aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
blob: cc4d88b31247a29d3a8715c002744afb1b784f12 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
/*
 * 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 OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
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
    {
        public AsyncCommandManager m_CmdManager;

        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 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;
        }

        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);
            lock (SenseRepeatListLock)
            {
                SenseRepeaters.Add(ts);
            }
        }

        public void UnSetSenseRepeaterEvents(uint m_localID, UUID m_itemID)
        {
            // Remove from timer
            lock (SenseRepeatListLock)
            {
                List<SenseRepeatClass> NewSensors = new List<SenseRepeatClass>();
                foreach (SenseRepeatClass ts in SenseRepeaters)
                {
                    if (ts.localID != m_localID && ts.itemID != m_itemID)
                    {
                        NewSensors.Add(ts);
                    }
                }
                SenseRepeaters.Clear();
                SenseRepeaters = NewSensors;
            }
        }

        public void CheckSenseRepeaterEvents()
        {
            // Nothing to do here?
            if (SenseRepeaters.Count == 0)
                return;

            lock (SenseRepeatListLock)
            {
                // 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);
                    }
                }
            } // lock
        }

        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) != 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 = m_CmdManager.m_ScriptEngine.World.GetEntities();
            }
            SceneObjectPart SensePoint = ts.host;

            Vector3 fromRegionPos = SensePoint.AbsolutePosition;

            // 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;
            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.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)
        {
            List<ScenePresence> Presences;
            List<SensedEntity> sensedEntities = new List<SensedEntity>();

            // 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 p = m_CmdManager.m_ScriptEngine.World.GetScenePresence(ts.keyID);
                if (p == null)
                    return sensedEntities;
                Presences = new List<ScenePresence>();
                Presences.Add(p);
            }
            else
            {
                Presences = m_CmdManager.m_ScriptEngine.World.GetScenePresences();
            }

            // If nobody about quit fast
            if (Presences.Count == 0)
                return sensedEntities;

            SceneObjectPart SensePoint = ts.host;

            Vector3 fromRegionPos = SensePoint.AbsolutePosition;

            Quaternion q = SensePoint.RotationOffset;
            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.AttachmentPoint != 0);
            bool nameSearch = (ts.name != null && ts.name != "");
            Vector3 toRegionPos;
            double dis;

            foreach (ScenePresence presence in Presences)
            {
                bool keep = true;

                if (presence.IsDeleted)
                    continue;

                if (presence.IsChildAgent)
                    keep = false;
                toRegionPos = presence.AbsolutePosition;

                dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos));

                // are they in range
                if (keep && dis <= ts.range)
                {
                    // 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)
                        keep = false;

                    // check the name if needed
                    if (keep && nameSearch && ts.name != presence.Name)
                        keep = false;

                    // Are they in the required angle of view
                    if (keep && 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;
                    }
                }
                else
                {
                    keep = false;
                }

                // Do not report gods, not even minor ones
                if (keep && presence.GodLevel > 0.0)
                    keep = false;

                if (keep) // add to list with distance
                {
                    sensedEntities.Add(new SensedEntity(dis, presence.UUID));
                }

                // If this is a search by name and we have just found it then no more to do 
                if (nameSearch && ts.name == presence.Name)
                    return sensedEntities;
            }
            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);

                SenseRepeaters.Add(ts);
                idx += 6;
            }
        }
    }
}