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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 OpenSimulator 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.Reflection;
- using System.Collections.Generic;
- using OpenMetaverse;
- using OpenSim.Framework;
- using log4net;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Region.ScriptEngine.Shared.Api;
- namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
- {
- public class SensorRepeat
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public AsyncCommandManager m_CmdManager;
- /// <summary>
- /// Number of sensors active.
- /// </summary>
- public int SensorsCount
- {
- get
- {
- return SenseRepeaters.Count;
- }
- }
- public SensorRepeat(AsyncCommandManager CmdManager)
- {
- m_CmdManager = CmdManager;
- maximumRange = CmdManager.m_ScriptEngine.Config.GetDouble("SensorMaxRange", 96.0d);
- maximumToReturn = CmdManager.m_ScriptEngine.Config.GetInt("SensorMaxResults", 16);
- m_npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface<INPCModule>();
- }
- private INPCModule m_npcModule;
- private Object SenseLock = new Object();
- private const int AGENT = 1;
- private const int AGENT_BY_USERNAME = 0x10;
- private const int NPC = 0x20;
- private const int OS_NPC = 0x01000000;
- private const int ACTIVE = 2;
- private const int PASSIVE = 4;
- private const int SCRIPTED = 8;
- private double maximumRange = 96.0;
- private int maximumToReturn = 16;
- //
- // SenseRepeater and Sensors
- //
- private class SenseRepeatClass
- {
- public uint localID;
- public UUID itemID;
- public double interval;
- public DateTime next;
- public string name;
- public UUID keyID;
- public int type;
- public double range;
- public double arc;
- public SceneObjectPart host;
- }
- //
- // Sensed entity
- //
- private class SensedEntity : IComparable
- {
- public SensedEntity(double detectedDistance, UUID detectedID)
- {
- distance = detectedDistance;
- itemID = detectedID;
- }
- public int CompareTo(object obj)
- {
- if (!(obj is SensedEntity)) throw new InvalidOperationException();
- SensedEntity ent = (SensedEntity)obj;
- if (ent == null || ent.distance < distance) return 1;
- if (ent.distance > distance) return -1;
- return 0;
- }
- public UUID itemID;
- public double distance;
- }
- /// <summary>
- /// Sensors to process.
- /// </summary>
- /// <remarks>
- /// Do not add or remove sensors from this list directly. Instead, copy the list and substitute the updated
- /// copy. This is to avoid locking the list for the duration of the sensor sweep, which increases the danger
- /// of deadlocks with future code updates.
- ///
- /// Always lock SenseRepeatListLock when updating this list.
- /// </remarks>
- private List<SenseRepeatClass> SenseRepeaters = new List<SenseRepeatClass>();
- private object SenseRepeatListLock = new object();
- public void SetSenseRepeatEvent(uint m_localID, UUID m_itemID,
- string name, UUID keyID, int type, double range,
- double arc, double sec, SceneObjectPart host)
- {
- // 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;
- if (range > maximumRange)
- ts.range = maximumRange;
- else
- ts.range = range;
- ts.arc = arc;
- ts.host = host;
- ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- AddSenseRepeater(ts);
- }
- private void AddSenseRepeater(SenseRepeatClass senseRepeater)
- {
- lock (SenseRepeatListLock)
- {
- List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>(SenseRepeaters);
- newSenseRepeaters.Add(senseRepeater);
- SenseRepeaters = newSenseRepeaters;
- }
- }
- public void UnSetSenseRepeaterEvents(uint m_localID, UUID m_itemID)
- {
- // Remove from timer
- lock (SenseRepeatListLock)
- {
- List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>();
- foreach (SenseRepeatClass ts in SenseRepeaters)
- {
- if (ts.localID != m_localID || ts.itemID != m_itemID)
- {
- newSenseRepeaters.Add(ts);
- }
- }
- SenseRepeaters = newSenseRepeaters;
- }
- }
- public void CheckSenseRepeaterEvents()
- {
- // 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);
- }
- }
- }
- public void SenseOnce(uint m_localID, UUID m_itemID,
- string name, UUID 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;
- if (range > maximumRange)
- ts.range = maximumRange;
- else
- ts.range = range;
- ts.arc = arc;
- ts.host = host;
- SensorSweep(ts);
- }
- private void SensorSweep(SenseRepeatClass ts)
- {
- if (ts.host == null)
- {
- return;
- }
- List<SensedEntity> sensedEntities = new List<SensedEntity>();
- // Is the sensor type is AGENT and not SCRIPTED then include agents
- if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC | OS_NPC)) != 0 && (ts.type & SCRIPTED) == 0)
- {
- sensedEntities.AddRange(doAgentSensor(ts));
- }
- // If SCRIPTED or PASSIVE or ACTIVE check objects
- if ((ts.type & SCRIPTED) != 0 || (ts.type & PASSIVE) != 0 || (ts.type & ACTIVE) != 0)
- {
- sensedEntities.AddRange(doObjectSensor(ts));
- }
- lock (SenseLock)
- {
- if (sensedEntities.Count == 0)
- {
- // send a "no_sensor"
- // Add it to queue
- m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
- new EventParams("no_sensor", new Object[0],
- new DetectParams[0]));
- }
- else
- {
- // Sort the list to get everything ordered by distance
- sensedEntities.Sort();
- int count = sensedEntities.Count;
- int idx;
- List<DetectParams> detected = new List<DetectParams>();
- for (idx = 0; idx < count; idx++)
- {
- try
- {
- DetectParams detect = new DetectParams();
- detect.Key = sensedEntities[idx].itemID;
- detect.Populate(m_CmdManager.m_ScriptEngine.World);
- detected.Add(detect);
- }
- catch (Exception)
- {
- // Ignore errors, the object has been deleted or the avatar has gone and
- // there was a problem in detect.Populate so nothing added to the list
- }
- if (detected.Count == maximumToReturn)
- break;
- }
- if (detected.Count == 0)
- {
- // To get here with zero in the list there must have been some sort of problem
- // like the object being deleted or the avatar leaving to have caused some
- // difficulty during the Populate above so fire a no_sensor event
- m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
- new EventParams("no_sensor", new Object[0],
- new DetectParams[0]));
- }
- else
- {
- m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
- new EventParams("sensor",
- new Object[] {new LSL_Types.LSLInteger(detected.Count) },
- detected.ToArray()));
- }
- }
- }
- }
- private List<SensedEntity> doObjectSensor(SenseRepeatClass ts)
- {
- List<EntityBase> Entities;
- List<SensedEntity> sensedEntities = new List<SensedEntity>();
- // If this is an object sense by key try to get it directly
- // rather than getting a list to scan through
- if (ts.keyID != UUID.Zero)
- {
- EntityBase e = null;
- m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out e);
- if (e == null)
- return sensedEntities;
- Entities = new List<EntityBase>();
- Entities.Add(e);
- }
- else
- {
- Entities = new List<EntityBase>(m_CmdManager.m_ScriptEngine.World.GetEntities());
- }
- SceneObjectPart SensePoint = ts.host;
- Vector3 fromRegionPos = SensePoint.GetWorldPosition();
- // pre define some things to avoid repeated definitions in the loop body
- Vector3 toRegionPos;
- double dis;
- int objtype;
- SceneObjectPart part;
- float dx;
- float dy;
- float dz;
- Quaternion q = SensePoint.GetWorldRotation();
- if (SensePoint.ParentGroup.IsAttachment)
- {
- // In attachments, rotate the sensor cone with the
- // avatar rotation. This may include a nonzero elevation if
- // in mouselook.
- // This will not include the rotation and position of the
- // attachment point (e.g. your head when a sensor is in your
- // hair attached to your scull. Your hair will turn with
- // your head but the sensor will stay with your (global)
- // avatar rotation and position.
- // Position of a sensor in a child prim attached to an avatar
- // will be still wrong.
- ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
- q = avatar.Rotation * q;
- }
- LSL_Types.Quaternion r = new LSL_Types.Quaternion(q);
- LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
- double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
- Vector3 ZeroVector = new Vector3(0, 0, 0);
- bool nameSearch = (ts.name != null && ts.name != "");
- foreach (EntityBase ent in Entities)
- {
- bool keep = true;
- if (nameSearch && ent.Name != ts.name) // Wrong name and it is a named search
- continue;
- if (ent.IsDeleted) // taken so long to do this it has gone from the scene
- continue;
- if (!(ent is SceneObjectGroup)) // dont bother if it is a pesky avatar
- continue;
- toRegionPos = ent.AbsolutePosition;
- // Calculation is in line for speed
- dx = toRegionPos.X - fromRegionPos.X;
- dy = toRegionPos.Y - fromRegionPos.Y;
- dz = toRegionPos.Z - fromRegionPos.Z;
- // Weed out those that will not fit in a cube the size of the range
- // no point calculating if they are within a sphere the size of the range
- // if they arent even in the cube
- if (Math.Abs(dx) > ts.range || Math.Abs(dy) > ts.range || Math.Abs(dz) > ts.range)
- dis = ts.range + 1.0;
- else
- dis = Math.Sqrt(dx * dx + dy * dy + dz * dz);
- if (keep && dis <= ts.range && ts.host.UUID != ent.UUID)
- {
- // In Range and not the object containing the script, is it the right Type ?
- objtype = 0;
- part = ((SceneObjectGroup)ent).RootPart;
- if (part.ParentGroup.AttachmentPoint != 0) // Attached so ignore
- continue;
- if (part.Inventory.ContainsScripts())
- {
- objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ...
- }
- else
- {
- if (ent.Velocity.Equals(ZeroVector))
- {
- objtype |= PASSIVE; // Passive non-moving
- }
- else
- {
- objtype |= ACTIVE; // moving so active
- }
- }
- // If any of the objects attributes match any in the requested scan type
- if (((ts.type & objtype) != 0))
- {
- // Right type too, what about the other params , key and name ?
- 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
- {
- Vector3 diff = toRegionPos - fromRegionPos;
- double dot = LSL_Types.Vector3.Dot(forward_dir, diff);
- double mag_obj = LSL_Types.Vector3.Mag(diff);
- ang_obj = Math.Acos(dot / (mag_fwd * mag_obj));
- }
- catch
- {
- }
- if (ang_obj > ts.arc) keep = false;
- }
- if (keep == true)
- {
- // add distance for sorting purposes later
- sensedEntities.Add(new SensedEntity(dis, ent.UUID));
- }
- }
- }
- }
- return sensedEntities;
- }
- private List<SensedEntity> doAgentSensor(SenseRepeatClass ts)
- {
- List<SensedEntity> sensedEntities = new List<SensedEntity>();
- // If nobody about quit fast
- if (m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0)
- return sensedEntities;
- SceneObjectPart SensePoint = ts.host;
- Vector3 fromRegionPos = SensePoint.GetWorldPosition();
-
- Quaternion q = SensePoint.GetWorldRotation();
- if (SensePoint.ParentGroup.IsAttachment)
- {
- // In attachments, rotate the sensor cone with the
- // avatar rotation. This may include a nonzero elevation if
- // in mouselook.
- // This will not include the rotation and position of the
- // attachment point (e.g. your head when a sensor is in your
- // hair attached to your scull. Your hair will turn with
- // your head but the sensor will stay with your (global)
- // avatar rotation and position.
- // Position of a sensor in a child prim attached to an avatar
- // will be still wrong.
- ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
- q = avatar.Rotation * q;
- }
- LSL_Types.Quaternion r = new LSL_Types.Quaternion(q);
- LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
- double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
- bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0);
- Vector3 toRegionPos;
- double dis;
-
- Action<ScenePresence> senseEntity = new Action<ScenePresence>(presence =>
- {
- // m_log.DebugFormat(
- // "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
- // presence.Name, presence.PresenceType, ts.name, ts.type);
- if ((ts.type & NPC) == 0 && (ts.type & OS_NPC) == 0 && presence.PresenceType == PresenceType.Npc)
- {
- INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
- if (npcData == null || !npcData.SenseAsAgent)
- {
- // m_log.DebugFormat(
- // "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}",
- // presence.Name, ts.itemID);
- return;
- }
- }
- if ((ts.type & AGENT) == 0)
- {
- if (presence.PresenceType == PresenceType.User)
- {
- return;
- }
- else
- {
- INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene);
- if (npcData != null && npcData.SenseAsAgent)
- {
- // m_log.DebugFormat(
- // "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}",
- // presence.Name, ts.itemID);
- return;
- }
- }
- }
- if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0)
- return;
-
- // if the object the script is in is attached and the avatar is the owner
- // then this one is not wanted
- if (attached && presence.UUID == SensePoint.OwnerID)
- return;
- toRegionPos = presence.AbsolutePosition;
- dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos));
- // 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 < 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
- {
- LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(
- toRegionPos - fromRegionPos);
- 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)
- {
- 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 != UUID.Zero)
- {
- ScenePresence sp;
- // Try direct lookup by UUID
- if (!m_CmdManager.m_ScriptEngine.World.TryGetScenePresence(ts.keyID, out sp))
- return sensedEntities;
- senseEntity(sp);
- }
- else if (ts.name != null && ts.name != "")
- {
- ScenePresence sp;
- // Try lookup by name will return if/when found
- if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out 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 List<Object>();
- foreach (SenseRepeatClass ts in SenseRepeaters)
- {
- if (ts.itemID == 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 == null)
- return;
- int idx = 0;
- while (idx < data.Length)
- {
- SenseRepeatClass ts = new SenseRepeatClass();
- ts.localID = localID;
- ts.itemID = itemID;
- ts.interval = (double)data[idx];
- ts.name = (string)data[idx+1];
- ts.keyID = (UUID)data[idx+2];
- ts.type = (int)data[idx+3];
- ts.range = (double)data[idx+4];
- ts.arc = (double)data[idx+5];
- ts.host = part;
- ts.next =
- DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- AddSenseRepeater(ts);
-
- idx += 6;
- }
- }
- }
- }
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