Merge branch 'master' into mantis5110

Conflicts:
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
This commit is contained in:
Jonathan Freedman
2010-10-29 23:12:51 -04:00
42 changed files with 1306 additions and 965 deletions

View File

@@ -124,13 +124,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// Save avatar attachment information
ScenePresence presence;
if (m_scene.AvatarFactory != null && m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
if (m_scene.AvatarService != null && m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
{
m_log.Info(
"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
+ ", AttachmentPoint: " + AttachmentPt);
m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
m_scene.AvatarService.SetAppearance(remoteClient.AgentId, presence.Appearance);
}
}
}
@@ -382,8 +382,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
item = m_scene.InventoryService.GetItem(item);
presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
if (m_scene.AvatarService != null)
m_scene.AvatarService.SetAppearance(remoteClient.AgentId, presence.Appearance);
}
}
@@ -405,10 +405,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
presence.Appearance.DetachAttachment(itemID);
// Save avatar attachment information
if (m_scene.AvatarFactory != null)
if (m_scene.AvatarService != null)
{
m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
m_scene.AvatarService.SetAppearance(remoteClient.AgentId, presence.Appearance);
}
}
@@ -435,9 +435,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
presence.Appearance.DetachAttachment(itemID);
if (m_scene.AvatarFactory != null)
if (m_scene.AvatarService != null)
{
m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance);
m_scene.AvatarService.SetAppearance(remoteClient.AgentId, presence.Appearance);
}
part.ParentGroup.DetachToGround();

View File

@@ -32,58 +32,56 @@ using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using System.Threading;
using System.Timers;
using System.Collections.Generic;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
public class AvatarFactoryModule : IAvatarFactory, IRegionModule
public class AvatarFactoryModule : IRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
private Scene m_scene = null;
private static readonly AvatarAppearance def = new AvatarAppearance();
public bool TryGetAvatarAppearance(UUID avatarId, out AvatarAppearance appearance)
private int m_savetime = 5; // seconds to wait before saving changed appearance
private int m_sendtime = 2; // seconds to wait before sending changed appearance
private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
private Dictionary<UUID,long> m_savequeue = new Dictionary<UUID,long>();
private Dictionary<UUID,long> m_sendqueue = new Dictionary<UUID,long>();
#region RegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
AvatarData avatar = m_scene.AvatarService.GetAvatar(avatarId);
//if ((profile != null) && (profile.RootFolder != null))
if (avatar != null)
{
appearance = avatar.ToAvatarAppearance(avatarId);
return true;
}
m_log.ErrorFormat("[APPEARANCE]: Appearance not found for {0}, creating default", avatarId);
appearance = CreateDefault(avatarId);
return false;
}
private AvatarAppearance CreateDefault(UUID avatarId)
{
AvatarAppearance appearance = null;
AvatarWearable[] wearables;
byte[] visualParams;
GetDefaultAvatarAppearance(out wearables, out visualParams);
appearance = new AvatarAppearance(avatarId, wearables, visualParams);
return appearance;
}
public void Initialise(Scene scene, IConfigSource source)
{
scene.RegisterModuleInterface<IAvatarFactory>(this);
scene.EventManager.OnNewClient += NewClient;
if (m_scene == null)
if (config != null)
{
m_scene = scene;
IConfig sconfig = config.Configs["Startup"];
if (sconfig != null)
{
m_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
}
}
if (m_scene == null)
m_scene = scene;
}
public void PostInitialise()
{
m_updateTimer.Enabled = false;
m_updateTimer.AutoReset = true;
m_updateTimer.Interval = m_checkTime; // 500 milliseconds wait to start async ops
m_updateTimer.Elapsed += new ElapsedEventHandler(HandleAppearanceUpdateTimer);
}
public void Close()
@@ -102,6 +100,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void NewClient(IClientAPI client)
{
client.OnRequestWearables += SendWearables;
client.OnSetAppearance += SetAppearance;
client.OnAvatarNowWearing += AvatarIsWearing;
}
@@ -110,13 +110,263 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// client.OnAvatarNowWearing -= AvatarIsWearing;
}
public void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)
#endregion
/// <summary>
/// Set appearance data (textureentry and slider settings) received from the client
/// </summary>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
{
// DEBUG ON
m_log.WarnFormat("[AVFACTORY] SetAppearance for {0}",client.AgentId);
// DEBUG OFF
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
m_log.WarnFormat("[AVFACTORY] SetAppearance unable to find presence for {0}",client.AgentId);
return;
}
bool changed = false;
// Process the texture entry
if (textureEntry != null)
{
changed = sp.Appearance.SetTextureEntries(textureEntry);
for (int i = 0; i < BAKE_INDICES.Length; i++)
{
int idx = BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
Util.FireAndForget(delegate(object o) { CheckBakedTextureAssets(client,face.TextureID,idx); });
}
}
// Process the visual params, this may change height as well
if (visualParams != null)
{
if (sp.Appearance.SetVisualParams(visualParams))
{
changed = true;
if (sp.Appearance.AvatarHeight > 0)
sp.SetHeight(sp.Appearance.AvatarHeight);
}
}
// If something changed in the appearance then queue an appearance save
if (changed)
QueueAppearanceSave(client.AgentId);
// And always queue up an appearance update to send out
QueueAppearanceSend(client.AgentId);
// Send the appearance back to the avatar
AvatarAppearance avp = sp.Appearance;
sp.ControllingClient.SendAvatarDataImmediate(sp);
sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
}
/// <summary>
/// Checks for the existance of a baked texture asset and
/// requests the viewer rebake if the asset is not found
/// </summary>
/// <param name="client"></param>
/// <param name="textureID"></param>
/// <param name="idx"></param>
private void CheckBakedTextureAssets(IClientAPI client, UUID textureID, int idx)
{
if (m_scene.AssetService.Get(textureID.ToString()) == null)
{
m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",
textureID,idx,client.Name);
client.SendRebakeAvatarTextures(textureID);
}
}
#region UpdateAppearanceTimer
public void QueueAppearanceSend(UUID agentid)
{
// DEBUG ON
m_log.WarnFormat("[AVFACTORY] Queue appearance send for {0}",agentid);
// DEBUG OFF
// 100 nanoseconds (ticks) we should wait
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000);
lock (m_sendqueue)
{
m_sendqueue[agentid] = timestamp;
m_updateTimer.Start();
}
}
public void QueueAppearanceSave(UUID agentid)
{
// DEBUG ON
m_log.WarnFormat("[AVFACTORY] Queue appearance save for {0}",agentid);
// DEBUG OFF
// 100 nanoseconds (ticks) we should wait
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000);
lock (m_savequeue)
{
m_savequeue[agentid] = timestamp;
m_updateTimer.Start();
}
}
private void HandleAppearanceSend(UUID agentid)
{
ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null)
{
m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid);
return;
}
// DEBUG ON
m_log.WarnFormat("[AVFACTORY] Handle appearance send for {0}\n{1}",agentid,sp.Appearance.ToString());
// DEBUG OFF
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
// Send the appearance back to the avatar
AvatarAppearance avp = sp.Appearance;
sp.ControllingClient.SendAvatarDataImmediate(sp);
sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
/*
// this needs to be fixed, the flag should be on scene presence not the region module
// Start the animations if necessary
if (!m_startAnimationSet)
{
sp.Animator.UpdateMovementAnimations();
m_startAnimationSet = true;
}
*/
}
private void HandleAppearanceSave(UUID agentid)
{
ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null)
{
m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid);
return;
}
m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
}
private void HandleAppearanceUpdateTimer(object sender, EventArgs ea)
{
long now = DateTime.Now.Ticks;
lock (m_sendqueue)
{
Dictionary<UUID,long> sends = new Dictionary<UUID,long>(m_sendqueue);
foreach (KeyValuePair<UUID,long> kvp in sends)
{
if (kvp.Value < now)
{
Util.FireAndForget(delegate(object o) { HandleAppearanceSend(kvp.Key); });
m_sendqueue.Remove(kvp.Key);
}
}
}
lock (m_savequeue)
{
Dictionary<UUID,long> saves = new Dictionary<UUID,long>(m_savequeue);
foreach (KeyValuePair<UUID,long> kvp in saves)
{
if (kvp.Value < now)
{
Util.FireAndForget(delegate(object o) { HandleAppearanceSave(kvp.Key); });
m_savequeue.Remove(kvp.Key);
}
}
}
if (m_savequeue.Count == 0 && m_sendqueue.Count == 0)
m_updateTimer.Stop();
}
#endregion
/// <summary>
/// Tell the client for this scene presence what items it should be wearing now
/// </summary>
public void SendWearables(IClientAPI client)
{
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
m_log.WarnFormat("[AVFACTORY] SendWearables unable to find presence for {0}",client.AgentId);
return;
}
// DEBUG ON
m_log.WarnFormat("[AVFACTORY]: Received request for wearables of {0}", client.AgentId);
// DEBUG OFF
client.SendWearables(sp.Appearance.Wearables,sp.Appearance.Serial++);
}
/// <summary>
/// Update what the avatar is wearing using an item from their inventory.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
public void AvatarIsWearing(IClientAPI client, AvatarWearingArgs e)
{
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
m_log.WarnFormat("[AVFACTORY] AvatarIsWearing unable to find presence for {0}",client.AgentId);
return;
}
// DEBUG ON
m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}",client.AgentId);
// DEBUG OFF
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance);
//if (!TryGetAvatarAppearance(client.AgentId, out avatAppearance))
//{
// m_log.Warn("[AVFACTORY]: We didn't seem to find the appearance, falling back to ScenePresence");
// avatAppearance = sp.Appearance;
//}
//m_log.DebugFormat("[AVFACTORY]: Received wearables for {0}", client.Name);
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
if (wear.Type < AvatarWearable.MAX_WEARABLES)
{
AvatarWearable newWearable = new AvatarWearable(wear.ItemID,UUID.Zero);
avatAppearance.SetWearable(wear.Type, newWearable);
}
}
SetAppearanceAssets(sp.UUID, ref avatAppearance);
m_scene.AvatarService.SetAppearance(client.AgentId, avatAppearance);
sp.Appearance = avatAppearance;
}
private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)
{
IInventoryService invService = m_scene.InventoryService;
if (invService.GetRootFolder(userID) != null)
{
for (int i = 0; i < 13; i++)
for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
{
if (appearance.Wearables[i].ItemID == UUID.Zero)
{
@@ -134,84 +384,19 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
else
{
m_log.ErrorFormat(
"[APPEARANCE]: Can't find inventory item {0} for {1}, setting to default",
"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
appearance.Wearables[i].ItemID, (WearableType)i);
appearance.Wearables[i].AssetID = def.Wearables[i].AssetID;
appearance.Wearables[i].ItemID = UUID.Zero;
appearance.Wearables[i].AssetID = UUID.Zero;
}
}
}
}
else
{
m_log.WarnFormat("[APPEARANCE]: user {0} has no inventory, appearance isn't going to work", userID);
m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
}
}
/// <summary>
/// Update what the avatar is wearing using an item from their inventory.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
{
m_log.DebugFormat("[APPEARANCE]: AvatarIsWearing");
IClientAPI clientView = (IClientAPI)sender;
ScenePresence sp = m_scene.GetScenePresence(clientView.AgentId);
if (sp == null)
{
m_log.Error("[APPEARANCE]: Avatar is child agent, ignoring AvatarIsWearing event");
return;
}
AvatarAppearance avatAppearance = sp.Appearance;
//if (!TryGetAvatarAppearance(clientView.AgentId, out avatAppearance))
//{
// m_log.Warn("[APPEARANCE]: We didn't seem to find the appearance, falling back to ScenePresence");
// avatAppearance = sp.Appearance;
//}
//m_log.DebugFormat("[APPEARANCE]: Received wearables for {0}", clientView.Name);
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
if (wear.Type < 13)
{
avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
}
}
SetAppearanceAssets(sp.UUID, ref avatAppearance);
AvatarData adata = new AvatarData(avatAppearance);
m_scene.AvatarService.SetAvatar(clientView.AgentId, adata);
sp.Appearance = avatAppearance;
}
public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
{
visualParams = GetDefaultVisualParams();
wearables = AvatarWearable.DefaultWearables;
}
public void UpdateDatabase(UUID user, AvatarAppearance appearance)
{
//m_log.DebugFormat("[APPEARANCE]: UpdateDatabase");
AvatarData adata = new AvatarData(appearance);
m_scene.AvatarService.SetAvatar(user, adata);
}
private static byte[] GetDefaultVisualParams()
{
byte[] visualParams;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
return visualParams;
}
}
}

View File

@@ -238,7 +238,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
}
(scene as Scene).EventManager.TriggerOnChatToClients(
fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
}
static private Vector3 CenterOfRegion = new Vector3(128, 128, 30);

View File

@@ -143,7 +143,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
{
LoadControlFile(filePath, data);
}
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
if (LoadAsset(filePath, data))
@@ -479,11 +479,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// <param name="path"></param>
/// <param name="data"></param>
protected void LoadControlFile(string path, byte[] data)
{
{
XDocument doc = XDocument.Parse(Encoding.ASCII.GetString(data));
XElement archiveElement = doc.Element("archive");
int majorVersion = int.Parse(archiveElement.Attribute("major_version").Value);
int minorVersion = int.Parse(archiveElement.Attribute("minor_version").Value);
int minorVersion = int.Parse(archiveElement.Attribute("minor_version").Value);
string version = string.Format("{0}.{1}", majorVersion, minorVersion);
if (majorVersion > MAX_MAJOR_VERSION)
@@ -492,7 +492,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
string.Format(
"The IAR you are trying to load has major version number of {0} but this version of OpenSim can only load IARs with major version number {1} and below",
majorVersion, MAX_MAJOR_VERSION));
}
}
m_log.InfoFormat("[INVENTORY ARCHIVER]: Loading IAR with version {0}", version);
}

View File

@@ -213,7 +213,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
public void Execute()
{
try
{
{
InventoryFolderBase inventoryFolder = null;
InventoryItemBase inventoryItem = null;
InventoryFolderBase rootFolder = m_scene.InventoryService.GetRootFolder(m_userInfo.PrincipalID);
@@ -277,7 +277,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
// Write out control file. This has to be done first so that subsequent loaders will see this file first
// XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this
m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p1ControlFile());
m_log.InfoFormat("[INVENTORY ARCHIVER]: Added control file to archive.");
m_log.InfoFormat("[INVENTORY ARCHIVER]: Added control file to archive.");
if (inventoryFolder != null)
{

View File

@@ -30,6 +30,7 @@ using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Server.Base;
@@ -137,6 +138,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar
#region IAvatarService
public AvatarAppearance GetAppearance(UUID userID)
{
return m_AvatarService.GetAppearance(userID);
}
public bool SetAppearance(UUID userID, AvatarAppearance appearance)
{
return m_AvatarService.SetAppearance(userID,appearance);
}
public AvatarData GetAvatar(UUID userID)
{
return m_AvatarService.GetAvatar(userID);

View File

@@ -199,13 +199,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
majorVersion = 1;
minorVersion = 0;
}
}
*/
m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
// if (majorVersion == 1)
// {
// m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR");
// m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR");
// }
@@ -232,6 +232,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
sw.Close();
return s;
}
}
}
}

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@@ -44,10 +44,8 @@ namespace OpenSim.Region.CoreModules
/// it is not based on ~06:00 == Sun Rise. Rather it is based on 00:00 being sun-rise.
/// </summary>
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//
// Global Constants used to determine where in the sky the sun is
//
@@ -108,26 +106,25 @@ namespace OpenSim.Region.CoreModules
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 TicksUTCOffset = 0; // seconds offset from UTC
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 TicksUTCOffset = 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
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 Vector3 Position = Vector3.Zero;
private Vector3 Velocity = Vector3.Zero;
private Quaternion Tilt = new Quaternion(1.0f, 0.0f, 0.0f, 0.0f);
private Quaternion Tilt = new Quaternion(1.0f, 0.0f, 0.0f, 0.0f);
// Used to fix the sun in the sky so it doesn't move based on current time
private bool m_SunFixed = false;
@@ -135,8 +132,6 @@ namespace OpenSim.Region.CoreModules
private const int TICKS_PER_SECOND = 10000000;
// Current time in elapsed seconds since Jan 1st 1970
private ulong CurrentTime
{
@@ -149,8 +144,6 @@ namespace OpenSim.Region.CoreModules
// Time in seconds since UTC to use to calculate sun position.
ulong PosTime = 0;
/// <summary>
/// Calculate the sun's orbital position and its velocity.
/// </summary>
@@ -202,7 +195,6 @@ namespace OpenSim.Region.CoreModules
PosTime += (ulong)(((CurDayPercentage - 0.5) / .5) * NightSeconds);
}
}
}
TotalDistanceTravelled = SunSpeed * PosTime; // distance measured in radians
@@ -251,7 +243,6 @@ namespace OpenSim.Region.CoreModules
Velocity.X = 0;
Velocity.Y = 0;
Velocity.Z = 0;
}
else
{
@@ -271,9 +262,7 @@ namespace OpenSim.Region.CoreModules
private float GetCurrentTimeAsLindenSunHour()
{
if (m_SunFixed)
{
return m_SunFixedHour + 6;
}
return GetCurrentSunHour() + 6.0f;
}
@@ -297,8 +286,6 @@ namespace OpenSim.Region.CoreModules
m_scene.AddCommand(this, String.Format("sun {0}", kvp.Key), String.Format("{0} - {1}", kvp.Key, kvp.Value), "", HandleSunConsoleCommand);
}
TimeZone local = TimeZone.CurrentTimeZone;
TicksUTCOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
m_log.Debug("[SUN]: localtime offset is " + TicksUTCOffset);
@@ -325,13 +312,11 @@ namespace OpenSim.Region.CoreModules
// must hard code to ~.5 to match sun position in LL based viewers
m_HorizonShift = config.Configs["Sun"].GetDouble("day_night_offset", d_day_night);
// Scales the sun hours 0...12 vs 12...24, essentially makes daylight hours longer/shorter vs nighttime hours
m_DayTimeSunHourScale = config.Configs["Sun"].GetDouble("day_time_sun_hour_scale", d_DayTimeSunHourScale);
// Update frequency in frames
m_UpdateInterval = config.Configs["Sun"].GetInt("update_interval", d_frame_mod);
}
catch (Exception e)
{
@@ -391,10 +376,8 @@ namespace OpenSim.Region.CoreModules
}
scene.RegisterModuleInterface<ISunModule>(this);
}
public void PostInitialise()
{
}
@@ -402,7 +385,7 @@ namespace OpenSim.Region.CoreModules
public void Close()
{
ready = false;
// Remove our hooks
m_scene.EventManager.OnFrame -= SunUpdate;
m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
@@ -419,6 +402,7 @@ namespace OpenSim.Region.CoreModules
{
get { return false; }
}
#endregion
#region EventManager Events
@@ -446,9 +430,7 @@ namespace OpenSim.Region.CoreModules
public void SunUpdate()
{
if (((m_frame++ % m_UpdateInterval) != 0) || !ready || m_SunFixed || !receivedEstateToolsSunUpdate)
{
return;
}
GenSunPos(); // Generate shared values once
@@ -467,7 +449,7 @@ namespace OpenSim.Region.CoreModules
}
/// <summary>
///
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="FixedTime">Is the sun's position fixed?</param>
@@ -484,7 +466,6 @@ namespace OpenSim.Region.CoreModules
while (FixedSunHour < 0)
FixedSunHour += 24;
m_SunFixedHour = FixedSunHour;
m_SunFixed = FixedSun;
@@ -499,14 +480,12 @@ namespace OpenSim.Region.CoreModules
// When sun settings are updated, we should update all clients with new settings.
SunUpdateToAllClients();
m_log.DebugFormat("[SUN]: PosTime : {0}", PosTime.ToString());
}
}
#endregion
private void SunUpdateToAllClients()
{
m_scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -553,7 +532,6 @@ namespace OpenSim.Region.CoreModules
{
float ticksleftover = CurrentTime % SecondsPerSunCycle;
return (24.0f * (ticksleftover / SecondsPerSunCycle));
}
@@ -666,7 +644,6 @@ namespace OpenSim.Region.CoreModules
// When sun settings are updated, we should update all clients with new settings.
SunUpdateToAllClients();
}
return Output;