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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.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<Vector3> coarseLocations, List<UUID> 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;
- /// <summary>
- /// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine
- /// for more details.
- /// </summary>
- public ScenePresenceState LifecycleState
- {
- get
- {
- return m_stateMachine.GetState();
- }
- set
- {
- m_stateMachine.SetState(value);
- }
- }
- /// <summary>
- /// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and
- /// the viewer fires these in quick succession.
- /// </summary>
- /// <remarks>
- /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
- /// regulation done there.
- /// </remarks>
- private readonly object m_completeMovementLock = new();
- /// <summary>
- /// 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
- /// </summary>
- public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new(0.0f, 0.0f, 0.4f);
- public readonly bool LegacySitOffsets = true;
- /// <summary>
- /// 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
- /// </summary>
- 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;
- }
- }
- /// <value>
- /// The animator for this avatar
- /// </value>
- public ScenePresenceAnimator Animator { get; private set; }
- /// <value>
- /// Server Side Animation Override
- /// </value>
- public MovementAnimationOverrides Overrides { get; private set; }
- public String sitAnimation = "SIT";
- /// <summary>
- /// Attachments recorded on this avatar.
- /// </summary>
- /// <remarks>
- /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
- /// necessary.
- /// </remarks>
- private readonly List<SceneObjectGroup> m_attachments = new();
- public Object AttachmentsSyncLock { get; private set; }
- private readonly Dictionary<UUID, ScriptControllers> 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<uint> 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;
- /// <summary>
- /// Are we sitting on the ground?
- /// </summary>
- 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;
- /// <summary>
- /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
- /// </summary>
- 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);
- }
- }
- /// <summary>
- /// Copy of the script states while the agent is in transit. This state may
- /// need to be placed back in case of transfer fail.
- /// </summary>
- public List<string> InTransitScriptStates
- {
- get { return m_InTransitScriptStates; }
- private set { m_InTransitScriptStates = value; }
- }
- private List<string> m_InTransitScriptStates = new();
- /// <summary>
- /// Position at which a significant movement was made
- /// </summary>
- private Vector3 posLastSignificantMove;
- private Vector3 posLastMove;
- #region For teleports and crossings callbacks
- /// <summary>
- /// the destination simulator sends ReleaseAgent to this address, for very long range tps, HG.
- /// </summary>
- private string m_callbackURI; // to remove with v1 support
- private string m_newCallbackURI;
- /// <summary>
- /// Records the region from which this presence originated, if not from login.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- private UUID m_originRegionID;
- /// <summary>
- /// 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.
- /// </summary>
- private readonly object m_originRegionIDAccessLock = new();
- private AutoResetEvent m_updateAgentReceivedAfterTransferEvent = new(false);
- /// <summary>
- /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent
- /// teleport is reusing the connection.
- /// </summary>
- /// <remarks>May be refactored or move somewhere else soon.</remarks>
- public bool DoNotCloseAfterTeleport { get; set; }
- #endregion
- /// <value>
- /// Script engines present in the scene
- /// </value>
- private IScriptModule[] m_scriptEngines;
- private enum LandingPointBehavior
- {
- OS = 1,
- SL = 2
- }
- private readonly LandingPointBehavior m_LandingPointBehavior = LandingPointBehavior.OS;
- #region Properties
- /// <summary>
- /// Physical scene representation of this Avatar.
- /// </summary>
-
- PhysicsActor m_physActor;
- public PhysicsActor PhysicsActor
- {
- get
- {
- return m_physActor;
- }
- private set
- {
- m_physActor = value;
- }
- }
- /// <summary>
- /// Record user movement inputs.
- /// </summary>
- public uint MovementFlags { get; private set; }
- /// <summary>
- /// Is the agent stop control flag currently active?
- /// </summary>
- 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
- /// <summary>
- /// Position of agent's camera in world (region cordinates)
- /// </summary>
- // 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; }
- /// <summary>
- /// Position of this avatar relative to the region the avatar is in
- /// </summary>
- 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();
- }
- }
- /// <summary>
- /// If sitting, returns the offset position from the prim the avatar is sitting on.
- /// Otherwise, returns absolute position in the scene.
- /// </summary>
- 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();
- }
- }
- /// <summary>
- /// Current velocity of the avatar.
- /// </summary>
- 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;
- /// <summary>
- /// The rotation of the avatar.
- /// </summary>
- /// <remarks>
- /// 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()
- /// </remarks>
- 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; }
- /// <summary>
- /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
- /// </summary>
- public uint ParentID { get; set; }
- public UUID ParentUUID
- {
- get { return m_parentUUID; }
- set { m_parentUUID = value; }
- }
- private UUID m_parentUUID = UUID.Zero;
- /// <summary>
- /// Are we sitting on an object?
- /// </summary>
- /// <remarks>A more readable way of testing presence sit status than ParentID == 0</remarks>
- public bool IsSatOnObject { get { return ParentID != 0; } }
- public bool IsSitting { get {return SitGround || IsSatOnObject; }}
- /// <summary>
- /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
- /// </summary>
- /// <remarks>
- /// If you use this property then you must take a reference since another thread could set it to null.
- /// </remarks>
- 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;
- }
- }
- /// <summary>
- /// Gets the world rotation of this presence.
- /// </summary>
- /// <remarks>
- /// Unlike Rotation, this returns the world rotation no matter whether the avatar is sitting on a prim or not.
- /// </remarks>
- /// <returns></returns>
- public Quaternion GetWorldRotation()
- {
- if (IsSatOnObject)
- {
- SceneObjectPart sitPart = ParentPart;
- if (sitPart != null)
- return sitPart.GetWorldRotation() * Rotation;
- }
- return Rotation;
- }
- /// <summary>
- /// Get velocity relative to the world.
- /// </summary>
- public Vector3 GetWorldVelocity()
- {
- SceneObjectPart sitPart = ParentPart;
- if (sitPart != null)
- return sitPart.ParentGroup.Velocity;
- return Velocity;
- }
- public void AdjustKnownSeeds()
- {
- Dictionary<ulong, string> seeds;
- if (Scene.CapsModule != null)
- seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
- else
- seeds = new Dictionary<ulong, string>();
- KnownRegions = seeds;
- }
- public void DumpKnownRegions()
- {
- m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================");
- foreach (KeyValuePair<ulong, string> 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;
- /// <summary>
- /// This signals whether the presence is in transit between neighbouring regions.
- /// </summary>
- /// <remarks>
- /// It is not set when the presence is teleporting or logging in/out directly to a region.
- /// </remarks>
- 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 is not null)
- {
- m_userFlags = account.UserFlags;
- GodController = new GodController(world, this, account.UserLevel);
- }
- else
- {
- m_userFlags = 0;
- GodController = new GodController(world, this, 0);
- }
- //IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
- //if (gm != null)
- // Grouptitle = gm.GetGroupTitle(m_uuid);
- m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
- 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
- /// <summary>
- /// Turns a child agent into a root agent.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- // 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<ContactResult> physresults =
- (List<ContactResult>)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<SceneObjectGroup> 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;
- }
- /// <summary>
- /// Force viewers to show the avatar's current name.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /*
- 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
- }
- /// <summary>
- /// This turns a root agent into a child agent
- /// </summary>
- /// <remarks>
- /// 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
- /// </remarks>
- 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);
- }
- /// <summary>
- /// Removes physics plugin scene representation of this agent if it exists.
- /// </summary>
- 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);
- }
- /// <summary>
- /// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect.
- /// </summary>
- /// <param name="amount">Postive or negative roll amount in radians</param>
- 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;
- }
- }
- }
- /// <summary>
- /// incrementally sets roll amount to zero
- /// </summary>
- /// <param name="amount">Positive roll amount in radians</param>
- /// <returns></returns>
- 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<ulong, string> m_knownChildRegions = new();
- struct spRegionSizeInfo
- {
- public int sizeX;
- public int sizeY;
- public spRegionSizeInfo(int x, int y)
- {
- sizeX = x;
- sizeY = y;
- }
- }
- private readonly Dictionary<ulong, spRegionSizeInfo> 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<GridRegion> 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<ulong> 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<ulong, string> KnownRegions
- {
- get
- {
- lock (m_knownChildRegions)
- return new Dictionary<ulong, string>(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<ulong> KnownRegionHandles
- {
- get
- {
- lock (m_knownChildRegions)
- return new List<ulong>(m_knownChildRegions.Keys);
- }
- }
- public int KnownRegionCount
- {
- get
- {
- lock (m_knownChildRegions)
- return m_knownChildRegions.Count;
- }
- }
- #endregion
- #region Event Handlers
- /// <summary>
- /// Sets avatar height in the physics plugin
- /// </summary>
- /// <param name="height">New height of avatar</param>
- 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));
- }
- }
- /// <summary>
- /// Complete Avatar's movement into the region.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="openChildAgents">
- /// 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
- /// </param>
- 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<IGroupsModule>();
- 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<ScenePresence> 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<IEntityTransferModule>();
- 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<IFriendsModule>();
- 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));
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="hitYN"></param>
- /// <param name="collisionPoint"></param>
- /// <param name="localid"></param>
- /// <param name="distance"></param>
- ///
- 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;
- }
- /// <summary>
- /// This is the event handler for client movement. If a client is moving, this event is triggering.
- /// </summary>
- 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;
- }
- /// <summary>
- /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering.
- /// </summary>
- 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();
- }
- /// <summary>
- /// Calculate an update to move the presence to the set target.
- /// </summary>
- /// <remarks>
- /// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3.
- /// </remarks>
- /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
- /// <returns>True if movement has been updated in some way. False otherwise.</returns>
- 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);
- }
- /// <summary>
- /// Move to the given target over time.
- /// </summary>
- /// <param name="pos"></param>
- /// <param name="noFly">
- /// 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.
- /// </param>
- /// <param name="landAtTarget">
- /// If true and the avatar starts flying during the move then land at the target.
- /// </param>
- 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);
- }
- /// <summary>
- /// Reset the move to target.
- /// </summary>
- 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();
- }
- /// <summary>
- /// Perform the logic necessary to stand the avatar up. This method also executes
- /// the stand animation.
- /// </summary>
- 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();
- }
- /// <summary>
- /// Event handler for the 'Always run' setting on the client
- /// Tells the physics plugin to increase speed of movement.
- /// </summary>
- 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);
- }
- /// <summary>
- /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
- /// </summary>
- /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
- /// <param name="thisAddSpeedModifier">
- /// Optional additional speed modifier for this particular add. Default is 1</param>
- 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);
- }
- /// <summary>
- /// Sends a location update to the client connected to this scenePresence
- /// via entity updates
- /// </summary>
- /// <param name="remoteClient"></param>
- 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);
- }
- }
- /// <summary>
- /// Send a location/velocity/accelleration update to all agents in scene
- /// </summary>
- 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<Vector3> coarseLocations, List<UUID> avatarUUIDs)
- {
- m_sendCoarseLocationsMethod?.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs);
- }
- public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> 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<IEntityTransferModule>();
- 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<IEntityTransferModule>();
- 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
- }
- });
- }
- /// <summary>
- /// Send avatar full data appearance and animations for all other root agents to this agent, this agent
- /// can be either a child or root
- /// </summary>
- 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);
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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<ScenePresence> 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<uint> {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<uint> {LocalId});
- // or also attachments viewer may still know about
- SendKillTo(p);
- }
- /// <summary>
- /// Send avatar data to an agent.
- /// </summary>
- /// <param name="avatar"></param>
- 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);
- }
- /// <summary>
- /// Send this agent's appearance to all other root and child agents in the scene
- /// This agent must be root.
- /// </summary>
- 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");
- }
- /// <summary>
- /// This checks for a significant movement and sends a coarselocationchange update
- /// </summary>
- 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<IEntityTransferModule>();
- 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
- /// <summary>
- /// Starts the process of moving an avatar into another region if they are crossing the border.
- /// </summary>
- /// <remarks>
- /// Also removes the avatar from the physical scene if transit has started.
- /// </remarks>
- 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);
- }
- }
- /// <summary>
- /// 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.
- /// </summary>
- protected bool CrossToNewRegion()
- {
- try
- {
- return m_scene.CrossAgentToNewRegion(this, Flying);
- }
- catch
- {
- // result = m_scene.CrossAgentToNewRegion(this, false);
- return false;
- }
- }
- /// <summary>
- /// Computes which child agents to close when the scene presence moves to another region.
- /// Removes those regions from m_knownRegions.
- /// </summary>
- /// <param name="newRegionHandle">The new region's handle</param>
- /// <param name="newRegionSizeX">The new region's size x</param>
- /// <param name="newRegionSizeY">The new region's size y</param>
- /// <returns></returns>
- public List<ulong> GetChildAgentsToClose(ulong newRegionHandle, int newRegionSizeX, int newRegionSizeY)
- {
- ulong curRegionHandle = m_scene.RegionInfo.RegionHandle;
- List<ulong> byebyeRegions = new();
- if(newRegionHandle == curRegionHandle) //??
- return byebyeRegions;
- List<ulong> 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<ulong> 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<ulong> byebyeRegions = new();
- List<ulong> 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
- /// <summary>
- /// handle god level requests.
- /// </summary>
- 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);
- /// <summary>
- /// 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
- /// </summary>
- 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<IFriendsModule>();
- 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<IGroupsModule>();
- gm?.SendAgentGroupDataUpdate(ControllingClient);
- }
- }
- lock (m_originRegionIDAccessLock)
- m_originRegionID = cAgent.RegionID;
- if (cAgent.CachedFriendsOnline != null)
- {
- IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
- 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
- /// <summary>
- /// Handles part of the PID controller function for moving an avatar.
- /// </summary>
- public void UpdateMovement()
- {
- /*
- if (IsInTransit)
- return;
- lock(m_forceToApplyLock)
- {
- if (m_forceToApplyValid)
- {
- Velocity = m_forceToApply;
- m_forceToApplyValid = false;
- TriggerScenePresenceUpdated();
- }
- }
- */
- }
- /// <summary>
- /// Adds a physical representation of the avatar to the Physics plugin
- /// </summary>
- 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);
- }
- /// <summary>
- /// Event called by the physics plugin to tell the avatar about a collision.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <param name="e"></param>
- public void PhysicsCollisionUpdate(EventArgs e)
- {
- if (IsChildAgent)
- return;
- if(IsInTransit)
- return;
- CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
- Dictionary<uint, ContactPoint> 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<IBakedTextureModule>();
- bakedModule?.UpdateMeshAvatar(m_uuid);
- }
- public int GetAttachmentsCount()
- {
- return m_attachments.Count;
- }
- /// <summary>
- /// Get all the presence's attachments.
- /// </summary>
- /// <returns>A copy of the list which contains the attachments.</returns>
- public List<SceneObjectGroup> GetAttachments()
- {
- lock (m_attachments)
- return new List<SceneObjectGroup>(m_attachments);
- }
- /// <summary>
- /// Get the scene objects attached to the given point.
- /// </summary>
- /// <param name="attachmentPoint"></param>
- /// <returns>Returns an empty list if there were no attachments at the point.</returns>
- public List<SceneObjectGroup> GetAttachments(uint attachmentPoint)
- {
- List<SceneObjectGroup> 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;
- }
- /// <summary>
- /// Returns the total count of scripts in all parts inventories.
- /// </summary>
- public int ScriptCount()
- {
- int count = 0;
- lock (m_attachments)
- {
- foreach (SceneObjectGroup gobj in m_attachments)
- {
- if (gobj != null)
- {
- count += gobj.ScriptCount();
- }
- }
- }
- return count;
- }
- /// <summary>
- /// A float the value is a representative execution time in milliseconds of all scripts in all attachments.
- /// </summary>
- public float ScriptExecutionTime()
- {
- float time = 0.0f;
- lock (m_attachments)
- {
- foreach (SceneObjectGroup gobj in m_attachments)
- {
- if (gobj != null)
- {
- time += gobj.ScriptExecutionTime();
- }
- }
- }
- return time;
- }
- /// <summary>
- /// Returns the total count of running scripts in all parts.
- /// </summary>
- 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);
- }
- /// <summary>
- /// Clear all attachments
- /// </summary>
- public void ClearAttachments()
- {
- lock (m_attachments)
- m_attachments.Clear();
- }
- /// <summary>
- /// This is currently just being done for information.
- /// </summary>
- 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<ScenePresence> 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<ScenePresence> 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<ScenePresence> 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);
- }
- }
- }
- }
- }
- /// <summary>
- /// Gets the mass.
- /// </summary>
- /// <returns>
- /// The mass.
- /// </returns>
- 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<SceneObjectGroup> 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<UUID> 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<UUID, ScriptControllers> 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<uint> colliders)
- {
- ColliderArgs colliderArgs = new();
- List<DetectedObject> 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<uint> 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<DetectedObject> colliding = new(){CreateDetObjectForGround()};
- LandCollidingMessage.Colliders = colliding;
- notify(dest.RootPart.LocalId, LandCollidingMessage);
- }
- }
- private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
- {
- int nattachments = m_attachments.Count;
- if (!ParcelAllowThisAvatarSounds && nattachments == 0)
- return;
- try
- {
- List<SceneObjectGroup> 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<uint> thisHitColliders = new(numberCollisions);
- List<uint> endedColliders = new(m_lastColliders.Count);
- List<uint> startedColliders = new(numberCollisions);
- if(ParcelAllowThisAvatarSounds)
- {
- List<CollisionForSoundInfo> 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<ScenePresence> 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<ScenePresence> killsToSendto = new();
- List<ScenePresence> killsToSendme = new();
- List<ScenePresence> viewsToSendto = new();
- List<ScenePresence> viewsToSendme = new();
- List<ScenePresence> 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<ScenePresence> 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<ScenePresence> 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<uint> 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<uint> { 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);
- }
- }
- }
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