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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
208 lines
7.3 KiB
C#
208 lines
7.3 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 OpenSim 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 OpenMetaverse;
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using Nini.Config;
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using OpenSim.Framework;
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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.Environment.Modules
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{
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public class WindModule : IWindModule
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{
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// private static readonly log4net.ILog m_log
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// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private int m_frame = 0;
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private int m_frame_mod = 150;
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private Random rndnums = new Random(System.Environment.TickCount);
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private Scene m_scene = null;
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private bool ready = false;
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private Vector2[] windSpeeds = new Vector2[16 * 16];
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private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_scene = scene;
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m_frame = 0;
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scene.EventManager.OnFrame += WindUpdate;
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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.RegisterModuleInterface<IWindModule>(this);
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GenWindPos();
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ready = true;
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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ready = false;
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// Remove our hooks
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m_scene.EventManager.OnFrame -= WindUpdate;
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// m_scene.EventManager.OnNewClient -= SunToClient;
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m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent;
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m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
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m_scene.EventManager.OnClientClosed -= ClientLoggedOut;
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}
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public string Name
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{
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get { return "WindModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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public Vector2[] WindSpeeds
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{
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get { return windSpeeds; }
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}
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public void WindToClient(IClientAPI client)
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{
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if (ready)
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{
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//if (!sunFixed)
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//GenWindPos(); // Generate shared values once
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client.SendWindData(windSpeeds);
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}
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}
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public void WindUpdate()
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{
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if (((m_frame++ % m_frame_mod) != 0) || !ready)
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{
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return;
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}
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//m_log.Debug("[WIND]:Regenerating...");
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GenWindPos(); // Generate shared values once
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//int spotxp = 0;
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//int spotyp = 0;
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//int spotxm = 0;
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//int spotym = 0;
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List<ScenePresence> avatars = m_scene.GetAvatars();
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foreach (ScenePresence avatar in avatars)
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{
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if (!avatar.IsChildAgent)
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{
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avatar.ControllingClient.SendWindData(windSpeeds);
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}
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}
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// set estate settings for region access to sun position
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//m_scene.RegionInfo.RegionSettings.SunVector = Position;
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//m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime();
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}
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public void ForceWindUpdateToAllClients()
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{
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GenWindPos(); // Generate shared values once
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List<ScenePresence> avatars = m_scene.GetAvatars();
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foreach (ScenePresence avatar in avatars)
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{
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if (!avatar.IsChildAgent)
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avatar.ControllingClient.SendWindData(windSpeeds);
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}
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// set estate settings for region access to sun position
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//m_scene.RegionInfo.RegionSettings.SunVector = Position;
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//m_scene.RegionInfo.RegionSettings.SunPosition = GetLindenEstateHourFromCurrentTime();
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}
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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 GenWindPos()
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{
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for (int y = 0; y < 16; y++)
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{
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for (int x = 0; x < 16; x++)
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{
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windSpeeds[y * 16 + x].X = (float)(rndnums.NextDouble() * 2d - 1d);
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windSpeeds[y * 16 + x].Y = (float)(rndnums.NextDouble() * 2d - 1d);
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}
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}
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}
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private void ClientLoggedOut(UUID AgentId)
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{
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lock (m_rootAgents)
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{
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if (m_rootAgents.ContainsKey(AgentId))
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{
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m_rootAgents.Remove(AgentId);
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}
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}
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}
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private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
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{
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lock (m_rootAgents)
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{
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if (m_rootAgents.ContainsKey(avatar.UUID))
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{
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m_rootAgents[avatar.UUID] = avatar.RegionHandle;
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}
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else
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{
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m_rootAgents.Add(avatar.UUID, avatar.RegionHandle);
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WindToClient(avatar.ControllingClient);
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}
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}
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//m_log.Info("[FRIEND]: " + avatar.Name + " status:" + (!avatar.IsChildAgent).ToString());
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}
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private void MakeChildAgent(ScenePresence avatar)
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{
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lock (m_rootAgents)
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{
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if (m_rootAgents.ContainsKey(avatar.UUID))
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{
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if (m_rootAgents[avatar.UUID] == avatar.RegionHandle)
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{
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m_rootAgents.Remove(avatar.UUID);
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}
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}
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}
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}
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}
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}
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