* libsecondlife-cs is now libsecondlife * All applications that are staying have been moved to trunk/ * SLProxy loads Analyst plugin by default if no other plugin is specified on the command line git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1068 52acb1d6-8a22-11de-b505-999d5b087335
379 lines
15 KiB
C#
379 lines
15 KiB
C#
/*
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* Copyright (c) 2006, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Text;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife.Packets;
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namespace libsecondlife
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{
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/// <summary>
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/// Region information returned from the spaceserver, used for the world map
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/// </summary>
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public struct GridRegion
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{
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/// <summary>Sim X position on World Map</summary>
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public int X;
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/// <summary>Sim Y position on World Map</summary>
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public int Y;
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/// <summary>Sim Name (NOTE: In lowercase!)</summary>
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public string Name;
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/// <summary></summary>
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public Simulator.SimAccess Access;
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/// <summary>Appears to always be zero (None)</summary>
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public Simulator.RegionFlags RegionFlags;
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/// <summary>Sim's defined Water Height</summary>
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public byte WaterHeight;
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/// <summary></summary>
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public byte Agents;
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/// <summary>UUID of the World Map image</summary>
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public LLUUID MapImageID;
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/// <summary>Unique identifier for this region, a combination of the X
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/// and Y position</summary>
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public ulong RegionHandle;
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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StringBuilder output = new StringBuilder("GridRegion: ");
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output.AppendLine(Name);
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output.AppendLine("RegionHandle: " + RegionHandle);
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output.AppendLine(String.Format("X: {0} Y: {1}", X, Y));
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output.AppendLine("MapImageID: " + MapImageID.ToStringHyphenated());
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output.AppendLine("Access: " + Access);
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output.AppendLine("RegionFlags: " + RegionFlags);
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output.AppendLine("WaterHeight: " + WaterHeight);
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output.Append("Agents: " + Agents);
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return output.ToString();
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}
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public override int GetHashCode()
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{
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return X.GetHashCode() ^ Y.GetHashCode();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="obj"></param>
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/// <returns></returns>
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public override bool Equals(object obj)
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{
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if (obj is GridRegion)
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return Equals((GridRegion)obj);
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else
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return false;
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}
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private bool Equals(GridRegion region)
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{
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return (this.X == region.X && this.Y == region.Y);
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}
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}
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/// <summary>
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/// Manages grid-wide tasks such as the world map
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/// </summary>
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public class GridManager
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{
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/// <summary>
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///
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/// </summary>
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public enum MapLayerType : uint
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{
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/// <summary>Objects and terrain are shown</summary>
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Objects = 0,
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/// <summary>Only the terrain is shown, no objects</summary>
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Terrain = 1,
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/// <summary>Overlay showing land for sale and for auction</summary>
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LandForSale = 2
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="region"></param>
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public delegate void GridRegionCallback(GridRegion region);
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/// <summary>
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/// Triggered when a new region is discovered through GridManager
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/// </summary>
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public event GridRegionCallback OnRegionAdd;
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// FIXME: These publically accessible dictionaries are a recipe for multi-threading disaster
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/// <summary>A dictionary of all the regions, indexed by region ID</summary>
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public Dictionary<string, GridRegion> Regions = new Dictionary<string, GridRegion>();
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/// <summary>A dictionary of all the regions, indexed by region handle</summary>
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public Dictionary<ulong, GridRegion> RegionsByHandle = new Dictionary<ulong,GridRegion>();
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/// <summary>Unknown</summary>
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public float SunPhase { get { return sunPhase; } }
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/// <summary>Current direction of the sun</summary>
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public LLVector3 SunDirection { get { return sunDirection; } }
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/// <summary>Current angular velocity of the sun</summary>
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public LLVector3 SunAngVelocity { get { return sunAngVelocity; } }
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private SecondLife Client;
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private float sunPhase = 0.0f;
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private LLVector3 sunDirection = LLVector3.Zero;
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private LLVector3 sunAngVelocity = LLVector3.Zero;
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private Dictionary<string, ManualResetEvent> RequestingRegions = new Dictionary<string, ManualResetEvent>();
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private ManualResetEvent RegionRequestEvent = new ManualResetEvent(false);
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="client">Instance of type SecondLife to associate with this GridManager instance</param>
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public GridManager(SecondLife client)
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{
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Client = client;
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Client.Network.RegisterCallback(PacketType.MapBlockReply, new NetworkManager.PacketCallback(MapBlockReplyHandler));
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Client.Network.RegisterCallback(PacketType.SimulatorViewerTimeMessage, new NetworkManager.PacketCallback(TimeMessageHandler));
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Client.Network.RegisterCallback(PacketType.CoarseLocationUpdate, new NetworkManager.PacketCallback(CoarseLocationHandler));
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}
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public void RequestMapLayer(MapLayerType layer)
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{
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//if (Client.Network.CurrentCaps.Capabilities.ContainsKey("MapLayer"))
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if (false)
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{
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//string url = Client.Network.CurrentCaps.Capabilities["MapLayer"];
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// FIXME: CAPS is currently disabled until the message pumps are implemented
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}
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else
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{
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MapLayerRequestPacket request = new MapLayerRequestPacket();
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request.AgentData.AgentID = Client.Network.AgentID;
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request.AgentData.SessionID = Client.Network.SessionID;
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request.AgentData.Godlike = false; // Filled in at the simulator
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request.AgentData.Flags = (uint)layer;
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request.AgentData.EstateID = 0; // Filled in at the simulator
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Client.Network.SendPacket(request);
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}
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}
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public void RequestMapRegion(string regionName)
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{
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MapNameRequestPacket request = new MapNameRequestPacket();
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request.AgentData.AgentID = Client.Network.AgentID;
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request.AgentData.SessionID = Client.Network.SessionID;
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request.NameData.Name = Helpers.StringToField(regionName.ToLower());
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Client.Network.SendPacket(request);
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}
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public void RequestMapBlocks(MapLayerType layer, ushort minX, ushort minY, ushort maxX, ushort maxY,
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bool returnNonExistent)
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{
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MapBlockRequestPacket request = new MapBlockRequestPacket();
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request.AgentData.AgentID = Client.Network.AgentID;
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request.AgentData.SessionID = Client.Network.SessionID;
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request.AgentData.Flags = (uint)layer;
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request.AgentData.Flags |= (uint)(returnNonExistent ? 0x10000 : 0);
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request.AgentData.EstateID = 0; // Filled in at the simulator
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request.AgentData.Godlike = false; // Filled in at the simulator
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request.PositionData.MinX = minX;
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request.PositionData.MinY = minY;
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request.PositionData.MaxX = maxX;
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request.PositionData.MaxY = maxY;
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Client.Network.SendPacket(request);
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}
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/// <summary>
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/// Request data for all mainland (Linden managed) simulators
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/// </summary>
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public void RequestMainlandSims(MapLayerType layer)
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{
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RequestMapBlocks(layer, 0, 0, 65535, 65535, false);
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}
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/// <summary>
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/// Get grid region information using the region name, this function
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/// will block until it can find the region or gives up
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/// </summary>
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/// <param name="name">Name of sim you're looking for</param>
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/// <param name="region">Will contain a GridRegion for the sim you're
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/// looking for if successful, otherwise an empty structure</param>
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/// <returns>True if the GridRegion was successfully fetched, otherwise
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/// false</returns>
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/// <example>bool success = GetGridRegion("Ahern", out myGridRegion);</example>
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public bool GetGridRegion(string name, out GridRegion region)
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{
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name = name.ToLower();
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if (Regions.ContainsKey(name))
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{
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// We already have this GridRegion structure
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region = Regions[name];
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return true;
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}
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else
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{
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ManualResetEvent requestEvent = new ManualResetEvent(false);
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if (RequestingRegions.ContainsKey(name))
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{
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Client.Log("GetGridRegion called for " + name + " multiple times, ignoring",
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Helpers.LogLevel.Warning);
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region = new GridRegion();
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return false;
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}
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else
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{
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// Add this region request to the list of requests we are tracking
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lock (RequestingRegions) RequestingRegions.Add(name, requestEvent);
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}
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// Make the request
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RequestMapRegion(name);
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// Wait until an answer is retrieved
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requestEvent.WaitOne(Client.Settings.MAP_REQUEST_TIMEOUT, false);
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// Remove the dictionary entry for this lookup
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lock (RequestingRegions) RequestingRegions.Remove(name);
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if (Regions.ContainsKey(name))
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{
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// The region was found after our request
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region = Regions[name];
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return true;
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}
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else
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{
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Client.Log("Couldn't find region " + name, Helpers.LogLevel.Warning);
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region = new GridRegion();
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return false;
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}
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}
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}
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/// <summary>
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/// Populate Grid info based on data from MapBlockReplyPacket
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/// </summary>
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/// <param name="packet">Incoming MapBlockReplyPacket packet</param>
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/// <param name="simulator">Unused</param>
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private void MapBlockReplyHandler(Packet packet, Simulator simulator)
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{
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GridRegion region;
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MapBlockReplyPacket map = (MapBlockReplyPacket)packet;
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foreach (MapBlockReplyPacket.DataBlock block in map.Data)
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{
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if (block.X != 0 && block.Y != 0)
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{
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region = new GridRegion();
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region.X = block.X;
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region.Y = block.Y;
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region.Name = Helpers.FieldToUTF8String(block.Name);
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// RegionFlags seems to always be zero here?
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region.RegionFlags = (Simulator.RegionFlags)block.RegionFlags;
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region.WaterHeight = block.WaterHeight;
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region.Agents = block.Agents;
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region.Access = (Simulator.SimAccess)block.Access;
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region.MapImageID = block.MapImageID;
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region.RegionHandle = Helpers.UIntsToLong((uint)(region.X * 256), (uint)(region.Y * 256));
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lock (Regions) Regions[region.Name.ToLower()] = region;
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lock (RegionsByHandle) RegionsByHandle[region.RegionHandle] = region;
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lock (RequestingRegions)
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{
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if (RequestingRegions.ContainsKey(region.Name.ToLower()))
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RequestingRegions[region.Name.ToLower()].Set();
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}
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if (OnRegionAdd != null)
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{
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try { OnRegionAdd(region); }
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catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
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}
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}
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}
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}
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/// <summary>
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/// Get sim time from the appropriate packet
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/// </summary>
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/// <param name="packet">Incoming SimulatorViewerTimeMessagePacket from SL</param>
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/// <param name="simulator">Unused</param>
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private void TimeMessageHandler(Packet packet, Simulator simulator)
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{
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SimulatorViewerTimeMessagePacket time = (SimulatorViewerTimeMessagePacket)packet;
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sunPhase = time.TimeInfo.SunPhase;
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sunDirection = time.TimeInfo.SunDirection;
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sunAngVelocity = time.TimeInfo.SunAngVelocity;
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// TODO: Does anyone have a use for the time stuff?
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}
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private void CoarseLocationHandler(Packet packet, Simulator simulator)
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{
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CoarseLocationUpdatePacket coarse = (CoarseLocationUpdatePacket)packet;
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lock (simulator.avatarPositions)
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{
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simulator.avatarPositions.Clear();
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for (int i = 0; i < coarse.Location.Length; i++)
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{
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if (i == coarse.Index.Prey)
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{
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// TODO: Handle the coarse target position
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}
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else if (i != coarse.Index.You)
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{
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simulator.avatarPositions.Add(new LLVector3(coarse.Location[i].X, coarse.Location[i].Y,
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coarse.Location[i].Z));
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}
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}
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}
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}
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}
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}
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