/* * 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.Linq; using OpenMetaverse; using OpenSim.Framework; //using log4net; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins { public class SensorRepeat { //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Used by one-off and repeated sensors /// public class SensorInfo { public uint localID; public UUID itemID; public double interval; public DateTime next; public string name; public UUID keyID; public int type; public float range; public float arc; public SceneObjectPart host; public SensorInfo Clone() { return (SensorInfo)MemberwiseClone(); } } public AsyncCommandManager m_CmdManager; /// /// Number of sensors active. /// public int SensorsCount { get { return SenseRepeaters.Count; } } public SensorRepeat(AsyncCommandManager CmdManager) { m_CmdManager = CmdManager; maximumRange = CmdManager.m_ScriptEngine.Config.GetFloat("SensorMaxRange", 96.0f); maximumToReturn = CmdManager.m_ScriptEngine.Config.GetInt("SensorMaxResults", 16); m_npcModule = m_CmdManager.m_ScriptEngine.World.RequestModuleInterface(); } private readonly INPCModule m_npcModule; private readonly object SenseLock = new(); private const int AGENT = 1; private const int AGENT_BY_USERNAME = 0x10; private const int NPC = 0x20; private const int ACTIVE = 2; private const int PASSIVE = 4; private const int SCRIPTED = 8; private readonly float maximumRange = 96.0f; private readonly int maximumToReturn = 16; // // Sensed entity // private class SensedEntity : IComparable { public SensedEntity(float detectedDistance, UUID detectedID) { distance = detectedDistance; itemID = detectedID; } public int CompareTo(object obj) { if (obj is not SensedEntity ent) throw new InvalidOperationException(); if (ent.distance < distance) return 1; if (ent.distance > distance) return -1; return 0; } public UUID itemID; public float distance; } /// /// Sensors to process. /// /// /// Always lock SenseRepeatListLock when updating this list. /// private List SenseRepeaters = new(); private readonly object SenseRepeatListLock = new(); public void SetSenseRepeatEvent(uint m_localID, UUID m_itemID, string name, UUID keyID, int type, double range, double arc, double sec, SceneObjectPart host) { // Always remove first, in case this is a re-set UnSetSenseRepeaterEvents(m_localID, m_itemID); if (sec == 0) // Disabling timer return; float frange = (float)range; // Add to timer SensorInfo ts = new() { localID = m_localID, itemID = m_itemID, interval = sec, next = DateTime.UtcNow.AddSeconds(sec), name = name, keyID = keyID, type = type, range = frange >= maximumRange ? maximumRange : frange, arc = (float)arc, host = host }; AddSenseRepeater(ts); } private void AddSenseRepeater(SensorInfo senseRepeater) { lock (SenseRepeatListLock) SenseRepeaters.Add(senseRepeater); } public void UnSetSenseRepeaterEvents(uint m_localID, UUID m_itemID) { // Remove from timer lock (SenseRepeatListLock) { List newSenseRepeaters = new(SenseRepeaters.Count); foreach (SensorInfo ts in SenseRepeaters) { if (ts.localID != m_localID || ts.itemID.NotEqual(m_itemID)) { newSenseRepeaters.Add(ts); } } SenseRepeaters = newSenseRepeaters; } } public void CheckSenseRepeaterEvents() { // Go through all timers List curSensors; lock(SenseRepeatListLock) curSensors = SenseRepeaters; DateTime now = DateTime.UtcNow; foreach (SensorInfo ts in curSensors) { if(ts.interval == 0) { SensorSweep(ts); lock (SenseRepeatListLock) SenseRepeaters.Remove(ts); } // Time has passed? else if (ts.next < now) { SensorSweep(ts); // set next interval ts.next = now.AddSeconds(ts.interval); } } } public void SenseOnce(uint m_localID, UUID m_itemID, string name, UUID keyID, int type, double range, double arc, SceneObjectPart host) { float frange = (float)range; // Add to timer SensorInfo ts = new() { localID = m_localID, itemID = m_itemID, interval = 0, name = name, keyID = keyID, type = type, range = frange >= maximumRange ? maximumRange : frange, arc = (float)arc, host = host }; AddSenseRepeater(ts); } private void SensorSweep(SensorInfo ts) { if (ts.host is null) return; List sensedEntities = new(); // Is the sensor type is AGENT and not SCRIPTED then include agents if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) { sensedEntities.AddRange(doAgentSensor(ts)); } // If SCRIPTED or PASSIVE or ACTIVE check objects if ((ts.type & SCRIPTED) != 0 || (ts.type & PASSIVE) != 0 || (ts.type & ACTIVE) != 0) { sensedEntities.AddRange(doObjectSensor(ts)); } lock (SenseLock) { if (sensedEntities.Count == 0) { // send a "no_sensor" // Add it to queue m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, new EventParams("no_sensor", Array.Empty(), Array.Empty())); } else { // Sort the list to get everything ordered by distance sensedEntities.Sort(); int count = sensedEntities.Count; int idx; List detected = new(); for (idx = 0; idx < count; idx++) { try { DetectParams detect = new() { Key = sensedEntities[idx].itemID }; detect.Populate(m_CmdManager.m_ScriptEngine.World); detected.Add(detect); } catch (Exception) { // Ignore errors, the object has been deleted or the avatar has gone and // there was a problem in detect.Populate so nothing added to the list } if (detected.Count == maximumToReturn) break; } if (detected.Count == 0) { // To get here with zero in the list there must have been some sort of problem // like the object being deleted or the avatar leaving to have caused some // difficulty during the Populate above so fire a no_sensor event m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, new EventParams("no_sensor", Array.Empty(), Array.Empty())); } else { m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, new EventParams("sensor", new Object[] {new LSL_Types.LSLInteger(detected.Count) }, detected.ToArray())); } } } } private List doObjectSensor(SensorInfo ts) { List Entities; List sensedEntities = new(); // If this is an object sense by key try to get it directly // rather than getting a list to scan through if (ts.keyID.IsNotZero()) { m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out EntityBase e); if (e is null) return sensedEntities; Entities = new List { e }; } else { Entities = new List(m_CmdManager.m_ScriptEngine.World.GetEntities()); } SceneObjectPart sensorPart = ts.host; bool doarc = ts.arc < MathF.PI; // pre define some things to avoid repeated definitions in the loop body float dis; int objtype; SceneObjectPart part; Vector3 fromRegionPos; Vector3 forward_dir; float mag_fwd; // to compensate in case rotation is not normalized if (sensorPart.ParentGroup.IsAttachment) { // In attachments, rotate the sensor cone with the // avatar rotation. This may include a nonzero elevation if // in mouselook. // This will not include the rotation and position of the // attachment point (e.g. your head when a sensor is in your // hair attached to your scull. Your hair will turn with // your head but the sensor will stay with your (global) // avatar rotation and position. // Position of a sensor in a child prim attached to an avatar // will be still wrong. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(sensorPart.ParentGroup.AttachedAvatar); if (avatar is null) return sensedEntities; fromRegionPos = avatar.AbsolutePosition; if (doarc) { forward_dir = Vector3.UnitXRotated(avatar.Rotation); mag_fwd = forward_dir.LengthSquared(); } else { forward_dir = Vector3.Zero; mag_fwd = 1; } } else { fromRegionPos = sensorPart.GetWorldPosition(); if (doarc) { forward_dir = Vector3.UnitXRotated(sensorPart.GetWorldRotation()); mag_fwd = forward_dir.LengthSquared(); } else { forward_dir = Vector3.Zero; mag_fwd = 1; } } float rangeSQ = ts.range * ts.range; bool nameSearch = !string.IsNullOrEmpty(ts.name); foreach (EntityBase ent in Entities) { if (ent.IsDeleted) // taken so long to do this it has gone from the scene continue; if (ent is not SceneObjectGroup sog) // dont bother if it is a pesky avatar continue; if (sog.IsAttachment) // Attached so ignore continue; if (sensorPart.UUID.Equals(ent.UUID)) continue; if (nameSearch && !ent.Name.Equals(ts.name)) continue; Vector3 diff = ent.AbsolutePosition - fromRegionPos; dis = diff.LengthSquared(); if(dis > rangeSQ) continue; part = sog.RootPart; objtype = 0; if (part.Inventory.ContainsScripts()) { objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ... } else { if (ent.Velocity.IsZero()) { objtype |= PASSIVE; // Passive non-moving } else { objtype |= ACTIVE; // moving so active } } if ((ts.type & objtype) == 0) continue; // Right type too, what about the other params , key and name ? if (doarc) { float mag = mag_fwd * dis; if(mag > 1e-6f) { float dot = Vector3.Dot(forward_dir, diff) / MathF.Sqrt(mag); if(dot < -1.0f) continue; if(dot < 1.0f) { if (ts.arc < MathF.Acos(dot)) continue; } else if(dot > 1.00001f) continue; } } // add distance for sorting purposes later sensedEntities.Add(new SensedEntity(dis, ent.UUID)); } return sensedEntities; } private List doAgentSensor(SensorInfo ts) { List sensedEntities = new(); // If nobody about quit fast if (m_CmdManager.m_ScriptEngine.World.GetRootAgentCount() == 0) return sensedEntities; SceneObjectPart SensePoint = ts.host; Vector3 fromRegionPos = SensePoint.GetWorldPosition(); Quaternion q; if (SensePoint.ParentGroup.IsAttachment) { // In attachments, rotate the sensor cone with the // avatar rotation. This may include a nonzero elevation if // in mouselook. // This will not include the rotation and position of the // attachment point (e.g. your head when a sensor is in your // hair attached to your scull. Your hair will turn with // your head but the sensor will stay with your (global) // avatar rotation and position. // Position of a sensor in a child prim attached to an avatar // will be still wrong. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); // Don't proceed if the avatar for this attachment has since been removed from the scene. if (avatar is null) return sensedEntities; fromRegionPos = avatar.AbsolutePosition; q = avatar.Rotation; } else q = SensePoint.GetWorldRotation(); Vector3 forward_dir = Vector3.UnitXRotated(q); float mag_fwd = forward_dir.LengthSquared(); bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0); Vector3 toRegionPos; Action senseEntity = new(presence => { //m_log.DebugFormat( // "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}", // presence.Name, presence.PresenceType, ts.name, ts.type); if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc) { INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData is null || !npcData.SenseAsAgent) { //m_log.DebugFormat( // "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}", // presence.Name, ts.itemID); return; } } if ((ts.type & AGENT) == 0) { if (presence.PresenceType == PresenceType.User) { return; } else { INPC npcData = m_npcModule.GetNPC(presence.UUID, presence.Scene); if (npcData is not null && npcData.SenseAsAgent) { //m_log.DebugFormat( // "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}", // presence.Name, ts.itemID); return; } } } if (presence.IsDeleted || presence.IsChildAgent || presence.IsViewerUIGod) return; // if the object the script is in is attached and the avatar is the owner // then this one is not wanted if (attached && presence.UUID.Equals(SensePoint.OwnerID)) return; toRegionPos = presence.AbsolutePosition; float dis = Vector3.Distance(toRegionPos, fromRegionPos); if (presence.IsSatOnObject && presence.ParentPart is not null && presence.ParentPart.ParentGroup is not null && presence.ParentPart.ParentGroup.RootPart is not null) { Vector3 rpos = presence.ParentPart.ParentGroup.RootPart.AbsolutePosition; float dis2 = Vector3.Distance(rpos, fromRegionPos); if (dis > dis2) dis = dis2; } // Disabled for now since all osNpc* methods check for appropriate ownership permission. // Perhaps could be re-enabled as an NPC setting at some point since being able to make NPCs not // sensed might be useful. //if (presence.PresenceType == PresenceType.Npc && npcModule != null) //{ // UUID npcOwner = npcModule.GetOwner(presence.UUID); // if (npcOwner != UUID.Zero && npcOwner != SensePoint.OwnerID) // return; //} // are they in range if (dis <= ts.range) { // Are they in the required angle of view if (ts.arc < MathF.PI) { // not omni-directional. Can you see it ? // vec forward_dir = llRot2Fwd(llGetRot()) // vec obj_dir = toRegionPos-fromRegionPos // dot=dot(forward_dir,obj_dir) // mag_fwd = mag(forward_dir) // mag_obj = mag(obj_dir) // ang = acos(dot /(mag_fwd*mag_obj)) float ang_obj = 0; try { Vector3 obj_dir = toRegionPos - fromRegionPos; float dot = Vector3.Dot(forward_dir, obj_dir); float mag_corr = MathF.Sqrt( mag_fwd * obj_dir.LengthSquared()); ang_obj = MathF.Acos(dot / mag_corr); } catch { } if (ang_obj <= ts.arc) { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } else { sensedEntities.Add(new SensedEntity(dis, presence.UUID)); } } }); // If this is an avatar sense by key try to get them directly // rather than getting a list to scan through if (ts.keyID.IsNotZero()) { // Try direct lookup by UUID if (!m_CmdManager.m_ScriptEngine.World.TryGetScenePresence(ts.keyID, out ScenePresence sp)) return sensedEntities; senseEntity(sp); } else if (!string.IsNullOrEmpty(ts.name)) { // Try lookup by name will return if/when found if (((ts.type & AGENT) != 0) && m_CmdManager.m_ScriptEngine.World.TryGetAvatarByName(ts.name, out ScenePresence sp)) senseEntity(sp); if ((ts.type & AGENT_BY_USERNAME) != 0) { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence( delegate (ScenePresence ssp) { if (ssp.Lastname == "Resident") { if (ssp.Firstname.ToLower() == ts.name) senseEntity(ssp); return; } if (ssp.Name.Replace(" ", ".").ToLower() == ts.name) senseEntity(ssp); } ); } return sensedEntities; } else { m_CmdManager.m_ScriptEngine.World.ForEachRootScenePresence(senseEntity); } return sensedEntities; } public Object[] GetSerializationData(UUID itemID) { List data = new(); foreach (SensorInfo ts in SenseRepeaters) { if (ts.itemID.Equals(itemID)) { data.Add(ts.interval); data.Add(ts.name); data.Add(ts.keyID); data.Add(ts.type); data.Add(ts.range); data.Add(ts.arc); } } return data.ToArray(); } public void CreateFromData(uint localID, UUID itemID, UUID objectID, object[] data) { SceneObjectPart part = m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart(objectID); if (part is null) return; int idx = 0; while (idx < data.Length) { SensorInfo ts = new() { localID = localID, itemID = itemID, interval = (double)data[idx], name = (string)data[idx + 1], keyID = (UUID)data[idx + 2], type = (int)data[idx + 3], range = (float)data[idx + 4], arc = (float)data[idx + 5], host = part }; ts.next = DateTime.UtcNow.AddSeconds(ts.interval); AddSenseRepeater(ts); idx += 6; } } public List GetSensorInfo() { List retList = new(); lock (SenseRepeatListLock) { foreach (SensorInfo i in SenseRepeaters) retList.Add(i.Clone()); } return retList; } } }