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