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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 OpenMetaverse;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.Environment.Modules
- {
- public class SunModule : IRegionModule
- {
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private const double SeasonalTilt = 0.03 * Math.PI; // A daily shift of approximately 1.7188 degrees
- private const double AverageTilt = -0.25 * Math.PI; // A 45 degree tilt
- private const double SunCycle = 2.0D * Math.PI; // A perfect circle measured in radians
- private const double SeasonalCycle = 2.0D * Math.PI; // Ditto
- //
- // Per Region Values
- //
- private bool ready = false;
- // Configurable values
- private string m_mode = "SL";
- private int m_frame_mod = 0;
- private double m_day_length = 0;
- private int m_year_length = 0;
- private double m_day_night = 0;
- // private double m_longitude = 0;
- // private double m_latitude = 0;
- // Configurable defaults Defaults close to SL
- private string d_mode = "SL";
- private int d_frame_mod = 100; // Every 10 seconds (actually less)
- private double d_day_length = 4; // A VW day is 4 RW hours long
- private int d_year_length = 60; // There are 60 VW days in a VW year
- private double d_day_night = 0.45; // axis offset: ratio of light-to-dark, approx 1:3
- // private double d_longitude = -73.53;
- // private double d_latitude = 41.29;
- // Frame counter
- private uint m_frame = 0;
- // Cached Scene reference
- private Scene m_scene = null;
- // Calculated Once in the lifetime of a region
- private long TicksToEpoch; // Elapsed time for 1/1/1970
- private uint SecondsPerSunCycle; // Length of a virtual day in RW seconds
- private uint SecondsPerYear; // Length of a virtual year in RW seconds
- private double SunSpeed; // Rate of passage in radians/second
- private double SeasonSpeed; // Rate of change for seasonal effects
- // private double HoursToRadians; // Rate of change for seasonal effects
- private long TicksOffset = 0; // seconds offset from UTC
- // Calculated every update
- private float OrbitalPosition; // Orbital placement at a point in time
- private double HorizonShift; // Axis offset to skew day and night
- private double TotalDistanceTravelled; // Distance since beginning of time (in radians)
- private double SeasonalOffset; // Seaonal variation of tilt
- private float Magnitude; // Normal tilt
- // private double VWTimeRatio; // VW time as a ratio of real time
- // Working values
- private Vector3 Position = Vector3.Zero;
- private Vector3 Velocity = Vector3.Zero;
- private Quaternion Tilt = Quaternion.Identity;
- private long LindenHourOffset = 0;
- private bool sunFixed = false;
- private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
- // Current time in elapsed seconds since Jan 1st 1970
- private ulong CurrentTime
- {
- get {
- return (ulong)(((System.DateTime.Now.Ticks) - TicksToEpoch + TicksOffset + LindenHourOffset)/10000000);
- }
- }
- private float GetLindenEstateHourFromCurrentTime()
- {
- float ticksleftover = ((float)CurrentTime) % ((float)SecondsPerSunCycle);
- float hour = (24 * (ticksleftover / SecondsPerSunCycle)) + 6;
- return hour;
- }
- private void SetTimeByLindenHour(float LindenHour)
- {
- // Linden hour is 24 hours with a 6 hour offset. 6-30
- if (LindenHour - 6 == 0)
- {
- LindenHourOffset = 0;
- return;
- }
- // Remove LindenHourOffset to calculate it from LocalTime
- float ticksleftover = ((float)(((long)(CurrentTime * 10000000) - (long)LindenHourOffset)/ 10000000) % ((float)SecondsPerSunCycle));
- float hour = (24 * (ticksleftover / SecondsPerSunCycle));
- float offsethours = 0;
- if (LindenHour - 6 > hour)
- {
- offsethours = hour + ((LindenHour-6) - hour);
- }
- else
- {
- offsethours = hour - (hour - (LindenHour - 6));
- }
- //m_log.Debug("[OFFSET]: " + hour + " - " + LindenHour + " - " + offsethours.ToString());
- LindenHourOffset = (long)((float)offsethours * (36000000000/m_day_length));
- m_log.Info("[SUN]: Directive from the Estate Tools to set the sun phase to LindenHour " + GetLindenEstateHourFromCurrentTime().ToString());
- }
- // Called immediately after the module is loaded for a given region
- // i.e. Immediately after instance creation.
- public void Initialise(Scene scene, IConfigSource config)
- {
- m_log.Debug("[SUN] Initializing");
- m_scene = scene;
- m_frame = 0;
- TimeZone local = TimeZone.CurrentTimeZone;
- TicksOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
- m_log.Debug("[SUN] localtime offset is " + TicksOffset);
- // Align ticks with Second Life
- TicksToEpoch = new System.DateTime(1970,1,1).Ticks;
- // Just in case they don't have the stanzas
- try
- {
- // Mode: determines how the sun is handled
- m_mode = config.Configs["Sun"].GetString("mode", d_mode);
- // Mode: determines how the sun is handled
- // m_latitude = config.Configs["Sun"].GetDouble("latitude", d_latitude);
- // Mode: determines how the sun is handled
- // m_longitude = config.Configs["Sun"].GetDouble("longitude", d_longitude);
- // Year length in days
- m_year_length = config.Configs["Sun"].GetInt("year_length", d_year_length);
- // Day length in decimal hours
- m_day_length = config.Configs["Sun"].GetDouble("day_length", d_day_length);
- // Day to Night Ratio
- m_day_night = config.Configs["Sun"].GetDouble("day_night_offset", d_day_night);
- // Update frequency in frames
- m_frame_mod = config.Configs["Sun"].GetInt("update_interval", d_frame_mod);
- }
- catch (Exception e)
- {
- m_log.Debug("[SUN] Configuration access failed, using defaults. Reason: "+e.Message);
- m_mode = d_mode;
- m_year_length = d_year_length;
- m_day_length = d_day_length;
- m_day_night = d_day_night;
- m_frame_mod = d_frame_mod;
- // m_latitude = d_latitude;
- // m_longitude = d_longitude;
- }
- switch (m_mode)
- {
- case "T1":
- default:
- case "SL":
- // Time taken to complete a cycle (day and season)
- SecondsPerSunCycle = (uint) (m_day_length * 60 * 60);
- SecondsPerYear = (uint) (SecondsPerSunCycle*m_year_length);
- // Ration of real-to-virtual time
- // VWTimeRatio = 24/m_day_length;
- // Speed of rotation needed to complete a cycle in the
- // designated period (day and season)
- SunSpeed = SunCycle/SecondsPerSunCycle;
- SeasonSpeed = SeasonalCycle/SecondsPerYear;
- // Horizon translation
- HorizonShift = m_day_night; // Z axis translation
- // HoursToRadians = (SunCycle/24)*VWTimeRatio;
- // Insert our event handling hooks
- scene.EventManager.OnFrame += SunUpdate;
- //scene.EventManager.OnNewClient += SunToClient;
- scene.EventManager.OnMakeChildAgent += MakeChildAgent;
- scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
- scene.EventManager.OnClientClosed += ClientLoggedOut;
- scene.EventManager.OnEstateToolsTimeUpdate += EstateToolsTimeUpdate;
- scene.EventManager.OnGetSunLindenHour += GetLindenEstateHourFromCurrentTime;
- 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");
- break;
- }
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- ready = false;
- // Remove our hooks
- m_scene.EventManager.OnFrame -= SunUpdate;
- // m_scene.EventManager.OnNewClient -= SunToClient;
- 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;
- }
- public string Name
- {
- get { return "SunModule"; }
- }
- public bool IsSharedModule
- {
- get { return false; }
- }
- public void SunToClient(IClientAPI client)
- {
- if (m_mode != "T1")
- {
- if (ready)
- {
- if (!sunFixed)
- GenSunPos(); // Generate shared values once
- client.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
- m_log.Debug("[SUN] Initial update for new client");
- }
- }
- }
- public void SunUpdate()
- {
- if (((m_frame++%m_frame_mod) != 0) || !ready || sunFixed)
- {
- 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();
- }
- /// <summary>
- /// Calculate the sun's orbital position and its velocity.
- /// </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);
- m_log.Info("[SUN]: Removing " + AgentId + ". Agent logged out.");
- }
- }
- }
- 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());
- }
- 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)
- {
- if (m_scene.RegionInfo.RegionHandle == regionHandle)
- {
- SetTimeByLindenHour(LindenHour);
- //if (useEstateTime)
- //LindenHourOffset = 0;
- ForceSunUpdateToAllClients();
- sunFixed = FixedTime;
- if (sunFixed)
- GenSunPos();
- }
- }
- }
- }
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