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- /*
- * Copyright (c) Contributors, http://opensimulator.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 libsecondlife;
- using OpenSim.Framework;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase.AsyncCommandPlugins
- {
- public class SensorRepeat
- {
- public AsyncCommandManager m_CmdManager;
- public SensorRepeat(AsyncCommandManager CmdManager)
- {
- m_CmdManager = CmdManager;
- }
- public Dictionary<uint, Dictionary<LLUUID, LSL_Types.list>> SenseEvents =
- new Dictionary<uint, Dictionary<LLUUID, LSL_Types.list>>();
- private Object SenseLock = new Object();
- //
- // SenseRepeater and Sensors
- //
- private class SenseRepeatClass
- {
- public uint localID;
- public LLUUID itemID;
- public double interval;
- public DateTime next;
- public string name;
- public LLUUID keyID;
- public int type;
- public double range;
- public double arc;
- public SceneObjectPart host;
- }
- private List<SenseRepeatClass> SenseRepeaters = new List<SenseRepeatClass>();
- private object SenseRepeatListLock = new object();
- public void SetSenseRepeatEvent(uint m_localID, LLUUID m_itemID,
- string name, LLUUID keyID, int type, double range, double arc, double sec, SceneObjectPart host)
- {
- Console.WriteLine("SetSensorEvent");
- // Always remove first, in case this is a re-set
- UnSetSenseRepeaterEvents(m_localID, m_itemID);
- if (sec == 0) // Disabling timer
- return;
- // Add to timer
- SenseRepeatClass ts = new SenseRepeatClass();
- ts.localID = m_localID;
- ts.itemID = m_itemID;
- ts.interval = sec;
- ts.name = name;
- ts.keyID = keyID;
- ts.type = type;
- ts.range = range;
- ts.arc = arc;
- ts.host = host;
- ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- lock (SenseRepeatListLock)
- {
- SenseRepeaters.Add(ts);
- }
- }
- public void UnSetSenseRepeaterEvents(uint m_localID, LLUUID m_itemID)
- {
- // Remove from timer
- lock (SenseRepeatListLock)
- {
- List<SenseRepeatClass> NewSensors = new List<SenseRepeatClass>();
- foreach (SenseRepeatClass ts in SenseRepeaters)
- {
- if (ts.localID != m_localID && ts.itemID != m_itemID)
- {
- NewSensors.Add(ts);
- }
- }
- SenseRepeaters.Clear();
- SenseRepeaters = NewSensors;
- }
- }
- public void CheckSenseRepeaterEvents()
- {
- // Nothing to do here?
- if (SenseRepeaters.Count == 0)
- return;
- lock (SenseRepeatListLock)
- {
- // Go through all timers
- foreach (SenseRepeatClass ts in SenseRepeaters)
- {
- // Time has passed?
- if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
- {
- SensorSweep(ts);
- // set next interval
- ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- }
- }
- } // lock
- }
- public void SenseOnce(uint m_localID, LLUUID m_itemID,
- string name, LLUUID keyID, int type,
- double range, double arc, SceneObjectPart host)
- {
- // Add to timer
- SenseRepeatClass ts = new SenseRepeatClass();
- ts.localID = m_localID;
- ts.itemID = m_itemID;
- ts.interval = 0;
- ts.name = name;
- ts.keyID = keyID;
- ts.type = type;
- ts.range = range;
- ts.arc = arc;
- ts.host = host;
- SensorSweep(ts);
- }
- public LSL_Types.list GetSensorList(uint m_localID, LLUUID m_itemID)
- {
- lock (SenseLock)
- {
- Dictionary<LLUUID, LSL_Types.list> Obj = null;
- if (!SenseEvents.TryGetValue(m_localID, out Obj))
- {
- m_CmdManager.m_ScriptEngine.Log.Info("[AsyncLSL]: GetSensorList missing localID: " + m_localID);
- return null;
- }
- lock (Obj)
- {
- // Get script
- LSL_Types.list SenseList = null;
- if (!Obj.TryGetValue(m_itemID, out SenseList))
- {
- m_CmdManager.m_ScriptEngine.Log.Info("[AsyncLSL]: GetSensorList missing itemID: " + m_itemID);
- return null;
- }
- return SenseList;
- }
- }
- }
- private void SensorSweep(SenseRepeatClass ts)
- {
- //m_ScriptEngine.Log.Info("[AsyncLSL]:Enter SensorSweep");
- SceneObjectPart SensePoint = ts.host;
- if (SensePoint == null)
- {
- //m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep (SensePoint == null) for "+ts.itemID.ToString());
- return;
- }
- //m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep Scan");
- LLVector3 sensorPos = SensePoint.AbsolutePosition;
- LLVector3 regionPos = new LLVector3(m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocX * Constants.RegionSize, m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocY * Constants.RegionSize, 0);
- LLVector3 fromRegionPos = sensorPos + regionPos;
- LLQuaternion q = SensePoint.RotationOffset;
- LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
- LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
- double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
- // Here we should do some smart culling ...
- // math seems quicker than strings so try that first
- LSL_Types.list SensedObjects = new LSL_Types.list();
- LSL_Types.Vector3 ZeroVector = new LSL_Types.Vector3(0, 0, 0);
- foreach (EntityBase ent in m_CmdManager.m_ScriptEngine.World.Entities.Values)
- {
- LLVector3 toRegionPos = ent.AbsolutePosition + regionPos;
- double dis = Math.Abs((double)Util.GetDistanceTo(toRegionPos, fromRegionPos));
- if (dis <= ts.range)
- {
- // In Range, is it the right Type ?
- int objtype = 0;
- if (m_CmdManager.m_ScriptEngine.World.GetScenePresence(ent.UUID) != null) objtype |= 0x01; // actor
- if (ent.Velocity.Equals(ZeroVector))
- objtype |= 0x04; // passive non-moving
- else
- objtype |= 0x02; // active moving
- if (ent is IScript) objtype |= 0x08; // Scripted. It COULD have one hidden ...
- if (((ts.type & objtype) != 0) || ((ts.type & objtype) == ts.type))
- {
- // docs claim AGENT|ACTIVE should find agent objects OR active objects
- // so the bitwise AND with object type should be non-zero
- // Right type too, what about the other params , key and name ?
- bool keep = true;
- if (ts.arc < Math.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))
- double ang_obj = 0;
- try
- {
- LLVector3 diff = toRegionPos - fromRegionPos;
- LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z);
- double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir);
- double mag_obj = LSL_Types.Vector3.Mag(obj_dir);
- ang_obj = Math.Acos(dot / (mag_fwd * mag_obj));
- }
- catch
- {
- }
- if (ang_obj > ts.arc) keep = false;
- }
- if (keep && (ts.keyID != LLUUID.Zero) && (ts.keyID != ent.UUID))
- {
- keep = false;
- }
- if (keep && (ts.name.Length > 0))
- {
- string avatarname=null;
- string objectname=null;
- string entname =ent.Name;
- // try avatar username surname
- UserProfileData profile = m_CmdManager.m_ScriptEngine.World.CommsManager.UserService.GetUserProfile(ent.UUID);
- if (profile != null)
- {
- avatarname = profile.FirstName + " " + profile.SurName;
- }
- // try an scene object
- SceneObjectPart SOP = m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart(ent.UUID);
- if (SOP != null)
- {
- objectname = SOP.Name;
- }
- if ((ts.name != entname) && (ts.name != avatarname) && (ts.name != objectname))
- {
- keep = false;
- }
- }
- if (keep == true) SensedObjects.Add(ent.UUID);
- }
- }
- }
- //m_ScriptEngine.Log.Info("[AsyncLSL]: Enter SensorSweep SenseLock");
- lock (SenseLock)
- {
- // Create object if it doesn't exist
- if (SenseEvents.ContainsKey(ts.localID) == false)
- {
- SenseEvents.Add(ts.localID, new Dictionary<LLUUID, LSL_Types.list>());
- }
- // clear if previous traces exist
- Dictionary<LLUUID, LSL_Types.list> Obj;
- SenseEvents.TryGetValue(ts.localID, out Obj);
- if (Obj.ContainsKey(ts.itemID) == true)
- Obj.Remove(ts.itemID);
- // note list may be zero length
- Obj.Add(ts.itemID, SensedObjects);
- if (SensedObjects.Length == 0)
- {
- // send a "no_sensor"
- // Add it to queue
- m_CmdManager.m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "no_sensor", EventQueueManager.llDetectNull,
- new object[] { });
- }
- else
- {
- m_CmdManager.m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "sensor", EventQueueManager.llDetectNull,
- new object[] { new LSL_Types.LSLInteger(SensedObjects.Length) });
- }
- m_CmdManager.m_ScriptEngine.World.EventManager.TriggerTimerEvent(ts.localID, ts.interval);
- }
- }
- }
- }
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