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702 lines
26 KiB
C#
702 lines
26 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenMetaverse;
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using OpenSim.Framework;
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//using log4net;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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{
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public class SensorRepeat
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{
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//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Used by one-off and repeated sensors
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/// </summary>
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public class SensorInfo
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{
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public uint localID;
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public UUID itemID;
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public double interval;
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public DateTime next;
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public string name;
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public UUID keyID;
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public int type;
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public float range;
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public float arc;
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public SceneObjectPart host;
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public SensorInfo Clone()
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{
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return (SensorInfo)MemberwiseClone();
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}
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}
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public AsyncCommandManager m_CmdManager;
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/// <summary>
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/// Number of sensors active.
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/// </summary>
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public int SensorsCount
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{
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get
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{
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return SenseRepeaters.Count;
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}
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}
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public SensorRepeat(AsyncCommandManager CmdManager)
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{
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m_CmdManager = CmdManager;
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maximumRange = CmdManager.m_ScriptEngine.Config.GetFloat("SensorMaxRange", 96.0f);
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maximumToReturn = CmdManager.m_ScriptEngine.Config.GetInt("SensorMaxResults", 16);
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m_npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface<INPCModule>();
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}
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private readonly INPCModule m_npcModule;
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private readonly object SenseLock = new();
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private const int AGENT = 1;
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private const int AGENT_BY_USERNAME = 0x10;
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private const int NPC = 0x20;
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private const int ACTIVE = 2;
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private const int PASSIVE = 4;
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private const int SCRIPTED = 8;
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private readonly float maximumRange = 96.0f;
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private readonly int maximumToReturn = 16;
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//
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// Sensed entity
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//
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private class SensedEntity : IComparable
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{
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public SensedEntity(float detectedDistance, UUID detectedID)
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{
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distance = detectedDistance;
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itemID = detectedID;
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}
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public int CompareTo(object obj)
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{
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if (obj is not SensedEntity ent)
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throw new InvalidOperationException();
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if (ent.distance < distance) return 1;
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if (ent.distance > distance) return -1;
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return 0;
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}
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public UUID itemID;
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public float distance;
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}
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/// <summary>
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/// Sensors to process.
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/// </summary>
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/// <remarks>
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/// Always lock SenseRepeatListLock when updating this list.
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/// </remarks>
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private List<SensorInfo> SenseRepeaters = new();
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private readonly object SenseRepeatListLock = new();
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public void SetSenseRepeatEvent(uint m_localID, UUID m_itemID,
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string name, UUID keyID, int type, double range,
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double arc, double sec, SceneObjectPart host)
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{
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// Always remove first, in case this is a re-set
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UnSetSenseRepeaterEvents(m_localID, m_itemID);
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if (sec == 0) // Disabling timer
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return;
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float frange = (float)range;
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// Add to timer
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SensorInfo ts = new()
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{
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localID = m_localID,
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itemID = m_itemID,
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interval = sec,
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next = DateTime.UtcNow.AddSeconds(sec),
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name = name,
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keyID = keyID,
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type = type,
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range = frange >= maximumRange ? maximumRange : frange,
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arc = (float)arc,
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host = host
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};
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AddSenseRepeater(ts);
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}
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private void AddSenseRepeater(SensorInfo senseRepeater)
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{
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lock (SenseRepeatListLock)
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SenseRepeaters.Add(senseRepeater);
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}
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public void UnSetSenseRepeaterEvents(uint m_localID, UUID m_itemID)
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{
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// Remove from timer
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lock (SenseRepeatListLock)
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{
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List<SensorInfo> newSenseRepeaters = new(SenseRepeaters.Count);
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foreach (SensorInfo ts in SenseRepeaters)
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{
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if (ts.localID != m_localID || ts.itemID.NotEqual(m_itemID))
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{
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newSenseRepeaters.Add(ts);
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}
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}
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SenseRepeaters = newSenseRepeaters;
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}
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}
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public void CheckSenseRepeaterEvents()
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{
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// Go through all timers
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List<SensorInfo> curSensors;
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lock(SenseRepeatListLock)
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curSensors = SenseRepeaters;
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DateTime now = DateTime.UtcNow;
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foreach (SensorInfo ts in curSensors)
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{
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if(ts.interval == 0)
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{
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SensorSweep(ts);
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lock (SenseRepeatListLock)
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SenseRepeaters.Remove(ts);
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}
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// Time has passed?
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else if (ts.next < now)
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{
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SensorSweep(ts);
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// set next interval
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ts.next = now.AddSeconds(ts.interval);
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}
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}
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}
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public void SenseOnce(uint m_localID, UUID m_itemID,
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string name, UUID keyID, int type,
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double range, double arc, SceneObjectPart host)
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{
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float frange = (float)range;
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// Add to timer
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SensorInfo ts = new()
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{
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localID = m_localID,
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itemID = m_itemID,
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interval = 0,
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name = name,
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keyID = keyID,
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type = type,
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range = frange >= maximumRange ? maximumRange : frange,
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arc = (float)arc,
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host = host
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};
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AddSenseRepeater(ts);
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}
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private void SensorSweep(SensorInfo ts)
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{
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if (ts.host is null)
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return;
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List<SensedEntity> sensedEntities = new();
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// Is the sensor type is AGENT and not SCRIPTED then include agents
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if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
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{
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sensedEntities.AddRange(doAgentSensor(ts));
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}
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// If SCRIPTED or PASSIVE or ACTIVE check objects
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if ((ts.type & SCRIPTED) != 0 || (ts.type & PASSIVE) != 0 || (ts.type & ACTIVE) != 0)
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{
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sensedEntities.AddRange(doObjectSensor(ts));
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}
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lock (SenseLock)
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{
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if (sensedEntities.Count == 0)
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{
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// send a "no_sensor"
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// Add it to queue
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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new EventParams("no_sensor", Array.Empty<object>(),
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Array.Empty<DetectParams>()));
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}
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else
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{
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// Sort the list to get everything ordered by distance
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sensedEntities.Sort();
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int count = sensedEntities.Count;
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int idx;
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List<DetectParams> detected = new();
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for (idx = 0; idx < count; idx++)
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{
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try
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{
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DetectParams detect = new()
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{
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Key = sensedEntities[idx].itemID
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};
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detect.Populate(m_CmdManager.m_ScriptEngine.World);
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detected.Add(detect);
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}
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catch (Exception)
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{
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// Ignore errors, the object has been deleted or the avatar has gone and
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// there was a problem in detect.Populate so nothing added to the list
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}
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if (detected.Count == maximumToReturn)
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break;
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}
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if (detected.Count == 0)
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{
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// To get here with zero in the list there must have been some sort of problem
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// like the object being deleted or the avatar leaving to have caused some
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// difficulty during the Populate above so fire a no_sensor event
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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new EventParams("no_sensor", Array.Empty<object>(),
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Array.Empty<DetectParams>()));
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}
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else
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{
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m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
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new EventParams("sensor",
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new Object[] {new LSL_Types.LSLInteger(detected.Count) },
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detected.ToArray()));
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}
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}
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}
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}
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private List<SensedEntity> doObjectSensor(SensorInfo ts)
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{
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List<EntityBase> Entities;
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List<SensedEntity> sensedEntities = new();
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// If this is an object sense by key try to get it directly
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// rather than getting a list to scan through
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if (ts.keyID.IsNotZero())
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{
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m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out EntityBase e);
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if (e is null)
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return sensedEntities;
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Entities = new List<EntityBase> { e };
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}
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else
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{
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Entities = new List<EntityBase>(m_CmdManager.m_ScriptEngine.World.GetEntities());
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}
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SceneObjectPart sensorPart = ts.host;
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bool doarc = ts.arc < MathF.PI;
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// pre define some things to avoid repeated definitions in the loop body
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float dis;
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int objtype;
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SceneObjectPart part;
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Vector3 fromRegionPos;
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Vector3 forward_dir;
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float mag_fwd; // to compensate in case rotation is not normalized
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if (sensorPart.ParentGroup.IsAttachment)
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{
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// In attachments, rotate the sensor cone with the
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// avatar rotation. This may include a nonzero elevation if
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// in mouselook.
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// This will not include the rotation and position of the
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// attachment point (e.g. your head when a sensor is in your
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// hair attached to your scull. Your hair will turn with
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// your head but the sensor will stay with your (global)
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// avatar rotation and position.
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// Position of a sensor in a child prim attached to an avatar
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// will be still wrong.
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ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(sensorPart.ParentGroup.AttachedAvatar);
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if (avatar is null)
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return sensedEntities;
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fromRegionPos = avatar.AbsolutePosition;
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if (doarc)
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{
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forward_dir = Vector3.UnitXRotated(avatar.Rotation);
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mag_fwd = forward_dir.LengthSquared();
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}
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else
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{
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forward_dir = Vector3.Zero;
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mag_fwd = 1;
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}
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}
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else
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{
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fromRegionPos = sensorPart.GetWorldPosition();
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if (doarc)
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{
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forward_dir = Vector3.UnitXRotated(sensorPart.GetWorldRotation());
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mag_fwd = forward_dir.LengthSquared();
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}
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else
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{
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forward_dir = Vector3.Zero;
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mag_fwd = 1;
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}
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}
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float rangeSQ = ts.range * ts.range;
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bool nameSearch = !string.IsNullOrEmpty(ts.name);
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foreach (EntityBase ent in Entities)
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{
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if (ent.IsDeleted) // taken so long to do this it has gone from the scene
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continue;
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if (ent is not SceneObjectGroup sog) // dont bother if it is a pesky avatar
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continue;
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if (sog.IsAttachment) // Attached so ignore
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continue;
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if (sensorPart.UUID.Equals(ent.UUID))
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continue;
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if (nameSearch && !ent.Name.Equals(ts.name))
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continue;
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Vector3 diff = ent.AbsolutePosition - fromRegionPos;
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dis = diff.LengthSquared();
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if(dis > rangeSQ)
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continue;
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part = sog.RootPart;
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objtype = 0;
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if (part.Inventory.ContainsScripts())
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{
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objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ...
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}
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else
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{
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if (ent.Velocity.IsZero())
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{
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objtype |= PASSIVE; // Passive non-moving
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}
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else
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{
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objtype |= ACTIVE; // moving so active
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}
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}
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if ((ts.type & objtype) == 0)
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continue;
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// Right type too, what about the other params , key and name ?
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if (doarc)
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{
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float mag = mag_fwd * dis;
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if(mag > 1e-6f)
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{
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float dot = Vector3.Dot(forward_dir, diff) / MathF.Sqrt(mag);
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if(dot < -1.0f)
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continue;
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if(dot < 1.0f)
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{
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if (ts.arc < MathF.Acos(dot))
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continue;
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}
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else if(dot > 1.00001f)
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continue;
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}
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}
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// add distance for sorting purposes later
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sensedEntities.Add(new SensedEntity(dis, ent.UUID));
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}
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return sensedEntities;
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}
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private List<SensedEntity> doAgentSensor(SensorInfo ts)
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{
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List<SensedEntity> sensedEntities = new();
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// If nobody about quit fast
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if (m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0)
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return sensedEntities;
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SceneObjectPart SensePoint = ts.host;
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Vector3 fromRegionPos = SensePoint.GetWorldPosition();
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Quaternion q;
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if (SensePoint.ParentGroup.IsAttachment)
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{
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// In attachments, rotate the sensor cone with the
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// avatar rotation. This may include a nonzero elevation if
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// in mouselook.
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// This will not include the rotation and position of the
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// attachment point (e.g. your head when a sensor is in your
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// hair attached to your scull. Your hair will turn with
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// your head but the sensor will stay with your (global)
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// avatar rotation and position.
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// Position of a sensor in a child prim attached to an avatar
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// will be still wrong.
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ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
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// Don't proceed if the avatar for this attachment has since been removed from the scene.
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if (avatar is null)
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return sensedEntities;
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fromRegionPos = avatar.AbsolutePosition;
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q = avatar.Rotation;
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}
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else
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q = SensePoint.GetWorldRotation();
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Vector3 forward_dir = Vector3.UnitXRotated(q);
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float mag_fwd = forward_dir.LengthSquared();
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bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0);
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Vector3 toRegionPos;
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Action<ScenePresence> senseEntity = new(presence =>
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{
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//m_log.DebugFormat(
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// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
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// presence.Name, presence.PresenceType, ts.name, ts.type);
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if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
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{
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INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
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if (npcData is null || !npcData.SenseAsAgent)
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{
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//m_log.DebugFormat(
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// "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}",
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// presence.Name, ts.itemID);
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return;
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}
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}
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if ((ts.type & AGENT) == 0)
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{
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if (presence.PresenceType == PresenceType.User)
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{
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return;
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}
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else
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{
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INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
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if (npcData is not null && npcData.SenseAsAgent)
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{
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//m_log.DebugFormat(
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// "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}",
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// presence.Name, ts.itemID);
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return;
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}
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}
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}
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if (presence.IsDeleted || presence.IsChildAgent || presence.IsViewerUIGod)
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return;
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// if the object the script is in is attached and the avatar is the owner
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// then this one is not wanted
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if (attached && presence.UUID.Equals(SensePoint.OwnerID))
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return;
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toRegionPos = presence.AbsolutePosition;
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float dis = Vector3.Distance(toRegionPos, fromRegionPos);
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if (presence.IsSatOnObject && presence.ParentPart is not null &&
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presence.ParentPart.ParentGroup is not null &&
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presence.ParentPart.ParentGroup.RootPart is not null)
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{
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Vector3 rpos = presence.ParentPart.ParentGroup.RootPart.AbsolutePosition;
|
|
float dis2 = Vector3.Distance(rpos, fromRegionPos);
|
|
if (dis > dis2)
|
|
dis = dis2;
|
|
}
|
|
|
|
// Disabled for now since all osNpc* methods check for appropriate ownership permission.
|
|
// Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not
|
|
// sensed might be useful.
|
|
//if (presence.PresenceType == PresenceType.Npc && npcModule != null)
|
|
//{
|
|
// UUID npcOwner = npcModule.GetOwner(presence.UUID);
|
|
// if (npcOwner != UUID.Zero && npcOwner != SensePoint.OwnerID)
|
|
// return;
|
|
//}
|
|
|
|
// are they in range
|
|
if (dis <= ts.range)
|
|
{
|
|
// Are they in the required angle of view
|
|
if (ts.arc < MathF.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))
|
|
float ang_obj = 0;
|
|
try
|
|
{
|
|
Vector3 obj_dir = toRegionPos - fromRegionPos;
|
|
float dot = Vector3.Dot(forward_dir, obj_dir);
|
|
float mag_corr = MathF.Sqrt( mag_fwd * obj_dir.LengthSquared());
|
|
ang_obj = MathF.Acos(dot / mag_corr);
|
|
}
|
|
catch
|
|
{
|
|
}
|
|
if (ang_obj <= ts.arc)
|
|
{
|
|
sensedEntities.Add(new SensedEntity(dis, presence.UUID));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sensedEntities.Add(new SensedEntity(dis, presence.UUID));
|
|
}
|
|
}
|
|
});
|
|
|
|
// If this is an avatar sense by key try to get them directly
|
|
// rather than getting a list to scan through
|
|
if (ts.keyID.IsNotZero())
|
|
{
|
|
// Try direct lookup by UUID
|
|
if (!m_CmdManager.m_ScriptEngine.World.TryGetScenePresence(ts.keyID, out ScenePresence sp))
|
|
return sensedEntities;
|
|
senseEntity(sp);
|
|
}
|
|
else if (!string.IsNullOrEmpty(ts.name))
|
|
{
|
|
// Try lookup by name will return if/when found
|
|
if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out ScenePresence sp))
|
|
senseEntity(sp);
|
|
if ((ts.type & AGENT_BY_USERNAME) != 0)
|
|
{
|
|
m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(
|
|
delegate (ScenePresence ssp)
|
|
{
|
|
if (ssp.Lastname == "Resident")
|
|
{
|
|
if (ssp.Firstname.ToLower() == ts.name)
|
|
senseEntity(ssp);
|
|
return;
|
|
}
|
|
if (ssp.Name.Replace(" ", ".").ToLower() == ts.name)
|
|
senseEntity(ssp);
|
|
}
|
|
);
|
|
}
|
|
|
|
return sensedEntities;
|
|
}
|
|
else
|
|
{
|
|
m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(senseEntity);
|
|
}
|
|
return sensedEntities;
|
|
}
|
|
|
|
public Object[] GetSerializationData(UUID itemID)
|
|
{
|
|
List<Object> data = new();
|
|
|
|
foreach (SensorInfo ts in SenseRepeaters)
|
|
{
|
|
if (ts.itemID.Equals(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 is null)
|
|
return;
|
|
|
|
int idx = 0;
|
|
|
|
while (idx < data.Length)
|
|
{
|
|
SensorInfo ts = new()
|
|
{
|
|
localID = localID,
|
|
itemID = itemID,
|
|
|
|
interval = (double)data[idx],
|
|
name = (string)data[idx + 1],
|
|
keyID = (UUID)data[idx + 2],
|
|
type = (int)data[idx + 3],
|
|
range = (float)data[idx + 4],
|
|
arc = (float)data[idx + 5],
|
|
host = part
|
|
};
|
|
|
|
ts.next = DateTime.UtcNow.AddSeconds(ts.interval);
|
|
|
|
AddSenseRepeater(ts);
|
|
|
|
idx += 6;
|
|
}
|
|
}
|
|
|
|
public List<SensorInfo> GetSensorInfo()
|
|
{
|
|
List<SensorInfo> retList = new();
|
|
|
|
lock (SenseRepeatListLock)
|
|
{
|
|
foreach (SensorInfo i in SenseRepeaters)
|
|
retList.Add(i.Clone());
|
|
}
|
|
|
|
return retList;
|
|
}
|
|
}
|
|
}
|