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Thank you, mcortez, for a patch that fixes a number of long standing
issues with the sun module. Fixes Mantis #3295
This commit is contained in:
@@ -201,7 +201,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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m_scene.RegionInfo.RegionSettings.FixedSun = UseFixedSun;
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m_scene.RegionInfo.RegionSettings.SunPosition = SunHour;
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m_scene.EventManager.TriggerEstateToolsTimeUpdate(m_scene.RegionInfo.RegionHandle, UseFixedSun, UseEstateSun, SunHour);
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TriggerEstateToolsSunUpdate();
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//m_log.Debug("[ESTATE]: UFS: " + UseFixedSun.ToString());
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//m_log.Debug("[ESTATE]: SunHour: " + SunHour.ToString());
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@@ -819,19 +819,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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m_scene.RegionInfo.EstateSettings.Save();
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float sun = (float)m_scene.RegionInfo.RegionSettings.SunPosition;
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if (m_scene.RegionInfo.RegionSettings.UseEstateSun)
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{
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sun = (float)m_scene.RegionInfo.EstateSettings.SunPosition;
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if (m_scene.RegionInfo.EstateSettings.UseGlobalTime)
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sun = m_scene.EventManager.GetSunLindenHour();
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}
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m_scene.EventManager.TriggerEstateToolsTimeUpdate(
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m_scene.RegionInfo.RegionHandle,
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m_scene.RegionInfo.EstateSettings.FixedSun ||
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m_scene.RegionInfo.RegionSettings.FixedSun,
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m_scene.RegionInfo.RegionSettings.UseEstateSun, sun);
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TriggerEstateToolsSunUpdate();
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sendDetailedEstateData(remoteClient, invoice);
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}
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@@ -851,6 +839,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public void PostInitialise()
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{
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// Sets up the sun module based no the saved Estate and Region Settings
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// DO NOT REMOVE or the sun will stop working
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TriggerEstateToolsSunUpdate();
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}
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public void Close()
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@@ -871,6 +862,40 @@ namespace OpenSim.Region.CoreModules.World.Estate
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#region Other Functions
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private void TriggerEstateToolsSunUpdate()
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{
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float sun;
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if (m_scene.RegionInfo.RegionSettings.UseEstateSun)
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{
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sun = (float)m_scene.RegionInfo.EstateSettings.SunPosition;
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if (m_scene.RegionInfo.EstateSettings.UseGlobalTime)
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{
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sun = m_scene.EventManager.GetCurrentTimeAsSunLindenHour() - 6.0f;
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}
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//
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m_scene.EventManager.TriggerEstateToolsSunUpdate(
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m_scene.RegionInfo.RegionHandle,
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m_scene.RegionInfo.EstateSettings.FixedSun,
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m_scene.RegionInfo.RegionSettings.UseEstateSun,
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sun);
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}
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else
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{
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// Use the Sun Position from the Region Settings
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sun = (float)m_scene.RegionInfo.RegionSettings.SunPosition - 6.0f;
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m_scene.EventManager.TriggerEstateToolsSunUpdate(
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m_scene.RegionInfo.RegionHandle,
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m_scene.RegionInfo.RegionSettings.FixedSun,
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m_scene.RegionInfo.RegionSettings.UseEstateSun,
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sun);
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}
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}
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public void changeWaterHeight(float height)
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{
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setRegionTerrainSettings(height,
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@@ -39,26 +39,51 @@ namespace OpenSim.Region.CoreModules
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{
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public class SunModule : IRegionModule
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{
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/// <summary>
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/// Note: Sun Hour can be a little deceaving. Although it's based on a 24 hour clock
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/// it is not based on ~06:00 == Sun Rise. Rather it is based on 00:00 being sun-rise.
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/// </summary>
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private const double SeasonalTilt = 0.03 * Math.PI; // A daily shift of approximately 1.7188 degrees
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private const double AverageTilt = -0.25 * Math.PI; // A 45 degree tilt
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private const double SunCycle = 2.0D * Math.PI; // A perfect circle measured in radians
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private const double SeasonalCycle = 2.0D * Math.PI; // Ditto
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//
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// Global Constants used to determine where in the sky the sun is
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//
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private const double m_SeasonalTilt = 0.03 * Math.PI; // A daily shift of approximately 1.7188 degrees
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private const double m_AverageTilt = -0.25 * Math.PI; // A 45 degree tilt
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private const double m_SunCycle = 2.0D * Math.PI; // A perfect circle measured in radians
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private const double m_SeasonalCycle = 2.0D * Math.PI; // Ditto
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//
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// Per Region Values
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//
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private bool ready = false;
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private bool ready = false;
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// This solves a chick before the egg problem
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// the local SunFixedHour and SunFixed variables MUST be updated
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// at least once with the proper Region Settings before we start
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// updating those region settings in GenSunPos()
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private bool receivedEstateToolsSunUpdate = false;
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// Configurable values
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private string m_mode = "SL";
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private int m_frame_mod = 0;
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private double m_day_length = 0;
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private int m_year_length = 0;
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private double m_day_night = 0;
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private string m_RegionMode = "SL";
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// Sun's position information is updated and sent to clients every m_UpdateInterval frames
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private int m_UpdateInterval = 0;
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// Number of real time hours per virtual day
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private double m_DayLengthHours = 0;
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// Number of virtual days to a virtual year
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private int m_YearLengthDays = 0;
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// Ratio of Daylight hours to Night time hours. This is accomplished by shifting the
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// sun's orbit above the horizon
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private double m_RatioDayNightHoizonShift = 0;
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// private double m_longitude = 0;
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// private double m_latitude = 0;
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// Configurable defaults Defaults close to SL
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@@ -66,7 +91,8 @@ namespace OpenSim.Region.CoreModules
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private int d_frame_mod = 100; // Every 10 seconds (actually less)
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private double d_day_length = 4; // A VW day is 4 RW hours long
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private int d_year_length = 60; // There are 60 VW days in a VW year
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private double d_day_night = 0.45; // axis offset: ratio of light-to-dark, approx 1:3
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private double d_day_night = 0.5; // axis offset: Default Hoizon shift to try and closely match the sun model in LL Viewer
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// private double d_longitude = -73.53;
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// private double d_latitude = 41.29;
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@@ -83,7 +109,7 @@ namespace OpenSim.Region.CoreModules
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private double SunSpeed; // Rate of passage in radians/second
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private double SeasonSpeed; // Rate of change for seasonal effects
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// private double HoursToRadians; // Rate of change for seasonal effects
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private long TicksOffset = 0; // seconds offset from UTC
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private long TicksUTCOffset = 0; // seconds offset from UTC
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// Calculated every update
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private float OrbitalPosition; // Orbital placement at a point in time
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private double HorizonShift; // Axis offset to skew day and night
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@@ -97,58 +123,145 @@ namespace OpenSim.Region.CoreModules
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private Vector3 Velocity = Vector3.Zero;
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private Quaternion Tilt = new Quaternion(1.0f, 0.0f, 0.0f, 0.0f);
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private long LindenHourOffset = 0;
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private bool sunFixed = false;
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private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
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// Used to fix the sun in the sky so it doesn't move based on current time
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private bool m_SunFixed = false;
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private float m_SunFixedHour = 0f;
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private const int TICKS_PER_SECOND = 10000000;
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// Current time in elapsed seconds since Jan 1st 1970
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private ulong CurrentTime
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{
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get {
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return (ulong)(((DateTime.Now.Ticks) - TicksToEpoch + TicksOffset + LindenHourOffset)/10000000);
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get
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{
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return (ulong)(((DateTime.Now.Ticks) - TicksToEpoch + TicksUTCOffset) / TICKS_PER_SECOND);
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}
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}
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private float GetLindenEstateHourFromCurrentTime()
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// Time in seconds since UTC to use to calculate sun position.
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ulong PosTime = 0;
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/// <summary>
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/// Calculate the sun's orbital position and its velocity.
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/// </summary>
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private void GenSunPos()
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{
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// Time in seconds since UTC to use to calculate sun position.
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PosTime = CurrentTime;
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if (m_SunFixed)
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{
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// SunFixedHour represents the "hour of day" we would like
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// It's represented in 24hr time, with 0 hour being sun-rise
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// Because our day length is probably not 24hrs {LL is 6} we need to do a bit of math
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// Determine the current "day" from current time, so we can use "today"
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// to determine Seasonal Tilt and what'not
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// Integer math rounded is on purpose to drop fractional day, determines number
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// of virtual days since Epoch
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PosTime = CurrentTime / SecondsPerSunCycle;
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// Since we want number of seconds since Epoch, multiply back up
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PosTime *= SecondsPerSunCycle;
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// Then offset by the current Fixed Sun Hour
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// Fixed Sun Hour needs to be scaled to reflect the user configured Seconds Per Sun Cycle
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PosTime += (ulong)((m_SunFixedHour / 24.0) * (ulong)SecondsPerSunCycle);
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}
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TotalDistanceTravelled = SunSpeed * PosTime; // distance measured in radians
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OrbitalPosition = (float)(TotalDistanceTravelled % m_SunCycle); // position measured in radians
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// TotalDistanceTravelled += HoursToRadians-(0.25*Math.PI)*Math.Cos(HoursToRadians)-OrbitalPosition;
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// OrbitalPosition = (float) (TotalDistanceTravelled%SunCycle);
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SeasonalOffset = SeasonSpeed * PosTime; // Present season determined as total radians travelled around season cycle
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Tilt.W = (float)(m_AverageTilt + (m_SeasonalTilt * Math.Sin(SeasonalOffset))); // Calculate seasonal orbital N/S tilt
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// m_log.Debug("[SUN] Total distance travelled = "+TotalDistanceTravelled+", present position = "+OrbitalPosition+".");
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// m_log.Debug("[SUN] Total seasonal progress = "+SeasonalOffset+", present tilt = "+Tilt.W+".");
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// The sun rotates about the Z axis
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Position.X = (float)Math.Cos(-TotalDistanceTravelled);
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Position.Y = (float)Math.Sin(-TotalDistanceTravelled);
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Position.Z = 0;
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// For interest we rotate it slightly about the X access.
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// Celestial tilt is a value that ranges .025
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Position *= Tilt;
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// Finally we shift the axis so that more of the
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// circle is above the horizon than below. This
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// makes the nights shorter than the days.
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Position = Vector3.Normalize(Position);
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Position.Z = Position.Z + (float)HorizonShift;
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Position = Vector3.Normalize(Position);
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// m_log.Debug("[SUN] Position("+Position.X+","+Position.Y+","+Position.Z+")");
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Velocity.X = 0;
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Velocity.Y = 0;
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Velocity.Z = (float)SunSpeed;
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// Correct angular velocity to reflect the seasonal rotation
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Magnitude = Position.Length();
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if (m_SunFixed)
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{
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Velocity.X = 0;
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Velocity.Y = 0;
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Velocity.Z = 0;
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}
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else
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{
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Velocity = (Velocity * Tilt) * (1.0f / Magnitude);
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}
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// TODO: Decouple this, so we can get rid of Linden Hour info
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// Update Region infor with new Sun Position and Hour
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// set estate settings for region access to sun position
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if (receivedEstateToolsSunUpdate)
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{
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m_scene.RegionInfo.RegionSettings.SunVector = Position;
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m_scene.RegionInfo.RegionSettings.SunPosition = GetSunHourAsLindenSunHour();
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}
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}
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/// <summary>
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/// Used to calculate the "linden sun hour" which is from 6 to 30, with 6 being "sun rise"
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/// on the left most end of the Sun Slider in the client.
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/// TODO: Decouple this and send it closer to linden client code.
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/// </summary>
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private float GetCurrentTimeAsLindenSunHour()
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{
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float ticksleftover = ((float)CurrentTime) % ((float)SecondsPerSunCycle);
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float hour = (24 * (ticksleftover / SecondsPerSunCycle)) + 6;
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float hour = (24.0f * (ticksleftover / SecondsPerSunCycle)) + 6.0f;
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return hour;
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}
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private void SetTimeByLindenHour(float LindenHour)
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private float GetSunHourAsLindenSunHour()
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{
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// Linden hour is 24 hours with a 6 hour offset. 6-30
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if (LindenHour - 6 == 0)
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if (m_SunFixed)
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{
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LindenHourOffset = 0;
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return;
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return m_SunFixedHour + 6;
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}
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// Remove LindenHourOffset to calculate it from LocalTime
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float ticksleftover = ((float)(((long)(CurrentTime * 10000000) - (long)LindenHourOffset)/ 10000000) % ((float)SecondsPerSunCycle));
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float hour = (24 * (ticksleftover / SecondsPerSunCycle));
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float offsethours = 0;
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if (LindenHour - 6 > hour)
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{
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offsethours = hour + ((LindenHour-6) - hour);
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}
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else
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{
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offsethours = hour - (hour - (LindenHour - 6));
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}
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//m_log.Debug("[OFFSET]: " + hour + " - " + LindenHour + " - " + offsethours.ToString());
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LindenHourOffset = (long)((float)offsethours * (36000000000/m_day_length));
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m_log.Debug("[SUN]: Directive from the Estate Tools to set the sun phase to LindenHour " + GetLindenEstateHourFromCurrentTime().ToString());
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return GetCurrentTimeAsLindenSunHour();
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}
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#region IRegion Methods
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// Called immediately after the module is loaded for a given region
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// i.e. Immediately after instance creation.
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public void Initialise(Scene scene, IConfigSource config)
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@@ -158,52 +271,52 @@ namespace OpenSim.Region.CoreModules
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m_frame = 0;
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TimeZone local = TimeZone.CurrentTimeZone;
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TicksOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
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m_log.Debug("[SUN]: localtime offset is " + TicksOffset);
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TicksUTCOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
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m_log.Debug("[SUN]: localtime offset is " + TicksUTCOffset);
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// Align ticks with Second Life
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TicksToEpoch = new DateTime(1970,1,1).Ticks;
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TicksToEpoch = new DateTime(1970, 1, 1).Ticks;
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// Just in case they don't have the stanzas
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try
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{
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// Mode: determines how the sun is handled
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m_mode = config.Configs["Sun"].GetString("mode", d_mode);
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m_RegionMode = config.Configs["Sun"].GetString("mode", d_mode);
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// Mode: determines how the sun is handled
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// m_latitude = config.Configs["Sun"].GetDouble("latitude", d_latitude);
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// Mode: determines how the sun is handled
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// m_longitude = config.Configs["Sun"].GetDouble("longitude", d_longitude);
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// Year length in days
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m_year_length = config.Configs["Sun"].GetInt("year_length", d_year_length);
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m_YearLengthDays = config.Configs["Sun"].GetInt("year_length", d_year_length);
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// Day length in decimal hours
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m_day_length = config.Configs["Sun"].GetDouble("day_length", d_day_length);
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m_DayLengthHours = config.Configs["Sun"].GetDouble("day_length", d_day_length);
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// Day to Night Ratio
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m_day_night = config.Configs["Sun"].GetDouble("day_night_offset", d_day_night);
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m_RatioDayNightHoizonShift = config.Configs["Sun"].GetDouble("day_night_offset", d_day_night);
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// Update frequency in frames
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m_frame_mod = config.Configs["Sun"].GetInt("update_interval", d_frame_mod);
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m_UpdateInterval = config.Configs["Sun"].GetInt("update_interval", d_frame_mod);
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}
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catch (Exception e)
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{
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m_log.Debug("[SUN]: Configuration access failed, using defaults. Reason: "+e.Message);
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m_mode = d_mode;
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m_year_length = d_year_length;
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m_day_length = d_day_length;
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m_day_night = d_day_night;
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m_frame_mod = d_frame_mod;
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m_log.Debug("[SUN]: Configuration access failed, using defaults. Reason: " + e.Message);
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m_RegionMode = d_mode;
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m_YearLengthDays = d_year_length;
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m_DayLengthHours = d_day_length;
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m_RatioDayNightHoizonShift = d_day_night;
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m_UpdateInterval = d_frame_mod;
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// m_latitude = d_latitude;
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// m_longitude = d_longitude;
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}
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switch (m_mode)
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switch (m_RegionMode)
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{
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case "T1":
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default:
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case "SL":
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// Time taken to complete a cycle (day and season)
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SecondsPerSunCycle = (uint) (m_day_length * 60 * 60);
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SecondsPerYear = (uint) (SecondsPerSunCycle*m_year_length);
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SecondsPerSunCycle = (uint) (m_DayLengthHours * 60 * 60);
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SecondsPerYear = (uint) (SecondsPerSunCycle*m_YearLengthDays);
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// Ration of real-to-virtual time
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@@ -212,29 +325,27 @@ namespace OpenSim.Region.CoreModules
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// Speed of rotation needed to complete a cycle in the
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// designated period (day and season)
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SunSpeed = SunCycle/SecondsPerSunCycle;
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SeasonSpeed = SeasonalCycle/SecondsPerYear;
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SunSpeed = m_SunCycle/SecondsPerSunCycle;
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SeasonSpeed = m_SeasonalCycle/SecondsPerYear;
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// Horizon translation
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HorizonShift = m_day_night; // Z axis translation
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HorizonShift = m_RatioDayNightHoizonShift; // Z axis translation
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// HoursToRadians = (SunCycle/24)*VWTimeRatio;
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// Insert our event handling hooks
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scene.EventManager.OnFrame += SunUpdate;
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scene.EventManager.OnMakeChildAgent += MakeChildAgent;
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scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
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scene.EventManager.OnClientClosed += ClientLoggedOut;
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scene.EventManager.OnEstateToolsTimeUpdate += EstateToolsTimeUpdate;
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scene.EventManager.OnGetSunLindenHour += GetLindenEstateHourFromCurrentTime;
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scene.EventManager.OnEstateToolsSunUpdate += EstateToolsSunUpdate;
|
||||
scene.EventManager.OnGetCurrentTimeAsLindenSunHour += GetCurrentTimeAsLindenSunHour;
|
||||
|
||||
ready = true;
|
||||
|
||||
m_log.Debug("[SUN]: Mode is "+m_mode);
|
||||
m_log.Debug("[SUN]: Initialization completed. Day is "+SecondsPerSunCycle+" seconds, and year is "+m_year_length+" days");
|
||||
m_log.Debug("[SUN]: Axis offset is "+m_day_night);
|
||||
m_log.Debug("[SUN]: Positional data updated every "+m_frame_mod+" frames");
|
||||
m_log.Debug("[SUN]: Mode is " + m_RegionMode);
|
||||
m_log.Debug("[SUN]: Initialization completed. Day is " + SecondsPerSunCycle + " seconds, and year is " + m_YearLengthDays + " days");
|
||||
m_log.Debug("[SUN]: Axis offset is " + m_RatioDayNightHoizonShift);
|
||||
m_log.Debug("[SUN]: Positional data updated every " + m_UpdateInterval + " frames");
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -250,11 +361,9 @@ namespace OpenSim.Region.CoreModules
|
||||
|
||||
// Remove our hooks
|
||||
m_scene.EventManager.OnFrame -= SunUpdate;
|
||||
m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent;
|
||||
m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
|
||||
m_scene.EventManager.OnClientClosed -= ClientLoggedOut;
|
||||
m_scene.EventManager.OnEstateToolsTimeUpdate -= EstateToolsTimeUpdate;
|
||||
m_scene.EventManager.OnGetSunLindenHour -= GetLindenEstateHourFromCurrentTime;
|
||||
m_scene.EventManager.OnEstateToolsSunUpdate -= EstateToolsSunUpdate;
|
||||
m_scene.EventManager.OnGetCurrentTimeAsLindenSunHour -= GetCurrentTimeAsLindenSunHour;
|
||||
}
|
||||
|
||||
public string Name
|
||||
@@ -266,170 +375,103 @@ namespace OpenSim.Region.CoreModules
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region EventManager Events
|
||||
|
||||
public void SunToClient(IClientAPI client)
|
||||
{
|
||||
if (m_mode != "T1")
|
||||
if (m_RegionMode != "T1")
|
||||
{
|
||||
if (ready)
|
||||
{
|
||||
if (!sunFixed)
|
||||
GenSunPos(); // Generate shared values once
|
||||
client.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
|
||||
if (m_SunFixed)
|
||||
{
|
||||
// m_log.DebugFormat("[SUN]: SunHour {0}, Position {1}, PosTime {2}, OrbitalPosition : {3} ", m_SunFixedHour, Position.ToString(), PosTime.ToString(), OrbitalPosition.ToString());
|
||||
client.SendSunPos(Position, Velocity, PosTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_log.DebugFormat("[SUN]: SunHour {0}, Position {1}, PosTime {2}, OrbitalPosition : {3} ", m_SunFixedHour, Position.ToString(), PosTime.ToString(), OrbitalPosition.ToString());
|
||||
client.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SunUpdate()
|
||||
{
|
||||
if (((m_frame++%m_frame_mod) != 0) || !ready || sunFixed)
|
||||
if (((m_frame++ % m_UpdateInterval) != 0) || !ready || m_SunFixed || !receivedEstateToolsSunUpdate)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GenSunPos(); // Generate shared values once
|
||||
|
||||
List<ScenePresence> avatars = m_scene.GetAvatars();
|
||||
foreach (ScenePresence avatar in avatars)
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
avatar.ControllingClient.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
|
||||
}
|
||||
|
||||
// set estate settings for region access to sun position
|
||||
m_scene.RegionInfo.RegionSettings.SunVector = Position;
|
||||
//m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime();
|
||||
}
|
||||
|
||||
public void ForceSunUpdateToAllClients()
|
||||
{
|
||||
GenSunPos(); // Generate shared values once
|
||||
|
||||
List<ScenePresence> avatars = m_scene.GetAvatars();
|
||||
foreach (ScenePresence avatar in avatars)
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
avatar.ControllingClient.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
|
||||
}
|
||||
|
||||
// set estate settings for region access to sun position
|
||||
m_scene.RegionInfo.RegionSettings.SunVector = Position;
|
||||
m_scene.RegionInfo.RegionSettings.SunPosition = GetLindenEstateHourFromCurrentTime();
|
||||
SunUpdateToAllClients();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the sun's orbital position and its velocity.
|
||||
/// When an avatar enters the region, it's probably a good idea to send them the current sun info
|
||||
/// </summary>
|
||||
private void GenSunPos()
|
||||
{
|
||||
TotalDistanceTravelled = SunSpeed * CurrentTime; // distance measured in radians
|
||||
OrbitalPosition = (float) (TotalDistanceTravelled%SunCycle); // position measured in radians
|
||||
|
||||
// TotalDistanceTravelled += HoursToRadians-(0.25*Math.PI)*Math.Cos(HoursToRadians)-OrbitalPosition;
|
||||
// OrbitalPosition = (float) (TotalDistanceTravelled%SunCycle);
|
||||
|
||||
SeasonalOffset = SeasonSpeed * CurrentTime; // Present season determined as total radians travelled around season cycle
|
||||
|
||||
Tilt.W = (float) (AverageTilt + (SeasonalTilt*Math.Sin(SeasonalOffset))); // Calculate seasonal orbital N/S tilt
|
||||
|
||||
// m_log.Debug("[SUN] Total distance travelled = "+TotalDistanceTravelled+", present position = "+OrbitalPosition+".");
|
||||
// m_log.Debug("[SUN] Total seasonal progress = "+SeasonalOffset+", present tilt = "+Tilt.W+".");
|
||||
|
||||
// The sun rotates about the Z axis
|
||||
|
||||
Position.X = (float) Math.Cos(-TotalDistanceTravelled);
|
||||
Position.Y = (float) Math.Sin(-TotalDistanceTravelled);
|
||||
Position.Z = 0;
|
||||
|
||||
// For interest we rotate it slightly about the X access.
|
||||
// Celestial tilt is a value that ranges .025
|
||||
|
||||
Position *= Tilt;
|
||||
|
||||
// Finally we shift the axis so that more of the
|
||||
// circle is above the horizon than below. This
|
||||
// makes the nights shorter than the days.
|
||||
|
||||
Position.Z = Position.Z + (float) HorizonShift;
|
||||
Position = Vector3.Normalize(Position);
|
||||
|
||||
// m_log.Debug("[SUN] Position("+Position.X+","+Position.Y+","+Position.Z+")");
|
||||
|
||||
Velocity.X = 0;
|
||||
Velocity.Y = 0;
|
||||
Velocity.Z = (float) SunSpeed;
|
||||
|
||||
// Correct angular velocity to reflect the seasonal rotation
|
||||
|
||||
Magnitude = Position.Length();
|
||||
if (sunFixed)
|
||||
{
|
||||
Velocity.X = 0;
|
||||
Velocity.Y = 0;
|
||||
Velocity.Z = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
Velocity = (Velocity * Tilt) * (1.0f / Magnitude);
|
||||
|
||||
// m_log.Debug("[SUN] Velocity("+Velocity.X+","+Velocity.Y+","+Velocity.Z+")");
|
||||
}
|
||||
|
||||
private void ClientLoggedOut(UUID AgentId)
|
||||
{
|
||||
lock (m_rootAgents)
|
||||
{
|
||||
if (m_rootAgents.ContainsKey(AgentId))
|
||||
{
|
||||
m_rootAgents.Remove(AgentId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <param name="avatar"></param>
|
||||
/// <param name="localLandID"></param>
|
||||
/// <param name="regionID"></param>
|
||||
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);
|
||||
SunToClient(avatar.ControllingClient);
|
||||
}
|
||||
}
|
||||
//m_log.Info("[FRIEND]: " + avatar.Name + " status:" + (!avatar.IsChildAgent).ToString());
|
||||
SunToClient(avatar.ControllingClient);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void EstateToolsTimeUpdate(ulong regionHandle, bool FixedTime, bool useEstateTime, float LindenHour)
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="regionHandle"></param>
|
||||
/// <param name="FixedTime">Is the sun's position fixed?</param>
|
||||
/// <param name="useEstateTime">Use the Region or Estate Sun hour?</param>
|
||||
/// <param name="FixedSunHour">What hour of the day is the Sun Fixed at?</param>
|
||||
public void EstateToolsSunUpdate(ulong regionHandle, bool FixedSun, bool useEstateTime, float FixedSunHour)
|
||||
{
|
||||
if (m_scene.RegionInfo.RegionHandle == regionHandle)
|
||||
{
|
||||
SetTimeByLindenHour(LindenHour);
|
||||
// Must limit the Sun Hour to 0 ... 24
|
||||
while (FixedSunHour > 24.0f)
|
||||
FixedSunHour -= 24;
|
||||
|
||||
//if (useEstateTime)
|
||||
//LindenHourOffset = 0;
|
||||
while (FixedSunHour < 0)
|
||||
FixedSunHour += 24;
|
||||
|
||||
ForceSunUpdateToAllClients();
|
||||
sunFixed = FixedTime;
|
||||
if (sunFixed)
|
||||
GenSunPos();
|
||||
|
||||
m_SunFixedHour = FixedSunHour;
|
||||
m_SunFixed = FixedSun;
|
||||
|
||||
m_log.DebugFormat("[SUN]: Sun Settings Update: Fixed Sun? : {0}", m_SunFixed.ToString());
|
||||
m_log.DebugFormat("[SUN]: Sun Settings Update: Sun Hour : {0}", m_SunFixedHour.ToString());
|
||||
|
||||
receivedEstateToolsSunUpdate = true;
|
||||
|
||||
// Generate shared values
|
||||
GenSunPos();
|
||||
|
||||
// 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()
|
||||
{
|
||||
List<ScenePresence> avatars = m_scene.GetAvatars();
|
||||
foreach (ScenePresence avatar in avatars)
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
{
|
||||
SunToClient(avatar.ControllingClient);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user