/* * Copyright (c) 2006, Second Life Reverse Engineering Team * All rights reserved. * * - 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. * - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Text; using System.Collections.Generic; using System.Threading; using libsecondlife.Packets; namespace libsecondlife { /// /// Region information returned from the spaceserver, used for the world map /// public struct GridRegion { /// Sim X position on World Map public int X; /// Sim Y position on World Map public int Y; /// Sim Name (NOTE: In lowercase!) public string Name; /// public Simulator.SimAccess Access; /// Appears to always be zero (None) public Simulator.RegionFlags RegionFlags; /// Sim's defined Water Height public byte WaterHeight; /// public byte Agents; /// UUID of the World Map image public LLUUID MapImageID; /// Unique identifier for this region, a combination of the X /// and Y position public ulong RegionHandle; /// /// /// /// public override string ToString() { StringBuilder output = new StringBuilder("GridRegion: "); output.AppendLine(Name); output.AppendLine("RegionHandle: " + RegionHandle); output.AppendLine(String.Format("X: {0} Y: {1}", X, Y)); output.AppendLine("MapImageID: " + MapImageID.ToStringHyphenated()); output.AppendLine("Access: " + Access); output.AppendLine("RegionFlags: " + RegionFlags); output.AppendLine("WaterHeight: " + WaterHeight); output.Append("Agents: " + Agents); return output.ToString(); } /// /// /// /// public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode(); } /// /// /// /// /// public override bool Equals(object obj) { if (obj is GridRegion) return Equals((GridRegion)obj); else return false; } private bool Equals(GridRegion region) { return (this.X == region.X && this.Y == region.Y); } } /// /// Manages grid-wide tasks such as the world map /// public class GridManager { /// /// /// public enum MapLayerType : uint { /// Objects and terrain are shown Objects = 0, /// Only the terrain is shown, no objects Terrain = 1, /// Overlay showing land for sale and for auction LandForSale = 2 } /// /// /// /// public delegate void GridRegionCallback(GridRegion region); /// /// Triggered when a new region is discovered through GridManager /// public event GridRegionCallback OnRegionAdd; // FIXME: These publically accessible dictionaries are a recipe for multi-threading disaster /// A dictionary of all the regions, indexed by region ID public Dictionary Regions = new Dictionary(); /// A dictionary of all the regions, indexed by region handle public Dictionary RegionsByHandle = new Dictionary(); /// Unknown public float SunPhase { get { return sunPhase; } } /// Current direction of the sun public LLVector3 SunDirection { get { return sunDirection; } } /// Current angular velocity of the sun public LLVector3 SunAngVelocity { get { return sunAngVelocity; } } private SecondLife Client; private float sunPhase = 0.0f; private LLVector3 sunDirection = LLVector3.Zero; private LLVector3 sunAngVelocity = LLVector3.Zero; private Dictionary RequestingRegions = new Dictionary(); private ManualResetEvent RegionRequestEvent = new ManualResetEvent(false); /// /// Constructor /// /// Instance of type SecondLife to associate with this GridManager instance public GridManager(SecondLife client) { Client = client; Client.Network.RegisterCallback(PacketType.MapBlockReply, new NetworkManager.PacketCallback(MapBlockReplyHandler)); Client.Network.RegisterCallback(PacketType.SimulatorViewerTimeMessage, new NetworkManager.PacketCallback(TimeMessageHandler)); Client.Network.RegisterCallback(PacketType.CoarseLocationUpdate, new NetworkManager.PacketCallback(CoarseLocationHandler)); } public void RequestMapLayer(MapLayerType layer) { //if (Client.Network.CurrentCaps.Capabilities.ContainsKey("MapLayer")) if (false) { //string url = Client.Network.CurrentCaps.Capabilities["MapLayer"]; // FIXME: CAPS is currently disabled until the message pumps are implemented } else { MapLayerRequestPacket request = new MapLayerRequestPacket(); request.AgentData.AgentID = Client.Network.AgentID; request.AgentData.SessionID = Client.Network.SessionID; request.AgentData.Godlike = false; // Filled in at the simulator request.AgentData.Flags = (uint)layer; request.AgentData.EstateID = 0; // Filled in at the simulator Client.Network.SendPacket(request); } } public void RequestMapRegion(string regionName) { MapNameRequestPacket request = new MapNameRequestPacket(); request.AgentData.AgentID = Client.Network.AgentID; request.AgentData.SessionID = Client.Network.SessionID; request.NameData.Name = Helpers.StringToField(regionName.ToLower()); Client.Network.SendPacket(request); } public void RequestMapBlocks(MapLayerType layer, ushort minX, ushort minY, ushort maxX, ushort maxY, bool returnNonExistent) { MapBlockRequestPacket request = new MapBlockRequestPacket(); request.AgentData.AgentID = Client.Network.AgentID; request.AgentData.SessionID = Client.Network.SessionID; request.AgentData.Flags = (uint)layer; request.AgentData.Flags |= (uint)(returnNonExistent ? 0x10000 : 0); request.AgentData.EstateID = 0; // Filled in at the simulator request.AgentData.Godlike = false; // Filled in at the simulator request.PositionData.MinX = minX; request.PositionData.MinY = minY; request.PositionData.MaxX = maxX; request.PositionData.MaxY = maxY; Client.Network.SendPacket(request); } /// /// Request data for all mainland (Linden managed) simulators /// public void RequestMainlandSims(MapLayerType layer) { RequestMapBlocks(layer, 0, 0, 65535, 65535, false); } /// /// Get grid region information using the region name, this function /// will block until it can find the region or gives up /// /// Name of sim you're looking for /// Will contain a GridRegion for the sim you're /// looking for if successful, otherwise an empty structure /// True if the GridRegion was successfully fetched, otherwise /// false /// bool success = GetGridRegion("Ahern", out myGridRegion); public bool GetGridRegion(string name, out GridRegion region) { name = name.ToLower(); if (Regions.ContainsKey(name)) { // We already have this GridRegion structure region = Regions[name]; return true; } else { ManualResetEvent requestEvent = new ManualResetEvent(false); if (RequestingRegions.ContainsKey(name)) { Client.Log("GetGridRegion called for " + name + " multiple times, ignoring", Helpers.LogLevel.Warning); region = new GridRegion(); return false; } else { // Add this region request to the list of requests we are tracking lock (RequestingRegions) RequestingRegions.Add(name, requestEvent); } // Make the request RequestMapRegion(name); // Wait until an answer is retrieved requestEvent.WaitOne(Client.Settings.MAP_REQUEST_TIMEOUT, false); // Remove the dictionary entry for this lookup lock (RequestingRegions) RequestingRegions.Remove(name); if (Regions.ContainsKey(name)) { // The region was found after our request region = Regions[name]; return true; } else { Client.Log("Couldn't find region " + name, Helpers.LogLevel.Warning); region = new GridRegion(); return false; } } } /// /// Populate Grid info based on data from MapBlockReplyPacket /// /// Incoming MapBlockReplyPacket packet /// Unused private void MapBlockReplyHandler(Packet packet, Simulator simulator) { GridRegion region; MapBlockReplyPacket map = (MapBlockReplyPacket)packet; foreach (MapBlockReplyPacket.DataBlock block in map.Data) { if (block.X != 0 && block.Y != 0) { region = new GridRegion(); region.X = block.X; region.Y = block.Y; region.Name = Helpers.FieldToUTF8String(block.Name); // RegionFlags seems to always be zero here? region.RegionFlags = (Simulator.RegionFlags)block.RegionFlags; region.WaterHeight = block.WaterHeight; region.Agents = block.Agents; region.Access = (Simulator.SimAccess)block.Access; region.MapImageID = block.MapImageID; region.RegionHandle = Helpers.UIntsToLong((uint)(region.X * 256), (uint)(region.Y * 256)); lock (Regions) Regions[region.Name.ToLower()] = region; lock (RegionsByHandle) RegionsByHandle[region.RegionHandle] = region; lock (RequestingRegions) { if (RequestingRegions.ContainsKey(region.Name.ToLower())) RequestingRegions[region.Name.ToLower()].Set(); } if (OnRegionAdd != null) { try { OnRegionAdd(region); } catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); } } } } } /// /// Get sim time from the appropriate packet /// /// Incoming SimulatorViewerTimeMessagePacket from SL /// Unused private void TimeMessageHandler(Packet packet, Simulator simulator) { SimulatorViewerTimeMessagePacket time = (SimulatorViewerTimeMessagePacket)packet; sunPhase = time.TimeInfo.SunPhase; sunDirection = time.TimeInfo.SunDirection; sunAngVelocity = time.TimeInfo.SunAngVelocity; // TODO: Does anyone have a use for the time stuff? } private void CoarseLocationHandler(Packet packet, Simulator simulator) { CoarseLocationUpdatePacket coarse = (CoarseLocationUpdatePacket)packet; lock (simulator.avatarPositions) { simulator.avatarPositions.Clear(); for (int i = 0; i < coarse.Location.Length; i++) { if (i == coarse.Index.Prey) { // TODO: Handle the coarse target position } else if (i != coarse.Index.You) { simulator.avatarPositions.Add(new LLVector3(coarse.Location[i].X, coarse.Location[i].Y, coarse.Location[i].Z)); } } } } } }