/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
C# | 572 lines | 418 code | 69 blank | 85 comment | 100 complexity | 17d42f2e9cd1549e04e0089330391b1f MD5 | raw file
- /*
- * 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 OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Region.ScriptEngine.Shared.Api;
- namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
- {
- public class SensorRepeat
- {
- public AsyncCommandManager m_CmdManager;
- public SensorRepeat(AsyncCommandManager CmdManager)
- {
- m_CmdManager = CmdManager;
- maximumRange = CmdManager.m_ScriptEngine.Config.GetDouble("SensorMaxRange", 96.0d);
- maximumToReturn = CmdManager.m_ScriptEngine.Config.GetInt("SensorMaxResults", 16);
- }
- private Object SenseLock = new Object();
- private const int AGENT = 1;
- private const int ACTIVE = 2;
- private const int PASSIVE = 4;
- private const int SCRIPTED = 8;
- private double maximumRange = 96.0;
- private int maximumToReturn = 16;
- //
- // SenseRepeater and Sensors
- //
- private class SenseRepeatClass
- {
- public uint localID;
- public UUID itemID;
- public double interval;
- public DateTime next;
- public string name;
- public UUID keyID;
- public int type;
- public double range;
- public double arc;
- public SceneObjectPart host;
- }
- //
- // Sensed entity
- //
- private class SensedEntity : IComparable
- {
- public SensedEntity(double detectedDistance, UUID detectedID)
- {
- distance = detectedDistance;
- itemID = detectedID;
- }
- public int CompareTo(object obj)
- {
- if (!(obj is SensedEntity)) throw new InvalidOperationException();
- SensedEntity ent = (SensedEntity)obj;
- if (ent == null || ent.distance < distance) return 1;
- if (ent.distance > distance) return -1;
- return 0;
- }
- public UUID itemID;
- public double distance;
- }
- private List<SenseRepeatClass> SenseRepeaters = new List<SenseRepeatClass>();
- private object SenseRepeatListLock = new object();
- 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;
- // Add to timer
- SenseRepeatClass ts = new SenseRepeatClass();
- ts.localID = m_localID;
- ts.itemID = m_itemID;
- ts.interval = sec;
- ts.name = name;
- ts.keyID = keyID;
- ts.type = type;
- if (range > maximumRange)
- ts.range = maximumRange;
- else
- ts.range = range;
- ts.arc = arc;
- ts.host = host;
- ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- lock (SenseRepeatListLock)
- {
- SenseRepeaters.Add(ts);
- }
- }
- public void UnSetSenseRepeaterEvents(uint m_localID, UUID m_itemID)
- {
- // Remove from timer
- lock (SenseRepeatListLock)
- {
- List<SenseRepeatClass> NewSensors = new List<SenseRepeatClass>();
- foreach (SenseRepeatClass ts in SenseRepeaters)
- {
- if (ts.localID != m_localID && ts.itemID != m_itemID)
- {
- NewSensors.Add(ts);
- }
- }
- SenseRepeaters.Clear();
- SenseRepeaters = NewSensors;
- }
- }
- public void CheckSenseRepeaterEvents()
- {
- // Nothing to do here?
- if (SenseRepeaters.Count == 0)
- return;
- lock (SenseRepeatListLock)
- {
- // Go through all timers
- foreach (SenseRepeatClass ts in SenseRepeaters)
- {
- // Time has passed?
- if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
- {
- SensorSweep(ts);
- // set next interval
- ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- }
- }
- } // lock
- }
- public void SenseOnce(uint m_localID, UUID m_itemID,
- string name, UUID keyID, int type,
- double range, double arc, SceneObjectPart host)
- {
- // Add to timer
- SenseRepeatClass ts = new SenseRepeatClass();
- ts.localID = m_localID;
- ts.itemID = m_itemID;
- ts.interval = 0;
- ts.name = name;
- ts.keyID = keyID;
- ts.type = type;
- if (range > maximumRange)
- ts.range = maximumRange;
- else
- ts.range = range;
- ts.arc = arc;
- ts.host = host;
- SensorSweep(ts);
- }
- private void SensorSweep(SenseRepeatClass ts)
- {
- if (ts.host == null)
- {
- return;
- }
- List<SensedEntity> sensedEntities = new List<SensedEntity>();
- // Is the sensor type is AGENT and not SCRIPTED then include agents
- if ((ts.type & AGENT) != 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", new Object[0],
- new DetectParams[0]));
- }
- else
- {
- // Sort the list to get everything ordered by distance
- sensedEntities.Sort();
- int count = sensedEntities.Count;
- int idx;
- List<DetectParams> detected = new List<DetectParams>();
- for (idx = 0; idx < count; idx++)
- {
- try
- {
- DetectParams detect = new DetectParams();
- detect.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", new Object[0],
- new DetectParams[0]));
- }
- 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(SenseRepeatClass ts)
- {
- List<EntityBase> Entities;
- List<SensedEntity> sensedEntities = new List<SensedEntity>();
- // If this is an object sense by key try to get it directly
- // rather than getting a list to scan through
- if (ts.keyID != UUID.Zero)
- {
- EntityBase e = null;
- m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out e);
- if (e == null)
- return sensedEntities;
- Entities = new List<EntityBase>();
- Entities.Add(e);
- }
- else
- {
- Entities = m_CmdManager.m_ScriptEngine.World.GetEntities();
- }
- SceneObjectPart SensePoint = ts.host;
- Vector3 fromRegionPos = SensePoint.AbsolutePosition;
- // pre define some things to avoid repeated definitions in the loop body
- Vector3 toRegionPos;
- double dis;
- int objtype;
- SceneObjectPart part;
- float dx;
- float dy;
- float dz;
- Quaternion q = SensePoint.RotationOffset;
- LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
- LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
- double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
- Vector3 ZeroVector = new Vector3(0, 0, 0);
- bool nameSearch = (ts.name != null && ts.name != "");
- foreach (EntityBase ent in Entities)
- {
- bool keep = true;
- if (nameSearch && ent.Name != ts.name) // Wrong name and it is a named search
- continue;
- if (ent.IsDeleted) // taken so long to do this it has gone from the scene
- continue;
- if (!(ent is SceneObjectGroup)) // dont bother if it is a pesky avatar
- continue;
- toRegionPos = ent.AbsolutePosition;
- // Calculation is in line for speed
- dx = toRegionPos.X - fromRegionPos.X;
- dy = toRegionPos.Y - fromRegionPos.Y;
- dz = toRegionPos.Z - fromRegionPos.Z;
- // Weed out those that will not fit in a cube the size of the range
- // no point calculating if they are within a sphere the size of the range
- // if they arent even in the cube
- if (Math.Abs(dx) > ts.range || Math.Abs(dy) > ts.range || Math.Abs(dz) > ts.range)
- dis = ts.range + 1.0;
- else
- dis = Math.Sqrt(dx * dx + dy * dy + dz * dz);
- if (keep && dis <= ts.range && ts.host.UUID != ent.UUID)
- {
- // In Range and not the object containing the script, is it the right Type ?
- objtype = 0;
- part = ((SceneObjectGroup)ent).RootPart;
- if (part.AttachmentPoint != 0) // Attached so ignore
- continue;
- if (part.Inventory.ContainsScripts())
- {
- objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ...
- }
- else
- {
- if (ent.Velocity.Equals(ZeroVector))
- {
- objtype |= PASSIVE; // Passive non-moving
- }
- else
- {
- objtype |= ACTIVE; // moving so active
- }
- }
- // If any of the objects attributes match any in the requested scan type
- if (((ts.type & objtype) != 0))
- {
- // Right type too, what about the other params , key and name ?
- if (ts.arc < Math.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))
- double ang_obj = 0;
- try
- {
- Vector3 diff = toRegionPos - fromRegionPos;
- LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z);
- double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir);
- double mag_obj = LSL_Types.Vector3.Mag(obj_dir);
- ang_obj = Math.Acos(dot / (mag_fwd * mag_obj));
- }
- catch
- {
- }
- if (ang_obj > ts.arc) keep = false;
- }
- if (keep == true)
- {
- // add distance for sorting purposes later
- sensedEntities.Add(new SensedEntity(dis, ent.UUID));
- }
- }
- }
- }
- return sensedEntities;
- }
- private List<SensedEntity> doAgentSensor(SenseRepeatClass ts)
- {
- List<ScenePresence> presences;
- List<SensedEntity> sensedEntities = new List<SensedEntity>();
- // If this is an avatar sense by key try to get them directly
- // rather than getting a list to scan through
- if (ts.keyID != UUID.Zero)
- {
- ScenePresence p = m_CmdManager.m_ScriptEngine.World.GetScenePresence(ts.keyID);
- if (p == null)
- return sensedEntities;
- presences = new List<ScenePresence>();
- presences.Add(p);
- }
- else
- {
- presences = new List<ScenePresence>(m_CmdManager.m_ScriptEngine.World.GetScenePresences());
- }
- // If nobody about quit fast
- if (presences.Count == 0)
- return sensedEntities;
- SceneObjectPart SensePoint = ts.host;
- Vector3 fromRegionPos = SensePoint.AbsolutePosition;
- Quaternion q = SensePoint.RotationOffset;
- LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
- LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
- double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
- bool attached = (SensePoint.AttachmentPoint != 0);
- bool nameSearch = (ts.name != null && ts.name != "");
- Vector3 toRegionPos;
- double dis;
- for (int i = 0; i < presences.Count; i++)
- {
- ScenePresence presence = presences[i];
- bool keep = true;
- if (presence.IsDeleted)
- continue;
- if (presence.IsChildAgent)
- keep = false;
- toRegionPos = presence.AbsolutePosition;
- dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos));
- // are they in range
- if (keep && dis <= ts.range)
- {
- // 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 == SensePoint.OwnerID)
- keep = false;
- // check the name if needed
- if (keep && nameSearch && ts.name != presence.Name)
- keep = false;
- // Are they in the required angle of view
- if (keep && ts.arc < Math.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))
- double ang_obj = 0;
- try
- {
- Vector3 diff = toRegionPos - fromRegionPos;
- LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z);
- double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir);
- double mag_obj = LSL_Types.Vector3.Mag(obj_dir);
- ang_obj = Math.Acos(dot / (mag_fwd * mag_obj));
- }
- catch
- {
- }
- if (ang_obj > ts.arc) keep = false;
- }
- }
- else
- {
- keep = false;
- }
- // Do not report gods, not even minor ones
- if (keep && presence.GodLevel > 0.0)
- keep = false;
- if (keep) // add to list with distance
- {
- sensedEntities.Add(new SensedEntity(dis, presence.UUID));
- }
- // If this is a search by name and we have just found it then no more to do
- if (nameSearch && ts.name == presence.Name)
- return sensedEntities;
- }
- return sensedEntities;
- }
- public Object[] GetSerializationData(UUID itemID)
- {
- List<Object> data = new List<Object>();
- lock (SenseRepeatListLock)
- {
- foreach (SenseRepeatClass ts in SenseRepeaters)
- {
- if (ts.itemID == 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 == null)
- return;
- int idx = 0;
- while (idx < data.Length)
- {
- SenseRepeatClass ts = new SenseRepeatClass();
- ts.localID = localID;
- ts.itemID = itemID;
- ts.interval = (double)data[idx];
- ts.name = (string)data[idx+1];
- ts.keyID = (UUID)data[idx+2];
- ts.type = (int)data[idx+3];
- ts.range = (double)data[idx+4];
- ts.arc = (double)data[idx+5];
- ts.host = part;
- ts.next =
- DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- SenseRepeaters.Add(ts);
- idx += 6;
- }
- }
- }
- }