/* * 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.Collections.Generic; using System.Reflection; using System.Threading; using OpenMetaverse; using log4net; using Nini.Config; using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes.Animation; using OpenSim.Region.Framework.Scenes.Types; using OpenSim.Region.PhysicsModules.SharedBase; using GridRegion = OpenSim.Services.Interfaces.GridRegion; using OpenSim.Services.Interfaces; using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags; using ACFlags = OpenMetaverse.AgentManager.ControlFlags; namespace OpenSim.Region.Framework.Scenes { [Flags] enum ScriptControlled : uint { CONTROL_ZERO = 0, CONTROL_FWD = 1, CONTROL_BACK = 2, CONTROL_LEFT = 4, CONTROL_RIGHT = 8, CONTROL_UP = 16, CONTROL_DOWN = 32, CONTROL_ROT_LEFT = 256, CONTROL_ROT_RIGHT = 512, CONTROL_LBUTTON = 268435456, CONTROL_ML_LBUTTON = 1073741824 } struct ScriptControllers { public UUID objectID; public UUID itemID; public ScriptControlled ignoreControls; public ScriptControlled eventControls; } enum AgentUpdateFlags: byte { None = 0, HideTitle = 0x01, CliAutoPilot = 0x02, MuteCollisions = 0x80 } public delegate void SendCoarseLocationsMethod(UUID scene, ScenePresence presence, List coarseLocations, List avatarUUIDs); public class ScenePresence : EntityBase, IScenePresence, IDisposable { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); //~ScenePresence() //{ // m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name); //} public bool GotAttachmentsData = false; public int EnvironmentVersion = -1; private ViewerEnvironment m_environment = null; public ViewerEnvironment Environment { get { return m_environment; } set { m_environment = value; if (value == null) EnvironmentVersion = -1; else { if(EnvironmentVersion <= 0) EnvironmentVersion = 0x7000000 | Random.Shared.Next(); else ++EnvironmentVersion; m_environment.version = EnvironmentVersion; } } } public void TriggerScenePresenceUpdated() { m_scene?.EventManager.TriggerScenePresenceUpdated(this); } public bool IsNPC { get; private set; } // simple yes or no isGOD from god level >= 200 // should only be set by GodController // we have two to suport legacy behaviour // IsViewerUIGod was controlled by viewer in older versions // IsGod may now be also controled by viewer acording to options public bool IsViewerUIGod { get; set; } public bool IsGod { get; set; } private bool m_gotRegionHandShake = false; private PresenceType m_presenceType; public PresenceType PresenceType { get {return m_presenceType;} private set { m_presenceType = value; IsNPC = (m_presenceType == PresenceType.Npc); } } public bool HideTitle; public bool MuteCollisions; private readonly ScenePresenceStateMachine m_stateMachine; /// /// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine /// for more details. /// public ScenePresenceState LifecycleState { get { return m_stateMachine.GetState(); } set { m_stateMachine.SetState(value); } } /// /// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and /// the viewer fires these in quick succession. /// /// /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement /// regulation done there. /// private readonly object m_completeMovementLock = new(); /// /// Experimentally determined "fudge factor" to make sit-target positions /// the same as in SecondLife. Fudge factor was tested for 36 different /// test cases including prims of type box, sphere, cylinder, and torus, /// with varying parameters for sit target location, prim size, prim /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis /// issue #1716 /// public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new(0.0f, 0.0f, 0.4f); public readonly bool LegacySitOffsets = true; /// /// Movement updates for agents in neighboring regions are sent directly to clients. /// This value only affects how often agent positions are sent to neighbor regions /// for things such as distance-based update prioritization /// this are the square of real distances /// public const float MOVEMENT = .25f; public const float SIGNIFICANT_MOVEMENT = 16.0f; public const float CHILDUPDATES_MOVEMENT = 100.0f; public const float CHILDAGENTSCHECK_MOVEMENT = 1024f; // 32m public const float CHILDUPDATES_TIME = 2000f; // min time between child updates (ms) private UUID m_previusParcelUUID = UUID.Zero; private UUID m_currentParcelUUID = UUID.Zero; private bool m_previusParcelHide = false; private bool m_currentParcelHide = false; private readonly object parcelLock = new(); public double ParcelDwellTickMS; public UUID currentParcelUUID { get { return m_currentParcelUUID; } set { lock (parcelLock) { bool oldhide = m_currentParcelHide; bool checksame = true; if (value != m_currentParcelUUID) { ParcelDwellTickMS = Util.GetTimeStampMS(); m_previusParcelHide = m_currentParcelHide; m_previusParcelUUID = m_currentParcelUUID; checksame = false; } m_currentParcelUUID = value; m_currentParcelHide = false; ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); if (land != null) m_currentParcelHide = !land.LandData.SeeAVs; if (!m_previusParcelUUID.IsZero() || checksame) ParcelCrossCheck(m_currentParcelUUID, m_previusParcelUUID, m_currentParcelHide, m_previusParcelHide, oldhide,checksame); } } } public void sitSOGmoved() { /* if (IsDeleted || !IsSatOnObject) //what me? nahh return; if (IsInTransit) return; ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); if (land == null) return; //?? UUID parcelID = land.LandData.GlobalID; if (m_currentParcelUUID.NotEqual(parcelID)) currentParcelUUID = parcelID; */ } public bool ParcelAllowThisAvatarSounds { get { try { lock (parcelLock) { ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); if (land == null) return true; if (land.LandData.AnyAVSounds) return true; if (!land.LandData.GroupAVSounds) return false; return ControllingClient.IsGroupMember(land.LandData.GroupID); } } catch { return true; } } } public bool ParcelHideThisAvatar { get { return m_currentParcelHide; } } /// /// The animator for this avatar /// public ScenePresenceAnimator Animator { get; private set; } /// /// Server Side Animation Override /// public MovementAnimationOverrides Overrides { get; private set; } public String sitAnimation = "SIT"; /// /// Attachments recorded on this avatar. /// /// /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is /// necessary. /// private readonly List m_attachments = new(); public Object AttachmentsSyncLock { get; private set; } private readonly Dictionary scriptedcontrols = new(); private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; private bool MouseDown = false; public Vector3 lastKnownAllowedPosition; public bool sentMessageAboutRestrictedParcelFlyingDown; public Vector4 CollisionPlane = Vector4.UnitW; public Vector4 m_lastCollisionPlane = Vector4.UnitW; private byte m_lastState; private Vector3 m_lastPosition; private Quaternion m_lastRotation; private Vector3 m_lastVelocity; private Vector3 m_lastSize = new(0.45f, 0.6f, 1.9f); private int NeedInitialData = 1; private int m_userFlags; public int UserFlags { get { return m_userFlags; } } // Flying public bool Flying { get { return PhysicsActor != null && PhysicsActor.Flying; } set { if(PhysicsActor != null) PhysicsActor.Flying = value; } } public bool IsColliding { get { return PhysicsActor != null && PhysicsActor.IsColliding; } // We would expect setting IsColliding to be private but it's used by a hack in Scene set { PhysicsActor.IsColliding = value; } } private List m_lastColliders = new(); private bool m_lastLandCollide; private TeleportFlags m_teleportFlags; public TeleportFlags TeleportFlags { get { return m_teleportFlags; } set { m_teleportFlags = value; } } private uint m_requestedSitTargetID; /// /// Are we sitting on the ground? /// public bool SitGround { get; private set; } private SendCoarseLocationsMethod m_sendCoarseLocationsMethod; //private Vector3 m_requestedSitOffset = new Vector3(); private Vector3 m_LastFinitePos; private float m_sitAvatarHeight = 2.0f; private bool m_childUpdatesBusy = false; private int m_lastChildUpdatesTime; private int m_lastChildAgentUpdateGodLevel; private float m_lastChildAgentUpdateDrawDistance; private float m_lastRegionsDrawDistance; private Vector3 m_lastChildAgentUpdatePosition; private Vector3 m_lastChildAgentCheckPosition; // private Vector3 m_lastChildAgentUpdateCamPosition; private Vector3 m_lastCameraRayCastCam; private Vector3 m_lastCameraRayCastPos; private float m_FOV = 1.04f; private const float FLY_ROLL_MAX_RADIANS = 1.1f; private const float FLY_ROLL_RADIANS_PER_UPDATE = 0.06f; private const float FLY_ROLL_RESET_RADIANS_PER_UPDATE = 0.02f; private float m_health = 100f; private float m_healRate = 1f; private float m_healRatePerFrame = 0.05f; private static readonly Vector3[] Dir_Vectors = new Vector3[6] { new Vector3(1.0f, 0, 0), //FORWARD new Vector3(-1.0f,0,0), //BACK new Vector3(0, 1.0f,0), //LEFT new Vector3(0,-1.0f,0), //RIGHT new Vector3(0,0, 1.0f), //UP new Vector3(0,0,-1.0f) //DOWN }; private enum Dir_ControlFlags : uint { DIR_CONTROL_FLAG_FORWARD = ACFlags.AGENT_CONTROL_AT_POS, DIR_CONTROL_FLAG_BACK = ACFlags.AGENT_CONTROL_AT_NEG, DIR_CONTROL_FLAG_LEFT = ACFlags.AGENT_CONTROL_LEFT_POS, DIR_CONTROL_FLAG_RIGHT = ACFlags.AGENT_CONTROL_LEFT_NEG, DIR_CONTROL_FLAG_UP = ACFlags.AGENT_CONTROL_UP_POS, DIR_CONTROL_FLAG_DOWN = ACFlags.AGENT_CONTROL_UP_NEG, DIR_CONTROL_FLAG_FORWARD_NUDGE = ACFlags.AGENT_CONTROL_NUDGE_AT_POS, DIR_CONTROL_FLAG_BACKWARD_NUDGE = ACFlags.AGENT_CONTROL_NUDGE_AT_NEG, DIR_CONTROL_FLAG_LEFT_NUDGE = ACFlags.AGENT_CONTROL_NUDGE_LEFT_POS, DIR_CONTROL_FLAG_RIGHT_NUDGE = ACFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, DIR_CONTROL_FLAG_UP_NUDGE = ACFlags.AGENT_CONTROL_NUDGE_UP_POS, DIR_CONTROL_FLAG_DOWN_NUDGE = ACFlags.AGENT_CONTROL_NUDGE_UP_NEG } const uint CONTROL_FLAG_NORM_MASK = (uint)(ACFlags.AGENT_CONTROL_AT_POS | ACFlags.AGENT_CONTROL_AT_NEG | ACFlags.AGENT_CONTROL_LEFT_POS | ACFlags.AGENT_CONTROL_LEFT_NEG | ACFlags.AGENT_CONTROL_UP_POS | ACFlags.AGENT_CONTROL_UP_NEG); const uint CONTROL_FLAG_NUDGE_MASK = (uint)(ACFlags.AGENT_CONTROL_NUDGE_AT_POS | ACFlags.AGENT_CONTROL_NUDGE_AT_NEG | ACFlags.AGENT_CONTROL_NUDGE_LEFT_POS | ACFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | ACFlags.AGENT_CONTROL_NUDGE_UP_POS | ACFlags.AGENT_CONTROL_NUDGE_UP_NEG); protected int m_reprioritizationLastTime; protected bool m_reprioritizationBusy; protected Vector3 m_reprioritizationLastPosition; protected float m_reprioritizationLastDrawDistance; private Quaternion m_headrotation = Quaternion.Identity; //PauPaw:Proper PID Controler for autopilot************ private bool m_movingToTarget; public bool MovingToTarget { get {return m_movingToTarget;} private set {m_movingToTarget = value; } } private Vector3 m_moveToPositionTarget; public Vector3 MoveToPositionTarget { get {return m_moveToPositionTarget;} private set {m_moveToPositionTarget = value; } } private float m_moveToSpeed; public float MoveToSpeed { get {return m_moveToSpeed;} private set {m_moveToSpeed = value; } } private double m_delayedStop = -1.0; /// /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). /// public bool LandAtTarget { get; private set; } private bool CameraConstraintActive; private readonly object m_collisionEventLock = new(); private int m_movementAnimationUpdateCounter = 0; public Vector3 PrevSitOffset { get; set; } protected AvatarAppearance m_appearance; public AvatarAppearance Appearance { get { return m_appearance; } set { m_appearance = value; // m_log.DebugFormat("[SCENE PRESENCE]: Set appearance for {0} to {1}", Name, value); } } /// /// Copy of the script states while the agent is in transit. This state may /// need to be placed back in case of transfer fail. /// public List InTransitScriptStates { get { return m_InTransitScriptStates; } private set { m_InTransitScriptStates = value; } } private List m_InTransitScriptStates = new(); /// /// Position at which a significant movement was made /// private Vector3 posLastSignificantMove; private Vector3 posLastMove; #region For teleports and crossings callbacks /// /// the destination simulator sends ReleaseAgent to this address, for very long range tps, HG. /// private string m_callbackURI; // to remove with v1 support private string m_newCallbackURI; /// /// Records the region from which this presence originated, if not from login. /// /// /// Also acts as a signal in the teleport V2 process to release UpdateAgent after a viewer has triggered /// CompleteMovement and made the previous child agent a root agent. /// private UUID m_originRegionID; /// /// This object is used as a lock before accessing m_originRegionID to make sure that every thread is seeing /// the very latest value and not using some cached version. Cannot make m_originRegionID itself volatite as /// it is a value type. /// private readonly object m_originRegionIDAccessLock = new(); private AutoResetEvent m_updateAgentReceivedAfterTransferEvent = new(false); /// /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent /// teleport is reusing the connection. /// /// May be refactored or move somewhere else soon. public bool DoNotCloseAfterTeleport { get; set; } #endregion /// /// Script engines present in the scene /// private IScriptModule[] m_scriptEngines; private enum LandingPointBehavior { OS = 1, SL = 2 } private readonly LandingPointBehavior m_LandingPointBehavior = LandingPointBehavior.OS; #region Properties /// /// Physical scene representation of this Avatar. /// PhysicsActor m_physActor; public PhysicsActor PhysicsActor { get { return m_physActor; } private set { m_physActor = value; } } /// /// Record user movement inputs. /// public uint MovementFlags { get; private set; } /// /// Is the agent stop control flag currently active? /// public bool AgentControlStopActive { get; private set; } private bool m_invulnerable = true; public bool Invulnerable { set { m_invulnerable = value; if(value && Health != 100.0f) Health = 100.0f; } get { return m_invulnerable; } } public GodController GodController { get; private set; } private ulong m_rootRegionHandle; private Vector3 m_rootRegionPosition = new(); public ulong RegionHandle { get { return m_rootRegionHandle; } private set { m_rootRegionHandle = value; // position rounded to lower multiple of 256m m_rootRegionPosition.X = (float)((m_rootRegionHandle >> 32) & 0xffffff00); m_rootRegionPosition.Y = (float)(m_rootRegionHandle & 0xffffff00); } } #region Client Camera /// /// Position of agent's camera in world (region cordinates) /// // protected Vector3 m_lastCameraPosition; private Vector4 m_lastCameraCollisionPlane = new(0f, 0f, 0f, 1); private bool m_doingCamRayCast = false; public Vector3 CameraPosition { get; set; } public Quaternion CameraRotation { get; private set; } // Use these three vectors to figure out what the agent is looking at // Convert it to a Matrix and/or Quaternion // public Vector3 CameraAtAxis { get; set; } public Vector3 CameraLeftAxis { get; set; } public Vector3 CameraUpAxis { get; set; } public Vector3 Lookat { get { Vector3 a = new(CameraAtAxis.X, CameraAtAxis.Y, 0); a.Normalize(); return a; } } #endregion public string Firstname { get; private set; } public string Lastname { get; private set; } public bool m_haveGroupInformation; public bool m_gotCrossUpdate; public byte m_crossingFlags; public string Grouptitle { get { return m_groupTitle; } set { m_groupTitle = value; } } private string m_groupTitle; // Agent's Draw distance. private float m_drawDistance = 255f; public float DrawDistance { get { return m_drawDistance; } set { m_drawDistance = Utils.Clamp(value, 32f, m_scene.MaxDrawDistance); } } public float RegionViewDistance { get { return Utils.Clamp(m_drawDistance + 64f, m_scene.MinRegionViewDistance, m_scene.MaxRegionViewDistance); } } public bool AllowMovement { get; set; } private bool m_setAlwaysRun; public bool SetAlwaysRun { get { if (PhysicsActor != null) { return PhysicsActor.SetAlwaysRun; } else { return m_setAlwaysRun; } } set { m_setAlwaysRun = value; if (PhysicsActor != null) { PhysicsActor.SetAlwaysRun = value; } } } public byte State { get; set; } private ACFlags m_AgentControlFlags; public uint AgentControlFlags { get { return (uint)m_AgentControlFlags; } set { m_AgentControlFlags = (ACFlags)value; } } public IClientAPI ControllingClient { get; set; } // dead end do not use public IClientCore ClientView { get { return (IClientCore)ControllingClient; } } //public UUID COF { get; set; } // public Vector3 ParentPosition { get; set; } /// /// Position of this avatar relative to the region the avatar is in /// public override Vector3 AbsolutePosition { get { if (PhysicsActor != null) { m_pos = PhysicsActor.Position; // m_log.DebugFormat( // "[SCENE PRESENCE]: Set position of {0} in {1} to {2} via getting AbsolutePosition!", // Name, Scene.Name, m_pos); } else { // m_log.DebugFormat("[SCENE PRESENCE]: Fetching abs pos where PhysicsActor == null and parent part {0} for {1}", Name, Scene.Name); // Obtain the correct position of a seated avatar. // In addition to providing the correct position while // the avatar is seated, this value will also // be used as the location to unsit to. // // If ParentID is not 0, assume we are a seated avatar // and we should return the position based on the sittarget // offset and rotation of the prim we are seated on. // // Generally, m_pos will contain the position of the avatar // in the sim unless the avatar is on a sit target. While // on a sit target, m_pos will contain the desired offset // without the parent rotation applied. if (ParentPart != null) { SceneObjectPart rootPart = ParentPart.ParentGroup.RootPart; // if (sitPart != null) // return sitPart.AbsolutePosition + (m_pos * sitPart.GetWorldRotation()); if (rootPart != null) return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation()); } } return m_pos; } set { // m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} to {1} in {2}", Name, value, Scene.Name); // Util.PrintCallStack(); if (PhysicsActor != null) { try { PhysicsActor.Position = value; } catch (Exception e) { m_log.Error("[SCENE PRESENCE]: ABSOLUTE POSITION " + e.Message); } } // Don't update while sitting. The PhysicsActor above is null whilst sitting. if (ParentID == 0) m_pos = value; //m_log.DebugFormat( // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", // Scene.RegionInfo.RegionName, Name, m_pos); TriggerScenePresenceUpdated(); } } /// /// If sitting, returns the offset position from the prim the avatar is sitting on. /// Otherwise, returns absolute position in the scene. /// public Vector3 OffsetPosition { get { return m_pos; } // Don't remove setter. It's not currently used in core but // upcoming Avination code needs it. set { // There is no offset position when not seated if (ParentID == 0) return; m_pos = value; TriggerScenePresenceUpdated(); } } /// /// Current velocity of the avatar. /// public override Vector3 Velocity { get { if (PhysicsActor != null) { m_velocity = PhysicsActor.Velocity; // m_log.DebugFormat( // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", // m_velocity, Name, Scene.RegionInfo.RegionName); } return m_velocity; } set { if (PhysicsActor != null) { try { PhysicsActor.TargetVelocity = value; } catch (Exception e) { m_log.Error("[SCENE PRESENCE]: VELOCITY " + e.Message); } } m_velocity = value; // m_log.DebugFormat( // "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", // Scene.RegionInfo.RegionName, Name, m_velocity); } } // requested Velocity for physics engines avatar motors // only makes sense if there is a physical rep public Vector3 TargetVelocity { get { if (PhysicsActor != null) return PhysicsActor.TargetVelocity; else return Vector3.Zero; } set { if (PhysicsActor != null) { try { PhysicsActor.TargetVelocity = value; } catch (Exception e) { m_log.Error("[SCENE PRESENCE]: TARGETVELOCITY " + e.Message); } } } } private Quaternion m_bodyRot = Quaternion.Identity; /// /// The rotation of the avatar. /// /// /// If the avatar is not sitting, this is with respect to the world /// If the avatar is sitting, this is a with respect to the part that it's sitting upon (a local rotation). /// If you always want the world rotation, use GetWorldRotation() /// public Quaternion Rotation { get { return m_bodyRot; } set { m_bodyRot = value; if (PhysicsActor != null) { try { PhysicsActor.Orientation = m_bodyRot; } catch (Exception e) { m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message); } } // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); } } // Used for limited viewer 'fake' user rotations. private Vector3 m_AngularVelocity = Vector3.Zero; public Vector3 AngularVelocity { get { return m_AngularVelocity; } } public bool IsChildAgent { get; set; } /// /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. /// public uint ParentID { get; set; } public UUID ParentUUID { get { return m_parentUUID; } set { m_parentUUID = value; } } private UUID m_parentUUID = UUID.Zero; /// /// Are we sitting on an object? /// /// A more readable way of testing presence sit status than ParentID == 0 public bool IsSatOnObject { get { return ParentID != 0; } } public bool IsSitting { get {return SitGround || IsSatOnObject; }} /// /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. /// /// /// If you use this property then you must take a reference since another thread could set it to null. /// public SceneObjectPart ParentPart { get; set; } public float Health { get { return m_health; } set { m_health = value; } } public float HealRate { get { return m_healRate; } set { if(value > 100.0f) m_healRate = 100.0f; else if (value <= 0.0) m_healRate = 0.0f; else m_healRate = value; if(Scene != null) m_healRatePerFrame = m_healRate * Scene.FrameTime; else m_healRatePerFrame = 0.05f; } } /// /// Gets the world rotation of this presence. /// /// /// Unlike Rotation, this returns the world rotation no matter whether the avatar is sitting on a prim or not. /// /// public Quaternion GetWorldRotation() { if (IsSatOnObject) { SceneObjectPart sitPart = ParentPart; if (sitPart != null) return sitPart.GetWorldRotation() * Rotation; } return Rotation; } /// /// Get velocity relative to the world. /// public Vector3 GetWorldVelocity() { SceneObjectPart sitPart = ParentPart; if (sitPart != null) return sitPart.ParentGroup.Velocity; return Velocity; } public void AdjustKnownSeeds() { Dictionary seeds; if (Scene.CapsModule != null) seeds = Scene.CapsModule.GetChildrenSeeds(UUID); else seeds = new Dictionary(); KnownRegions = seeds; } public void DumpKnownRegions() { m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================"); foreach (KeyValuePair kvp in KnownRegions) { Util.RegionHandleToRegionLoc(kvp.Key, out uint x, out uint y); m_log.Info(" >> "+x+", "+y+": "+kvp.Value); } } private bool m_mouseLook; private bool m_leftButtonDown; private bool m_inTransit; /// /// This signals whether the presence is in transit between neighbouring regions. /// /// /// It is not set when the presence is teleporting or logging in/out directly to a region. /// public bool IsInTransit { get { return m_inTransit; } set { if(value) { if (Flying) m_AgentControlFlags |= ACFlags.AGENT_CONTROL_FLY; else m_AgentControlFlags &= ~ACFlags.AGENT_CONTROL_FLY; } m_inTransit = value; } } // this is is only valid if IsInTransit is true // only false on HG tps // used work arounf viewers asking source region about destination user public bool IsInLocalTransit {get; set; } // velocities private const float AgentControlStopSlowVel = 0.2f * 4.096f; public const float AgentControlMidVel = 0.6f * 4.096f; public const float AgentControlNormalVel = 1.0f * 4.096f; // old normal speed was tuned to match sl normal plus Fast modifiers // so we need to rescale it private float m_speedModifier = 1.0f; public float SpeedModifier { get { return m_speedModifier; } set { m_speedModifier = value; } } private bool m_forceFly; public bool ForceFly { get { return m_forceFly; } set { m_forceFly = value; } } private bool m_flyDisabled; public bool FlyDisabled { get { return m_flyDisabled; } set { m_flyDisabled = value; } } public string Viewer { get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } } #endregion #region Constructor(s) public ScenePresence(IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) { m_scene = world; AttachmentsSyncLock = new Object(); AllowMovement = true; IsChildAgent = true; m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; Animator = new ScenePresenceAnimator(this); Overrides = new MovementAnimationOverrides(); PresenceType = type; m_drawDistance = client.StartFar; if(m_drawDistance > 32) { if(m_drawDistance > world.MaxDrawDistance) m_drawDistance = world.MaxDrawDistance; } else m_drawDistance = world.DefaultDrawDistance; RegionHandle = world.RegionInfo.RegionHandle; ControllingClient = client; Firstname = ControllingClient.FirstName; Lastname = ControllingClient.LastName; Name = String.Format("{0} {1}", Firstname, Lastname); m_uuid = client.AgentId; LocalId = m_scene.AllocateLocalId(); LegacySitOffsets = m_scene.LegacySitOffsets; IsInLocalTransit = true; UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); if (account != null) m_userFlags = account.UserFlags; else m_userFlags = 0; int userlevel = 0; if (account != null) userlevel = account.UserLevel; GodController = new GodController(world, this, userlevel); // IGroupsModule gm = m_scene.RequestModuleInterface(); // if (gm != null) // Grouptitle = gm.GetGroupTitle(m_uuid); m_scriptEngines = m_scene.RequestModuleInterfaces(); AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition = m_reprioritizationLastPosition = ControllingClient.StartPos; m_reprioritizationLastDrawDistance = -1000; // disable updates workjobs for now m_childUpdatesBusy = true; m_reprioritizationBusy = true; AdjustKnownSeeds(); RegisterToClientEvents(); Appearance = appearance; m_stateMachine = new ScenePresenceStateMachine(this); HealRate = 0.5f; IConfig sconfig = m_scene.Config.Configs["EntityTransfer"]; if (sconfig != null) { string lpb = sconfig.GetString("LandingPointBehavior", "LandingPointBehavior_OS"); if (lpb == "LandingPointBehavior_SL") m_LandingPointBehavior = LandingPointBehavior.SL; } ControllingClient.RefreshGroupMembership(); } ~ScenePresence() { Dispose(false); } private bool disposed = false; public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } protected void Dispose(bool disposing) { // Check to see if Dispose has already been called. if (!disposed) { disposed = true; IsDeleted = true; if (m_updateAgentReceivedAfterTransferEvent != null) { m_updateAgentReceivedAfterTransferEvent.Dispose(); m_updateAgentReceivedAfterTransferEvent = null; } RemoveFromPhysicalScene(); // Clear known regions KnownRegions = null; m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; RemoveClientEvents(); Animator = null; Appearance = null; /* temporary out: timming issues if(m_attachments != null) { foreach(SceneObjectGroup sog in m_attachments) sog.Dispose(); m_attachments = null; } */ scriptedcontrols.Clear(); // gc gets confused with this cycling ControllingClient = null; GodController = null; // gc gets confused with this cycling } } private float lastHealthSent = 0; private void RegionHeartbeatEnd(Scene scene) { if (IsChildAgent) return; m_movementAnimationUpdateCounter ++; if (m_movementAnimationUpdateCounter >= 2) { m_movementAnimationUpdateCounter = 0; if (Animator != null) { // If the parentID == 0 we are not sitting // if !SitGournd then we are not sitting on the ground // Fairly straightforward, now here comes the twist // if ParentUUID is NOT UUID.Zero, we are looking to // be sat on an object that isn't there yet. Should // be treated as if sat. if(ParentID == 0 && !SitGround && ParentUUID.IsZero()) // skip it if sitting Animator.UpdateMovementAnimations(); } else { // m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; } } if(m_healRatePerFrame != 0f && Health != 100.0f) { Health += m_healRatePerFrame; if(Health > 100.0f) { Health = 100.0f; lastHealthSent = Health; ControllingClient.SendHealth(Health); } else if(Math.Abs(Health - lastHealthSent) > 1.0) { lastHealthSent = Health; ControllingClient.SendHealth(Health); } } } public void RegisterToClientEvents() { ControllingClient.OnCompleteMovementToRegion += CompleteMovement; ControllingClient.OnAgentUpdate += HandleAgentUpdate; ControllingClient.OnAgentCameraUpdate += HandleAgentCamerasUpdate; ControllingClient.OnAgentRequestSit += HandleAgentRequestSit; ControllingClient.OnAgentSit += HandleAgentSit; ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; ControllingClient.OnStartAnim += HandleStartAnim; ControllingClient.OnStopAnim += HandleStopAnim; ControllingClient.OnChangeAnim += avnHandleChangeAnim; ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; ControllingClient.OnAutoPilotGo += MoveToTargetHandle; ControllingClient.OnRegionHandShakeReply += RegionHandShakeReply; // ControllingClient.OnAgentFOV += HandleAgentFOV; // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); } public void RemoveClientEvents() { ControllingClient.OnCompleteMovementToRegion -= CompleteMovement; ControllingClient.OnAgentUpdate -= HandleAgentUpdate; ControllingClient.OnAgentCameraUpdate -= HandleAgentCamerasUpdate; ControllingClient.OnAgentRequestSit -= HandleAgentRequestSit; ControllingClient.OnAgentSit -= HandleAgentSit; ControllingClient.OnSetAlwaysRun -= HandleSetAlwaysRun; ControllingClient.OnStartAnim -= HandleStartAnim; ControllingClient.OnStopAnim -= HandleStopAnim; ControllingClient.OnChangeAnim -= avnHandleChangeAnim; ControllingClient.OnForceReleaseControls -= HandleForceReleaseControls; ControllingClient.OnAutoPilotGo -= MoveToTargetHandle; ControllingClient.OnRegionHandShakeReply -= RegionHandShakeReply; // ControllingClient.OnAgentFOV += HandleAgentFOV; } #endregion #region Status Methods /// /// Turns a child agent into a root agent. /// /// /// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the /// avatar is actual in the sim. They can perform all actions. /// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim, /// teleporting in or on initial login. /// /// This method is on the critical path for transferring an avatar from one region to another. Delay here /// delays that crossing. /// // constants for physics position search const float PhysSearchHeight = 300f; const float PhysMinSkipGap = 20f; const float PhysSkipGapDelta = 30f; const int PhysNumberCollisions = 30; // only in use as part of completemovement // other uses need fix private bool MakeRootAgent(Vector3 pos, bool isFlying, ref Vector3 lookat) { //int ts = Util.EnvironmentTickCount(); lock (m_completeMovementLock) { if (!IsChildAgent) return false; //m_log.DebugFormat("[MakeRootAgent] enter lock: {0}ms", Util.EnvironmentTickCountSubtract(ts)); //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); // m_log.InfoFormat( // "[SCENE]: Upgrading child to root agent for {0} in {1}", // Name, m_scene.RegionInfo.RegionName); if (!ParentUUID.IsZero()) { m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID); SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID); if (part == null) { m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID); ParentID = 0; ParentPart = null; PrevSitOffset = Vector3.Zero; HandleForceReleaseControls(ControllingClient, UUID); // needs testing } else { part.AddSittingAvatar(this); // if not actually on the target invalidate it if(m_gotCrossUpdate && (m_crossingFlags & 0x04) == 0) part.SitTargetAvatar = UUID.Zero; ParentID = part.LocalId; ParentPart = part; m_pos = PrevSitOffset; pos = part.GetWorldPosition(); PhysicsActor partPhysActor = part.PhysActor; if(partPhysActor != null) { partPhysActor.OnPhysicsRequestingCameraData -= physActor_OnPhysicsRequestingCameraData; partPhysActor.OnPhysicsRequestingCameraData += physActor_OnPhysicsRequestingCameraData; } } ParentUUID = UUID.Zero; } IsChildAgent = false; } //m_log.DebugFormat("[MakeRootAgent] out lock: {0}ms", Util.EnvironmentTickCountSubtract(ts)); // Must reset this here so that a teleport to a region next to an existing region does not keep the flag // set and prevent the close of the connection on a subsequent re-teleport. // Should not be needed if we are not trying to tell this region to close // DoNotCloseAfterTeleport = false; RegionHandle = m_scene.RegionInfo.RegionHandle; m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); //m_log.DebugFormat("[MakeRootAgent] TriggerSetRootAgentScene: {0}ms", Util.EnvironmentTickCountSubtract(ts)); if (ParentID == 0) { bool positionChanged = false; bool success = true; if (m_LandingPointBehavior == LandingPointBehavior.OS) success = CheckAndAdjustLandingPoint_OS(ref pos, ref lookat, ref positionChanged); else success = CheckAndAdjustLandingPoint_SL(ref pos, ref lookat, ref positionChanged); if (!success) m_log.DebugFormat("[SCENE PRESENCE MakeRootAgent]: houston we have a problem.. {0} ({1} got banned)", Name, UUID); if (pos.X < 0f || pos.Y < 0f || pos.X >= m_scene.RegionInfo.RegionSizeX || pos.Y >= m_scene.RegionInfo.RegionSizeY) { m_log.WarnFormat( "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", pos, Name, UUID); if (pos.X < 0f) pos.X = 0.5f; else if(pos.X >= m_scene.RegionInfo.RegionSizeX) pos.X = m_scene.RegionInfo.RegionSizeX - 0.5f; if (pos.Y < 0f) pos.Y = 0.5f; else if(pos.Y >= m_scene.RegionInfo.RegionSizeY) pos.Y = m_scene.RegionInfo.RegionSizeY - 0.5f; } float groundHeight = m_scene.GetGroundHeight(pos.X, pos.Y) + .01f; float physTestHeight; if(PhysSearchHeight < groundHeight + 100f) physTestHeight = groundHeight + 100f; else physTestHeight = PhysSearchHeight; float localAVHalfHeight = 0.8f; if (Appearance != null && Appearance.AvatarHeight > 0) localAVHalfHeight = 0.5f * Appearance.AvatarHeight; groundHeight += localAVHalfHeight; if (groundHeight > pos.Z) pos.Z = groundHeight; bool checkPhysics = !positionChanged && m_scene.SupportsRayCastFiltered() && pos.Z < physTestHeight && ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0); if(checkPhysics) { // land check was done above RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull; rayfilter |= RayFilterFlags.PrimsNonPhantomAgents; int physcount = PhysNumberCollisions; float dist = physTestHeight - groundHeight + localAVHalfHeight; Vector3 direction = new(0f, 0f, -1f); Vector3 RayStart = pos; RayStart.Z = physTestHeight; List physresults = (List)m_scene.RayCastFiltered(RayStart, direction, dist, physcount, rayfilter); while (physresults != null && physresults.Count > 0) { float dest = physresults[0].Pos.Z; if (dest - groundHeight > PhysMinSkipGap + PhysSkipGapDelta) break; if (physresults.Count > 1) { physresults.Sort(delegate(ContactResult a, ContactResult b) { return a.Depth.CompareTo(b.Depth); }); int sel = 0; int count = physresults.Count; float curd = physresults[0].Depth; float nextd = curd + PhysMinSkipGap; float maxDepth = dist - pos.Z; for(int i = 1; i < count; i++) { curd = physresults[i].Depth; if(curd >= nextd) { sel = i; if(curd >= maxDepth || curd >= nextd + PhysSkipGapDelta) break; } nextd = curd + PhysMinSkipGap; } dest = physresults[sel].Pos.Z; } dest += localAVHalfHeight; if(dest > pos.Z) pos.Z = dest; break; } } AbsolutePosition = pos; // m_log.DebugFormat( // "Set pos {0}, vel {1} in {1} to {2} from input position of {3} on MakeRootAgent", // Name, Scene.Name, AbsolutePosition, pos); // if (m_teleportFlags == TeleportFlags.Default) { Vector3 vel = Velocity; AddToPhysicalScene(isFlying); PhysicsActor?.SetMomentum(vel); } else { AddToPhysicalScene(isFlying); // reset camera to avatar pos CameraPosition = pos; } if (ForceFly) { Flying = true; } else if (FlyDisabled) { Flying = false; } } //m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts)); m_scene.SwapRootAgentCount(false, IsNPC); // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will // stall on the border crossing since the existing child agent will still have the last movement // recorded, which stops the input from being processed. MovementFlags = 0; m_scene.AuthenticateHandler.UpdateAgentChildStatus(ControllingClient.CircuitCode, false); m_scene.EventManager.TriggerOnMakeRootAgent(this); //m_log.DebugFormat("[MakeRootAgent] TriggerOnMakeRootAgent and done: {0}ms", Util.EnvironmentTickCountSubtract(ts)); return true; } private void RestartAttachmentScripts() { // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are // not transporting the required data. // // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. // // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts(). // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. List attachments = GetAttachments(); m_log.DebugFormat( "[SCENE PRESENCE]: Restarting scripts in {0} attachments for {1} in {2}", attachments.Count, Name, Scene.Name); // Resume scripts foreach (SceneObjectGroup sog in attachments) { sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); sog.ResumeScripts(); sog.ScheduleGroupForFullUpdate(); } } private static bool IsRealLogin(TeleportFlags teleportFlags) { return (teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaHGLogin)) == TeleportFlags.ViaLogin; } /// /// Force viewers to show the avatar's current name. /// /// /// The avatar name that is shown above the avatar in the viewers is sent in ObjectUpdate packets, /// and they get the name from the ScenePresence. Unfortunately, viewers have a bug (as of April 2014) /// where they ignore changes to the avatar name. However, tey don't ignore changes to the avatar's /// Group Title. So the following trick makes viewers update the avatar's name by briefly changing /// the group title (to "(Loading)"), and then restoring it. /// /* public void ForceViewersUpdateName() { m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); UseFakeGroupTitle = true; Util.FireAndForget(o => { // Viewers only update the avatar name when idle. Therefore, we must wait long // enough for the viewer to show the fake name that we had set above, and only // then switch back to the true name. This delay was chosen because it has a high // chance of succeeding (we don't want to choose a value that's too low). Thread.Sleep(5000); UseFakeGroupTitle = false; SendAvatarDataToAllClients(false); }, null, "Scenepresence.ForceViewersUpdateName"); } */ public int GetStateSource() { return m_teleportFlags == TeleportFlags.Default ? 2 : 5; // StateSource.PrimCrossing : StateSource.Teleporting } /// /// This turns a root agent into a child agent /// /// /// when an agent departs this region for a neighbor, this gets called. /// /// It doesn't get called for a teleport. Reason being, an agent that /// teleports out may not end up anywhere near this region /// public void MakeChildAgent(ulong newRegionHandle) { m_updateAgentReceivedAfterTransferEvent.Reset(); m_haveGroupInformation = false; m_gotCrossUpdate = false; m_crossingFlags = 0; m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; RegionHandle = newRegionHandle; m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1} from root region {2}", Name, Scene.RegionInfo.RegionName, newRegionHandle); // Reset the m_originRegionID as it has dual use as a flag to signal that the UpdateAgent() call orignating // from the source simulator has completed on a V2 teleport. lock (m_originRegionIDAccessLock) m_originRegionID = UUID.Zero; // Reset these so that teleporting in and walking out isn't seen // as teleporting back TeleportFlags = TeleportFlags.Default; MovementFlags = 0; // It looks like Animator is set to null somewhere, and MakeChild // is called after that. Probably in aborted teleports. if (Animator == null) Animator = new ScenePresenceAnimator(this); else Animator.ResetAnimations(); Environment = null; // m_log.DebugFormat( // "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. //Velocity = new Vector3(0, 0, 0); IsChildAgent = true; m_scene.SwapRootAgentCount(true, IsNPC); RemoveFromPhysicalScene(); ParentID = 0; // Child agents can't be sitting // we dont have land information for child m_previusParcelHide = false; m_previusParcelUUID = UUID.Zero; m_currentParcelHide = false; m_currentParcelUUID = UUID.Zero; CollisionPlane = Vector4.UnitW; // we need to kill this on agents that do not see the new region m_scene.ForEachRootScenePresence(delegate(ScenePresence p) { if (!p.knowsNeighbourRegion(newRegionHandle)) { SendKillTo(p); } }); m_scene.AuthenticateHandler.UpdateAgentChildStatus(ControllingClient.CircuitCode, true); m_scene.EventManager.TriggerOnMakeChildAgent(this); } /// /// Removes physics plugin scene representation of this agent if it exists. /// public void RemoveFromPhysicalScene() { PhysicsActor pa = Interlocked.Exchange(ref m_physActor, null); if (pa != null) { //PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; pa.OnOutOfBounds -= OutOfBoundsCall; pa.OnCollisionUpdate -= PhysicsCollisionUpdate; pa.UnSubscribeEvents(); m_scene.PhysicsScene.RemoveAvatar(pa); } } public void Teleport(Vector3 pos) { TeleportWithMomentum(pos, Vector3.Zero); } public void TeleportWithMomentum(Vector3 pos, Vector3? v) { if(!CheckLocalTPLandingPoint(ref pos)) return; if (IsSitting) StandUp(false); bool isFlying = Flying; Vector3 vel = Velocity; RemoveFromPhysicalScene(); AbsolutePosition = pos; AddToPhysicalScene(isFlying); PhysicsActor?.SetMomentum(v ?? vel); SendTerseUpdateToAllClients(); } public void TeleportOnEject(Vector3 pos) { if (IsSitting ) StandUp(false); bool isFlying = Flying; RemoveFromPhysicalScene(); AbsolutePosition = pos; AddToPhysicalScene(isFlying); SendTerseUpdateToAllClients(); } public void LocalTeleport(Vector3 newpos, Vector3 newvel, Vector3 newlookat, int flags) { if (newpos.X <= 0) { newpos.X = 0.1f; if (newvel.X < 0) newvel.X = 0; } else if (newpos.X >= Scene.RegionInfo.RegionSizeX) { newpos.X = Scene.RegionInfo.RegionSizeX - 0.1f; if (newvel.X > 0) newvel.X = 0; } if (newpos.Y <= 0) { newpos.Y = 0.1f; if (newvel.Y < 0) newvel.Y = 0; } else if (newpos.Y >= Scene.RegionInfo.RegionSizeY) { newpos.Y = Scene.RegionInfo.RegionSizeY - 0.1f; if (newvel.Y > 0) newvel.Y = 0; } if (!m_scene.TestLandRestrictions(UUID, out string _, ref newpos.X, ref newpos.Y)) return ; if (IsSitting) StandUp(); if(m_movingToTarget) ResetMoveToTarget(); float localHalfAVHeight = Appearance is null ? 0.8f : Appearance.AvatarHeight * 0.5f; float posZLimit = Scene.GetGroundHeight(newpos.X, newpos.Y); posZLimit += localHalfAVHeight + 0.1f; if (newpos.Z < posZLimit) newpos.Z = posZLimit; if((flags & 0x1e) != 0) { if ((flags & 8) != 0) Flying = true; else if ((flags & 16) != 0) Flying = false; uint tpflags = (uint)TeleportFlags.ViaLocation; if(Flying) tpflags |= (uint)TeleportFlags.IsFlying; Vector3 lookat = Lookat; if ((flags & 2) != 0) { newlookat.Z = 0; newlookat.Normalize(); if (MathF.Abs(newlookat.X) > 0.001f || MathF.Abs(newlookat.Y) > 0.001f) lookat = newlookat; } else if((flags & 4) != 0) { if((flags & 1) != 0) newlookat = newvel; else newlookat = m_velocity; newlookat.Z = 0; newlookat.Normalize(); if (MathF.Abs(newlookat.X) > 0.001f || MathF.Abs(newlookat.Y) > 0.001f) lookat = newlookat; } AbsolutePosition = newpos; ControllingClient.SendLocalTeleport(newpos, lookat, tpflags); } else AbsolutePosition = newpos; if ((flags & 1) != 0) { PhysicsActor?.SetMomentum(newvel); m_velocity = newvel; } SendTerseUpdateToAllClients(); } public void StopFlying() { if (IsInTransit) return; Vector3 pos = AbsolutePosition; if (Appearance.AvatarHeight != 127.0f) pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f)); else pos += new Vector3(0f, 0f, (1.56f / 6f)); AbsolutePosition = pos; // attach a suitable collision plane regardless of the actual situation to force the LLClient to land. // Collision plane below the avatar's position a 6th of the avatar's height is suitable. // Mind you, that this method doesn't get called if the avatar's velocity magnitude is greater then a // certain amount.. because the LLClient wouldn't land in that situation anyway. // why are we still testing for this really old height value default??? if (Appearance.AvatarHeight != 127.0f) CollisionPlane = new Vector4(0, 0, 0, pos.Z - Appearance.AvatarHeight / 6f); else CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f / 6f)); SendAgentTerseUpdate(this); } /// /// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect. /// /// Postive or negative roll amount in radians private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown) { float rollAmount = Utils.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS); m_AngularVelocity.Z = rollAmount; // APPLY EXTRA consideration for flying up and flying down during this time. // if we're turning left if (amount > 0) { // If we're at the max roll and pressing up, we want to swing BACK a bit // Automatically adds noise if (PressingUp) { if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS - 0.04f) m_AngularVelocity.Z -= 0.9f; } // If we're at the max roll and pressing down, we want to swing MORE a bit if (PressingDown) { if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS && m_AngularVelocity.Z < FLY_ROLL_MAX_RADIANS + 0.6f) m_AngularVelocity.Z += 0.6f; } } else // we're turning right. { // If we're at the max roll and pressing up, we want to swing BACK a bit // Automatically adds noise if (PressingUp) { if (m_AngularVelocity.Z <= (-FLY_ROLL_MAX_RADIANS)) m_AngularVelocity.Z += 0.6f; } // If we're at the max roll and pressing down, we want to swing MORE a bit if (PressingDown) { if (m_AngularVelocity.Z >= -FLY_ROLL_MAX_RADIANS - 0.6f) m_AngularVelocity.Z -= 0.6f; } } } /// /// incrementally sets roll amount to zero /// /// Positive roll amount in radians /// private float CalculateFlyingRollResetToZero(float amount) { const float rollMinRadians = 0f; if (m_AngularVelocity.Z > 0) { float leftOverToMin = m_AngularVelocity.Z - rollMinRadians; if (amount > leftOverToMin) return -leftOverToMin; else return -amount; } else { float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians; if (amount > leftOverToMin) return leftOverToMin; else return amount; } } // neighbouring regions we have enabled a child agent in // holds the seed cap for the child agent in that region private Dictionary m_knownChildRegions = new(); struct spRegionSizeInfo { public int sizeX; public int sizeY; public spRegionSizeInfo(int x, int y) { sizeX = x; sizeY = y; } } private readonly Dictionary m_knownChildRegionsSizeInfo = new(); public void AddNeighbourRegion(GridRegion region, string capsPath) { lock (m_knownChildRegions) { ulong regionHandle = region.RegionHandle; m_knownChildRegions[regionHandle] = capsPath; m_knownChildRegionsSizeInfo[regionHandle] = new spRegionSizeInfo(region.RegionSizeX, region.RegionSizeY); } } public void AddNeighbourRegionSizeInfo(GridRegion region) { lock (m_knownChildRegions) { m_knownChildRegionsSizeInfo[region.RegionHandle] = new spRegionSizeInfo(region.RegionSizeX, region.RegionSizeY); } } public void SetNeighbourRegionSizeInfo(List regionsList) { lock (m_knownChildRegions) { m_knownChildRegionsSizeInfo.Clear(); foreach (GridRegion region in regionsList) { m_knownChildRegionsSizeInfo[region.RegionHandle] = new spRegionSizeInfo(region.RegionSizeX, region.RegionSizeY); } } } public void RemoveNeighbourRegion(ulong regionHandle) { lock (m_knownChildRegions) { // Checking ContainsKey is redundant as Remove works either way and returns a bool // This is here to allow the Debug output to be conditional on removal //if (m_knownChildRegions.ContainsKey(regionHandle)) // m_log.DebugFormat(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count); m_knownChildRegions.Remove(regionHandle); m_knownChildRegionsSizeInfo.Remove(regionHandle); } } public bool knowsNeighbourRegion(ulong regionHandle) { lock (m_knownChildRegions) return m_knownChildRegions.ContainsKey(regionHandle); } public void DropOldNeighbours(List oldRegions) { foreach (ulong handle in oldRegions) { RemoveNeighbourRegion(handle); Scene.CapsModule.DropChildSeed(UUID, handle); } } public void DropThisRootRegionFromNeighbours() { ulong handle = m_scene.RegionInfo.RegionHandle; RemoveNeighbourRegion(handle); Scene.CapsModule.DropChildSeed(UUID, handle); } public Dictionary KnownRegions { get { lock (m_knownChildRegions) return new Dictionary(m_knownChildRegions); } set { // Replacing the reference is atomic but we still need to lock on // the original dictionary object which may be in use elsewhere lock (m_knownChildRegions) m_knownChildRegions = value; } } public List KnownRegionHandles { get { lock (m_knownChildRegions) return new List(m_knownChildRegions.Keys); } } public int KnownRegionCount { get { lock (m_knownChildRegions) return m_knownChildRegions.Count; } } #endregion #region Event Handlers /// /// Sets avatar height in the physics plugin /// /// New height of avatar public void SetHeight(float height) { if (PhysicsActor != null && !IsChildAgent) PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); } public void SetSize(Vector3 size, float feetoffset) { if (PhysicsActor != null && !IsChildAgent) PhysicsActor.setAvatarSize(size, feetoffset); } private bool WaitForUpdateAgent(IClientAPI client) { // Before the source region executes UpdateAgent // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero try { if(m_updateAgentReceivedAfterTransferEvent.WaitOne(10000)) { UUID originID = UUID.Zero; lock (m_originRegionIDAccessLock) originID = m_originRegionID; if (originID.Equals(UUID.Zero)) { // Movement into region will fail m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} at {1} got invalid origin region id ", client.Name, Scene.Name); return false; } return true; } else { m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} at {1} did not receive agent update ", client.Name, Scene.Name); return false; } } catch { } finally { m_updateAgentReceivedAfterTransferEvent?.Reset(); } return false; } public void RotateToLookAt(Vector3 lookAt) { if(ParentID == 0) { float n = lookAt.X * lookAt.X + lookAt.Y * lookAt.Y; if(n < 0.0001f) { Rotation = Quaternion.Identity; return; } n = lookAt.X/MathF.Sqrt(n); float angle = MathF.Acos(n); angle *= 0.5f; float s = lookAt.Y >= 0 ? MathF.Sin(angle) : -MathF.Sin(angle); Rotation = new Quaternion(0f, 0f, s, MathF.Cos(angle)); } } /// /// Complete Avatar's movement into the region. /// /// /// /// If true, send notification to neighbour regions to expect /// a child agent from the client. These neighbours can be some distance away, depending right now on the /// configuration of DefaultDrawDistance in the [Startup] section of config /// public void CompleteMovement(IClientAPI client, bool openChildAgents) { int ts = Util.EnvironmentTickCount(); m_log.InfoFormat( "[SCENE PRESENCE]: Complete movement of {0} into {1} {2}", client.Name, Scene.Name, AbsolutePosition); m_inTransit = true; try { // Make sure it's not a login agent. We don't want to wait for updates during login if (!IsNPC && !IsRealLogin(m_teleportFlags)) { // Let's wait until UpdateAgent (called by departing region) is done if (!WaitForUpdateAgent(client)) // The sending region never sent the UpdateAgent data, we have to refuse return; } //m_log.DebugFormat("[CompleteMovement] WaitForUpdateAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); bool flying = ((m_AgentControlFlags & ACFlags.AGENT_CONTROL_FLY) != 0); Vector3 look = Lookat; look.Z = 0f; look.Normalize(); if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01)) { look = Velocity; look.Z = 0f; look.Normalize(); if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01) ) look = new Vector3(0.99f, 0.042f, 0); } // Check Default Location (Also See EntityTransferModule.TeleportAgentWithinRegion) if (AbsolutePosition.X == 128f && AbsolutePosition.Y == 128f && AbsolutePosition.Z == 22.5f) AbsolutePosition = Scene.RegionInfo.DefaultLandingPoint; if (!MakeRootAgent(AbsolutePosition, flying, ref look)) { m_log.DebugFormat( "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", Name, Scene.Name); return; } if(IsChildAgent) { return; // how? } //m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); if (!IsNPC) { if (!m_haveGroupInformation) { IGroupsModule gm = m_scene.RequestModuleInterface(); if (gm != null) Grouptitle = gm.GetGroupTitle(m_uuid); //m_log.DebugFormat("[CompleteMovement] Missing Grouptitle: {0}ms", Util.EnvironmentTickCountSubtract(ts)); /* InventoryFolderBase cof = m_scene.InventoryService.GetFolderForType(client.AgentId, (FolderType)46); if (cof == null) COF = UUID.Zero; else COF = cof.ID; m_log.DebugFormat("[CompleteMovement]: Missing COF for {0} is {1}", client.AgentId, COF); */ } } if (m_teleportFlags > 0) m_gotCrossUpdate = false; // sanity check if (!m_gotCrossUpdate) RotateToLookAt(look); m_previusParcelHide = false; m_previusParcelUUID = UUID.Zero; m_currentParcelHide = false; m_currentParcelUUID = UUID.Zero; ParcelDwellTickMS = Util.GetTimeStampMS(); m_inTransit = false; ILandChannel landch = m_scene.LandChannel; if (landch != null) { ILandObject landover = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); if (landover != null) { m_currentParcelHide = !landover.LandData.SeeAVs; m_currentParcelUUID = landover.LandData.GlobalID; } } // Tell the client that we're ready to send rest if (!m_gotCrossUpdate) { m_gotRegionHandShake = false; // allow it if not a crossing ControllingClient.SendRegionHandshake(); } ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); bool isHGTP = (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0; if(!IsNPC) { if( ParentPart != null && (m_crossingFlags & 0x08) != 0) { ParentPart.ParentGroup.SendFullAnimUpdateToClient(ControllingClient); } // verify baked textures and cache if (m_scene.AvatarFactory != null && !isHGTP) { if (!m_scene.AvatarFactory.ValidateBakedTextureCache(this)) m_scene.AvatarFactory.QueueAppearanceSave(UUID); } } if(isHGTP) { // ControllingClient.SendNameReply(m_uuid, Firstname, Lastname); m_log.DebugFormat("[CompleteMovement] HG"); } if (!IsNPC) { GodController.SyncViewerState(); // start sending terrain patchs if (!m_gotCrossUpdate) Scene.SendLayerData(ControllingClient); // send initial land overlay and parcel landch?.sendClientInitialLandInfo(client, !m_gotCrossUpdate); } List allpresences = m_scene.GetScenePresences(); // send avatar object to all presences including us, so they cross it into region // then hide if necessary SendInitialAvatarDataToAllAgents(allpresences); // send this look if (!IsNPC) SendAppearanceToAgent(this); // send this animations UUID[] animIDs = null; int[] animseqs = null; UUID[] animsobjs = null; Animator?.GetArrays(out animIDs, out animseqs, out animsobjs); bool haveAnims = (animIDs != null && animseqs != null && animsobjs != null); if (!IsNPC && haveAnims) SendAnimPackToAgent(this, animIDs, animseqs, animsobjs); // send look and animations to others // if not cached we send greys // uncomented if will wait till avatar does baking //if (cachedbaked) { foreach (ScenePresence p in allpresences) { if (p == this) continue; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) continue; SendAppearanceToAgentNF(p); if (haveAnims) SendAnimPackToAgentNF(p, animIDs, animseqs, animsobjs); } } // attachments if (IsNPC || IsRealLogin(m_teleportFlags)) { if (Scene.AttachmentsModule != null) { if(IsNPC) { Util.FireAndForget(x => { Scene.AttachmentsModule.RezAttachments(this); }); } else Scene.AttachmentsModule.RezAttachments(this); } } else { if (m_attachments.Count > 0) { foreach (SceneObjectGroup sog in m_attachments) { sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); sog.ResumeScripts(); } foreach (ScenePresence p in allpresences) { if (p == this) { SendAttachmentsToAgentNF(this); continue; } if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) continue; SendAttachmentsToAgentNF(p); } } } if (!IsNPC) { if(m_gotCrossUpdate) { SendOtherAgentsAvatarFullToMe(); // Create child agents in neighbouring regions IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); m_agentTransfer?.EnableChildAgents(this); m_lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000; m_lastChildAgentUpdatePosition = AbsolutePosition; m_lastChildAgentCheckPosition = m_lastChildAgentUpdatePosition; m_lastChildAgentUpdateDrawDistance = DrawDistance; m_lastRegionsDrawDistance = RegionViewDistance; m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel; m_childUpdatesBusy = false; // allow them } // send the rest of the world //if (m_teleportFlags > 0 || m_currentParcelHide) //SendInitialDataToMe(); //SendOtherAgentsAvatarFullToMe(); // priority uses avatar position only // m_reprioritizationLastPosition = AbsolutePosition; // m_reprioritizationLastDrawDistance = DrawDistance; // m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it // m_reprioritizationBusy = false; if (openChildAgents) { IFriendsModule friendsModule = m_scene.RequestModuleInterface(); if (friendsModule != null) { if(m_gotCrossUpdate) friendsModule.IsNowRoot(this); else friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); } //m_log.DebugFormat("[CompleteMovement] friendsModule: {0}ms", Util.EnvironmentTickCountSubtract(ts)); } } else NeedInitialData = -1; } finally { m_haveGroupInformation = false; m_gotCrossUpdate = false; m_crossingFlags = 0; m_inTransit = false; } m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; m_log.DebugFormat("[CompleteMovement] end: {0}ms", Util.EnvironmentTickCountSubtract(ts)); } /// /// Callback for the Camera view block check. Gets called with the results of the camera view block test /// hitYN is true when there's something in the way. /// /// /// /// /// /// private void checkCameraCollision() { if(m_doingCamRayCast || !m_scene.PhysicsScene.SupportsRayCast()) return; if(m_mouseLook || ParentID != 0) { if (CameraConstraintActive) { Vector4 plane = new(0.9f, 0.0f, 0.361f, -10000f); // not right... UpdateCameraCollisionPlane(plane); CameraConstraintActive = false; } return; } Vector3 posAdjusted = AbsolutePosition; posAdjusted.Z += 1.0f; // viewer current camera focus point if(posAdjusted.ApproxEquals(m_lastCameraRayCastPos, 0.2f) && CameraPosition.ApproxEquals(m_lastCameraRayCastCam, 0.2f)) return; m_lastCameraRayCastCam = CameraPosition; m_lastCameraRayCastPos = posAdjusted; Vector3 tocam = CameraPosition - posAdjusted; float distTocamlen = tocam.LengthSquared(); if (distTocamlen > 0.01f && distTocamlen < 400) { distTocamlen = (float)Math.Sqrt(distTocamlen); tocam *= (1.0f / distTocamlen); m_doingCamRayCast = true; m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback); return; } if (CameraConstraintActive) { Vector4 plane = new(0.9f, 0.0f, 0.361f, -10000f); // not right... UpdateCameraCollisionPlane(plane); CameraConstraintActive = false; } } private void UpdateCameraCollisionPlane(Vector4 plane) { if (m_lastCameraCollisionPlane.NotEqual(plane)) { m_lastCameraCollisionPlane = plane; ControllingClient.SendCameraConstraint(plane); } } public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) { if (hitYN && localid != LocalId) { if (localid != 0) { SceneObjectPart part = m_scene.GetSceneObjectPart(localid); if (part != null && !part.VolumeDetectActive) { CameraConstraintActive = true; pNormal.X = (float) Math.Round(pNormal.X, 2); pNormal.Y = (float) Math.Round(pNormal.Y, 2); pNormal.Z = (float) Math.Round(pNormal.Z, 2); pNormal.Normalize(); collisionPoint.X = (float) Math.Round(collisionPoint.X, 1); collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1); collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1); Vector4 plane = new(pNormal.X, pNormal.Y, pNormal.Z, collisionPoint.Dot(pNormal)); UpdateCameraCollisionPlane(plane); } } else { CameraConstraintActive = true; pNormal.X = (float) Math.Round(pNormal.X, 2); pNormal.Y = (float) Math.Round(pNormal.Y, 2); pNormal.Z = (float) Math.Round(pNormal.Z, 2); pNormal.Normalize(); collisionPoint.X = (float) Math.Round(collisionPoint.X, 1); collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1); collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1); Vector4 plane = new(pNormal.X, pNormal.Y, pNormal.Z,collisionPoint.Dot(pNormal)); UpdateCameraCollisionPlane(plane); } } else if(CameraConstraintActive) { Vector4 plane = new(0.9f, 0.0f, 0.361f, -9000f); // not right... UpdateCameraCollisionPlane(plane); CameraConstraintActive = false; } m_doingCamRayCast = false; } /// /// This is the event handler for client movement. If a client is moving, this event is triggering. /// public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) { //m_log.DebugFormat( // "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", // Scene.Name, remoteClient.Name, (ACFlags)agentData.ControlFlags); if (IsChildAgent || IsInTransit) { //m_log.DebugFormat("DEBUG: HandleAgentUpdate: child agent in {0}", Scene.Name); return; } #region Sanity Checking // This is irritating. Really. if (!AbsolutePosition.IsFinite()) { bool isphysical = PhysicsActor != null; if(isphysical) RemoveFromPhysicalScene(); m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); m_pos = m_LastFinitePos; if (!m_pos.IsFinite()) { m_pos.X = 127f; m_pos.Y = 127f; m_pos.Z = 127f; m_log.Error("[AVATAR]: NonFinite Avatar on lastFiniteposition also. Reset Position. Mantis this please. Error #9999903"); } if(isphysical) AddToPhysicalScene(false); } else { m_LastFinitePos = m_pos; } #endregion Sanity Checking #region Inputs // The Agent's Draw distance setting // When we get to the point of re-computing neighbors everytime this // changes, then start using the agent's drawdistance rather than the // region's draw distance. DrawDistance = agentData.Far; ACFlags allFlags = (ACFlags)agentData.ControlFlags; bool newHideTitle = (agentData.Flags & (byte)AgentUpdateFlags.HideTitle) != 0; if(HideTitle != newHideTitle) { HideTitle = newHideTitle; SendAvatarDataToAllAgents(); } MuteCollisions = (agentData.Flags & (byte)AgentUpdateFlags.MuteCollisions) != 0; // FIXME: This does not work as intended because the viewer only sends the lbutton down when the button // is first pressed, not whilst it is held down. If this is required in the future then need to look // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not // received (e.g. on holding LMB down on the avatar in a viewer). m_leftButtonDown = (allFlags & ACFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; m_mouseLook = (allFlags & ACFlags.AGENT_CONTROL_MOUSELOOK) != 0; m_headrotation = agentData.HeadRotation; //byte oldState = State; State = agentData.State; #endregion Inputs //if (oldState != State) // SendAgentTerseUpdate(this); if ((allFlags & ACFlags.AGENT_CONTROL_STAND_UP) != 0) StandUp(); if ((allFlags & ACFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) HandleAgentSitOnGround(); ACFlags flags = RemoveIgnoredControls(allFlags, IgnoredControls); m_AgentControlFlags = flags; // Raycast from the avatar's head to the camera to see if there's anything blocking the view // this exclude checks may not be complete if (agentData.NeedsCameraCollision) checkCameraCollision(); // This will be the case if the agent is sitting on the groudn or on an object. PhysicsActor actor = m_physActor; if (actor == null) { SendControlsToScripts((uint)allFlags); return; } if (AllowMovement) { Rotation = agentData.BodyRotation; //m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); bool update_movementflag = false; bool DCFlagKeyPressed = false; bool mvToTarget = m_movingToTarget; if (agentData.UseClientAgentPosition) { m_movingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).LengthSquared() > 0.04f; m_moveToPositionTarget = agentData.ClientAgentPosition; m_moveToSpeed = -1f; } Vector3 agent_control_v3 = Vector3.Zero; float agent_velocity = AgentControlNormalVel; uint oldflags = MovementFlags & (CONTROL_FLAG_NUDGE_MASK | CONTROL_FLAG_NORM_MASK); MovementFlags = (uint)flags & (CONTROL_FLAG_NUDGE_MASK | CONTROL_FLAG_NORM_MASK); if (MovementFlags != 0) { DCFlagKeyPressed = true; mvToTarget = false; //update_movementflag |= (MovementFlags ^ oldflags) != 0; update_movementflag = true; if (!m_setAlwaysRun && (flags & (ACFlags.AGENT_CONTROL_FAST_AT | ACFlags.AGENT_CONTROL_FAST_UP)) == 0) agent_velocity = AgentControlMidVel; if ((MovementFlags & CONTROL_FLAG_NUDGE_MASK) != 0) MovementFlags |= (MovementFlags >> 19); for (int i = 0, mask = 1; i < 6; ++i, mask <<= 1) { if((MovementFlags & mask) != 0) agent_control_v3 += Dir_Vectors[i]; } } else { if (oldflags != 0) update_movementflag = true; } bool newFlying; if (ForceFly) newFlying = true; else if (FlyDisabled) newFlying = false; else if (mvToTarget) newFlying = actor.Flying; else newFlying = ((flags & ACFlags.AGENT_CONTROL_FLY) != 0); if (actor.Flying != newFlying) { actor.Flying = newFlying; update_movementflag = true; } // Detect AGENT_CONTROL_STOP state changes if (AgentControlStopActive != ((flags & ACFlags.AGENT_CONTROL_STOP) != 0)) { AgentControlStopActive = !AgentControlStopActive; update_movementflag = true; } if (m_movingToTarget) { // If the user has pressed a key then we want to cancel any move to target. if (DCFlagKeyPressed) { ResetMoveToTarget(); update_movementflag = true; } else { // The UseClientAgentPosition is set if parcel ban is forcing the avatar to move to a // certain position. It's only check for tolerance on returning to that position is 0.2 // rather than 1, at which point it removes its force target. if (HandleMoveToTargetUpdate(agentData.UseClientAgentPosition ? 0.2f : 0.5f, ref agent_control_v3)) update_movementflag = true; } } // Only do this if we're flying if (Flying && !ForceFly) { //m_log.Debug("[CONTROL]: " +flags); // Applies a satisfying roll effect to the avatar when flying. const ACFlags flagsLeft = ACFlags.AGENT_CONTROL_TURN_LEFT | ACFlags.AGENT_CONTROL_YAW_POS; const ACFlags flagsRight = ACFlags.AGENT_CONTROL_TURN_RIGHT | ACFlags.AGENT_CONTROL_YAW_NEG; if ((flags & flagsLeft) == flagsLeft) { ApplyFlyingRoll( FLY_ROLL_RADIANS_PER_UPDATE, (flags & ACFlags.AGENT_CONTROL_UP_POS) != 0, (flags & ACFlags.AGENT_CONTROL_UP_NEG) != 0); } else if ((flags & flagsRight) == flagsRight) { ApplyFlyingRoll( -FLY_ROLL_RADIANS_PER_UPDATE, (flags & ACFlags.AGENT_CONTROL_UP_POS) != 0, (flags & ACFlags.AGENT_CONTROL_UP_NEG) != 0); } else { if (m_AngularVelocity.Z != 0) m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); } } else if (IsColliding && agent_control_v3.Z < 0f) agent_control_v3.Z = 0; //m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); // If the agent update does move the avatar, then calculate the force ready for the velocity update, // which occurs later in the main scene loop // We also need to update if the user rotates their avatar whilst it is slow walking/running (if they // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the // avatar location in place). if (update_movementflag) { if (AgentControlStopActive) { //if (MovementFlag == 0 && Animator.Falling) if (MovementFlags == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) { AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true); } else AddNewMovement(agent_control_v3, AgentControlStopSlowVel); } else { if(m_movingToTarget || (Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying && Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface) ) AddNewMovement(agent_control_v3, agent_velocity); else { if (MovementFlags != 0) AddNewMovement(agent_control_v3, agent_velocity); else m_delayedStop = Util.GetTimeStampMS() + 250.0; } } } else if((flags & ACFlags.AGENT_CONTROL_FINISH_ANIM) != 0) Animator.UpdateMovementAnimations(); SendControlsToScripts((uint)allFlags); } } private void HandleAgentFOV(IClientAPI remoteClient, float _fov) { m_FOV = _fov; } /// /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering. /// private void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) { //m_log.DebugFormat( // "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}", // Scene.RegionInfo.RegionName, remoteClient.Name, (ACFlags)agentData.ControlFlags); if (IsChildAgent || IsInTransit) return; // Camera location in world. We'll need to raytrace // from this location from time to time. CameraPosition = agentData.CameraCenter; CameraAtAxis = agentData.CameraAtAxis; CameraAtAxis.Normalize(); CameraLeftAxis = agentData.CameraLeftAxis; CameraLeftAxis.Normalize(); CameraUpAxis = agentData.CameraUpAxis; CameraUpAxis.Normalize(); CameraRotation = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); DrawDistance = agentData.Far; if (agentData.NeedsCameraCollision) checkCameraCollision(); TriggerScenePresenceUpdated(); } /// /// Calculate an update to move the presence to the set target. /// /// /// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3. /// /// Cumulative agent movement that this method will update. /// True if movement has been updated in some way. False otherwise. public bool HandleMoveToTargetUpdate(float tolerance, ref Vector3 agent_control_v3) { //m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); bool updated = false; Vector3 LocalVectorToTarget3D = m_moveToPositionTarget - AbsolutePosition; //m_log.DebugFormat( // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); float distanceToTarget; //if(Flying && !LandAtTarget) // distanceToTarget = LocalVectorToTarget3D.LengthSquared(); //else distanceToTarget = (LocalVectorToTarget3D.X * LocalVectorToTarget3D.X) + (LocalVectorToTarget3D.Y * LocalVectorToTarget3D.Y); // m_log.DebugFormat( // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); // Check the error term of the current position in relation to the target position if (distanceToTarget <= tolerance * tolerance) { // We are close enough to the target Velocity = Vector3.Zero; if (Flying) { if (LandAtTarget) { Flying = false; // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot // the target if flying. // We really need to be more subtle (slow the avatar as it approaches the target) or at // least be able to set collision status once, rather than 5 times to give it enough // weighting so that that PhysicsActor thinks it really is colliding. for (int i = 0; i < 5; i++) IsColliding = true; } } else m_moveToPositionTarget.Z = AbsolutePosition.Z; AbsolutePosition = m_moveToPositionTarget; ResetMoveToTarget(); return false; } if(Flying && !LandAtTarget) distanceToTarget = LocalVectorToTarget3D.LengthSquared(); if (m_moveToSpeed > 0 && distanceToTarget <= m_moveToSpeed * m_moveToSpeed * Scene.FrameTime * Scene.FrameTime) m_moveToSpeed = MathF.Sqrt(distanceToTarget) / Scene.FrameTime; try { // move avatar in 3D towards target, in avatar coordinate frame. // This movement vector gets added to the velocity through AddNewMovement(). // Theoretically we might need a more complex PID approach here if other // unknown forces are acting on the avatar and we need to adaptively respond // to such forces, but the following simple approach seems to works fine. float angle = 0.5f * MathF.Atan2(LocalVectorToTarget3D.Y, LocalVectorToTarget3D.X); Quaternion rot = new(0,0, MathF.Sin(angle),MathF.Cos(angle)); Rotation = rot; LocalVectorToTarget3D *= Quaternion.Inverse(rot); // change to avatar coords if(!Flying) LocalVectorToTarget3D.Z = 0; LocalVectorToTarget3D.Normalize(); // update avatar movement flags. the avatar coordinate system is as follows: // // +X (forward) // // ^ // | // | // | // | // (left) +Y <--------o--------> -Y // avatar // | // | // | // | // v // -X // // based on the above avatar coordinate system, classify the movement into // one of left/right/back/forward. uint tmpAgentControlFlags = 0; if (LocalVectorToTarget3D.X < 0) //MoveBack tmpAgentControlFlags = (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; else if (LocalVectorToTarget3D.X > 0) //Move Forward tmpAgentControlFlags = (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; if (LocalVectorToTarget3D.Y > 0) //MoveLeft tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; else if (LocalVectorToTarget3D.Y < 0) //MoveRight tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; updated = LocalVectorToTarget3D.Z != 0; updated |= tmpAgentControlFlags != 0; //m_log.DebugFormat( // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", // LocalVectorToTarget3D, agent_control_v3, Name); const uint noMovFlagsMask = (uint)(~CONTROL_FLAG_NORM_MASK); MovementFlags &= noMovFlagsMask; MovementFlags |= tmpAgentControlFlags; m_AgentControlFlags &= unchecked((ACFlags)noMovFlagsMask); m_AgentControlFlags |= (ACFlags)tmpAgentControlFlags; if (updated) agent_control_v3 = LocalVectorToTarget3D; } catch (Exception e) { //Avoid system crash, can be slower but... m_log.DebugFormat("Crash! {0}", e.ToString()); } return updated; // AddNewMovement(agent_control_v3); } public void MoveToTargetHandle(Vector3 pos, bool noFly, bool landAtTarget) { MoveToTarget(pos, noFly, landAtTarget, false); } /// /// Move to the given target over time. /// /// /// /// If true, then don't allow the avatar to fly to the target, even if it's up in the air. /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path /// from start to finish. /// /// /// If true and the avatar starts flying during the move then land at the target. /// public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget, bool running, float tau = -1f) { m_delayedStop = -1; if (IsSitting) StandUp(); //m_log.DebugFormat( // "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", // Name, pos, m_scene.RegionInfo.RegionName); // Allow move to another sub-region within a megaregion Vector2 regionSize; regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY); if (pos.X < 0.5f) pos.X = 0.5f; else if (pos.X > regionSize.X - 0.5f) pos.X = regionSize.X - 0.5f; if (pos.Y < 0.5f) pos.Y = 0.5f; else if (pos.Y > regionSize.Y - 0.5f) pos.Y = regionSize.Y - 0.5f; float terrainHeight; terrainHeight = m_scene.GetGroundHeight(pos.X, pos.Y); // dont try to land underground terrainHeight += Appearance.AvatarHeight * 0.5f + 0.2f; if(terrainHeight > pos.Z) pos.Z = terrainHeight; //m_log.DebugFormat( // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); bool shouldfly = true; if(IsNPC) { if (!Flying) shouldfly = !noFly && (pos.Z > terrainHeight + Appearance.AvatarHeight); LandAtTarget = landAtTarget && shouldfly; } else { // we have no control on viewer fly state shouldfly = Flying || (pos.Z > terrainHeight + Appearance.AvatarHeight); LandAtTarget = false; } // m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0},[1}", localVectorToTarget3D.X,localVectorToTarget3D.Y); if(tau > 0) { if(tau < Scene.FrameTime) tau = Scene.FrameTime; Vector3 localVectorToTarget3D = pos - AbsolutePosition; if (!shouldfly) localVectorToTarget3D.Z = 0; m_moveToSpeed = localVectorToTarget3D.Length() / tau; if(m_moveToSpeed < 0.5f) //to tune m_moveToSpeed = 0.5f; else if(m_moveToSpeed > 50f) m_moveToSpeed = 50f; } else m_moveToSpeed = AgentControlNormalVel * m_speedModifier; SetAlwaysRun = running; Flying = shouldfly; m_moveToPositionTarget = pos; m_movingToTarget = true; Vector3 control = Vector3.Zero; if(HandleMoveToTargetUpdate(0.5f, ref control)) AddNewMovement(control, AgentControlNormalVel); } /// /// Reset the move to target. /// public void ResetMoveToTarget() { //m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); m_movingToTarget = false; m_moveToSpeed = -1f; //MoveToPositionTarget = Vector3.Zero; //lock(m_forceToApplyLock) // m_forceToApplyValid = false; // cancel possible last action // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. // However, the line is here rather than in the NPC module since it also appears necessary to stop a // viewer that uses "go here" from juddering on all subsequent avatar movements. AgentControlFlags = (uint)ACFlags.NONE; if(IsNPC) Animator.UpdateMovementAnimations(); } /// /// Perform the logic necessary to stand the avatar up. This method also executes /// the stand animation. /// public void StandUp(bool addPhys = true) { //m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); bool satOnObject = IsSatOnObject; SceneObjectPart part = ParentPart; SitGround = false; if (satOnObject) { PrevSitOffset = m_pos; // Save sit offset UnRegisterSeatControls(part.ParentGroup.UUID); TaskInventoryDictionary taskIDict = part.TaskInventory; if (taskIDict != null) { lock (taskIDict) { foreach (UUID taskID in taskIDict.Keys) { UnRegisterControlEventsToScript(LocalId, taskID); taskIDict[taskID].PermsMask &= ~( 2048 | //PERMISSION_CONTROL_CAMERA 4); // PERMISSION_TAKE_CONTROLS } } } ControllingClient.SendClearFollowCamProperties(part.ParentUUID); ParentID = 0; ParentPart = null; Quaternion standRotation = part.ParentGroup.RootPart.RotationOffset; Vector3 sitWorldPosition = part.ParentGroup.AbsolutePosition + m_pos * standRotation; standRotation *= m_bodyRot; m_bodyRot = standRotation; Quaternion standRotationZ; Vector3 adjustmentForSitPose = part.StandOffset; if (adjustmentForSitPose.X == 0 && adjustmentForSitPose.Y == 0 && adjustmentForSitPose.Z == 0) { standRotationZ = new Quaternion(0, 0, standRotation.Z, standRotation.W); float t = standRotationZ.W * standRotationZ.W + standRotationZ.Z * standRotationZ.Z; if (t > 0) { t = 1.0f / (float)Math.Sqrt(t); standRotationZ.W *= t; standRotationZ.Z *= t; } else { standRotationZ.W = 1.0f; standRotationZ.Z = 0f; } adjustmentForSitPose = new Vector3(0.65f, 0, m_sitAvatarHeight * 0.5f + .1f) * standRotationZ; } else { sitWorldPosition = part.GetWorldPosition(); standRotation = part.GetWorldRotation(); standRotationZ = new Quaternion(0, 0, standRotation.Z, standRotation.W); float t = standRotationZ.W * standRotationZ.W + standRotationZ.Z * standRotationZ.Z; if (t > 0) { t = 1.0f / (float)Math.Sqrt(t); standRotationZ.W *= t; standRotationZ.Z *= t; } else { standRotationZ.W = 1.0f; standRotationZ.Z = 0f; } adjustmentForSitPose *= standRotationZ; if (Appearance != null && Appearance.AvatarHeight > 0) adjustmentForSitPose.Z += 0.5f * Appearance.AvatarHeight + .1f; else adjustmentForSitPose.Z += .9f; } m_pos = sitWorldPosition + adjustmentForSitPose; } if (addPhys && PhysicsActor == null) AddToPhysicalScene(false); if (satOnObject) { m_requestedSitTargetID = 0; part.RemoveSittingAvatar(this); part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); SendAvatarDataToAllAgents(); m_scene.EventManager.TriggerParcelPrimCountTainted(); // update select/ sat on } // reset to default sitAnimation sitAnimation = "SIT"; Animator.SetMovementAnimations("STAND"); TriggerScenePresenceUpdated(); } private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) { SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID); if (targetPart == null) return null; // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used. if (targetPart.IsSitTargetSet && targetPart.SitTargetAvatar.IsZero() && targetPart.SitActiveRange >= 0) return targetPart; // If the primitive the player clicked on has no sit target, and one or more other linked objects // have sit targets that are not full, the sit target of the object with the lowest link number will be used. SceneObjectPart[] partArray = targetPart.ParentGroup.Parts; if (partArray.Length < 2) return targetPart; SceneObjectPart lastPart = null; //look for prims with explicit sit targets that are available foreach (SceneObjectPart part in partArray) { if (part.IsSitTargetSet && part.SitTargetAvatar.IsZero() && part.SitActiveRange >= 0) { if(lastPart == null) { if (part.LinkNum < 2) return part; lastPart = part; } else { if(lastPart.LinkNum > part.LinkNum) lastPart = part; } } } // no explicit sit target found - use original target return lastPart ?? targetPart; } private void SendSitResponse(UUID targetID, Vector3 offset, Quaternion sitOrientation) { SceneObjectPart part = FindNextAvailableSitTarget(targetID); if (part == null) return; float range = part.SitActiveRange; if (range < 0) return; Vector3 pos = part.AbsolutePosition + offset; if (range > 1e-5f) { if (Vector3.DistanceSquared(AbsolutePosition, pos) > range * range) return; } if (PhysicsActor != null) m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f; if (part.IsSitTargetSet && part.SitTargetAvatar.IsZero()) { offset = part.SitTargetPosition; sitOrientation = part.SitTargetOrientation; } else { if (PhysicsSit(part,offset)) // physics engine return; if (Vector3.DistanceSquared(AbsolutePosition, pos) > 100f) return; AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); } if (PhysicsActor != null) RemoveFromPhysicalScene(); if (m_movingToTarget) ResetMoveToTarget(); Velocity = Vector3.Zero; m_AngularVelocity = Vector3.Zero; part.AddSittingAvatar(this); Vector3 cameraAtOffset = part.GetCameraAtOffset(); Vector3 cameraEyeOffset = part.GetCameraEyeOffset(); bool forceMouselook = part.GetForceMouselook(); if (!part.IsRoot) { sitOrientation = part.RotationOffset * sitOrientation; offset *= part.RotationOffset; offset += part.OffsetPosition; if (cameraAtOffset.IsZero() && cameraEyeOffset.IsZero()) { cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); } else { cameraAtOffset *= part.RotationOffset; cameraAtOffset += part.OffsetPosition; cameraEyeOffset *= part.RotationOffset; cameraEyeOffset += part.OffsetPosition; } } sitOrientation = part.ParentGroup.RootPart.RotationOffset * sitOrientation; ControllingClient.SendSitResponse( part.ParentGroup.UUID, offset, sitOrientation, true, cameraAtOffset, cameraEyeOffset, forceMouselook); m_requestedSitTargetID = part.LocalId; HandleAgentSit(ControllingClient, UUID); // Moved here to avoid a race with default sit anim // The script event needs to be raised after the default sit anim is set. //part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); //m_scene.EventManager.TriggerParcelPrimCountTainted(); // update select/ sat on } public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) { if (IsChildAgent) return; if (ParentID != 0) { if (targetID.Equals(ParentPart.UUID)) return; // already sitting here, ignore StandUp(); } else if (SitGround) StandUp(); SendSitResponse(targetID, offset, Quaternion.Identity); } // returns false if does not suport so older sit can be tried public bool PhysicsSit(SceneObjectPart part, Vector3 offset) { if (part == null || part.ParentGroup.IsAttachment) return true; if ( m_scene.PhysicsScene == null) return false; if (part.PhysActor == null) { // none physics shape if (part.PhysicsShapeType == (byte)PhysicsShapeType.None) ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); else { // non physical phantom TODO //ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); return false; } return true; } m_requestedSitTargetID = part.LocalId; if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0) { return true; } m_requestedSitTargetID = 0; return false; } private bool CanEnterLandPosition(Vector3 testPos) { ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y); if (land == null || land.LandData.Name == "NO_LAND") return true; return land.CanBeOnThisLand(UUID,testPos.Z); } // status // < 0 ignore // 0 bad sit spot public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation) { if (status < 0) return; if (status == 0) { ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); return; } SceneObjectPart part = m_scene.GetSceneObjectPart(partID); if (part == null) return; Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation(); if(!CanEnterLandPosition(targetPos)) { ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot"); return; } RemoveFromPhysicalScene(); if (m_movingToTarget) ResetMoveToTarget(); Velocity = Vector3.Zero; m_AngularVelocity = Vector3.Zero; m_requestedSitTargetID = 0; part.AddSittingAvatar(this); ParentPart = part; ParentID = part.LocalId; Vector3 cameraAtOffset = part.GetCameraAtOffset(); Vector3 cameraEyeOffset = part.GetCameraEyeOffset(); if (!part.IsRoot) { Orientation = part.RotationOffset * Orientation; offset *= part.RotationOffset; offset += part.OffsetPosition; if (cameraAtOffset.IsZero() && cameraEyeOffset.IsZero()) { cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); } else { cameraAtOffset *= part.RotationOffset; cameraAtOffset += part.OffsetPosition; cameraEyeOffset *= part.RotationOffset; cameraEyeOffset += part.OffsetPosition; } } m_bodyRot = Orientation; m_pos = offset; Orientation = part.ParentGroup.RootPart.RotationOffset * Orientation; ControllingClient.SendSitResponse( part.ParentGroup.UUID, offset, Orientation, true, cameraAtOffset, cameraEyeOffset, part.GetForceMouselook()); SendAvatarDataToAllAgents(); if (status == 3) sitAnimation = "SIT_GROUND"; else sitAnimation = "SIT"; Animator.SetMovementAnimations("SIT"); part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); m_scene.EventManager.TriggerParcelPrimCountTainted(); // update select/ sat on } public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) { if (IsChildAgent) return; if(IsSitting) return; SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); m_requestedSitTargetID = 0; if (part != null) { if (part.ParentGroup.IsAttachment) { m_log.WarnFormat( "[SCENE PRESENCE]: Avatar {0} tried to sit on part {1} from object {2} in {3} but this is an attachment for avatar id {4}", Name, part.Name, part.ParentGroup.Name, Scene.Name, part.ParentGroup.AttachedAvatar); return; } RemoveFromPhysicalScene(); if (part.SitTargetAvatar.Equals(UUID)) { Vector3 sitTargetPos = part.SitTargetPosition; Quaternion sitTargetOrient = part.SitTargetOrientation; //m_log.DebugFormat( // "[SCENE PRESENCE]: Sitting {0} at sit target {1}, {2} on {3} {4}", // Name, sitTargetPos, sitTargetOrient, part.Name, part.LocalId); float x, y, z, m; Vector3 sitOffset; Quaternion r = sitTargetOrient; Vector3 newPos; Quaternion newRot; if (LegacySitOffsets) { float m1, m2; m1 = r.X * r.X + r.Y * r.Y; m2 = r.Z * r.Z + r.W * r.W; // Rotate the vector <0, 0, 1> x = 2 * (r.X * r.Z + r.Y * r.W); y = 2 * (-r.X * r.W + r.Y * r.Z); z = m2 - m1; // Set m to be the square of the norm of r. m = m1 + m2; // This constant is emperically determined to be what is used in SL. // See also http://opensimulator.org/mantis/view.php?id=7096 float offset = 0.05f; // Normally m will be ~ 1, but if someone passed a handcrafted quaternion // to llSitTarget with values so small that squaring them is rounded off // to zero, then m could be zero. The result of this floating point // round off error (causing us to skip this impossible normalization) // is only 5 cm. if (m > 0.000001f) { offset /= m; } Vector3 up = new (x, y, z); sitOffset = up * offset; newPos = sitTargetPos - sitOffset + SIT_TARGET_ADJUSTMENT; } else { m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; if (MathF.Abs(1.0f - m) > 0.000001f) { if(m != 0f) { m = 1.0f / MathF.Sqrt(m); r.X *= m; r.Y *= m; r.Z *= m; r.W *= m; } else { r.X = 0.0f; r.Y = 0.0f; r.Z = 0.0f; r.W = 1.0f; } } x = 2 * (r.X * r.Z + r.Y * r.W); y = 2 * (-r.X * r.W + r.Y * r.Z); z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; Vector3 up = new(x, y, z); sitOffset = up * Appearance.AvatarHeight * 0.02638f; newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; } if (part.IsRoot) { newRot = sitTargetOrient; } else { newPos *= part.RotationOffset; newRot = part.RotationOffset * sitTargetOrient; } newPos += part.OffsetPosition; m_pos = newPos; Rotation = newRot; //ParentPosition = part.AbsolutePosition; } else { // An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is // being sat upon. m_pos -= part.GroupPosition; } part.AddSittingAvatar(this); ParentPart = part; ParentID = part.LocalId; m_AngularVelocity = Vector3.Zero; Velocity = Vector3.Zero; SendAvatarDataToAllAgents(); if (String.IsNullOrEmpty(part.SitAnimation)) sitAnimation = "SIT"; else sitAnimation = part.SitAnimation; Animator.SetMovementAnimations("SIT"); //TriggerScenePresenceUpdated(); part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); m_scene.EventManager.TriggerParcelPrimCountTainted(); // update select/ sat on } } public void HandleAgentSitOnGround() { if (IsChildAgent) return; sitAnimation = "SIT_GROUND_CONSTRAINED"; SitGround = true; RemoveFromPhysicalScene(); m_AngularVelocity = Vector3.Zero; Velocity = Vector3.Zero; Animator.SetMovementAnimations("SITGROUND"); TriggerScenePresenceUpdated(); } /// /// Event handler for the 'Always run' setting on the client /// Tells the physics plugin to increase speed of movement. /// public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) { SetAlwaysRun = pSetAlwaysRun; } public void HandleStartAnim(IClientAPI remoteClient, UUID animID) { Animator.AddAnimation(animID, UUID.Zero); TriggerScenePresenceUpdated(); } public void HandleStopAnim(IClientAPI remoteClient, UUID animID) { Animator.RemoveAnimation(animID, false); TriggerScenePresenceUpdated(); } public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack) { Animator.avnChangeAnim(animID, addRemove, sendPack); } // old api hook, to remove public void AddNewMovement(Vector3 vec) { AddNewMovement(vec, AgentControlNormalVel); } /// /// Rotate the avatar to the given rotation and apply a movement in the given relative vector /// /// The vector in which to move. This is relative to the rotation argument /// /// Optional additional speed modifier for this particular add. Default is 1 public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier, bool breaking = false) { // m_log.DebugFormat( // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", // vec, Rotation, thisAddSpeedModifier, Name); m_delayedStop = -1; // rotate from avatar coord space to world Quaternion rot = Rotation; if (!Flying && !IsNPC) { // force rotation to be around Z only, if not flying // needed for mouselook rot.X = 0; rot.Y = 0; } Vector3 direc = vec * rot; direc.Normalize(); if ((vec.Z == 0f) && !Flying) direc.Z = 0f; // Prevent camera WASD up. bool notmvtrgt = !m_movingToTarget || m_moveToSpeed <= 0; // odd rescalings if(notmvtrgt) direc *= SpeedModifier * thisAddSpeedModifier; else direc *= m_moveToSpeed; //m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); if (Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling && (PhysicsActor == null || !PhysicsActor.PIDHoverActive)) { if (breaking) direc.Z = -9999f; //hack to tell physics to stop on Z //else //direc = Vector3.Zero; } else if (Flying) { if (notmvtrgt) { if (IsColliding && direc.Z < 0) // landing situation, prevent avatar moving or it may fail to land // animator will handle this condition and do the land direc = Vector3.Zero; else direc *= 4.0f; } } else if (IsColliding) { if (((AgentControlFlags & (uint)ACFlags.AGENT_CONTROL_UP_POS) != 0) && notmvtrgt) // reinforce jumps { direc.Z = 0; } else if (direc.Z < 0) // on a surface moving down (pg down) only changes animation direc.Z = 0; } TargetVelocity = direc; Animator.UpdateMovementAnimations(); } #endregion #region Overridden Methods const float ROTATION_TOLERANCE = 0.01f; const float VELOCITY_TOLERANCE = 0.1f; const float LOWVELOCITYSQ = 0.1f; const float POSITION_LARGETOLERANCE = 5f; const float POSITION_SMALLTOLERANCE = 0.05f; public override void Update() { if (IsDeleted) return; if (NeedInitialData > 0) { SendInitialData(); return; } if (IsChildAgent || IsInTransit) return; CheckForBorderCrossing(); if (m_movingToTarget) { m_delayedStop = -1; Vector3 control = Vector3.Zero; if(HandleMoveToTargetUpdate(0.5f, ref control)) AddNewMovement(control, AgentControlNormalVel); } else if(m_delayedStop > 0) { if(IsSatOnObject) m_delayedStop = -1; else if(Util.GetTimeStampMS() > m_delayedStop) { m_delayedStop = -1; AddNewMovement(Vector3.Zero, 0); } } if (Appearance.AvatarSize.NotEqual(m_lastSize)) SendAvatarDataToAllAgents(); // Send terse position update if not sitting and position, velocity, or rotation // has changed significantly from last sent update if (!IsSatOnObject) { if (State != m_lastState || Math.Abs(m_bodyRot.X - m_lastRotation.X) > ROTATION_TOLERANCE || Math.Abs(m_bodyRot.Y - m_lastRotation.Y) > ROTATION_TOLERANCE || Math.Abs(m_bodyRot.Z - m_lastRotation.Z) > ROTATION_TOLERANCE || Math.Abs(CollisionPlane.X - m_lastCollisionPlane.X) > POSITION_SMALLTOLERANCE || Math.Abs(CollisionPlane.Y - m_lastCollisionPlane.Y) > POSITION_SMALLTOLERANCE || Math.Abs(CollisionPlane.W - m_lastCollisionPlane.W) > POSITION_SMALLTOLERANCE) { SendTerseUpdateToAllClients(); } else { Vector3 vel = Velocity; if(!vel.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || (vel.IsZero() && !m_lastVelocity.IsZero())) { SendTerseUpdateToAllClients(); } else { Vector3 dpos = m_pos - m_lastPosition; if(!dpos.ApproxZero(POSITION_LARGETOLERANCE) || ((!dpos.ApproxZero(POSITION_SMALLTOLERANCE)) && vel.LengthSquared() < LOWVELOCITYSQ)) { SendTerseUpdateToAllClients(); } } } } CheckForSignificantMovement(); } #endregion #region Update Client(s) public void SendUpdateToAgent(ScenePresence p) { IClientAPI remoteClient = p.ControllingClient; if (remoteClient.IsActive) { //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate); m_scene.StatsReporter.AddAgentUpdates(1); } } public void SendFullUpdateToClient(IClientAPI remoteClient) { if (remoteClient.IsActive) { //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate); m_scene.StatsReporter.AddAgentUpdates(1); } } // this is diferente from SendTerseUpdateToClient // this sends bypassing entities updates public void SendAgentTerseUpdate(ISceneEntity p) { ControllingClient.SendAgentTerseUpdate(p); } /// /// Sends a location update to the client connected to this scenePresence /// via entity updates /// /// public void SendTerseUpdateToClient(IClientAPI remoteClient) { // If the client is inactive, it's getting its updates from another // server. if (remoteClient.IsActive) { //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); remoteClient.SendEntityUpdate( this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); m_scene.StatsReporter.AddAgentUpdates(1); } } public void SendTerseUpdateToAgent(ScenePresence p) { IClientAPI remoteClient = p.ControllingClient; if (!remoteClient.IsActive) return; if (ParcelHideThisAvatar && p.currentParcelUUID.NotEqual(currentParcelUUID )&& !p.IsViewerUIGod) return; //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); remoteClient.SendEntityUpdate( this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); m_scene.StatsReporter.AddAgentUpdates(1); } public void SendTerseUpdateToAgentNF(ScenePresence p) { IClientAPI remoteClient = p.ControllingClient; if (remoteClient.IsActive) { //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); remoteClient.SendEntityUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); m_scene.StatsReporter.AddAgentUpdates(1); } } /// /// Send a location/velocity/accelleration update to all agents in scene /// public void SendTerseUpdateToAllClients() { m_lastState = State; m_lastPosition = m_pos; m_lastRotation = m_bodyRot; m_lastVelocity = Velocity; m_lastCollisionPlane = CollisionPlane; m_scene.ForEachScenePresence(SendTerseUpdateToAgent); // Update the "last" values TriggerScenePresenceUpdated(); } public void SetSendCoarseLocationMethod(SendCoarseLocationsMethod d) { m_sendCoarseLocationsMethod = d; } public void SendCoarseLocations(List coarseLocations, List avatarUUIDs) { m_sendCoarseLocationsMethod?.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs); } public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List coarseLocations, List avatarUUIDs) { ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); } public void RegionHandShakeReply (IClientAPI client) { if(IsNPC) return; lock (m_completeMovementLock) { if(m_gotRegionHandShake) return; m_gotRegionHandShake = true; NeedInitialData = 2; } } private void SendInitialData() { //wait for region handshake if (NeedInitialData < 2) return; uint flags = ControllingClient.GetViewerCaps(); if ((flags & (uint)ViewerFlags.SentSeeds) == 0) // wait for seeds sending return; // give some extra time to make sure viewers did process seeds if (++NeedInitialData < 6) // needs fix if update rate changes on heartbeat return; /* if(!GotAttachmentsData) { if(++NeedInitialData == 300) // 30s in current heartbeat m_log.WarnFormat("[ScenePresence({0}] slow attachment assets transfer for {1}", Scene.Name, Name); } else if((m_teleportFlags & TeleportFlags.ViaHGLogin) != 0) m_log.WarnFormat("[ScenePresence({0}] got hg attachment assets transfer for {1}, cntr = {2}", Scene.Name, Name, NeedInitialData); */ NeedInitialData = -1; bool selfappearance = (flags & 4) != 0; // this should enqueued on the client processing job to save threads Util.FireAndForget(delegate { if(!IsChildAgent) { // close v1 sender region obsolete if (!string.IsNullOrEmpty(m_callbackURI)) { m_log.DebugFormat( "[SCENE PRESENCE({0})]: Releasing {1} {2} with old callback to {3}", Scene.RegionInfo.RegionName, Name, UUID, m_callbackURI); UUID originID; lock (m_originRegionIDAccessLock) originID = m_originRegionID; Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI); m_callbackURI = null; } // v0.7 close HG sender region else if (!string.IsNullOrEmpty(m_newCallbackURI)) { m_log.DebugFormat( "[SCENE PRESENCE({0})]: Releasing {1} {2} with callback to {3}", Scene.RegionInfo.RegionName, Name, UUID, m_newCallbackURI); UUID originID; lock (m_originRegionIDAccessLock) originID = m_originRegionID; Scene.SimulationService.ReleaseAgent(originID, UUID, m_newCallbackURI); m_newCallbackURI = null; } IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); m_agentTransfer?.CloseOldChildAgents(this); } uint flags = ControllingClient.GetViewerCaps(); if ((flags & (uint)(ViewerFlags.TPBR | ViewerFlags.SentTPBR)) == (uint)ViewerFlags.TPBR) ControllingClient.SendRegionHandshake(); m_log.DebugFormat("[SCENE PRESENCE({0})]: SendInitialData for {1}", m_scene.RegionInfo.RegionName, UUID); if (m_teleportFlags <= 0) { m_scene.SendLayerData(ControllingClient); ILandChannel landch = m_scene.LandChannel; landch?.sendClientInitialLandInfo(ControllingClient, true); } m_log.DebugFormat("[SCENE PRESENCE({0})]: SendInitialData at parcel {1}", m_scene.RegionInfo.RegionName, currentParcelUUID); SendOtherAgentsAvatarFullToMe(); if (m_scene.ObjectsCullingByDistance) { m_reprioritizationBusy = true; m_reprioritizationLastPosition = AbsolutePosition; m_reprioritizationLastDrawDistance = DrawDistance; ControllingClient.ReprioritizeUpdates(); m_reprioritizationLastTime = Util.EnvironmentTickCount(); m_reprioritizationBusy = false; } else { //bool cacheCulling = (flags & 1) != 0; bool cacheEmpty = (flags & 2) != 0; EntityBase[] entities = Scene.Entities.GetEntities(); if(cacheEmpty) { foreach (EntityBase e in entities) { if (e is SceneObjectGroup sog && !sog.IsAttachment) sog.SendFullAnimUpdateToClient(ControllingClient); } } else { foreach (EntityBase e in entities) { if (e is SceneObjectGroup grp && !grp.IsAttachment) { if(grp.IsViewerCachable) grp.SendUpdateProbes(ControllingClient); else grp.SendFullAnimUpdateToClient(ControllingClient); } } } m_reprioritizationLastPosition = AbsolutePosition; m_reprioritizationLastDrawDistance = DrawDistance; m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it m_reprioritizationBusy = false; } if (!IsChildAgent) { // Create child agents in neighbouring regions IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); m_agentTransfer?.EnableChildAgents(this); m_lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000; m_lastChildAgentUpdatePosition = AbsolutePosition; m_lastChildAgentCheckPosition = m_lastChildAgentUpdatePosition; m_lastChildAgentUpdateDrawDistance = DrawDistance; m_lastRegionsDrawDistance = RegionViewDistance; m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel; m_childUpdatesBusy = false; // allow them } }); } /// /// Send avatar full data appearance and animations for all other root agents to this agent, this agent /// can be either a child or root /// public void SendOtherAgentsAvatarFullToMe() { int count = 0; m_scene.ForEachRootScenePresence(delegate(ScenePresence p) { // only send information about other root agents if (p.UUID.Equals(UUID)) return; // get the avatar, then a kill if can't see it p.SendInitialAvatarDataToAgent(this); if (p.ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !IsViewerUIGod) return; p.SendAppearanceToAgentNF(this); p.SendAnimPackToAgentNF(this); p.SendAttachmentsToAgentNF(this); count++; }); m_scene.StatsReporter.AddAgentUpdates(count); } /// /// Send this agent's avatar data to all other root and child agents in the scene /// This agent must be root. This avatar will receive its own update. /// public void SendAvatarDataToAllAgents() { //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" if (IsChildAgent) return; m_lastSize = Appearance.AvatarSize; int count = 0; m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) { SendAvatarDataToAgent(scenePresence); count++; }); m_scene.StatsReporter.AddAgentUpdates(count); } // sends avatar object to all clients so they cross it into region // then sends kills to hide public void SendInitialAvatarDataToAllAgents(List presences) { m_lastSize = Appearance.AvatarSize; int count = 0; SceneObjectPart sitroot = null; if (ParentID != 0 && ParentPart != null) // we need to send the sitting root prim { sitroot = ParentPart.ParentGroup.RootPart; } foreach (ScenePresence p in presences) { if(p.IsDeleted || p.IsNPC) continue; if (sitroot != null) // we need to send the sitting root prim { p.ControllingClient.SendEntityFullUpdateImmediate(ParentPart.ParentGroup.RootPart); } p.ControllingClient.SendEntityFullUpdateImmediate(this); if (p != this && ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) // either just kill the object // p.ControllingClient.SendKillObject(new List {LocalId}); // or also attachments viewer may still know about SendKillTo(p); count++; } m_scene.StatsReporter.AddAgentUpdates(count); } public void SendInitialAvatarDataToAgent(ScenePresence p) { if(ParentID != 0 && ParentPart != null) // we need to send the sitting root prim { p.ControllingClient.SendEntityFullUpdateImmediate(ParentPart.ParentGroup.RootPart); } p.ControllingClient.SendEntityFullUpdateImmediate(this); if (p != this && ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) // either just kill the object // p.ControllingClient.SendKillObject(new List {LocalId}); // or also attachments viewer may still know about SendKillTo(p); } /// /// Send avatar data to an agent. /// /// public void SendAvatarDataToAgent(ScenePresence avatar) { //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && !avatar.IsViewerUIGod) return; avatar.ControllingClient.SendEntityFullUpdateImmediate(this); } public void SendAvatarDataToAgentNF(ScenePresence avatar) { avatar.ControllingClient.SendEntityFullUpdateImmediate(this); } /// /// Send this agent's appearance to all other root and child agents in the scene /// This agent must be root. /// public void SendAppearanceToAllOtherAgents() { //m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} {1}", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" if (IsChildAgent) return; int count = 0; m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) { if(scenePresence.IsNPC) return; // only send information to other root agents if (scenePresence.m_localId == m_localId) return; SendAppearanceToAgent(scenePresence); count++; }); m_scene.StatsReporter.AddAgentUpdates(count); } public void SendAppearanceToAgent(ScenePresence avatar) { // m_log.DebugFormat( // "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && !avatar.IsViewerUIGod) return; SendAppearanceToAgentNF(avatar); } public void SendAppearanceToAgentNF(ScenePresence avatar) { avatar.ControllingClient.SendAppearance(UUID, Appearance.VisualParams, Appearance.Texture.GetBakesBytes(), Appearance.AvatarPreferencesHoverZ); } public void SendAnimPackToAgent(ScenePresence p) { if (IsChildAgent || Animator == null) return; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) return; Animator.SendAnimPackToClient(p.ControllingClient); } public void SendAnimPackToAgent(ScenePresence p, UUID[] animations, int[] seqs, UUID[] objectIDs) { if (IsChildAgent) return; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) return; p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); } public void SendAnimPackToAgentNF(ScenePresence p) { if (IsChildAgent || Animator == null) return; Animator.SendAnimPackToClient(p.ControllingClient); } public void SendAnimPackToAgentNF(ScenePresence p, UUID[] animations, int[] seqs, UUID[] objectIDs) { p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); } public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) { if (IsChildAgent) return; m_scene.ForEachScenePresence(delegate (ScenePresence p) { if (p.IsNPC) return; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) return; p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); }); } public void SendAnimPackToOthers(UUID[] animations, int[] seqs, UUID[] objectIDs) { if (IsChildAgent) return; m_scene.ForEachScenePresence(delegate (ScenePresence p) { if (p.IsNPC) return; if (p.LocalId == LocalId) return; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) return; p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); }); } #endregion #region Significant Movement Method private void checkRePrioritization() { if(IsDeleted || !ControllingClient.IsActive) return; if(m_reprioritizationBusy) return; float limit = Scene.ReprioritizationDistance; bool byDrawdistance = Scene.ObjectsCullingByDistance; if(byDrawdistance) { float minregionSize = Scene.RegionInfo.RegionSizeX; if(minregionSize > Scene.RegionInfo.RegionSizeY) minregionSize = Scene.RegionInfo.RegionSizeY; minregionSize *= 0.5f; if(DrawDistance > minregionSize && m_reprioritizationLastDrawDistance > minregionSize) byDrawdistance = false; else byDrawdistance = (Math.Abs(DrawDistance - m_reprioritizationLastDrawDistance) > 0.5f * limit); } int tdiff = Util.EnvironmentTickCountSubtract(m_reprioritizationLastTime); if(!byDrawdistance && tdiff < Scene.ReprioritizationInterval) return; // priority uses avatar position Vector3 pos = AbsolutePosition; Vector3 diff = pos - m_reprioritizationLastPosition; limit *= limit; if (!byDrawdistance && diff.LengthSquared() < limit) return; m_reprioritizationBusy = true; m_reprioritizationLastPosition = pos; m_reprioritizationLastDrawDistance = DrawDistance; Util.FireAndForget( o => { ControllingClient.ReprioritizeUpdates(); m_reprioritizationLastTime = Util.EnvironmentTickCount(); m_reprioritizationBusy = false; }, null, "ScenePresence.Reprioritization"); } /// /// This checks for a significant movement and sends a coarselocationchange update /// protected void CheckForSignificantMovement() { Vector3 pos = AbsolutePosition; Vector3 diff = pos - posLastMove; if (diff.LengthSquared() > MOVEMENT) { posLastMove = pos; m_scene.EventManager.TriggerOnClientMovement(this); } diff = pos - posLastSignificantMove; if (diff.LengthSquared() > SIGNIFICANT_MOVEMENT) { posLastSignificantMove = pos; m_scene.EventManager.TriggerSignificantClientMovement(this); } if(IsNPC) return; // updates priority recalc checkRePrioritization(); if(m_childUpdatesBusy || RegionViewDistance == 0) return; int tdiff = Util.EnvironmentTickCountSubtract(m_lastChildUpdatesTime); if (tdiff < CHILDUPDATES_TIME) return; bool viewchanged = Math.Abs(RegionViewDistance - m_lastRegionsDrawDistance) > 32.0f; IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); float dx = pos.X - m_lastChildAgentCheckPosition.X; float dy = pos.Y - m_lastChildAgentCheckPosition.Y; if ((m_agentTransfer != null) && (viewchanged || ((dx * dx + dy * dy) > CHILDAGENTSCHECK_MOVEMENT))) { m_childUpdatesBusy = true; m_lastChildAgentCheckPosition = pos; m_lastChildAgentUpdatePosition = pos; m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel; m_lastChildAgentUpdateDrawDistance = DrawDistance; m_lastRegionsDrawDistance = RegionViewDistance; // m_lastChildAgentUpdateCamPosition = CameraPosition; Util.FireAndForget( o => { m_agentTransfer.EnableChildAgents(this); m_lastChildUpdatesTime = Util.EnvironmentTickCount(); m_childUpdatesBusy = false; }, null, "ScenePresence.CheckChildAgents"); } else { //possible KnownRegionHandles always contains current region and this check is not needed int minhandles = KnownRegionHandles.Contains(RegionHandle) ? 1 : 0; if(KnownRegionHandles.Count > minhandles) { bool doUpdate = false; if (m_lastChildAgentUpdateGodLevel != GodController.ViwerUIGodLevel) doUpdate = true; if (Math.Abs(DrawDistance - m_lastChildAgentUpdateDrawDistance) > 32.0f) doUpdate = true; if(!doUpdate) { diff = pos - m_lastChildAgentUpdatePosition; if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT) doUpdate = true; } if (doUpdate) { m_childUpdatesBusy = true; m_lastChildAgentUpdatePosition = pos; m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel; m_lastChildAgentUpdateDrawDistance = DrawDistance; // m_lastChildAgentUpdateCamPosition = CameraPosition; AgentPosition agentpos = new() { AgentID = UUID, SessionID = ControllingClient.SessionId, Size = Appearance.AvatarSize, Center = CameraPosition, Far = DrawDistance, Position = AbsolutePosition, Velocity = Velocity, RegionHandle = RegionHandle, GodData = GodController.State(), Throttles = ControllingClient.GetThrottlesPacked(1) }; // Let's get this out of the update loop Util.FireAndForget( o => { m_scene.SendOutChildAgentUpdates(agentpos, this); m_lastChildUpdatesTime = Util.EnvironmentTickCount(); m_childUpdatesBusy = false; }, null, "ScenePresence.SendOutChildAgentUpdates"); } } } } #endregion #region Border Crossing Methods /// /// Starts the process of moving an avatar into another region if they are crossing the border. /// /// /// Also removes the avatar from the physical scene if transit has started. /// protected void CheckForBorderCrossing() { // Check that we we are not a child if (IsChildAgent || IsInTransit) return; // If we don't have a PhysActor, we can't cross anyway // Also don't do this while sat, sitting avatars cross with the // object they sit on. ParentUUID denoted a pending sit, don't // interfere with it. if (ParentID != 0 || PhysicsActor == null || ParentUUID.IsNotZero()) return; Vector3 pos2 = AbsolutePosition; Vector3 vel = Velocity; RegionInfo rinfo = m_scene.RegionInfo; float timeStep = m_scene.FrameTime; float t = pos2.X + vel.X * timeStep; if (t >= 0 && t < rinfo.RegionSizeX) { t = pos2.Y + vel.Y * timeStep; if (t >= 0 && t < rinfo.RegionSizeY) return; } //m_log.DebugFormat( // "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", // pos2, Name, Scene.Name); if (!CrossToNewRegion() && m_requestedSitTargetID == 0) { // we don't have entity transfer module Vector3 pos = AbsolutePosition; vel = Velocity; float px = pos.X; if (px < 0) pos.X += vel.X * 2; else if (px > rinfo.RegionSizeX) pos.X -= vel.X * 2; float py = pos.Y; if (py < 0) pos.Y += vel.Y * 2; else if (py > rinfo.RegionSizeY) pos.Y -= vel.Y * 2; Velocity = Vector3.Zero; m_AngularVelocity = Vector3.Zero; AbsolutePosition = pos; } } public void CrossToNewRegionFail() { if (m_requestedSitTargetID == 0) { bool isFlying = Flying; RemoveFromPhysicalScene(); Vector3 pos = AbsolutePosition; Vector3 vel = Velocity; float px = pos.X; if (px < 0) pos.X += vel.X * 2; else if (px > m_scene.RegionInfo.RegionSizeX) pos.X -= vel.X * 2; float py = pos.Y; if (py < 0) pos.Y += vel.Y * 2; else if (py > m_scene.RegionInfo.RegionSizeY) pos.Y -= vel.Y * 2; Velocity = Vector3.Zero; m_AngularVelocity = Vector3.Zero; AbsolutePosition = pos; AddToPhysicalScene(isFlying); } } /// /// Moves the agent outside the region bounds /// Tells neighbor region that we're crossing to it /// If the neighbor accepts, remove the agent's viewable avatar from this scene /// set them to a child agent. /// protected bool CrossToNewRegion() { try { return m_scene.CrossAgentToNewRegion(this, Flying); } catch { // result = m_scene.CrossAgentToNewRegion(this, false); return false; } } /// /// Computes which child agents to close when the scene presence moves to another region. /// Removes those regions from m_knownRegions. /// /// The new region's handle /// The new region's size x /// The new region's size y /// public List GetChildAgentsToClose(ulong newRegionHandle, int newRegionSizeX, int newRegionSizeY) { ulong curRegionHandle = m_scene.RegionInfo.RegionHandle; List byebyeRegions = new(); if(newRegionHandle == curRegionHandle) //?? return byebyeRegions; List knownRegions = KnownRegionHandles; m_log.DebugFormat( "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", knownRegions.Count, Scene.RegionInfo.RegionName); Util.RegionHandleToRegionLoc(newRegionHandle, out uint newRegionX, out uint newRegionY); foreach (ulong handle in knownRegions) { if(newRegionY == 0) // HG byebyeRegions.Add(handle); else if(handle == curRegionHandle) { continue; /* RegionInfo curreg = m_scene.RegionInfo; if (Util.IsOutsideView(255, curreg.RegionLocX, newRegionX, curreg.RegionLocY, newRegionY, (int)curreg.RegionSizeX, (int)curreg.RegionSizeX, newRegionSizeX, newRegionSizeY)) { byebyeRegions.Add(handle); } */ } else { Util.RegionHandleToRegionLoc(handle, out uint x, out uint y); if (m_knownChildRegionsSizeInfo.TryGetValue(handle, out spRegionSizeInfo regInfo)) { // if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY, // for now need to close all but first order bc RegionViewDistance it the target value not ours if (Util.IsOutsideView(255, x, newRegionX, y, newRegionY, regInfo.sizeX, regInfo.sizeY, newRegionSizeX, newRegionSizeY)) { byebyeRegions.Add(handle); } } else { // if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY, if (Util.IsOutsideView(255, x, newRegionX, y, newRegionY, (int)Constants.RegionSize, (int)Constants.RegionSize, newRegionSizeX, newRegionSizeY)) { byebyeRegions.Add(handle); } } } } return byebyeRegions; } public void CloseChildAgents(List byebyeRegions) { byebyeRegions.Remove(Scene.RegionInfo.RegionHandle); if (byebyeRegions.Count > 0) { m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); AgentCircuitData acd = Scene.AuthenticateHandler.GetAgentCircuitData(UUID); string auth = string.Empty; if (acd != null) auth = acd.SessionID.ToString(); m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, auth, byebyeRegions); } foreach (ulong handle in byebyeRegions) { RemoveNeighbourRegion(handle); Scene.CapsModule.DropChildSeed(UUID, handle); } } public void closeAllChildAgents() { List byebyeRegions = new(); List knownRegions = KnownRegionHandles; foreach (ulong handle in knownRegions) { if (handle != Scene.RegionInfo.RegionHandle) { byebyeRegions.Add(handle); RemoveNeighbourRegion(handle); Scene.CapsModule.DropChildSeed(UUID, handle); } } if (byebyeRegions.Count > 0) { m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); AgentCircuitData acd = Scene.AuthenticateHandler.GetAgentCircuitData(UUID); string auth = string.Empty; if (acd != null) auth = acd.SessionID.ToString(); m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, auth, byebyeRegions); } } #endregion /// /// handle god level requests. /// public void GrantGodlikePowers(UUID token, bool godStatus) { if (IsNPC) return; bool wasgod = IsViewerUIGod; GodController.RequestGodMode(godStatus); if (wasgod != IsViewerUIGod) parcelGodCheck(m_currentParcelUUID); } #region Child Agent Updates public void UpdateChildAgent(AgentData cAgentData) { // m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName); if (!IsChildAgent) return; CopyFrom(cAgentData); m_updateAgentReceivedAfterTransferEvent.Set(); } private static Vector3 marker = new(-1f, -1f, -1f); /// /// This updates important decision making data about a child agent /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region /// public void UpdateChildAgent(AgentPosition cAgentData) { if (!IsChildAgent) return; GodController.SetState(cAgentData.GodData); RegionHandle = cAgentData.RegionHandle; uint rRegionX = (uint)(RegionHandle >> 40); uint rRegionY = (((uint)RegionHandle) >> 8); uint tRegionX = m_scene.RegionInfo.RegionLocX; uint tRegionY = m_scene.RegionInfo.RegionLocY; //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; Vector3 offset = new(shiftx, shifty, 0f); m_pos = cAgentData.Position + offset; CameraPosition = cAgentData.Center + offset; DrawDistance = cAgentData.Far; if (cAgentData.ChildrenCapSeeds is not null && cAgentData.ChildrenCapSeeds.Count > 0) { Scene.CapsModule?.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds); KnownRegions = cAgentData.ChildrenCapSeeds; } if ((cAgentData.Throttles is not null) && cAgentData.Throttles.Length > 0) { // some scaling factor float x = m_pos.X; if (x > m_scene.RegionInfo.RegionSizeX) x -= m_scene.RegionInfo.RegionSizeX; float y = m_pos.Y; if (y > m_scene.RegionInfo.RegionSizeY) y -= m_scene.RegionInfo.RegionSizeY; x = x * x + y * y; float factor = 1.0f - x * 0.3f / Constants.RegionSize / Constants.RegionSize; if (factor < 0.2f) factor = 0.2f; ControllingClient.SetChildAgentThrottle(cAgentData.Throttles,factor); } //cAgentData.AVHeight; //m_velocity = cAgentData.Velocity; checkRePrioritization(); } public void CopyTo(AgentData cAgent, bool isCrossUpdate) { cAgent.CallbackURI = m_callbackURI; cAgent.NewCallbackURI = m_newCallbackURI; cAgent.AgentID = UUID; cAgent.RegionID = Scene.RegionInfo.RegionID; cAgent.SessionID = ControllingClient.SessionId; cAgent.Position = AbsolutePosition; cAgent.Velocity = m_velocity; cAgent.Center = CameraPosition; cAgent.AtAxis = CameraAtAxis; cAgent.LeftAxis = CameraLeftAxis; cAgent.UpAxis = CameraUpAxis; cAgent.Far = DrawDistance; cAgent.GodData = GodController.State(); // Throttles cAgent.Throttles = ControllingClient.GetThrottlesPacked(1); cAgent.HeadRotation = m_headrotation; cAgent.BodyRotation = Rotation; cAgent.ControlFlags = (uint)m_AgentControlFlags; cAgent.AlwaysRun = SetAlwaysRun; // make clear we want the all thing cAgent.Appearance = new AvatarAppearance(Appearance,true,true); cAgent.ParentPart = ParentUUID; cAgent.SitOffset = PrevSitOffset; lock (scriptedcontrols) { ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; int i = 0; foreach (ScriptControllers c in scriptedcontrols.Values) { controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); } cAgent.Controllers = controls; } // Animations try { cAgent.Anims = Animator.Animations.ToArray(); } catch { } cAgent.DefaultAnim = Animator.Animations.DefaultAnimation; cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation; cAgent.MovementAnimationOverRides = Overrides.CloneAOPairs(); cAgent.MotionState = (byte)Animator.currentControlState; Scene.AttachmentsModule?.CopyAttachments(this, cAgent); if(isCrossUpdate) { cAgent.CrossingFlags = m_crossingFlags; cAgent.CrossingFlags |= 1; cAgent.CrossExtraFlags = 0; if((LastCommands & ScriptControlled.CONTROL_LBUTTON) != 0) cAgent.CrossExtraFlags |= 1; if((LastCommands & ScriptControlled.CONTROL_ML_LBUTTON) != 0) cAgent.CrossExtraFlags |= 2; } else cAgent.CrossingFlags = 0; if(isCrossUpdate) { //cAgent.agentCOF = COF; cAgent.ActiveGroupID = ControllingClient.ActiveGroupId; cAgent.ActiveGroupName = ControllingClient.ActiveGroupName; if(Grouptitle == null) cAgent.ActiveGroupTitle = String.Empty; else cAgent.ActiveGroupTitle = Grouptitle; } IFriendsModule friendsModule = m_scene.RequestModuleInterface(); if (friendsModule != null) { cAgent.CachedFriendsOnline = friendsModule.GetCachedFriendsOnline(UUID); } } private void CopyFrom(AgentData cAgent) { m_callbackURI = cAgent.CallbackURI; m_newCallbackURI = cAgent.NewCallbackURI; //m_log.DebugFormat( // "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()", // Name, m_scene.RegionInfo.RegionName, m_callbackURI); GodController.SetState(cAgent.GodData); m_pos = cAgent.Position; m_velocity = cAgent.Velocity; CameraPosition = cAgent.Center; CameraAtAxis = cAgent.AtAxis; CameraLeftAxis = cAgent.LeftAxis; CameraUpAxis = cAgent.UpAxis; Quaternion camRot = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); CameraRotation = camRot; ParentUUID = cAgent.ParentPart; PrevSitOffset = cAgent.SitOffset; // When we get to the point of re-computing neighbors everytime this // changes, then start using the agent's drawdistance rather than the // region's draw distance. DrawDistance = cAgent.Far; //DrawDistance = Scene.DefaultDrawDistance; if (cAgent.ChildrenCapSeeds != null && cAgent.ChildrenCapSeeds.Count > 0) { Scene.CapsModule?.SetChildrenSeed(UUID, cAgent.ChildrenCapSeeds); KnownRegions = cAgent.ChildrenCapSeeds; } if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) ControllingClient.SetChildAgentThrottle(cAgent.Throttles, 1.0f); m_headrotation = cAgent.HeadRotation; Rotation = cAgent.BodyRotation; m_AgentControlFlags = (ACFlags)cAgent.ControlFlags; SetAlwaysRun = cAgent.AlwaysRun; Appearance = new AvatarAppearance(cAgent.Appearance, true, true); /* bool isFlying = ((m_AgentControlFlags & ACFlags.AGENT_CONTROL_FLY) != 0); if (PhysicsActor != null) { RemoveFromPhysicalScene(); AddToPhysicalScene(isFlying); } */ Scene.AttachmentsModule?.CopyAttachments(cAgent, this); try { lock (scriptedcontrols) { if (cAgent.Controllers != null) { scriptedcontrols.Clear(); IgnoredControls = ScriptControlled.CONTROL_ZERO; foreach (ControllerData c in cAgent.Controllers) { ScriptControllers sc = new() { objectID = c.ObjectID, itemID = c.ItemID, ignoreControls = (ScriptControlled)c.IgnoreControls, eventControls = (ScriptControlled)c.EventControls }; scriptedcontrols[sc.itemID] = sc; IgnoredControls |= sc.ignoreControls; // this is not correct, aparently only last applied should count } } } } catch { } // we are losing animator somewhere if (Animator == null) Animator = new ScenePresenceAnimator(this); else Animator.ResetAnimations(); Overrides.CopyAOPairsFrom(cAgent.MovementAnimationOverRides); int nanim = ControllingClient.NextAnimationSequenceNumber; // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? if (cAgent.DefaultAnim != null) { if (cAgent.DefaultAnim.SequenceNum > nanim) nanim = cAgent.DefaultAnim.SequenceNum; Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); } if (cAgent.AnimState != null) { if (cAgent.AnimState.SequenceNum > nanim) nanim = cAgent.AnimState.SequenceNum; Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero); } if (cAgent.Anims != null) { int canim = Animator.Animations.FromArray(cAgent.Anims); if(canim > nanim) nanim = canim; } ControllingClient.NextAnimationSequenceNumber = ++nanim; if (cAgent.MotionState != 0) Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState; m_crossingFlags = cAgent.CrossingFlags; m_gotCrossUpdate = (m_crossingFlags != 0); if(m_gotCrossUpdate) { LastCommands &= ~(ScriptControlled.CONTROL_LBUTTON | ScriptControlled.CONTROL_ML_LBUTTON); if((cAgent.CrossExtraFlags & 1) != 0) LastCommands |= ScriptControlled.CONTROL_LBUTTON; if((cAgent.CrossExtraFlags & 2) != 0) LastCommands |= ScriptControlled.CONTROL_ML_LBUTTON; MouseDown = (cAgent.CrossExtraFlags & 3) != 0; } m_haveGroupInformation = false; // using this as protocol detection don't want to mess with the numbers for now if(cAgent.ActiveGroupTitle != null) { m_haveGroupInformation = true; //COF = cAgent.agentCOF; if(ControllingClient.IsGroupMember(cAgent.ActiveGroupID)) { ControllingClient.ActiveGroupId = cAgent.ActiveGroupID; ControllingClient.ActiveGroupName = cAgent.ActiveGroupName; Grouptitle = cAgent.ActiveGroupTitle; ControllingClient.ActiveGroupPowers = ControllingClient.GetGroupPowers(cAgent.ActiveGroupID); } else { // we got a unknown active group so get what groups thinks about us IGroupsModule gm = m_scene.RequestModuleInterface(); gm?.SendAgentGroupDataUpdate(ControllingClient); } } lock (m_originRegionIDAccessLock) m_originRegionID = cAgent.RegionID; if (cAgent.CachedFriendsOnline != null) { IFriendsModule friendsModule = m_scene.RequestModuleInterface(); friendsModule?.CacheFriendsOnline(UUID, cAgent.CachedFriendsOnline, true); } } public bool CopyAgent(out IAgentData agent) { agent = new CompleteAgentData(); CopyTo((AgentData)agent, false); return true; } #endregion Child Agent Updates /// /// Handles part of the PID controller function for moving an avatar. /// public void UpdateMovement() { /* if (IsInTransit) return; lock(m_forceToApplyLock) { if (m_forceToApplyValid) { Velocity = m_forceToApply; m_forceToApplyValid = false; TriggerScenePresenceUpdated(); } } */ } /// /// Adds a physical representation of the avatar to the Physics plugin /// public void AddToPhysicalScene(bool isFlying) { // m_log.DebugFormat( // "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", // Name, isFlying, Scene.RegionInfo.RegionName); if (PhysicsActor != null) { m_log.ErrorFormat( "[SCENE PRESENCE]: Adding physics actor for {0} to {1} but this scene presence already has a physics actor", Name, Scene.RegionInfo.RegionName); } if (Appearance.AvatarHeight == 0) //Appearance.SetHeight(); Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); //lock(m_forceToApplyLock) // m_forceToApplyValid = false; PhysicsScene scene = m_scene.PhysicsScene; Vector3 pVec = AbsolutePosition; PhysicsActor pa = scene.AddAvatar( LocalId, Firstname + "." + Lastname, pVec, Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying); pa.Orientation = m_bodyRot; //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; pa.OnCollisionUpdate += PhysicsCollisionUpdate; pa.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong pa.SubscribeEvents(100); pa.LocalID = LocalId; pa.SetAlwaysRun = m_setAlwaysRun; PhysicsActor = pa; } private void OutOfBoundsCall(Vector3 pos) { ControllingClient?.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); } /// /// Event called by the physics plugin to tell the avatar about a collision. /// /// /// This function is called continuously, even when there are no collisions. If the avatar is walking on the /// ground or a prim then there will be collision information between the avatar and the surface. /// /// FIXME: However, we can't safely avoid calling this yet where there are no collisions without analyzing whether /// any part of this method is relying on an every-frame call. /// /// public void PhysicsCollisionUpdate(EventArgs e) { if (IsChildAgent) return; if(IsInTransit) return; CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary coldata = collisionData.m_objCollisionList; if (coldata.Count == 0) CollisionPlane = Vector4.UnitW; else { ContactPoint lowest; lowest.SurfaceNormal = Vector3.Zero; lowest.Position = Vector3.Zero; float maxZ= float.MaxValue; foreach (ContactPoint contact in coldata.Values) { if (contact.CharacterFeet && contact.Position.Z < maxZ) { lowest = contact; maxZ = lowest.Position.Z; } } if (maxZ != float.MaxValue) { lowest.SurfaceNormal = -lowest.SurfaceNormal; CollisionPlane = new Vector4(lowest.SurfaceNormal, lowest.Position.Dot(lowest.SurfaceNormal)); } else CollisionPlane = Vector4.UnitW; } RaiseCollisionScriptEvents(coldata); // Gods do not take damage and Invulnerable is set depending on parcel/region flags if (Invulnerable || IsViewerUIGod) return; // The following may be better in the ICombatModule // probably tweaking of the values for ground and normal prim collisions will be needed float startHealth = Health; if(coldata.Count > 0) { uint killerObj = 0; SceneObjectPart part; float rvel; // relative velocity, negative on approch foreach (uint localid in coldata.Keys) { if (localid == 0) { // 0 is the ground rvel = coldata[0].RelativeSpeed; if(rvel < -5.0f) Health -= 0.01f * rvel * rvel; } else { part = Scene.GetSceneObjectPart(localid); if(part != null && !part.ParentGroup.IsVolumeDetect) { if (part.ParentGroup.Damage > 0.0f) { // Something with damage... Health -= part.ParentGroup.Damage; part.ParentGroup.Scene.DeleteSceneObject(part.ParentGroup, false); } else { // An ordinary prim rvel = coldata[localid].RelativeSpeed; if(rvel < -5.0f) { Health -= 0.005f * rvel * rvel; } } } else { } } if (Health <= 0.0f) { if (localid != 0) killerObj = localid; } } if (Health <= 0) { ControllingClient.SendHealth(Health); m_scene.EventManager.TriggerAvatarKill(killerObj, this); return; } } if(Math.Abs(Health - startHealth) > 1.0) ControllingClient.SendHealth(Health); } public void setHealthWithUpdate(float health) { Health = health; ControllingClient.SendHealth(Health); } public void AddAttachment(SceneObjectGroup gobj) { lock (m_attachments) { // This may be true when the attachment comes back // from serialization after login. Clear it. gobj.IsDeleted = false; m_attachments.Add(gobj); } IBakedTextureModule bakedModule = m_scene.RequestModuleInterface(); bakedModule?.UpdateMeshAvatar(m_uuid); } public int GetAttachmentsCount() { return m_attachments.Count; } /// /// Get all the presence's attachments. /// /// A copy of the list which contains the attachments. public List GetAttachments() { lock (m_attachments) return new List(m_attachments); } /// /// Get the scene objects attached to the given point. /// /// /// Returns an empty list if there were no attachments at the point. public List GetAttachments(uint attachmentPoint) { List attachments = new(); if (attachmentPoint >= 0) { lock (m_attachments) { foreach (SceneObjectGroup so in m_attachments) { if (attachmentPoint == so.AttachmentPoint) attachments.Add(so); } } } return attachments; } public bool HasAttachments() { lock (m_attachments) return m_attachments.Count > 0; } /// /// Returns the total count of scripts in all parts inventories. /// public int ScriptCount() { int count = 0; lock (m_attachments) { foreach (SceneObjectGroup gobj in m_attachments) { if (gobj != null) { count += gobj.ScriptCount(); } } } return count; } /// /// A float the value is a representative execution time in milliseconds of all scripts in all attachments. /// public float ScriptExecutionTime() { float time = 0.0f; lock (m_attachments) { foreach (SceneObjectGroup gobj in m_attachments) { if (gobj != null) { time += gobj.ScriptExecutionTime(); } } } return time; } /// /// Returns the total count of running scripts in all parts. /// public int RunningScriptCount() { int count = 0; lock (m_attachments) { foreach (SceneObjectGroup gobj in m_attachments) { if (gobj != null) { count += gobj.RunningScriptCount(); } } } return count; } public bool HasScriptedAttachments() { lock (m_attachments) { foreach (SceneObjectGroup gobj in m_attachments) { if (gobj != null) { if (gobj.RootPart.Inventory.ContainsScripts()) return true; } } } return false; } public void RemoveAttachment(SceneObjectGroup gobj) { lock (m_attachments) m_attachments.Remove(gobj); } /// /// Clear all attachments /// public void ClearAttachments() { lock (m_attachments) m_attachments.Clear(); } /// /// This is currently just being done for information. /// public bool ValidateAttachments() { bool validated = true; lock (m_attachments) { // Validate foreach (SceneObjectGroup gobj in m_attachments) { if (gobj == null) { m_log.WarnFormat( "[SCENE PRESENCE]: Failed to validate an attachment for {0} since it was null. Continuing", Name); validated = false; } else if (gobj.IsDeleted) { m_log.WarnFormat( "[SCENE PRESENCE]: Failed to validate attachment {0} {1} for {2} since it had been deleted. Continuing", gobj.Name, gobj.UUID, Name); validated = false; } } } return validated; } /* public void SendAttachmentsToAllAgents() { lock (m_attachments) { foreach (SceneObjectGroup sog in m_attachments) { m_scene.ForEachScenePresence(delegate(ScenePresence p) { if (p != this && sog.HasPrivateAttachmentPoint) return; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) return; SendTerseUpdateToAgentNF(p); SendAttachmentFullUpdateToAgentNF(sog, p); }); } } } */ // send attachments to a client without filters except for huds // for now they are checked in several places down the line... public void SendAttachmentsToAgentNF(ScenePresence p) { SendTerseUpdateToAgentNF(p); //SendAvatarDataToAgentNF(this); lock (m_attachments) { foreach (SceneObjectGroup sog in m_attachments) { SendAttachmentFullUpdateToAgentNF(sog, p); } } } public void SendAttachmentFullUpdateToAgentNF(SceneObjectGroup sog, ScenePresence p) { if (p != this && sog.HasPrivateAttachmentPoint) return; SceneObjectPart[] parts = sog.Parts; SceneObjectPart rootpart = sog.RootPart; PrimUpdateFlags update = PrimUpdateFlags.FullUpdate; if (rootpart.Shape.MeshFlagEntry) update = PrimUpdateFlags.FullUpdatewithAnim; p.ControllingClient.SendEntityUpdate(rootpart, update); for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; if (part == rootpart) continue; p.ControllingClient.SendEntityUpdate(part, update); } } public void SendAttachmentScheduleUpdate(SceneObjectGroup sog) { if (IsChildAgent || IsInTransit || IsDeleted) return; SceneObjectPart[] origparts = sog.Parts; SceneObjectPart[] parts = new SceneObjectPart[origparts.Length]; PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length]; SceneObjectPart rootpart = sog.RootPart; PrimUpdateFlags cur = sog.RootPart.GetAndClearUpdateFlag(); bool noanim = !rootpart.Shape.MeshFlagEntry; int nparts = 0; if (noanim || rootpart.Animations == null) cur &= ~PrimUpdateFlags.Animations; if (cur != PrimUpdateFlags.None) { flags[nparts] = cur; parts[nparts] = rootpart; ++nparts; } for (int i = 0; i < origparts.Length; i++) { if (origparts[i] == rootpart) continue; cur = origparts[i].GetAndClearUpdateFlag(); if (noanim || origparts[i].Animations == null) cur &= ~PrimUpdateFlags.Animations; if (cur == PrimUpdateFlags.None) continue; flags[nparts] = cur; parts[nparts] = origparts[i]; ++nparts; } if (nparts == 0 || IsChildAgent || IsInTransit || IsDeleted) return; for (int i = 0; i < nparts; i++) ControllingClient.SendEntityUpdate(parts[i], flags[i]); if (sog.HasPrivateAttachmentPoint) return; List allPresences = m_scene.GetScenePresences(); foreach (ScenePresence p in allPresences) { if (p == this || p.IsDeleted) continue; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) continue; for (int i = 0; i < nparts; i++) p.ControllingClient.SendEntityUpdate(parts[i], flags[i]); } } public void SendAttachmentUpdate(SceneObjectGroup sog, PrimUpdateFlags update) { if (IsChildAgent || IsInTransit) return; SceneObjectPart[] origparts = sog.Parts; SceneObjectPart[] parts = new SceneObjectPart[origparts.Length]; PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length]; SceneObjectPart rootpart = sog.RootPart; bool noanim = !rootpart.Shape.MeshFlagEntry; int nparts = 0; PrimUpdateFlags cur = update; if (noanim || rootpart.Animations == null) cur &= ~PrimUpdateFlags.Animations; if (cur != PrimUpdateFlags.None) { flags[nparts] = cur; parts[nparts] = rootpart; ++nparts; } for (int i = 0; i < origparts.Length; i++) { if (origparts[i] == rootpart) continue; cur = update; if (noanim || origparts[i].Animations == null) cur &= ~PrimUpdateFlags.Animations; if (cur == PrimUpdateFlags.None) continue; flags[nparts] = cur; parts[nparts] = origparts[i]; ++nparts; } if (nparts == 0) return; for(int i = 0; i < nparts; i++) ControllingClient.SendEntityUpdate(parts[i], flags[i]); if (sog.HasPrivateAttachmentPoint) return; List allPresences = m_scene.GetScenePresences(); foreach (ScenePresence p in allPresences) { if (p == this) continue; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) continue; p.ControllingClient.SendEntityUpdate(rootpart, update); for (int i = 0; i < nparts; i++) p.ControllingClient.SendEntityUpdate(parts[i], flags[i]); } } public void SendAttachmentUpdate(SceneObjectPart part, PrimUpdateFlags update) { if (IsChildAgent || IsInTransit) return; if ((update & PrimUpdateFlags.Animations) != 0 && part.Animations == null) { update &= ~PrimUpdateFlags.Animations; if (update == PrimUpdateFlags.None) return; } ControllingClient.SendEntityUpdate(part, update); if (part.ParentGroup.HasPrivateAttachmentPoint) return; List allPresences = m_scene.GetScenePresences(); foreach (ScenePresence p in allPresences) { if (p == this) continue; if (ParcelHideThisAvatar && currentParcelUUID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) continue; p.ControllingClient.SendEntityUpdate(part, update); } } public void SendScriptChangedEventToAttachments(Changed val) { lock (m_attachments) { foreach (SceneObjectGroup grp in m_attachments) { if ((grp.ScriptEvents & scriptEvents.changed) != 0) { foreach(SceneObjectPart sop in grp.Parts) { sop.TriggerScriptChangedEvent(val); } } } } } /// /// Gets the mass. /// /// /// The mass. /// public float GetMass() { PhysicsActor pa = PhysicsActor; if (pa != null) return pa.Mass; else return 0; } internal void Jump(float impulseZ) { PhysicsActor?.AvatarJump(impulseZ); } internal void PushForce(Vector3 impulse) { PhysicsActor?.AddForce(impulse, true); } private CameraData CameraDataCache; CameraData physActor_OnPhysicsRequestingCameraData() { CameraDataCache ??= new CameraData(); CameraDataCache.MouseLook = m_mouseLook; CameraDataCache.CameraRotation = CameraRotation; CameraDataCache.CameraAtAxis = CameraAtAxis; return CameraDataCache; } public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) { SceneObjectPart part = m_scene.GetSceneObjectPart(Obj_localID); if (part == null) return; ControllingClient.SendTakeControls(controls, false, false); ControllingClient.SendTakeControls(controls, true, false); ScriptControllers obj = new() { ignoreControls = ScriptControlled.CONTROL_ZERO, eventControls = ScriptControlled.CONTROL_ZERO, objectID = part.ParentGroup.UUID, itemID = Script_item_UUID }; if (pass_on == 0 && accept == 0) { IgnoredControls |= (ScriptControlled)controls; obj.ignoreControls = (ScriptControlled)controls; } if (pass_on == 0 && accept == 1) { IgnoredControls |= (ScriptControlled)controls; obj.ignoreControls = (ScriptControlled)controls; obj.eventControls = (ScriptControlled)controls; } if (pass_on == 1 && accept == 1) { IgnoredControls = ScriptControlled.CONTROL_ZERO; obj.eventControls = (ScriptControlled)controls; obj.ignoreControls = ScriptControlled.CONTROL_ZERO; } lock (scriptedcontrols) { if (pass_on == 1 && accept == 0) { IgnoredControls &= ~(ScriptControlled)controls; if (scriptedcontrols.ContainsKey(Script_item_UUID)) RemoveScriptFromControlNotifications(Script_item_UUID, part); } else { AddScriptToControlNotifications(Script_item_UUID, part, ref obj); } } ControllingClient.SendTakeControls(controls, pass_on == 1, true); } private void AddScriptToControlNotifications(OpenMetaverse.UUID Script_item_UUID, SceneObjectPart part, ref ScriptControllers obj) { scriptedcontrols[Script_item_UUID] = obj; PhysicsActor physActor = part.ParentGroup.RootPart.PhysActor; if (physActor != null) { physActor.OnPhysicsRequestingCameraData -= physActor_OnPhysicsRequestingCameraData; physActor.OnPhysicsRequestingCameraData += physActor_OnPhysicsRequestingCameraData; } } private void RemoveScriptFromControlNotifications(OpenMetaverse.UUID Script_item_UUID, SceneObjectPart part) { scriptedcontrols.Remove(Script_item_UUID); if (part != null) { PhysicsActor physActor = part.ParentGroup.RootPart.PhysActor; if (physActor != null) { physActor.OnPhysicsRequestingCameraData -= physActor_OnPhysicsRequestingCameraData; } } } public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID) { lock (scriptedcontrols) { foreach (ScriptControllers c in scriptedcontrols.Values) { SceneObjectGroup sog = m_scene.GetSceneObjectGroup(c.objectID); if(sog != null && !sog.IsDeleted && sog.RootPart.PhysActor != null) sog.RootPart.PhysActor.OnPhysicsRequestingCameraData -= physActor_OnPhysicsRequestingCameraData; } IgnoredControls = ScriptControlled.CONTROL_ZERO; scriptedcontrols.Clear(); } ControllingClient.SendTakeControls(int.MaxValue, false, false); } public void HandleRevokePermissions(UUID objectID, uint permissions ) { // still skeleton code if((permissions & (16 | 0x8000 )) == 0) //PERMISSION_TRIGGER_ANIMATION | PERMISSION_OVERRIDE_ANIMATIONS return; if(objectID.Equals(m_scene.RegionInfo.RegionID)) // for all objects { List sogs = m_scene.GetSceneObjectGroups(); for(int i = 0; i < sogs.Count; ++i) sogs[i].RemoveScriptsPermissions(this, (int)permissions); } else { SceneObjectPart part = m_scene.GetSceneObjectPart(objectID); part?.Inventory.RemoveScriptsPermissions(this, (int)permissions); } } public void ClearControls() { IgnoredControls = ScriptControlled.CONTROL_ZERO; lock (scriptedcontrols) { scriptedcontrols.Clear(); } } public void UnRegisterSeatControls(UUID obj) { List takers = new(); foreach (ScriptControllers c in scriptedcontrols.Values) { if (c.objectID.Equals(obj)) takers.Add(c.itemID); } foreach (UUID t in takers) { UnRegisterControlEventsToScript(0, t); } } public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) { SceneObjectPart part = m_scene.GetSceneObjectPart(Obj_localID); lock (scriptedcontrols) { if (scriptedcontrols.TryGetValue(Script_item_UUID, out ScriptControllers takecontrols)) { ScriptControlled sctc = takecontrols.eventControls; ControllingClient.SendTakeControls((int)sctc, false, false); ControllingClient.SendTakeControls((int)sctc, true, false); RemoveScriptFromControlNotifications(Script_item_UUID, part); IgnoredControls = ScriptControlled.CONTROL_ZERO; foreach (ScriptControllers scData in scriptedcontrols.Values) { IgnoredControls |= scData.ignoreControls; } } } } private void SendControlsToScripts(uint flags) { // Notify the scripts only after calling UpdateMovementAnimations(), so that if a script // (e.g., a walking script) checks which animation is active it will be the correct animation. lock (scriptedcontrols) { if (scriptedcontrols.Count <= 0) return; ScriptControlled allflags; if (flags != 0) { if ((flags & ((uint)ACFlags.AGENT_CONTROL_LBUTTON_UP | unchecked((uint)ACFlags.AGENT_CONTROL_ML_LBUTTON_UP))) != 0) { allflags = ScriptControlled.CONTROL_ZERO; } else // recover last state of mouse allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); allflags |= (ScriptControlled)((flags & CONTROL_FLAG_NUDGE_MASK) >> 19); allflags |= (ScriptControlled)(flags & CONTROL_FLAG_NORM_MASK); if ((flags & (uint)ACFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) allflags |= ScriptControlled.CONTROL_ML_LBUTTON; if ((flags & (uint)ACFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) allflags |= ScriptControlled.CONTROL_LBUTTON; if ((flags & (uint)ACFlags.AGENT_CONTROL_YAW_NEG) != 0) { allflags |= ScriptControlled.CONTROL_ROT_RIGHT; } if ((flags & (uint)ACFlags.AGENT_CONTROL_YAW_POS) != 0) { allflags |= ScriptControlled.CONTROL_ROT_LEFT; } } else // recover last state of mouse allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) { foreach (KeyValuePair kvp in scriptedcontrols) { ScriptControlled eventcnt = kvp.Value.eventControls; ScriptControlled localHeld = allflags & eventcnt; // the flags interesting for us ScriptControlled localLast = LastCommands & eventcnt; // the activated controls in the last cycle ScriptControlled localChange = localHeld ^ localLast; // the changed bits if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) { // only send if still pressed or just changed m_scene.EventManager.TriggerControlEvent(kvp.Key, UUID, (uint)localHeld, (uint)localChange); } } } LastCommands = allflags; MouseDown = (allflags & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON)) != 0; } } internal static ACFlags RemoveIgnoredControls(ACFlags flags, ScriptControlled ignored) { if(flags == ACFlags.NONE) return flags; if (ignored == ScriptControlled.CONTROL_ZERO) return flags; ignored &= (ScriptControlled)CONTROL_FLAG_NORM_MASK; ignored |= (ScriptControlled)((uint)ignored << 19); flags &= ~(ACFlags)ignored; if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) flags &= ~(ACFlags.AGENT_CONTROL_YAW_NEG); if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) flags &= ~(ACFlags.AGENT_CONTROL_YAW_POS); if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) flags &= ~(ACFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0) flags &= ~(ACFlags.AGENT_CONTROL_LBUTTON_UP | ACFlags.AGENT_CONTROL_LBUTTON_DOWN); return flags; } // returns true it local teleport allowed and sets the destiny position into pos public bool CheckLocalTPLandingPoint(ref Vector3 pos) { // Never constrain lures if ((TeleportFlags & TeleportFlags.ViaLure) != 0) return true; if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) return true; // do not constrain gods and estate managers if(m_scene.Permissions.IsGod(m_uuid) || m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) return true; // will teleport to a telehub spawn point or landpoint if that results in getting closer to target // if not the local teleport fails. float currDistanceSQ = Vector3.DistanceSquared(AbsolutePosition, pos); // first check telehub UUID TelehubObjectID = m_scene.RegionInfo.RegionSettings.TelehubObject; if ( !TelehubObjectID.IsZero()) { SceneObjectGroup telehubSOG = m_scene.GetSceneObjectGroup(TelehubObjectID); if(telehubSOG != null) { Vector3 spawnPos; float spawnDistSQ; SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); if(spawnPoints.Length == 0) { spawnPos = new Vector3(128.0f, 128.0f, pos.Z); spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos); } else { Vector3 hubPos = telehubSOG.AbsolutePosition; Quaternion hubRot = telehubSOG.GroupRotation; spawnPos = spawnPoints[0].GetLocation(hubPos, hubRot); spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos); float testDistSQ; Vector3 testSpawnPos; for(int i = 1; i< spawnPoints.Length; i++) { testSpawnPos = spawnPoints[i].GetLocation(hubPos, hubRot); testDistSQ = Vector3.DistanceSquared(testSpawnPos, pos); if(testDistSQ < spawnDistSQ) { spawnPos = testSpawnPos; spawnDistSQ = testDistSQ; } } } if (currDistanceSQ < spawnDistSQ) { // we are already close ControllingClient.SendAlertMessage("Can't teleport closer to destination"); return false; } else { pos = spawnPos; return true; } } } ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); if (land.LandData.LandingType != (byte)LandingType.LandingPoint || land.LandData.OwnerID.Equals(m_uuid)) return true; Vector3 landLocation = land.LandData.UserLocation; if(landLocation.IsZero()) return true; if (currDistanceSQ < Vector3.DistanceSquared(landLocation, pos)) { ControllingClient.SendAlertMessage("Can't teleport closer to destination"); return false; } pos = land.LandData.UserLocation; return true; } const TeleportFlags TeleHubTPFlags = TeleportFlags.ViaLogin | TeleportFlags.ViaHGLogin | TeleportFlags.ViaLocation; private bool CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos, ref bool positionChanged) { // forcing telehubs on any tp that reachs this if ((m_teleportFlags & TeleHubTPFlags) != 0 || (!m_scene.TelehubAllowLandmarks && ((m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ))) { ILandObject land; Vector3 teleHubPosition = telehub.AbsolutePosition; SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); if(spawnPoints.Length == 0) { land = m_scene.LandChannel.GetLandObject(teleHubPosition.X,teleHubPosition.Y); if(land != null) { pos = teleHubPosition; if(land.IsEitherBannedOrRestricted(UUID)) return false; positionChanged = true; return true; } else return false; } int index; int tries; bool selected = false; bool validhub; Vector3 spawnPosition; Quaternion teleHubRotation = telehub.GroupRotation; switch(m_scene.SpawnPointRouting) { case "random": tries = spawnPoints.Length; if(tries < 3) // no much sense in random with a few points when there same can have bans goto case "sequence"; do { index = Random.Shared.Next(spawnPoints.Length - 1); spawnPosition = spawnPoints[index].GetLocation(teleHubPosition, teleHubRotation); land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y); if(land != null && !land.IsEitherBannedOrRestricted(UUID)) selected = true; } while(selected == false && --tries > 0 ); if(tries <= 0) goto case "sequence"; pos = spawnPosition; return true; case "sequence": tries = spawnPoints.Length; selected = false; validhub = false; do { index = m_scene.SpawnPoint(); spawnPosition = spawnPoints[index].GetLocation(teleHubPosition, teleHubRotation); land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y); if(land != null) { validhub = true; if(land.IsEitherBannedOrRestricted(UUID)) selected = false; else selected = true; } } while(selected == false && --tries > 0); if(!validhub) return false; pos = spawnPosition; if(!selected) return false; positionChanged = true; return true; default: case "closest": float distancesq = float.MaxValue; int closest = -1; validhub = false; for(int i = 0; i < spawnPoints.Length; i++) { spawnPosition = spawnPoints[i].GetLocation(teleHubPosition, teleHubRotation); Vector3 offset = spawnPosition - pos; float dsq = offset.LengthSquared(); land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y); if(land == null) continue; validhub = true; if(land.IsEitherBannedOrRestricted(UUID)) continue; if(dsq >= distancesq) continue; distancesq = dsq; closest = i; } if(!validhub) return false; if(closest < 0) { pos = spawnPoints[0].GetLocation(teleHubPosition, teleHubRotation); positionChanged = true; return false; } pos = spawnPoints[closest].GetLocation(teleHubPosition, teleHubRotation); positionChanged = true; return true; } } return false; } const TeleportFlags adicionalLandPointFlags = TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaHGLogin; // Modify landing point based on possible banning, telehubs or parcel restrictions. // This is the behavior in OpenSim for a very long time, different from SL private bool CheckAndAdjustLandingPoint_OS(ref Vector3 pos, ref Vector3 lookat, ref bool positionChanged) { // Honor bans if (!m_scene.TestLandRestrictions(UUID, out string _, ref pos.X, ref pos.Y)) return false; SceneObjectGroup telehub; if (!m_scene.RegionInfo.RegionSettings.TelehubObject.IsZero() && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) is not null) { if (!m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) { CheckAndAdjustTelehub(telehub, ref pos, ref positionChanged); return true; } } ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); if (land != null) { if (Scene.DebugTeleporting) TeleportFlagsDebug(); // If we come in via login, landmark or map, we want to // honor landing points. If we come in via Lure, we want // to ignore them. if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || (m_teleportFlags & adicionalLandPointFlags) != 0) { // Don't restrict gods, estate managers, or land owners to // the TP point. This behaviour mimics agni. if (land.LandData.LandingType == (byte)LandingType.LandingPoint && !land.LandData.UserLocation.IsZero() && !IsViewerUIGod && ((land.LandData.OwnerID != m_uuid && !m_scene.Permissions.IsGod(m_uuid) && !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)) { pos = land.LandData.UserLocation; positionChanged = true; } } } return true; } // Modify landing point based on telehubs or parcel restrictions. // This is a behavior coming from AVN, somewhat mimicking SL private bool CheckAndAdjustLandingPoint_SL(ref Vector3 pos, ref Vector3 lookat, ref bool positionChanged) { // dont mess with gods if(IsGod) return true; // respect region owner and managers //if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) // return true; if (!m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) { SceneObjectGroup telehub; if (!m_scene.RegionInfo.RegionSettings.TelehubObject.IsZero() && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) is not null) { if(CheckAndAdjustTelehub(telehub, ref pos, ref positionChanged)) return true; } } // Honor bans, actually we don't honour them if (!m_scene.TestLandRestrictions(UUID, out string _, ref pos.X, ref pos.Y)) return false; ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); if (land is not null) { if (Scene.DebugTeleporting) TeleportFlagsDebug(); // If we come in via login, landmark or map, we want to // honor landing points. If we come in via Lure, we want // to ignore them. if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || (m_teleportFlags & adicionalLandPointFlags) != 0) { if (land.LandData.LandingType == (byte)LandingType.LandingPoint && !land.LandData.UserLocation.IsZero() ) // && // land.LandData.OwnerID != m_uuid ) { pos = land.LandData.UserLocation; if(!land.LandData.UserLookAt.IsZero()) lookat = land.LandData.UserLookAt; positionChanged = true; } } } return true; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] private DetectedObject CreateDetObject(SceneObjectPart obj) { return new DetectedObject() { keyUUID = obj.UUID, nameStr = obj.Name, ownerUUID = obj.OwnerID, posVector = obj.AbsolutePosition, rotQuat = obj.GetWorldRotation(), velVector = obj.Velocity, colliderType = 0, groupUUID = obj.GroupID, linkNumber = 0 }; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] private DetectedObject CreateDetObject(ScenePresence av) { DetectedObject detobj = new() { keyUUID = av.UUID, nameStr = av.ControllingClient.Name, ownerUUID = av.UUID, posVector = av.AbsolutePosition, rotQuat = av.Rotation, velVector = av.Velocity, colliderType = av.IsNPC ? 0x20 : 0x1, // OpenSim\Region\ScriptEngine\Shared\Helpers.cs groupUUID = av.ControllingClient.ActiveGroupId, linkNumber = 0 }; if (av.IsSatOnObject) detobj.colliderType |= 0x4; //passive else if (!detobj.velVector.IsZero()) detobj.colliderType |= 0x2; //active return detobj; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] private DetectedObject CreateDetObjectForGround() { DetectedObject detobj = new() { keyUUID = UUID.Zero, nameStr = "", ownerUUID = UUID.Zero, posVector = AbsolutePosition, rotQuat = Quaternion.Identity, velVector = Vector3.Zero, colliderType = 0, groupUUID = UUID.Zero, linkNumber = 0 }; return detobj; } private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List colliders) { ColliderArgs colliderArgs = new(); List colliding = new(); foreach (uint localId in colliders) { if (localId == 0) continue; SceneObjectPart obj = m_scene.GetSceneObjectPart(localId); if (obj != null) { if (!dest.CollisionFilteredOut(obj.UUID, obj.Name)) colliding.Add(CreateDetObject(obj)); } else { ScenePresence av = m_scene.GetScenePresence(localId); if (av != null && (!av.IsChildAgent)) { if (!dest.CollisionFilteredOut(av.UUID, av.Name)) colliding.Add(CreateDetObject(av)); } } } colliderArgs.Colliders = colliding; return colliderArgs; } private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message); [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List colliders, ScriptCollidingNotification notify) { if (colliders.Count > 0) { if ((dest.RootPart.ScriptEvents & ev) != 0) { ColliderArgs CollidingMessage = CreateColliderArgs(dest.RootPart, colliders); if (CollidingMessage.Colliders.Count > 0) notify(dest.RootPart.LocalId, CollidingMessage); } } } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify) { if ((dest.RootPart.ScriptEvents & ev) != 0) { ColliderArgs LandCollidingMessage = new(); List colliding = new(){CreateDetObjectForGround()}; LandCollidingMessage.Colliders = colliding; notify(dest.RootPart.LocalId, LandCollidingMessage); } } private void RaiseCollisionScriptEvents(Dictionary coldata) { int nattachments = m_attachments.Count; if (!ParcelAllowThisAvatarSounds && nattachments == 0) return; try { List attachements; int numberCollisions = coldata.Count; if (numberCollisions == 0) { if (m_lastColliders.Count == 0 && !m_lastLandCollide) return; // nothing to do if(m_attachments.Count > 0) { attachements = GetAttachments(); for (int j = 0; j < attachements.Count; ++j) { SceneObjectGroup att = attachements[j]; scriptEvents attev = att.RootPart.ScriptEvents; if (m_lastLandCollide && (attev & scriptEvents.land_collision_end) != 0) SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd); if ((attev & scriptEvents.collision_end) != 0) SendCollisionEvent(att, scriptEvents.collision_end, m_lastColliders, m_scene.EventManager.TriggerScriptCollidingEnd); } } m_lastLandCollide = false; m_lastColliders.Clear(); return; } bool thisHitLand = false; bool startLand = false; List thisHitColliders = new(numberCollisions); List endedColliders = new(m_lastColliders.Count); List startedColliders = new(numberCollisions); if(ParcelAllowThisAvatarSounds) { List soundinfolist = new(); CollisionForSoundInfo soundinfo; ContactPoint curcontact; foreach (uint id in coldata.Keys) { if(id == 0) { thisHitLand = true; startLand = !m_lastLandCollide; if (startLand) { startLand = true; curcontact = coldata[id]; if (Math.Abs(curcontact.RelativeSpeed) > 0.2) { soundinfo = new CollisionForSoundInfo() { colliderID = id, position = curcontact.Position, relativeVel = curcontact.RelativeSpeed }; soundinfolist.Add(soundinfo); } } } else { thisHitColliders.Add(id); if (!m_lastColliders.Contains(id)) { startedColliders.Add(id); curcontact = coldata[id]; if (Math.Abs(curcontact.RelativeSpeed) > 0.2) { soundinfo = new CollisionForSoundInfo() { colliderID = id, position = curcontact.Position, relativeVel = curcontact.RelativeSpeed }; soundinfolist.Add(soundinfo); } } } } if (soundinfolist.Count > 0) CollisionSounds.AvatarCollisionSound(this, soundinfolist); } else { foreach (uint id in coldata.Keys) { if (id == 0) { thisHitLand = true; startLand = !m_lastLandCollide; } else { thisHitColliders.Add(id); if (!m_lastColliders.Contains(id)) startedColliders.Add(id); } } } // calculate things that ended colliding foreach (uint localID in m_lastColliders) { if (!thisHitColliders.Contains(localID)) { endedColliders.Add(localID); } } attachements = GetAttachments(); for (int i = 0; i < attachements.Count; ++i) { SceneObjectGroup att = attachements[i]; scriptEvents attev = att.RootPart.ScriptEvents; if ((attev & scriptEvents.anyobjcollision) != 0) { SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart); SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding); SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd); } if ((attev & scriptEvents.anylandcollision) != 0) { if (thisHitLand) { if (startLand) SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart); SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding); } else if (m_lastLandCollide) SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd); } } m_lastLandCollide = thisHitLand; m_lastColliders = thisHitColliders; } catch { } } private void TeleportFlagsDebug() { // Some temporary debugging help to show all the TeleportFlags we have... bool HG = false; if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin) HG = true; m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); uint i; for (int x = 0; x <= 30 ; x++) { i = 1u << x; if((m_teleportFlags & (TeleportFlags)i) != 0) { if (HG == false) m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString()); else m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString()); } } m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); } private void parcelGodCheck(UUID currentParcelID) { List allpresences = m_scene.GetScenePresences(); foreach (ScenePresence p in allpresences) { if (p.IsDeleted || p.IsChildAgent || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) continue; if (p.ParcelHideThisAvatar && p.currentParcelUUID != currentParcelID) { if (IsViewerUIGod) p.SendViewTo(this); else p.SendKillTo(this); } } } private void ParcelCrossCheck(UUID currentParcelID,UUID previusParcelID, bool currentParcelHide, bool previusParcelHide, bool oldhide, bool check) { List killsToSendto = new(); List killsToSendme = new(); List viewsToSendto = new(); List viewsToSendme = new(); List allpresences; if (IsInTransit || IsChildAgent) return; if (check) { // check is relative to current parcel only if (oldhide == currentParcelHide) return; allpresences = m_scene.GetScenePresences(); if (oldhide) { // where private foreach (ScenePresence p in allpresences) { if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) continue; // those on not on parcel see me if (currentParcelID.NotEqual(p.currentParcelUUID)) { viewsToSendto.Add(p); // they see me } } } // where private end else { // where public foreach (ScenePresence p in allpresences) { if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) continue; // those not on parcel dont see me if (currentParcelID.NotEqual(p.currentParcelUUID) && !p.IsViewerUIGod) { killsToSendto.Add(p); // they dont see me } } } // where public end } else { if (currentParcelHide) { // now on a private parcel allpresences = m_scene.GetScenePresences(); if (previusParcelHide && !previusParcelID.IsZero()) { foreach (ScenePresence p in allpresences) { if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) continue; // only those on previous parcel need receive kills if (previusParcelID.Equals(p.currentParcelUUID)) { if(!p.IsViewerUIGod) killsToSendto.Add(p); // they dont see me if(!IsViewerUIGod) killsToSendme.Add(p); // i dont see them } // only those on new parcel need see if (currentParcelID.Equals(p.currentParcelUUID)) { viewsToSendto.Add(p); // they see me viewsToSendme.Add(p); // i see them } } } else { //was on a public area allpresences = m_scene.GetScenePresences(); foreach (ScenePresence p in allpresences) { if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) continue; // those not on new parcel dont see me if (!p.IsViewerUIGod && currentParcelID.NotEqual(p.currentParcelUUID)) { killsToSendto.Add(p); // they dont see me } else { viewsToSendme.Add(p); // i see those on it } } } } // now on a private parcel end else { // now on public parcel if (previusParcelHide && !previusParcelID.IsZero()) { // was on private area allpresences = m_scene.GetScenePresences(); foreach (ScenePresence p in allpresences) { if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) continue; // only those old parcel need kills if (!IsViewerUIGod && previusParcelID.Equals(p.currentParcelUUID)) { killsToSendme.Add(p); // i dont see them } else { viewsToSendto.Add(p); // they see me } } } else return; // was on a public area also } // now on public parcel end } // send the things if (killsToSendto.Count > 0) { foreach (ScenePresence p in killsToSendto) { // m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname); SendKillTo(p); } } if (killsToSendme.Count > 0) { foreach (ScenePresence p in killsToSendme) { // m_log.Debug("[AVATAR]: killToMe: " + Lastname + " " + p.Lastname); p.SendKillTo(this); } } if (viewsToSendto.Count > 0) { foreach (ScenePresence p in viewsToSendto) { SendViewTo(p); } } if (viewsToSendme.Count > 0 ) { foreach (ScenePresence p in viewsToSendme) { if (p.IsChildAgent) continue; // m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname); p.SendViewTo(this); } } } public void HasMovedAway(bool nearRegion) { if (nearRegion) { Scene.AttachmentsModule?.DeleteAttachmentsFromScene(this, true); if (!ParcelHideThisAvatar || IsViewerUIGod) return; List allpresences = m_scene.GetScenePresences(); foreach (ScenePresence p in allpresences) { if (p.IsDeleted || p == this || p.IsChildAgent || p.ControllingClient == null || !p.ControllingClient.IsActive) continue; if (p.currentParcelUUID.Equals(m_currentParcelUUID)) { p.SendKillTo(this); } } } else { lock (m_completeMovementLock) { GodController.HasMovedAway(); NeedInitialData = -1; m_gotRegionHandShake = false; } List allpresences = m_scene.GetScenePresences(); foreach (ScenePresence p in allpresences) { if (p == this) continue; SendKillTo(p); if (!p.IsChildAgent) p.SendKillTo(this); } Scene.AttachmentsModule?.DeleteAttachmentsFromScene(this, true); } } // kill with attachs root kills public void SendKillTo(ScenePresence p) { List ids = new(m_attachments.Count + 1); foreach (SceneObjectGroup sog in m_attachments) { ids.Add(sog.RootPart.LocalId); } ids.Add(LocalId); p.ControllingClient.SendKillObject(ids); } /* // kill with hack public void SendKillTo(ScenePresence p) { foreach (SceneObjectGroup sog in m_attachments) p.ControllingClient.SendPartFullUpdate(sog.RootPart, LocalId + 1); p.ControllingClient.SendKillObject(new List { LocalId }); } */ public void SendViewTo(ScenePresence p) { SendAvatarDataToAgentNF(p); SendAppearanceToAgent(p); Animator?.SendAnimPackToClient(p.ControllingClient); SendAttachmentsToAgentNF(p); } public void SetAnimationOverride(string animState, UUID animID) { Overrides.SetOverride(animState, animID); //Animator.SendAnimPack(); Animator.ForceUpdateMovementAnimations(); } public UUID GetAnimationOverride(string animState) { return Overrides.GetOverriddenAnimation(animState); } public bool TryGetAnimationOverride(string animState, out UUID animID) { return Overrides.TryGetOverriddenAnimation(animState, out animID); } } }