Files
opensim/OpenSim/Region/Environment/Scenes/ScenePresence.cs
MW c29df824c2 Converted the LSL scripting engine into a IRegionModule, so now all "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. 
Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. 
Some early work to prepare for improving the way clients are updated (about prims etc).
2007-09-08 07:50:31 +00:00

777 lines
26 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.IO;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework.Console;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Utilities;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
public partial class ScenePresence : Entity
{
public static bool PhysicsEngineFlying = false;
public static AvatarAnimations Animations;
public static byte[] DefaultTexture;
public IClientAPI ControllingClient;
public LLUUID current_anim;
public int anim_seq;
private bool updateflag = false;
private byte movementflag = 0;
private List<NewForce> forcesList = new List<NewForce>();
private short _updateCount = 0;
private Quaternion bodyRot;
private byte[] visualParams;
private AvatarWearable[] Wearables;
private LLObject.TextureEntry m_textureEntry;
private ulong m_regionHandle;
public bool childAgent = true;
public bool IsRestrictedToRegion = false;
private bool newForce = false;
private bool newAvatar = false;
protected RegionInfo m_regionInfo;
protected ulong crossingFromRegion = 0;
private IScenePresenceBody m_body;
private Vector3[] Dir_Vectors = new Vector3[6];
private enum Dir_ControlFlags
{
DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS,
DIR_CONTROL_FLAG_BACK = MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG,
DIR_CONTROL_FLAG_LEFT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS,
DIR_CONTROL_FLAG_RIGHT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG,
DIR_CONTROL_FLAG_UP = MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS,
DIR_CONTROL_FLAG_DOWN = MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG
}
/// <summary>
/// Position at which a significant movement was made
/// </summary>
private LLVector3 posLastSignificantMove = new LLVector3();
public delegate void SignificantClientMovement(IClientAPI remote_client);
public event SignificantClientMovement OnSignificantClientMovement;
public List<SceneObjectGroup> InterestList = new List<SceneObjectGroup>();
// private Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>();
// private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>();
private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
private Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
#region Properties
/// <summary>
///
/// </summary>
public PhysicsActor PhysActor
{
set
{
this._physActor = value;
}
get
{
return _physActor;
}
}
public bool Updated
{
set
{
this.updateflag = value;
}
get
{
return this.updateflag;
}
}
public ulong RegionHandle
{
get { return m_regionHandle; }
}
private string m_firstname;
public string Firstname
{
get { return m_firstname; }
}
private string m_lastname;
public string Lastname
{
get { return m_lastname; }
}
#endregion
#region Constructor(s)
/// <summary>
///
/// </summary>
/// <param name="theClient"></param>
/// <param name="world"></param>
/// <param name="clientThreads"></param>
/// <param name="regionDat"></param>
public ScenePresence(IClientAPI theClient, Scene world, RegionInfo reginfo)
{
m_scene = world;
this.m_uuid = theClient.AgentId;
m_regionInfo = reginfo;
m_regionHandle = reginfo.RegionHandle;
MainLog.Instance.Verbose("Avatar.cs ");
ControllingClient = theClient;
this.m_firstname = ControllingClient.FirstName;
this.m_lastname = ControllingClient.LastName;
m_localId = m_scene.NextLocalId;
AbsolutePosition = ControllingClient.StartPos;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
Wearables = AvatarWearable.DefaultWearables;
Animations = new ScenePresence.AvatarAnimations();
Animations.LoadAnims();
//register for events
ControllingClient.OnRequestWearables += this.SendOurAppearance;
ControllingClient.OnSetAppearance += new SetAppearance(this.SetAppearance);
ControllingClient.OnCompleteMovementToRegion += this.CompleteMovement;
ControllingClient.OnCompleteMovementToRegion += this.SendInitialData;
ControllingClient.OnAgentUpdate += this.HandleAgentUpdate;
// ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack);
// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
//ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
Dir_Vectors[0] = new Vector3(1, 0, 0); //FOWARD
Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN
this.m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length);
//temporary until we move some code into the body classes
this.m_body = new ChildAgent();
}
#endregion
public void AddTersePart(SceneObjectPart part)
{
m_tersePartUpdates.Enqueue(part);
}
public void AddFullPart(SceneObjectPart part)
{
m_fullPartUpdates.Enqueue(part);
}
public void SendPrimUpdates()
{
if (m_tersePartUpdates.Count > 0)
{
bool terse = true;
int terseCount = 0;
while (terse)
{
SceneObjectPart part = m_tersePartUpdates.Dequeue();
part.SendTerseUpdate(this.ControllingClient);
terseCount++;
if ((m_tersePartUpdates.Count < 1) |(terseCount > 30))
{
terse = false;
}
}
}
if (m_fullPartUpdates.Count > 0)
{
bool full = true;
int fullCount = 0;
while (full)
{
SceneObjectPart part = m_fullPartUpdates.Dequeue();
part.SendFullUpdate(this.ControllingClient);
fullCount++;
if ((m_fullPartUpdates.Count < 1) | (fullCount > 40))
{
full = false;
}
}
}
}
#region Status Methods
/// <summary>
/// Not Used, most likely can be deleted
/// </summary>
/// <param name="status"></param>
public void ChildStatusChange(bool status)
{
this.childAgent = status;
if (this.childAgent == true)
{
this.Velocity = new LLVector3(0, 0, 0);
this.AbsolutePosition = new LLVector3(128, 128, 70);
}
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void MakeAvatar(LLVector3 pos, bool isFlying)
{
//this.childAvatar = false;
this.AbsolutePosition = pos;
this._physActor.Flying = isFlying;
this.newAvatar = true;
this.childAgent = false;
this.m_scene.SendAllSceneObjectsToClient(this);
}
protected void MakeChildAgent()
{
this.Velocity = new LLVector3(0, 0, 0);
this.childAgent = true;
//this.Pos = new LLVector3(128, 128, 70);
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void Teleport(LLVector3 pos)
{
this.AbsolutePosition = pos;
this.SendTerseUpdateToALLClients();
}
/// <summary>
///
/// </summary>
public void StopMovement()
{
}
#endregion
#region Event Handlers
/// <summary>
///
/// </summary>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam)
{
LLObject.TextureEntry textureEnt = new LLObject.TextureEntry(texture, 0, texture.Length);
this.m_textureEntry = textureEnt;
for (int i = 0; i < visualParam.Length; i++)
{
this.visualParams[i] = visualParam[i].ParamValue;
}
this.SendArrearanceToAllOtherAgents();
}
/// <summary>
/// Complete Avatar's movement into the region
/// </summary>
public void CompleteMovement()
{
LLVector3 look = this.Velocity;
if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
{
look = new LLVector3(0.99f, 0.042f, 0);
}
this.ControllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
if (this.childAgent)
{
this.childAgent = false;
//this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
}
}
/// <summary>
///
/// </summary>
/// <param name="pack"></param>
public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
{
int i = 0;
bool update_movementflag = false;
bool update_rotation = false;
bool DCFlagKeyPressed = false;
Vector3 agent_control_v3 = new Vector3(0, 0, 0);
Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
bool oldflying = this.PhysActor.Flying;
this.PhysActor.Flying = ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
if (this.PhysActor.Flying != oldflying)
{
update_movementflag = true;
}
if (q != this.bodyRot)
{
this.bodyRot = q;
update_rotation = true;
}
foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags)))
{
if ((flags & (uint)DCF) != 0)
{
DCFlagKeyPressed = true;
agent_control_v3 += Dir_Vectors[i];
if ((movementflag & (uint)DCF) == 0)
{
movementflag += (byte)(uint)DCF;
update_movementflag = true;
}
}
else
{
if ((movementflag & (uint)DCF) != 0)
{
movementflag -= (byte)(uint)DCF;
update_movementflag = true;
}
}
i++;
}
if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
{
this.AddNewMovement(agent_control_v3, q);
}
UpdateMovementAnimations(update_movementflag);
}
protected void UpdateMovementAnimations(bool update_movementflag)
{
if (update_movementflag)
{
if (movementflag != 0)
{
if (this._physActor.Flying)
{
this.SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
}
else
{
this.SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
}
}
else
{
this.SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
}
}
}
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
{
NewForce newVelocity = new NewForce();
Vector3 direc = rotation * vec;
direc.Normalize();
direc = direc * ((0.03f) * 128f);
if (this._physActor.Flying)
direc *= 4;
newVelocity.X = direc.x;
newVelocity.Y = direc.y;
newVelocity.Z = direc.z;
this.forcesList.Add(newVelocity);
}
#endregion
#region Overridden Methods
/// <summary>
///
/// </summary>
public override void LandRenegerated()
{
}
/// <summary>
///
/// </summary>
public override void Update()
{
this.SendPrimUpdates();
if (this.childAgent == false)
{
if (this.newForce)
{
this.SendTerseUpdateToALLClients();
_updateCount = 0;
}
else if (movementflag != 0)
{
_updateCount++;
if (_updateCount > 3)
{
this.SendTerseUpdateToALLClients();
_updateCount = 0;
}
}
this.CheckForSignificantMovement();
this.CheckForBorderCrossing();
}
}
#endregion
#region Update Client(s)
/// <summary>
///
/// </summary>
/// <param name="RemoteClient"></param>
public void SendTerseUpdateToClient(IClientAPI RemoteClient)
{
LLVector3 pos = this.AbsolutePosition;
LLVector3 vel = this.Velocity;
RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z));
}
/// <summary>
///
/// </summary>
public void SendTerseUpdateToALLClients()
{
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
this.SendTerseUpdateToClient(avatars[i].ControllingClient);
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteAvatar"></param>
public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
{
remoteAvatar.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.m_firstname, this.m_lastname, this.m_uuid, this.LocalId, this.AbsolutePosition, this.m_textureEntry.ToBytes());
}
public void SendFullUpdateToALLClients()
{
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
foreach (ScenePresence avatar in this.m_scene.RequestAvatarList())
{
this.SendFullUpdateToOtherClient(avatar);
if (avatar.LocalId != this.LocalId)
{
if (!avatar.childAgent)
{
avatar.SendFullUpdateToOtherClient(this);
avatar.SendAppearanceToOtherAgent(this);
}
}
}
}
/// <summary>
///
/// </summary>
public void SendInitialData()
{
this.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.m_firstname, this.m_lastname, this.m_uuid, this.LocalId, this.AbsolutePosition, this.m_textureEntry.ToBytes());
if (!this.childAgent)
{
this.m_scene.InformClientOfNeighbours(this.ControllingClient);
this.newAvatar = false;
}
this.SendFullUpdateToALLClients();
this.SendArrearanceToAllOtherAgents();
}
/// <summary>
///
/// </summary>
/// <param name="OurClient"></param>
public void SendOurAppearance(IClientAPI OurClient)
{
this.ControllingClient.SendWearables(this.Wearables);
//this.SendFullUpdateToALLClients();
//this.SendArrearanceToAllOtherAgents();
this.m_scene.SendAllSceneObjectsToClient(this);
this.ControllingClient.SendViewerTime(this.m_scene.TimePhase);
//Please don't remove the following code (at least not yet), just leave it commented out
//gives the user god powers, should help with debuging things in the future
/*
GrantGodlikePowersPacket grant = new GrantGodlikePowersPacket();
grant.AgentData.AgentID = this.ControllingClient.AgentId;
grant.AgentData.SessionID = this.ControllingClient.SessionId;
grant.GrantData.GodLevel = 255;
grant.GrantData.Token = LLUUID.Random();
this.ControllingClient.OutPacket(grant);*/
}
/// <summary>
///
/// </summary>
public void SendArrearanceToAllOtherAgents()
{
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
foreach (ScenePresence avatar in this.m_scene.RequestAvatarList())
{
this.SendAppearanceToOtherAgent(avatar);
}
}
/// <summary>
///
/// </summary>
/// <param name="avatarInfo"></param>
public void SendAppearanceToOtherAgent(ScenePresence avatarInfo)
{
avatarInfo.ControllingClient.SendAppearance(this.ControllingClient.AgentId, this.visualParams, this.m_textureEntry.ToBytes());
}
/// <summary>
///
/// </summary>
/// <param name="animID"></param>
/// <param name="seq"></param>
public void SendAnimPack(LLUUID animID, int seq)
{
this.current_anim = animID;
this.anim_seq = seq;
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId);
}
}
/// <summary>
///
/// </summary>
public void SendAnimPack()
{
this.SendAnimPack(this.current_anim, this.anim_seq);
}
#endregion
#region Significant Movement Method
protected void CheckForSignificantMovement()
{
if (libsecondlife.Helpers.VecDist(this.AbsolutePosition, this.posLastSignificantMove) > 2.0)
{
this.posLastSignificantMove = this.AbsolutePosition;
if (OnSignificantClientMovement != null)
{
OnSignificantClientMovement(this.ControllingClient);
}
}
}
#endregion
#region Border Crossing Methods
/// <summary>
///
/// </summary>
protected void CheckForBorderCrossing()
{
LLVector3 pos2 = this.AbsolutePosition;
LLVector3 vel = this.Velocity;
float timeStep = 0.1f;
pos2.X = pos2.X + (vel.X * timeStep);
pos2.Y = pos2.Y + (vel.Y * timeStep);
pos2.Z = pos2.Z + (vel.Z * timeStep);
if ((pos2.X < 0) || (pos2.X > 256))
{
this.CrossToNewRegion();
}
if ((pos2.Y < 0) || (pos2.Y > 256))
{
this.CrossToNewRegion();
}
}
/// <summary>
///
/// </summary>
protected void CrossToNewRegion()
{
LLVector3 pos = this.AbsolutePosition;
LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z);
uint neighbourx = this.m_regionInfo.RegionLocX;
uint neighboury = this.m_regionInfo.RegionLocY;
if (pos.X < 1.7F)
{
neighbourx -= 1;
newpos.X = 255.9F;
}
if (pos.X > 254.3F)
{
neighbourx += 1;
newpos.X = 0.1F;
}
if (pos.Y < 1.7F)
{
neighboury -= 1;
newpos.Y = 255.9F;
}
if (pos.Y > 254.3F)
{
neighboury += 1;
newpos.Y = 0.1F;
}
LLVector3 vel = this.m_velocity;
ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * 256), (uint)(neighboury * 256));
RegionInfo neighbourRegion = this.m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
if (neighbourRegion != null)
{
bool res = this.m_scene.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos, this._physActor.Flying);
if (res)
{
//TODO: following line is hard coded to port 9000, really need to change this as soon as possible
AgentCircuitData circuitdata = this.ControllingClient.RequestClientInfo();
string capsPath = Util.GetCapsURL(this.ControllingClient.AgentId);
this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint, capsPath);
this.MakeChildAgent();
this.m_scene.SendKillObject(this.m_localId);
}
}
}
#endregion
/// <summary>
///
/// </summary>
public static void LoadAnims()
{
}
/// <summary>
///
/// </summary>
public override void UpdateMovement()
{
newForce = false;
lock (this.forcesList)
{
if (this.forcesList.Count > 0)
{
for (int i = 0; i < this.forcesList.Count; i++)
{
NewForce force = this.forcesList[i];
this.updateflag = true;
this.Velocity = new LLVector3(force.X, force.Y, force.Z);
this.newForce = true;
}
for (int i = 0; i < this.forcesList.Count; i++)
{
this.forcesList.RemoveAt(0);
}
}
}
}
public static void CreateDefaultTextureEntry()
{
LLObject.TextureEntry textu = new LLObject.TextureEntry(new LLUUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97"));
textu.CreateFace(0).TextureID = new LLUUID("00000000-0000-1111-9999-000000000012");
textu.CreateFace(1).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
textu.CreateFace(2).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
textu.CreateFace(3).TextureID = new LLUUID("6522E74D-1660-4E7F-B601-6F48C1659A77");
textu.CreateFace(4).TextureID = new LLUUID("7CA39B4C-BD19-4699-AFF7-F93FD03D3E7B");
textu.CreateFace(5).TextureID = new LLUUID("00000000-0000-1111-9999-000000000010");
textu.CreateFace(6).TextureID = new LLUUID("00000000-0000-1111-9999-000000000011");
DefaultTexture = textu.ToBytes();
}
public class NewForce
{
public float X;
public float Y;
public float Z;
public NewForce()
{
}
}
public override void SetText(string text, Vector3 color, double alpha)
{
throw new Exception("The method or operation is not implemented.");
}
}
}