123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767 |
- /*
- * 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 OpenSim 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 Axiom.Math;
- using libsecondlife;
- using libsecondlife.Packets;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Environment.Types;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Environment.Scenes
- {
- public class ScenePresence : EntityBase
- {
- // ~ScenePresence()
- // {
- // System.Console.WriteLine("[ScenePresence] Destructor called");
- // }
-
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- public static AvatarAnimations Animations = new AvatarAnimations();
- public static byte[] DefaultTexture;
- public LLUUID currentParcelUUID = LLUUID.Zero;
- private List<LLUUID> m_animations = new List<LLUUID>();
- private List<int> m_animationSeqs = new List<int>();
- public Vector3 lastKnownAllowedPosition = new Vector3();
- public bool sentMessageAboutRestrictedParcelFlyingDown = false;
- private bool m_updateflag = false;
- private byte m_movementflag = 0;
- private readonly List<NewForce> m_forcesList = new List<NewForce>();
- private short m_updateCount = 0;
- private uint m_requestedSitTargetID = 0;
- private LLVector3 m_requestedSitOffset = new LLVector3();
- private float m_sitAvatarHeight = 2.0f;
- private float m_godlevel = 0;
- private LLVector3 m_LastChildAgentUpdatePosition = new LLVector3();
- private int m_perfMonMS = 0;
- private bool m_setAlwaysRun = false;
- private Quaternion m_bodyRot;
- public bool IsRestrictedToRegion = false;
- // Agent moves with a PID controller causing a force to be exerted.
- private bool m_newForce = false;
- private bool m_newCoarseLocations = true;
- private bool m_gotAllObjectsInScene = false;
- private bool m_lastPhysicsStoppedStatus = false;
- private LLVector3 m_lastVelocity = LLVector3.Zero;
-
- // Default AV Height
- private float m_avHeight = 127.0f;
- protected RegionInfo m_regionInfo;
- protected ulong crossingFromRegion = 0;
- private readonly Vector3[] Dir_Vectors = new Vector3[6];
- private LLVector3 lastPhysPos = new LLVector3();
- // Position of agent's camera in world (region cordinates)
- protected Vector3 m_CameraCenter = new Vector3(0, 0, 0);
- // Use these three vectors to figure out what the agent is looking at
- // Convert it to a Matrix and/or Quaternion
- protected Vector3 m_CameraAtAxis = new Vector3(0, 0, 0);
- protected Vector3 m_CameraLeftAxis = new Vector3(0, 0, 0);
- protected Vector3 m_CameraUpAxis = new Vector3(0, 0, 0);
- private uint m_AgentControlFlags = (uint) 0;
- private LLQuaternion m_headrotation = new LLQuaternion();
- private byte m_state = (byte) 0;
- //Reuse the LLVector3 instead of creating a new one on the UpdateMovement method
- private LLVector3 movementvector = new LLVector3();
- private List<LLUUID> m_knownPrimUUID = new List<LLUUID>();
- // Agent's Draw distance.
- protected float m_DrawDistance = 0f;
- protected AvatarAppearance m_appearance;
- private readonly List<ulong> m_knownChildRegions = new List<ulong>();
- //neighbouring regions we have enabled a child agent in
- /// <summary>
- /// Implemented Control Flags
- /// </summary>
- private enum Dir_ControlFlags
- {
- DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
- DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
- DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
- DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
- DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
- DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
- DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
- }
- /// <summary>
- /// Position at which a significant movement was made
- /// </summary>
- private LLVector3 posLastSignificantMove = new LLVector3();
- public delegate void SignificantClientMovement(IClientAPI remote_client);
- public event SignificantClientMovement OnSignificantClientMovement;
- private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
- private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
- #region Properties
- /// <summary>
- /// Physical scene representation of this Avatar.
- /// </summary>
- public PhysicsActor PhysicsActor
- {
- set { m_physicsActor = value; }
- get { return m_physicsActor; }
- }
- public bool KnownPrim(LLUUID primID)
- {
- if (m_knownPrimUUID.Contains(primID))
- {
- return true;
- }
- m_knownPrimUUID.Add(primID);
- return false;
- }
- public bool Updated
- {
- set { m_updateflag = value; }
- get { return m_updateflag; }
- }
- private readonly ulong m_regionHandle;
- public ulong RegionHandle
- {
- get { return m_regionHandle; }
- }
- public Vector3 CameraPosition
- {
- get { return m_CameraCenter; }
- }
- private readonly string m_firstname;
- public string Firstname
- {
- get { return m_firstname; }
- }
- private readonly string m_lastname;
- public string Lastname
- {
- get { return m_lastname; }
- }
- public float DrawDistance
- {
- get { return m_DrawDistance; }
- }
- protected bool m_allowMovement = true;
- public bool AllowMovement
- {
- get { return m_allowMovement; }
- set { m_allowMovement = value; }
- }
- /// <summary>
- /// This works out to be the ClientView object associated with this avatar, or it's UDP connection manager
- /// </summary>
- private readonly IClientAPI m_controllingClient;
- protected PhysicsActor m_physicsActor;
- public IClientAPI ControllingClient
- {
- get { return m_controllingClient; }
- }
- protected LLVector3 m_parentPosition = new LLVector3();
- /// <summary>
- /// Absolute position of this avatar in 'region cordinates'
- /// </summary>
- public override LLVector3 AbsolutePosition
- {
- get
- {
- if (m_physicsActor != null)
- {
- m_pos.X = m_physicsActor.Position.X;
- m_pos.Y = m_physicsActor.Position.Y;
- m_pos.Z = m_physicsActor.Position.Z;
- }
- return m_parentPosition + m_pos;
- }
- set
- {
- if (m_physicsActor != null)
- {
- try
- {
- lock (m_scene.SyncRoot)
- {
- m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e.Message);
- }
- }
- m_pos = value;
- }
- }
- /// <summary>
- /// Current Velocity of the avatar.
- /// </summary>
- public override LLVector3 Velocity
- {
- get
- {
- if (m_physicsActor != null)
- {
- m_velocity.X = m_physicsActor.Velocity.X;
- m_velocity.Y = m_physicsActor.Velocity.Y;
- m_velocity.Z = m_physicsActor.Velocity.Z;
- }
- return m_velocity;
- }
- set
- {
- if (m_physicsActor != null)
- {
- try
- {
- lock (m_scene.SyncRoot)
- {
- m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e.Message);
- }
- }
- m_velocity = value;
- }
- }
- /// <summary>
- /// If this is true, agent doesn't have a representation in this scene.
- /// this is an agent 'looking into' this scene from a nearby scene(region)
- ///
- /// if False, this agent has a representation in this scene
- /// </summary>
- private bool m_isChildAgent = true;
- public bool IsChildAgent
- {
- get { return m_isChildAgent; }
- set { m_isChildAgent = value; }
- }
- private uint m_parentID = 0;
- public uint ParentID
- {
- get { return m_parentID; }
- set { m_parentID = value; }
- }
- /// <summary>
- /// These are the region handles known by the avatar.
- /// </summary>
- public List<ulong> KnownChildRegions
- {
- get { return m_knownChildRegions; }
- }
- #endregion
- #region Constructor(s)
- private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
- {
- m_regionHandle = reginfo.RegionHandle;
- m_controllingClient = client;
- m_firstname = m_controllingClient.FirstName;
- m_lastname = m_controllingClient.LastName;
- m_scene = world;
- m_uuid = client.AgentId;
- m_regionInfo = reginfo;
- m_localId = m_scene.NextLocalId;
- AbsolutePosition = m_controllingClient.StartPos;
- // TODO: m_animations and m_animationSeqs should always be of the same length.
- // Move them into an object to (hopefully) avoid threading issues.
- try
- {
- m_animations.Add(Animations.AnimsLLUUID["STAND"]);
- }
- catch (KeyNotFoundException)
- {
- m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation");
- }
- m_animationSeqs.Add(1);
- RegisterToEvents();
- SetDirectionVectors();
- m_scene.LandManager.sendLandUpdate(this, true);
- }
- public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
- AvatarWearable[] wearables)
- : this(client, world, reginfo)
- {
- m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
- }
- public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
- : this(client, world, reginfo)
- {
- m_appearance = appearance;
- }
- private void RegisterToEvents()
- {
- m_controllingClient.OnRequestWearables += SendOwnAppearance;
- m_controllingClient.OnSetAppearance += SetAppearance;
- m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
- m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
- m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
- m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
- m_controllingClient.OnAgentSit += HandleAgentSit;
- m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
- m_controllingClient.OnStartAnim += HandleStartAnim;
- m_controllingClient.OnStopAnim += HandleStopAnim;
- // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
- // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
- }
- private void SetDirectionVectors()
- {
- Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD
- Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
- Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
- Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
- Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
- Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN
- Dir_Vectors[5] = new Vector3(0, 0, -0.5f); //DOWN_Nudge
- }
- #endregion
- public void QueuePartForUpdate(SceneObjectPart part)
- {
- //if (InterestList.Contains(part.ParentGroup))
- //{
- lock (m_partsUpdateQueue)
- {
- m_partsUpdateQueue.Enqueue(part);
- }
- // }
- }
- public uint GenerateClientFlags(LLUUID ObjectID)
- {
- return m_scene.PermissionsMngr.GenerateClientFlags(m_uuid, ObjectID);
- }
- public void SendPrimUpdates()
- {
- // if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
- //{
- // this.UpdateQuadTreeNode();
- //this.RefreshQuadObject();
- //}
- m_perfMonMS = System.Environment.TickCount;
- if (!m_gotAllObjectsInScene)
- {
- if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
- {
-
- m_scene.SendAllSceneObjectsToClient(this);
- m_gotAllObjectsInScene = true;
-
- }
- }
- if (m_partsUpdateQueue.Count > 0)
- {
- bool runUpdate = true;
- int updateCount = 0;
- while (runUpdate)
- {
- SceneObjectPart part = m_partsUpdateQueue.Dequeue();
- if (m_updateTimes.ContainsKey(part.UUID))
- {
- ScenePartUpdate update = m_updateTimes[part.UUID];
- // Two updates can occur with the same timestamp (especially
- // since our timestamp resolution is to the nearest second). The first
- // could have been sent in the last update - we still need to send the
- // second here.
- if (update.LastFullUpdateTime < part.TimeStampFull)
- {
- //need to do a full update
- part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
- // We'll update to the part's timestamp rather than the current to
- // avoid the race condition whereby the next tick occurs while we are
- // doing this update. If this happened, then subsequent updates which occurred
- // on the same tick or the next tick of the last update would be ignored.
- update.LastFullUpdateTime = part.TimeStampFull;
- updateCount++;
- }
- else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
- {
- part.SendTerseUpdate(ControllingClient);
- update.LastTerseUpdateTime = part.TimeStampTerse;
- updateCount++;
- }
- }
- else
- {
- //never been sent to client before so do full update
- part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
- ScenePartUpdate update = new ScenePartUpdate();
- update.FullID = part.UUID;
- update.LastFullUpdateTime = part.TimeStampFull;
- m_updateTimes.Add(part.UUID, update);
- updateCount++;
- }
- if (m_partsUpdateQueue.Count < 1 || updateCount > 60)
- {
- runUpdate = false;
- }
- }
- }
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- }
- public void forceAvatarMovement(Vector3 position, Quaternion rotation)
- {
- AddNewMovement(position, rotation);
- }
- #region Status Methods
- /// <summary>
- /// This turns a child agent, into a root agent
- /// This is called when an agent teleports into a region, or if an
- /// agent crosses into this region from a neighbor over the border
- /// </summary>
- public void MakeRootAgent(LLVector3 pos, bool isFlying)
- {
- m_isChildAgent = false;
- AbsolutePosition = pos;
- AddToPhysicalScene();
- m_physicsActor.Flying = isFlying;
- m_scene.SwapRootAgentCount(false);
- m_scene.CommsManager.UserProfileCacheService.UpdateUserInventory(m_uuid);
- //if (!m_gotAllObjectsInScene)
- //{
- m_scene.SendAllSceneObjectsToClient(this);
- m_scene.LandManager.sendLandUpdate(this, true);
-
- //m_gotAllObjectsInScene = true;
- //}
- }
- /// <summary>
- /// This turns a root agent into a child agent
- /// when an agent departs this region for a neighbor, this gets called.
- ///
- /// It doesn't get called for a teleport. Reason being, an agent that
- /// teleports out may not be anywhere near this region
- /// </summary>
- public void MakeChildAgent()
- {
- Velocity = new LLVector3(0, 0, 0);
- m_isChildAgent = true;
- m_scene.SwapRootAgentCount(true);
- RemoveFromPhysicalScene();
- //this.Pos = new LLVector3(128, 128, 70);
- }
- /// <summary>
- /// Removes physics plugin scene representation of this agent if it exists.
- /// </summary>
- private void RemoveFromPhysicalScene()
- {
- if (PhysicsActor != null)
- {
- m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
- m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
- m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
- PhysicsActor = null;
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- public void Teleport(LLVector3 pos)
- {
- AbsolutePosition = pos;
- SendTerseUpdateToAllClients();
- }
- /// <summary>
- ///
- /// </summary>
- public void StopMovement()
- {
- }
- public void StopFlying()
- {
- // It turns out to get the agent to stop flying, you have to feed it stop flying velocities
- // and send a full object update.
- // There's no message to send the client to tell it to stop flying
- // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air
- // when the avatar stands up
- if (m_avHeight != 127.0f)
- {
- AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (m_avHeight / 6));
- }
- else
- {
- AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6));
- }
- SetMovementAnimation(Animations.AnimsLLUUID["LAND"], 2);
- SendFullUpdateToAllClients();
- }
- public void AddNeighbourRegion(ulong regionHandle)
- {
- if (!m_knownChildRegions.Contains(regionHandle))
- {
- m_knownChildRegions.Add(regionHandle);
- }
- }
- public void RemoveNeighbourRegion(ulong regionHandle)
- {
- if (!m_knownChildRegions.Contains(regionHandle))
- {
- m_knownChildRegions.Remove(regionHandle);
- }
- }
- #endregion
- #region Event Handlers
- /// <summary>
- /// Sets avatar height in the phyiscs plugin
- /// </summary>
- internal void SetHeight(float height)
- {
- m_avHeight = height;
- if (PhysicsActor != null)
- {
- PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
- PhysicsActor.Size = SetSize;
- }
- }
- /// <summary>
- /// Complete Avatar's movement into the region
- /// </summary>
- public void CompleteMovement()
- {
- LLVector3 look = Velocity;
- if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
- {
- look = new LLVector3(0.99f, 0.042f, 0);
- }
- m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
- if (m_isChildAgent)
- {
- m_isChildAgent = false;
- //this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
- MakeRootAgent(AbsolutePosition, 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, AgentUpdatePacket agentData)
- {
- //if (m_isChildAgent)
- //{
- // // Console.WriteLine("DEBUG: HandleAgentUpdate: child agent");
- // return;
- //}
- // Must check for standing up even when PhysicsActor is null,
- // since sitting currently removes avatar from physical scene
- m_perfMonMS = System.Environment.TickCount;
- uint flags = agentData.AgentData.ControlFlags;
- LLQuaternion bodyRotation = agentData.AgentData.BodyRotation;
- // Camera location in world. We'll need to raytrace
- // from this location from time to time.
- m_CameraCenter.x = agentData.AgentData.CameraCenter.X;
- m_CameraCenter.y = agentData.AgentData.CameraCenter.Y;
- m_CameraCenter.z = agentData.AgentData.CameraCenter.Z;
- // Use these three vectors to figure out what the agent is looking at
- // Convert it to a Matrix and/or Quaternion
- m_CameraAtAxis.x = agentData.AgentData.CameraAtAxis.X;
- m_CameraAtAxis.y = agentData.AgentData.CameraAtAxis.Y;
- m_CameraAtAxis.z = agentData.AgentData.CameraAtAxis.Z;
- m_CameraLeftAxis.x = agentData.AgentData.CameraLeftAxis.X;
- m_CameraLeftAxis.y = agentData.AgentData.CameraLeftAxis.Y;
- m_CameraLeftAxis.z = agentData.AgentData.CameraLeftAxis.Z;
- m_CameraUpAxis.x = agentData.AgentData.CameraUpAxis.X;
- m_CameraUpAxis.y = agentData.AgentData.CameraUpAxis.Y;
- m_CameraUpAxis.z = agentData.AgentData.CameraUpAxis.Z;
- // The Agent's Draw distance setting
- m_DrawDistance = agentData.AgentData.Far;
- if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
- {
- StandUp();
- }
- if (PhysicsActor == null)
- {
- return;
- }
- if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
- {
- // TODO: This doesn't quite work yet -- probably a parent ID problem
- // m_parentID = (what should this be?)
- SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"], 1);
- }
- // In the future, these values might need to go global.
- // Here's where you get them.
- // m_AgentControlFlags = flags;
- // m_headrotation = agentData.AgentData.HeadRotation;
- // m_state = agentData.AgentData.State;
- if (m_allowMovement)
- {
- int i = 0;
- bool update_movementflag = false;
- bool update_rotation = false;
- bool DCFlagKeyPressed = false;
- Vector3 agent_control_v3 = new Vector3(0, 0, 0);
- Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
- bool oldflying = PhysicsActor.Flying;
- PhysicsActor.Flying = ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
- if (PhysicsActor.Flying != oldflying)
- {
- update_movementflag = true;
- }
- if (q != m_bodyRot)
- {
- m_bodyRot = q;
- update_rotation = true;
- }
- if (m_parentID == 0)
- {
- foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
- {
- if ((flags & (uint) DCF) != 0)
- {
- DCFlagKeyPressed = true;
- try
- {
- agent_control_v3 += Dir_Vectors[i];
- }
- catch (IndexOutOfRangeException)
- {
- // Why did I get this?
- }
- if ((m_movementflag & (uint) DCF) == 0)
- {
- m_movementflag += (byte) (uint) DCF;
- update_movementflag = true;
- }
- }
- else
- {
- if ((m_movementflag & (uint) DCF) != 0)
- {
- m_movementflag -= (byte) (uint) DCF;
- update_movementflag = true;
- }
- }
- i++;
- }
- }
- // Cause the avatar to stop flying if it's colliding
- // with something with the down arrow pressed.
- // Skip if there's no physicsactor
- if (m_physicsActor != null)
- {
- // Only do this if we're flying
- if (m_physicsActor.Flying)
- {
- // Are the landing controls requirements filled?
- bool controlland = (((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
- ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
- // Are the collision requirements fulfilled?
- bool colliding = (m_physicsActor.IsColliding == true);
-
- if (m_physicsActor.Flying && colliding && controlland)
- {
- StopFlying();
- }
- }
- }
- if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
- {
- AddNewMovement(agent_control_v3, q);
- UpdateMovementAnimations(update_movementflag);
- }
- }
-
- m_scene.EventManager.TriggerOnClientMovement(this);
-
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- }
- /// <summary>
- /// Perform the logic necessary to stand the client up. This method also executes
- /// the stand animation.
- /// </summary>
- public void StandUp()
- {
- if (m_parentID != 0)
- {
- SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
- if (part != null)
- {
- // Reset sit target.
- if (part.GetAvatarOnSitTarget() == UUID)
- part.SetAvatarOnSitTarget(LLUUID.Zero);
- m_parentPosition = part.GetWorldPosition();
- }
- if (m_physicsActor == null)
- {
- AddToPhysicalScene();
-
- }
- m_pos += m_parentPosition + new LLVector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
- m_parentPosition = new LLVector3();
-
- m_parentID = 0;
- SendFullUpdateToAllClients();
- if (m_physicsActor != null)
- {
- SetHeight(m_avHeight);
-
- }
- }
- SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
- }
- private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
- {
- AvatarSitResponsePacket avatarSitResponse = new AvatarSitResponsePacket();
- avatarSitResponse.SitObject.ID = targetID;
- bool autopilot = true;
- LLVector3 pos = new LLVector3();
- LLQuaternion sitOrientation = new LLQuaternion(0, 0, 0, 1);
- SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
- if (part != null)
- {
- // TODO: determine position to sit at based on scene geometry; don't trust offset from client
- // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
- // Is a sit target available?
- Vector3 avSitOffSet = part.GetSitTargetPosition();
- Quaternion avSitOrientation = part.GetSitTargetOrientation();
- LLUUID avOnTargetAlready = part.GetAvatarOnSitTarget();
- bool SitTargetUnOccupied = (!(avOnTargetAlready != LLUUID.Zero));
- bool SitTargetisSet =
- (!(avSitOffSet.x == 0 && avSitOffSet.y == 0 && avSitOffSet.z == 0 && avSitOrientation.w == 0 &&
- avSitOrientation.x == 0 && avSitOrientation.y == 0 && avSitOrientation.z == 1));
- if (SitTargetisSet && SitTargetUnOccupied)
- {
- part.SetAvatarOnSitTarget(UUID);
- offset = new LLVector3(avSitOffSet.x, avSitOffSet.y, avSitOffSet.z);
- sitOrientation =
- new LLQuaternion(avSitOrientation.w, avSitOrientation.x, avSitOrientation.y, avSitOrientation.z);
- autopilot = false;
- }
- pos = part.AbsolutePosition + offset;
- if (m_physicsActor != null)
- {
- //
- // If we're not using the client autopilot, we're immediately warping the avatar to the location
- // We can remove the physicsActor until they stand up.
- //
- m_sitAvatarHeight = m_physicsActor.Size.Z;
- if (autopilot)
- {
- if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
- {
- autopilot = false;
- RemoveFromPhysicalScene();
- AbsolutePosition = pos + new LLVector3(0.0f, 0.0f, m_sitAvatarHeight);
- }
- else
- {
- }
- }
- else
- {
- RemoveFromPhysicalScene();
- }
- } // Physactor != null
- } // part != null
- avatarSitResponse.SitTransform.AutoPilot = autopilot;
- avatarSitResponse.SitTransform.SitPosition = offset;
- avatarSitResponse.SitTransform.SitRotation = sitOrientation;
- remoteClient.OutPacket(avatarSitResponse, ThrottleOutPacketType.Task);
- // This calls HandleAgentSit twice, once from here, and the client calls
- // HandleAgentSit itself after it gets to the location
- // It doesn't get to the location until we've moved them there though
- // which happens in HandleAgentSit :P
- if (!autopilot)
- HandleAgentSit(remoteClient, UUID);
- }
- public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset)
- {
- if (m_parentID != 0)
- {
- StandUp();
- }
- SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
- if (part != null)
- {
- m_requestedSitTargetID = part.LocalID;
- m_requestedSitOffset = offset;
- }
- else
- {
- m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
- }
- SendSitResponse(remoteClient, targetID, offset);
- }
- public void HandleAgentSit(IClientAPI remoteClient, LLUUID agentID)
- {
- SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
- if (part != null)
- {
- if (part.GetAvatarOnSitTarget() == UUID)
- {
- Vector3 sitTargetPos = part.GetSitTargetPosition();
- Quaternion sitTargetOrient = part.GetSitTargetOrientation();
- //Quaternion vq = new Quaternion(sitTargetPos.x, sitTargetPos.y+0.2f, sitTargetPos.z+0.2f, 0);
- //Quaternion nq = new Quaternion(sitTargetOrient.w, -sitTargetOrient.x, -sitTargetOrient.y, -sitTargetOrient.z);
- //Quaternion result = (sitTargetOrient * vq) * nq;
- m_pos = new LLVector3(sitTargetPos.x, sitTargetPos.y, sitTargetPos.z);
- m_bodyRot = sitTargetOrient;
- //Rotation = sitTargetOrient;
- m_parentPosition = part.AbsolutePosition;
- //SendTerseUpdateToAllClients();
- }
- else
- {
- m_pos -= part.AbsolutePosition;
- m_parentPosition = part.AbsolutePosition;
- }
- }
- m_parentID = m_requestedSitTargetID;
- Velocity = new LLVector3(0, 0, 0);
- RemoveFromPhysicalScene();
- SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
- SendFullUpdateToAllClients();
- // This may seem stupid, but Our Full updates don't send avatar rotation :P
- // So we're also sending a terse update (which has avatar rotation)
- SendTerseUpdateToAllClients();
- }
- /// <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 SetAlwaysRun)
- {
- m_setAlwaysRun = SetAlwaysRun;
- if (PhysicsActor != null)
- {
- PhysicsActor.SetAlwaysRun = SetAlwaysRun;
- }
- }
- public void AddAnimation(LLUUID animID, int seq)
- {
- if (!m_animations.Contains(animID))
- {
- m_animations.Add(animID);
- m_animationSeqs.Add(seq);
- SendAnimPack();
- }
- }
- public void RemoveAnimation(LLUUID animID)
- {
- if (m_animations.Contains(animID))
- {
- if (m_animations[0] == animID)
- {
- SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
- }
- else
- {
- m_animations.Remove(animID);
- SendAnimPack();
- }
- }
- }
- public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID, int seq)
- {
- AddAnimation(animID, seq);
- }
- public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID)
- {
- RemoveAnimation(animID);
- }
- /// <summary>
- /// The movement animation is the first element of the animation list,
- /// reserved for "main" animations that are mutually exclusive,
- /// like flying and sitting, for example.
- /// </summary>
- protected void SetMovementAnimation(LLUUID anim, int seq)
- {
- try
- {
- if (m_animations[0] != anim)
- {
- m_animations[0] = anim;
- m_animationSeqs[0] = seq;
- SendAnimPack();
- }
- }
- catch
- {
- m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
- m_animations[0] = anim;
- m_animationSeqs[0] = seq;
- SendAnimPack();
- }
- }
- /// <summary>
- /// This method handles agent movement related animations
- /// </summary>
- protected void UpdateMovementAnimations(bool update_movementflag)
- {
-
- if (update_movementflag)
- {
- // Are we moving?
- if (m_movementflag != 0)
- {
- // We are moving
- if (m_physicsActor.Flying)
- {
- // We are flying
- SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
- }
- else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
- PhysicsActor.IsColliding)
- {
- // Client is pressing the page down button and moving and is colliding with something
- SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1);
- }
- else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
- {
- // Client is moving and falling at a velocity greater then 6 meters per unit
- SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
- }
- else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
- (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
- {
- // Client is moving, and colliding and pressing the page up button but isn't flying
- try
- {
- SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
- }
- catch (KeyNotFoundException)
- { }
- }
- else if (m_setAlwaysRun)
- {
- // We are running
- try
- {
- SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
- }
- catch (KeyNotFoundException)
- { }
- }
- else
- {
- // We're moving, but we're not doing anything else.. so play the stand animation
- try
- {
- SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1);
- }
- catch (KeyNotFoundException)
- { }
- }
- }
- else
- {
- // Not moving
- if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
- PhysicsActor.IsColliding)
- {
- // Client pressing the page down button
- SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1);
- }
- else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
- {
- // Not colliding and not flying, and we're falling at high speed
- SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
- }
- else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
- (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
- {
- // This is the standing jump
- SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
- }
- else if (m_physicsActor.Flying)
- {
- // We're flying but not moving
- SetMovementAnimation(Animations.AnimsLLUUID["HOVER"], 1);
- }
- else
- {
- // We're not moving.. and we're not doing anything.. so play the stand animation
- try
- {
- SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
- }
- catch (KeyNotFoundException)
- { }
- }
- }
- }
-
- }
- /// <summary>
- /// Adds a new movement
- /// </summary>
- protected void AddNewMovement(Vector3 vec, Quaternion rotation)
- {
- if (m_isChildAgent)
- {
- Console.WriteLine("DEBUG: AddNewMovement: child agent");
- return;
- }
- m_perfMonMS = System.Environment.TickCount;
-
- m_rotation = rotation;
- NewForce newVelocity = new NewForce();
- Vector3 direc = rotation*vec;
- direc.Normalize();
- direc *= 0.03f*128f;
- if (m_physicsActor.Flying)
- {
- direc *= 4;
- //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
- //bool colliding = (m_physicsActor.IsColliding==true);
- //if (controlland)
- // m_log.Info("[AGENT]: landCommand");
- //if (colliding )
- // m_log.Info("[AGENT]: colliding");
- //if (m_physicsActor.Flying && colliding && controlland)
- //{
- // StopFlying();
- // m_log.Info("[AGENT]: Stop FLying");
- //}
- }
- else
- {
- if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
- {
- //direc.z *= 40;
- if (direc.z > 2.0f)
- {
- direc.z *= 3;
- //System.Console.WriteLine("Jump");
- // PreJump and jump happen too quickly. Many times prejump gets ignored.
- try
- {
- SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1);
- SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
- }
- catch (KeyNotFoundException)
- { }
- }
- }
- }
- newVelocity.X = direc.x;
- newVelocity.Y = direc.y;
- newVelocity.Z = direc.z;
- m_forcesList.Add(newVelocity);
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- }
- #endregion
- #region Overridden Methods
- /// <summary>
- ///
- /// </summary>
- public override void Update()
- {
- SendPrimUpdates();
- if (m_newCoarseLocations)
- {
- SendCoarseLocations();
- m_newCoarseLocations = false;
- }
- if (m_isChildAgent == false)
- {
- if (m_newForce) // user movement 'forces' (ie commands to move)
- {
- SendTerseUpdateToAllClients();
- m_updateCount = 0;
- }
- else if (m_movementflag != 0) // scripted movement (?)
- {
- m_updateCount++;
- if (m_updateCount > 3)
- {
- SendTerseUpdateToAllClients();
- m_updateCount = 0;
- }
- }
- else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement
- {
-
- // Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
- // doing the above assures us that we know what we sent the clients last
- SendTerseUpdateToAllClients();
- m_updateCount = 0;
-
-
- }
- // followed suggestion from mic bowman. reversed the two lines below.
- CheckForBorderCrossing();
- CheckForSignificantMovement(); // sends update to the modules.
-
- }
- }
- #endregion
- #region Update Client(s)
- /// <summary>
- /// Sends a location update to the client connected to this scenePresence
- /// </summary>
- /// <param name="remoteClient"></param>
- public void SendTerseUpdateToClient(IClientAPI remoteClient)
- {
- m_perfMonMS = System.Environment.TickCount;
- LLVector3 pos = m_pos;
- LLVector3 vel = Velocity;
- LLQuaternion rot = new LLQuaternion(m_bodyRot.x, m_bodyRot.y, m_bodyRot.z, m_bodyRot.w);
- remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
- new LLVector3(vel.X, vel.Y, vel.Z), rot);
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- m_scene.AddAgentUpdates(1);
- }
- /// <summary>
- /// Send a location/velocity/accelleration update to all agents in scene
- /// </summary>
- public void SendTerseUpdateToAllClients()
- {
- m_perfMonMS = System.Environment.TickCount;
- m_scene.Broadcast(SendTerseUpdateToClient);
- m_lastVelocity = m_velocity;
- lastPhysPos = AbsolutePosition;
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
-
- }
- public void SendCoarseLocations()
- {
- m_perfMonMS = System.Environment.TickCount;
- List<LLVector3> CoarseLocations = new List<LLVector3>();
- List<ScenePresence> avatars = m_scene.GetAvatars();
- for (int i = 0; i < avatars.Count; i++)
- {
- if (avatars[i] != this)
- {
- CoarseLocations.Add(avatars[i].m_pos);
- }
- }
- m_controllingClient.SendCoarseLocationUpdate(CoarseLocations);
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- }
- public void CoarseLocationChange()
- {
- m_newCoarseLocations = true;
- }
- /// <summary>
- /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
- /// </summary>
- /// <param name="remoteAvatar"></param>
- public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
- {
- remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
- LocalId, m_pos, m_appearance.TextureEntry.ToBytes(),
- m_parentID);
- m_scene.AddAgentUpdates(1);
- }
- /// <summary>
- /// Tell *ALL* agents about this agent
- /// </summary>
- public void SendFullUpdateToAllClients()
- {
- m_perfMonMS = System.Environment.TickCount;
- List<ScenePresence> avatars = m_scene.GetScenePresences();
- foreach (ScenePresence avatar in avatars)
- {
- SendFullUpdateToOtherClient(avatar);
- if (avatar.LocalId != LocalId)
- {
- if (!avatar.m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
- {
- avatar.SendFullUpdateToOtherClient(this);
- avatar.SendAppearanceToOtherAgent(this);
- }
- }
- }
- m_scene.AddAgentUpdates(avatars.Count);
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- }
- /// <summary>
- ///
- /// </summary>
- public void SendInitialData()
- {
- m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
- m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
- if (!m_isChildAgent)
- {
- m_scene.InformClientOfNeighbours(this);
- }
- SendFullUpdateToAllClients();
- SendAppearanceToAllOtherAgents();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="client"></param>
- public void SendOwnAppearance()
- {
- m_appearance.SendOwnWearables(ControllingClient);
- // TODO: remove this once the SunModule is slightly more tested
- // m_controllingClient.SendViewerTime(m_scene.TimePhase);
- }
- /// <summary>
- ///
- /// </summary>
- public void SendAppearanceToAllOtherAgents()
- {
- m_perfMonMS=System.Environment.TickCount;
- m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
- {
- if (scenePresence.UUID != UUID)
- {
- m_appearance.SendAppearanceToOtherAgent(scenePresence);
- }
- });
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- }
- public void SendAppearanceToOtherAgent(ScenePresence avatar)
- {
- m_appearance.SendAppearanceToOtherAgent(avatar);
- }
- public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam)
- {
- m_appearance.SetAppearance(texture, visualParam);
- SetHeight(m_appearance.AvatarHeight);
- SendAppearanceToAllOtherAgents();
- }
- public void SetWearable(int wearableId, AvatarWearable wearable)
- {
- m_appearance.SetWearable(ControllingClient, wearableId, wearable);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="animations"></param>
- /// <param name="seqs"></param>
- public void SendAnimPack(LLUUID[] animations, int[] seqs)
- {
- m_scene.Broadcast(
- delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); });
- }
- /// <summary>
- ///
- /// </summary>
- public void SendAnimPack()
- {
- SendAnimPack(m_animations.ToArray(), m_animationSeqs.ToArray());
- }
- #endregion
- #region Significant Movement Method
- /// <summary>
- /// This checks for a significant movement and sends a courselocationchange update
- /// </summary>
- protected void CheckForSignificantMovement()
- {
- if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > 0.5)
- {
- posLastSignificantMove = AbsolutePosition;
- if (OnSignificantClientMovement != null)
- {
- OnSignificantClientMovement(m_controllingClient);
- m_scene.NotifyMyCoarseLocationChange();
- }
- }
- // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
- if (Util.GetDistanceTo(AbsolutePosition,m_LastChildAgentUpdatePosition) > 32)
- {
- ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
- cadu.ActiveGroupID=LLUUID.Zero.UUID;
- cadu.AgentID = UUID.UUID;
- cadu.alwaysrun = m_setAlwaysRun;
- cadu.AVHeight = m_avHeight;
- LLVector3 tempCameraCenter = new LLVector3(m_CameraCenter.x, m_CameraCenter.y, m_CameraCenter.z);
- cadu.cameraPosition = new sLLVector3(tempCameraCenter);
- cadu.drawdistance = m_DrawDistance;
- cadu.godlevel = m_godlevel;
- cadu.GroupAccess = 0;
- cadu.Position = new sLLVector3(AbsolutePosition);
- cadu.regionHandle = m_scene.RegionInfo.RegionHandle;
- cadu.throttles = ControllingClient.GetThrottlesPacked(1f);
- cadu.Velocity = new sLLVector3(Velocity);
- m_scene.SendOutChildAgentUpdates(cadu,this);
- m_LastChildAgentUpdatePosition.X = AbsolutePosition.X;
- m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y;
- m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z;
- }
- }
- #endregion
- #region Border Crossing Methods
- /// <summary>
- /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
- /// </summary>
- protected void CheckForBorderCrossing()
- {
- LLVector3 pos2 = AbsolutePosition;
- LLVector3 vel = Velocity;
- float timeStep = 0.1f;
- pos2.X = pos2.X + (vel.X*timeStep);
- pos2.Y = pos2.Y + (vel.Y*timeStep);
- pos2.Z = pos2.Z + (vel.Z*timeStep);
- if ((pos2.X < 0) || (pos2.X > Constants.RegionSize))
- {
- CrossToNewRegion();
- }
- if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize))
- {
- CrossToNewRegion();
- }
- }
- /// <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 void CrossToNewRegion()
- {
- LLVector3 pos = AbsolutePosition;
- LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z);
- uint neighbourx = m_regionInfo.RegionLocX;
- uint neighboury = m_regionInfo.RegionLocY;
- // distance to edge that will trigger crossing
- const float boundaryDistance = 1.7f;
- // distance into new region to place avatar
- const float enterDistance = 0.1f;
- if (pos.X < boundaryDistance)
- {
- neighbourx--;
- newpos.X = Constants.RegionSize - enterDistance;
- }
- else if (pos.X > Constants.RegionSize - boundaryDistance)
- {
- neighbourx++;
- newpos.X = enterDistance;
- }
- if (pos.Y < boundaryDistance)
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else if (pos.Y > Constants.RegionSize - boundaryDistance)
- {
- neighboury++;
- newpos.Y = enterDistance;
- }
- LLVector3 vel = m_velocity;
- ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
- SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
- if (neighbourRegion != null)
- {
- bool res =
- m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos,
- m_physicsActor.Flying);
- if (res)
- {
- AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
- string capsPath = Util.GetCapsURL(m_controllingClient.AgentId);
- m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
- capsPath);
- MakeChildAgent();
- m_scene.SendKillObject(m_localId);
- m_scene.NotifyMyCoarseLocationChange();
- }
- }
- }
- #endregion
- /// <summary>
- /// This allows the Sim owner the abiility to kick users from their sim currently.
- /// It tells the client that the agent has permission to do so.
- /// </summary>
- public void GrantGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token)
- {
- GrantGodlikePowersPacket respondPacket = new GrantGodlikePowersPacket();
- GrantGodlikePowersPacket.GrantDataBlock gdb = new GrantGodlikePowersPacket.GrantDataBlock();
- GrantGodlikePowersPacket.AgentDataBlock adb = new GrantGodlikePowersPacket.AgentDataBlock();
- adb.AgentID = agentID;
- adb.SessionID = sessionID; // More security
- gdb.GodLevel = (byte) 250;
- gdb.Token = token;
- //respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock;
- respondPacket.GrantData = gdb;
- respondPacket.AgentData = adb;
- ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
- }
- /// <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 ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
- {
- //
- int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
- int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
-
- m_DrawDistance = cAgentData.drawdistance;
- m_pos = new LLVector3(cAgentData.Position.x + shiftx, cAgentData.Position.y + shifty, cAgentData.Position.z);
- // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region
- m_CameraCenter =
- new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z);
-
- m_godlevel = cAgentData.godlevel;
- SetHeight(cAgentData.AVHeight);
- ControllingClient.SetChildAgentThrottle(cAgentData.throttles);
- // Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
- if (m_scene.m_seeIntoRegionFromNeighbor)
- m_scene.SendAllSceneObjectsToClient(this);
- //cAgentData.AVHeight;
- //cAgentData.regionHandle;
- //m_velocity = cAgentData.Velocity;
- }
- /// <summary>
- /// Handles part of the PID controller function for moving an avatar.
- /// </summary>
- public override void UpdateMovement()
- {
- m_newForce = false;
- lock (m_forcesList)
- {
- if (m_forcesList.Count > 0)
- {
- for (int i = 0; i < m_forcesList.Count; i++)
- {
- NewForce force = m_forcesList[i];
- m_updateflag = true;
- try
- {
- movementvector.X = force.X;
- movementvector.Y = force.Y;
- movementvector.Z = force.Z;
- Velocity = movementvector;
- }
- catch (System.NullReferenceException)
- {
- // Under extreme load, this returns a NullReference Exception that we can ignore.
- // Ignoring this causes no movement to be sent to the physics engine...
- // which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter!
- }
- m_newForce = true;
- }
- for (int i = 0; i < m_forcesList.Count; i++)
- {
- m_forcesList.RemoveAt(0);
- }
- }
- }
- }
- static ScenePresence()
- {
- LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTextureEntry();
- DefaultTexture = textu.ToBytes();
- }
- public class NewForce
- {
- public float X;
- public float Y;
- public float Z;
- public NewForce()
- {
- }
- }
- public class ScenePartUpdate
- {
- public LLUUID FullID;
- public uint LastFullUpdateTime;
- public uint LastTerseUpdateTime;
- public ScenePartUpdate()
- {
- FullID = LLUUID.Zero;
- LastFullUpdateTime = 0;
- LastTerseUpdateTime = 0;
- }
- }
- public override void SetText(string text, Vector3 color, double alpha)
- {
- throw new Exception("Can't set Text on avatar.");
- }
- /// <summary>
- /// Adds a physical representation of the avatar to the Physics plugin
- /// </summary>
- public void AddToPhysicalScene()
- {
- PhysicsScene scene = m_scene.PhysicsScene;
- PhysicsVector pVec =
- new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
- AbsolutePosition.Z);
- m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,new PhysicsVector(0,0,m_avHeight));
- //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
- m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
- }
- // Event called by the physics plugin to tell the avatar about a collision.
- private void PhysicsCollisionUpdate(EventArgs e)
- {
- bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0;
- UpdateMovementAnimations(isUserMoving);
- }
- internal void Close()
- {
- RemoveFromPhysicalScene();
- }
- }
- }
|