lock (SenseRepeatListLock)
{
List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>(SenseRepeaters);
newSenseRepeaters.Add(senseRepeater);
SenseRepeaters = newSenseRepeaters;
}
}
public void UnSetSenseRepeaterEvents(uint m_localID, UUID m_itemID)
{
// Remove from timer
lock (SenseRepeatListLock)
{
List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>();
foreach (SenseRepeatClass ts in SenseRepeaters)
{
if (ts.localID != m_localID || ts.itemID != m_itemID)
{
newSenseRepeaters.Add(ts);
}
}
SenseRepeaters = newSenseRepeaters;
}
}
public void CheckSenseRepeaterEvents()
{
// 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);
}
}
}
public void SenseOnce(uint m_localID, UUID m_itemID,
string name, UUID 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;
if (range > maximumRange)
ts.range = maximumRange;
else
ts.range = range;
ts.arc = arc;
ts.host = host;
SensorSweep(ts);
}
private void SensorSweep(SenseRepeatClass ts)
{
if (ts.host == null)
{
return;
}
List<SensedEntity> sensedEntities = new List<SensedEntity>();
// Is the sensor type is AGENT and not SCRIPTED then include agents
if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
{
sensedEntities.AddRange(doAgentSensor(ts));
}
// If SCRIPTED or PASSIVE or ACTIVE check objects
if ((ts.type & SCRIPTED) != 0 || (ts.type & PASSIVE) != 0 || (ts.type & ACTIVE) != 0)
{
sensedEntities.AddRange(doObjectSensor(ts));
}
lock (SenseLock)
{
if (sensedEntities.Count == 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
{
// Sort the list to get everything ordered by distance
sensedEntities.Sort();
int count = sensedEntities.Count;
int idx;
List<DetectParams> detected = new List<DetectParams>();
for (idx = 0; idx < count; idx++)
{
try
{
DetectParams detect = new DetectParams();
detect.Key = sensedEntities[idx].itemID;
detect.Populate(m_CmdManager.m_ScriptEngine.World);
detected.Add(detect);
}
catch (Exception)
{
// Ignore errors, the object has been deleted or the avatar has gone and
// there was a problem in detect.Populate so nothing added to the list
}
if (detected.Count == maximumToReturn)
break;
}
if (detected.Count == 0)
{
// To get here with zero in the list there must have been some sort of problem
// like the object being deleted or the avatar leaving to have caused some
// difficulty during the Populate above so fire a no_sensor event
m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
new EventParams("no_sensor", new Object[0],
new DetectParams[0]));
}
else
{
m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
new EventParams("sensor",
new Object[] {new LSL_Types.LSLInteger(detected.Count) },
detected.ToArray()));
}
}
}
}
private List<SensedEntity> doObjectSensor(SenseRepeatClass ts)
{
List<EntityBase> Entities;
List<SensedEntity> sensedEntities = new List<SensedEntity>();
// If this is an object sense by key try to get it directly
// rather than getting a list to scan through
if (ts.keyID != UUID.Zero)
{
EntityBase e = null;
m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out e);
if (e == null)
return sensedEntities;
Entities = new List<EntityBase>();
Entities.Add(e);
}
else
{
Entities = new List<EntityBase>(m_CmdManager.m_ScriptEngine.World.GetEntities());
}
SceneObjectPart SensePoint = ts.host;
Vector3 fromRegionPos = SensePoint.GetWorldPosition();
// pre define some things to avoid repeated definitions in the loop body
Vector3 toRegionPos;
double dis;
int objtype;
SceneObjectPart part;
float dx;
float dy;
float dz;
// Quaternion q = SensePoint.RotationOffset;
Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
if (SensePoint.ParentGroup.IsAttachment)
{
// In attachments, rotate the sensor cone with the
// avatar rotation. This may include a nonzero elevation if
// in mouselook.
// This will not include the rotation and position of the
// attachment point (e.g. your head when a sensor is in your
// hair attached to your scull. Your hair will turn with
// your head but the sensor will stay with your (global)
// avatar rotation and position.
// Position of a sensor in a child prim attached to an avatar
// will be still wrong.
ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
fromRegionPos = avatar.AbsolutePosition;
q = avatar.Rotation;
}
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);
Vector3 ZeroVector = new Vector3(0, 0, 0);
bool nameSearch = (ts.name != null && ts.name != "");
foreach (EntityBase ent in Entities)
{
bool keep = true;
if (nameSearch && ent.Name != ts.name) // Wrong name and it is a named search
continue;
if (ent.IsDeleted) // taken so long to do this it has gone from the scene
continue;
if (!(ent is SceneObjectGroup)) // dont bother if it is a pesky avatar
continue;
toRegionPos = ent.AbsolutePosition;
// Calculation is in line for speed
dx = toRegionPos.X - fromRegionPos.X;
dy = toRegionPos.Y - fromRegionPos.Y;
dz = toRegionPos.Z - fromRegionPos.Z;
// Weed out those that will not fit in a cube the size of the range
// no point calculating if they are within a sphere the size of the range
// if they arent even in the cube
if (Math.Abs(dx) > ts.range || Math.Abs(dy) > ts.range || Math.Abs(dz) > ts.range)
dis = ts.range + 1.0;
else
dis = Math.Sqrt(dx * dx + dy * dy + dz * dz);
if (keep && dis <= ts.range && ts.host.UUID != ent.UUID)
{
// In Range and not the object containing the script, is it the right Type ?
objtype = 0;
part = ((SceneObjectGroup)ent).RootPart;
if (part.ParentGroup.AttachmentPoint != 0) // Attached so ignore
continue;
if (part.Inventory.ContainsScripts())
{
objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ...
}
else
{
if (ent.Velocity.Equals(ZeroVector))
{
objtype |= PASSIVE; // Passive non-moving
}
else
{
objtype |= ACTIVE; // moving so active
}
}
// If any of the objects attributes match any in the requested scan type
if (((ts.type & objtype) != 0))
{
// Right type too, what about the other params , key and name ?
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
{
Vector3 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 == true)
{
// add distance for sorting purposes later
sensedEntities.Add(new SensedEntity(dis, ent.UUID));
}
}
}
}
return sensedEntities;
}
private List<SensedEntity> doAgentSensor(SenseRepeatClass ts)
{
INPCModule npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface<INPCModule>();
List<SensedEntity> sensedEntities = new List<SensedEntity>();
// If nobody about quit fast
if (m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0)
return sensedEntities;
SceneObjectPart SensePoint = ts.host;
Vector3 fromRegionPos = SensePoint.GetWorldPosition();
Quaternion q = SensePoint.GetWorldRotation();
if (SensePoint.ParentGroup.IsAttachment)
{
// In attachments, rotate the sensor cone with the
// avatar rotation. This may include a nonzero elevation if
// in mouselook.
// This will not include the rotation and position of the
// attachment point (e.g. your head when a sensor is in your
// hair attached to your scull. Your hair will turn with
// your head but the sensor will stay with your (global)
// avatar rotation and position.
// Position of a sensor in a child prim attached to an avatar
// will be still wrong.
ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
if (avatar == null)
return sensedEntities;
fromRegionPos = avatar.AbsolutePosition;
q = avatar.Rotation;
}
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);
bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0);
Vector3 toRegionPos;
double dis;
Action<ScenePresence> senseEntity = new Action<ScenePresence>(presence =>
{
// m_log.DebugFormat(
// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
// presence.Name, presence.PresenceType, ts.name, ts.type);
if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
{
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
if (npcData == null || !npcData.SenseAsAgent)
{
// m_log.DebugFormat(
// "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}",
// presence.Name, ts.itemID);
return;
}
}
if ((ts.type & AGENT) == 0)
{
if (presence.PresenceType == PresenceType.User)
{
return;
}
else
{
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
if (npcData != null && npcData.SenseAsAgent)
{
// m_log.DebugFormat(
// "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}",
// presence.Name, ts.itemID);
return;
}
}
}
if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0)
return;
// if the object the script is in is attached and the avatar is the owner
// then this one is not wanted
if (attached && presence.UUID == SensePoint.OwnerID)
return;
toRegionPos = presence.AbsolutePosition;
dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos));
// Disabled for now since all osNpc* methods check for appropriate ownership permission.
// Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not
// sensed might be useful.
// if (presence.PresenceType == PresenceType.Npc && npcModule != null)
// {
// UUID npcOwner = npcModule.GetOwner(presence.UUID);
// if (npcOwner != UUID.Zero && npcOwner != SensePoint.OwnerID)
// return;
// }
// are they in range
if (dis <= ts.range)
{
// Are they in the required angle of view
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
{
Vector3 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)
{
sensedEntities.Add(new SensedEntity(dis, presence.UUID));
}
}
else
{
sensedEntities.Add(new SensedEntity(dis, presence.UUID));
}
}
});
// If this is an avatar sense by key try to get them directly
// rather than getting a list to scan through
if (ts.keyID != UUID.Zero)
{
ScenePresence sp;
// Try direct lookup by UUID
if (!m_CmdManager.m_ScriptEngine.World.TryGetScenePresence(ts.keyID, out sp))
return sensedEntities;
senseEntity(sp);
}
else if (ts.name != null && ts.name != "")
{
ScenePresence sp;
// Try lookup by name will return if/when found
if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out sp))
senseEntity(sp);
if ((ts.type & AGENT_BY_USERNAME) != 0)
{
m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(
delegate (ScenePresence ssp)
{
if (ssp.Lastname == "Resident")
{
if (ssp.Firstname.ToLower() == ts.name)
senseEntity(ssp);
return;
}
if (ssp.Name.Replace(" ", ".").ToLower() == ts.name)
senseEntity(ssp);
}
);
}
return sensedEntities;
}
else
{
m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(senseEntity);
}
return sensedEntities;
}
public Object[] GetSerializationData(UUID itemID)
{
List<Object> data = new List<Object>();
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, UUID itemID, UUID 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 = (UUID)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);
AddSenseRepeater(ts);
idx += 6;
}
}
}
}
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