/** * @file llworld.cpp * @brief Initial test structure to organize viewer regions * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llworld.h" #include "llrender.h" #include "indra_constants.h" #include "llstl.h" #include "llagent.h" #include "llviewercontrol.h" #include "lldrawpool.h" #include "llglheaders.h" #include "llhttpnode.h" #include "llregionhandle.h" #include "llsurface.h" #include "lltrans.h" #include "llviewercamera.h" #include "llviewertexture.h" #include "llviewertexturelist.h" #include "llviewernetwork.h" #include "llviewerobjectlist.h" #include "llviewerparceloverlay.h" #include "llviewerregion.h" #include "llviewerstats.h" #include "llvlcomposition.h" #include "llvoavatar.h" #include "llvowater.h" #include "message.h" #include "pipeline.h" #include "llappviewer.h" // for do_disconnect() #include #include #include #include // // Globals // U32 gAgentPauseSerialNum = 0; // // Constants // const S32 MAX_NUMBER_OF_CLOUDS = 750; const S32 WORLD_PATCH_SIZE = 16; extern LLColor4U MAX_WATER_COLOR; const U32 LLWorld::mWidth = 256; // meters/point, therefore mWidth * mScale = meters per edge const F32 LLWorld::mScale = 1.f; const F32 LLWorld::mWidthInMeters = mWidth * mScale; // // Functions // // allocate the stack LLWorld::LLWorld() : mLandFarClip(DEFAULT_FAR_PLANE), mLastPacketsIn(0), mLastPacketsOut(0), mLastPacketsLost(0), mSpaceTimeUSec(0), mClassicCloudsEnabled(TRUE) { for (S32 i = 0; i < 8; i++) { mEdgeWaterObjects[i] = NULL; } LLPointer raw = new LLImageRaw(1,1,4); U8 *default_texture = raw->getData(); *(default_texture++) = MAX_WATER_COLOR.mV[0]; *(default_texture++) = MAX_WATER_COLOR.mV[1]; *(default_texture++) = MAX_WATER_COLOR.mV[2]; *(default_texture++) = MAX_WATER_COLOR.mV[3]; mDefaultWaterTexturep = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE); gGL.getTexUnit(0)->bind(mDefaultWaterTexturep); mDefaultWaterTexturep->setAddressMode(LLTexUnit::TAM_CLAMP); } void LLWorld::destroyClass() { mHoleWaterObjects.clear(); gObjectList.destroy(); for(region_list_t::iterator region_it = mRegionList.begin(); region_it != mRegionList.end(); ) { LLViewerRegion* region_to_delete = *region_it++; removeRegion(region_to_delete->getHost()); } if(LLVOCache::hasInstance()) { LLVOCache::getInstance()->destroyClass() ; } LLViewerPartSim::getInstance()->destroyClass(); } LLViewerRegion* LLWorld::addRegion(const U64 ®ion_handle, const LLHost &host) { LLMemType mt(LLMemType::MTYPE_REGIONS); llinfos << "Add region with handle: " << region_handle << " on host " << host << llendl; LLViewerRegion *regionp = getRegionFromHandle(region_handle); if (regionp) { llinfos << "Region exists, removing it " << llendl; LLHost old_host = regionp->getHost(); // region already exists! if (host == old_host && regionp->isAlive()) { // This is a duplicate for the same host and it's alive, don't bother. return regionp; } if (host != old_host) { llwarns << "LLWorld::addRegion exists, but old host " << old_host << " does not match new host " << host << llendl; } if (!regionp->isAlive()) { llwarns << "LLWorld::addRegion exists, but isn't alive" << llendl; } // Kill the old host, and then we can continue on and add the new host. We have to kill even if the host // matches, because all the agent state for the new camera is completely different. removeRegion(old_host); } U32 iindex = 0; U32 jindex = 0; from_region_handle(region_handle, &iindex, &jindex); S32 x = (S32)(iindex/mWidth); S32 y = (S32)(jindex/mWidth); llinfos << "Adding new region (" << x << ":" << y << ")" << llendl; llinfos << "Host: " << host << llendl; LLVector3d origin_global; origin_global = from_region_handle(region_handle); regionp = new LLViewerRegion(region_handle, host, mWidth, WORLD_PATCH_SIZE, getRegionWidthInMeters() ); if (!regionp) { llerrs << "Unable to create new region!" << llendl; } regionp->mCloudLayer.create(regionp); regionp->mCloudLayer.setWidth((F32)mWidth); regionp->mCloudLayer.setWindPointer(®ionp->mWind); mRegionList.push_back(regionp); mActiveRegionList.push_back(regionp); mCulledRegionList.push_back(regionp); // Find all the adjacent regions, and attach them. // Generate handles for all of the adjacent regions, and attach them in the correct way. // connect the edges F32 adj_x = 0.f; F32 adj_y = 0.f; F32 region_x = 0.f; F32 region_y = 0.f; U64 adj_handle = 0; F32 width = getRegionWidthInMeters(); LLViewerRegion *neighborp; from_region_handle(region_handle, ®ion_x, ®ion_y); // Iterate through all directions, and connect neighbors if there. S32 dir; for (dir = 0; dir < 8; dir++) { adj_x = region_x + width * gDirAxes[dir][0]; adj_y = region_y + width * gDirAxes[dir][1]; to_region_handle(adj_x, adj_y, &adj_handle); neighborp = getRegionFromHandle(adj_handle); if (neighborp) { //llinfos << "Connecting " << region_x << ":" << region_y << " -> " << adj_x << ":" << adj_y << llendl; regionp->connectNeighbor(neighborp, dir); } } updateWaterObjects(); return regionp; } void LLWorld::removeRegion(const LLHost &host) { F32 x, y; LLViewerRegion *regionp = getRegion(host); if (!regionp) { llwarns << "Trying to remove region that doesn't exist!" << llendl; return; } if (regionp == gAgent.getRegion()) { for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* reg = *iter; llwarns << "RegionDump: " << reg->getName() << " " << reg->getHost() << " " << reg->getOriginGlobal() << llendl; } llwarns << "Agent position global " << gAgent.getPositionGlobal() << " agent " << gAgent.getPositionAgent() << llendl; llwarns << "Regions visited " << gAgent.getRegionsVisited() << llendl; llwarns << "gFrameTimeSeconds " << gFrameTimeSeconds << llendl; llwarns << "Disabling region " << regionp->getName() << " that agent is in!" << llendl; LLAppViewer::instance()->forceDisconnect(LLTrans::getString("YouHaveBeenDisconnected")); regionp->saveObjectCache() ; //force to save objects here in case that the object cache is about to be destroyed. return; } from_region_handle(regionp->getHandle(), &x, &y); llinfos << "Removing region " << x << ":" << y << llendl; mRegionList.remove(regionp); mActiveRegionList.remove(regionp); mCulledRegionList.remove(regionp); mVisibleRegionList.remove(regionp); delete regionp; updateWaterObjects(); llassert_always(!gObjectList.hasMapObjectInRegion(regionp)) ; } LLViewerRegion* LLWorld::getRegion(const LLHost &host) { for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; if (regionp->getHost() == host) { return regionp; } } return NULL; } LLViewerRegion* LLWorld::getRegionFromPosAgent(const LLVector3 &pos) { return getRegionFromPosGlobal(gAgent.getPosGlobalFromAgent(pos)); } LLViewerRegion* LLWorld::getRegionFromPosGlobal(const LLVector3d &pos) { for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; if (regionp->pointInRegionGlobal(pos)) { return regionp; } } return NULL; } LLVector3d LLWorld::clipToVisibleRegions(const LLVector3d &start_pos, const LLVector3d &end_pos) { if (positionRegionValidGlobal(end_pos)) { return end_pos; } LLViewerRegion* regionp = getRegionFromPosGlobal(start_pos); if (!regionp) { return start_pos; } LLVector3d delta_pos = end_pos - start_pos; LLVector3d delta_pos_abs; delta_pos_abs.setVec(delta_pos); delta_pos_abs.abs(); LLVector3 region_coord = regionp->getPosRegionFromGlobal(end_pos); F64 clip_factor = 1.0; F32 region_width = regionp->getWidth(); if (region_coord.mV[VX] < 0.f) { if (region_coord.mV[VY] < region_coord.mV[VX]) { // clip along y - clip_factor = -(region_coord.mV[VY] / delta_pos_abs.mdV[VY]); } else { // clip along x - clip_factor = -(region_coord.mV[VX] / delta_pos_abs.mdV[VX]); } } else if (region_coord.mV[VX] > region_width) { if (region_coord.mV[VY] > region_coord.mV[VX]) { // clip along y + clip_factor = (region_coord.mV[VY] - region_width) / delta_pos_abs.mdV[VY]; } else { //clip along x + clip_factor = (region_coord.mV[VX] - region_width) / delta_pos_abs.mdV[VX]; } } else if (region_coord.mV[VY] < 0.f) { // clip along y - clip_factor = -(region_coord.mV[VY] / delta_pos_abs.mdV[VY]); } else if (region_coord.mV[VY] > region_width) { // clip along y + clip_factor = (region_coord.mV[VY] - region_width) / delta_pos_abs.mdV[VY]; } // clamp to within region dimensions LLVector3d final_region_pos = LLVector3d(region_coord) - (delta_pos * clip_factor); final_region_pos.mdV[VX] = llclamp(final_region_pos.mdV[VX], 0.0, (F64)(region_width - F_ALMOST_ZERO)); final_region_pos.mdV[VY] = llclamp(final_region_pos.mdV[VY], 0.0, (F64)(region_width - F_ALMOST_ZERO)); final_region_pos.mdV[VZ] = llclamp(final_region_pos.mdV[VZ], 0.0, (F64)(LLWorld::getInstance()->getRegionMaxHeight() - F_ALMOST_ZERO)); return regionp->getPosGlobalFromRegion(LLVector3(final_region_pos)); } LLViewerRegion* LLWorld::getRegionFromHandle(const U64 &handle) { for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; if (regionp->getHandle() == handle) { return regionp; } } return NULL; } void LLWorld::updateAgentOffset(const LLVector3d &offset_global) { #if 0 for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; regionp->setAgentOffset(offset_global); } #endif } BOOL LLWorld::positionRegionValidGlobal(const LLVector3d &pos_global) { for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; if (regionp->pointInRegionGlobal(pos_global)) { return TRUE; } } return FALSE; } // Allow objects to go up to their radius underground. F32 LLWorld::getMinAllowedZ(LLViewerObject* object, const LLVector3d &global_pos) { F32 land_height = resolveLandHeightGlobal(global_pos); F32 radius = 0.5f * object->getScale().length(); return land_height - radius; } LLViewerRegion* LLWorld::resolveRegionGlobal(LLVector3 &pos_region, const LLVector3d &pos_global) { LLViewerRegion *regionp = getRegionFromPosGlobal(pos_global); if (regionp) { pos_region = regionp->getPosRegionFromGlobal(pos_global); return regionp; } return NULL; } LLViewerRegion* LLWorld::resolveRegionAgent(LLVector3 &pos_region, const LLVector3 &pos_agent) { LLVector3d pos_global = gAgent.getPosGlobalFromAgent(pos_agent); LLViewerRegion *regionp = getRegionFromPosGlobal(pos_global); if (regionp) { pos_region = regionp->getPosRegionFromGlobal(pos_global); return regionp; } return NULL; } F32 LLWorld::resolveLandHeightAgent(const LLVector3 &pos_agent) { LLVector3d pos_global = gAgent.getPosGlobalFromAgent(pos_agent); return resolveLandHeightGlobal(pos_global); } F32 LLWorld::resolveLandHeightGlobal(const LLVector3d &pos_global) { LLViewerRegion *regionp = getRegionFromPosGlobal(pos_global); if (regionp) { return regionp->getLand().resolveHeightGlobal(pos_global); } return 0.0f; } // Takes a line defined by "point_a" and "point_b" and determines the closest (to point_a) // point where the the line intersects an object or the land surface. Stores the results // in "intersection" and "intersection_normal" and returns a scalar value that represents // the normalized distance along the line from "point_a" to "intersection". // // Currently assumes point_a and point_b only differ in z-direction, // but it may eventually become more general. F32 LLWorld::resolveStepHeightGlobal(const LLVOAvatar* avatarp, const LLVector3d &point_a, const LLVector3d &point_b, LLVector3d &intersection, LLVector3 &intersection_normal, LLViewerObject **viewerObjectPtr) { // initialize return value to null if (viewerObjectPtr) { *viewerObjectPtr = NULL; } LLViewerRegion *regionp = getRegionFromPosGlobal(point_a); if (!regionp) { // We're outside the world intersection = 0.5f * (point_a + point_b); intersection_normal.setVec(0.0f, 0.0f, 1.0f); return 0.5f; } // calculate the length of the segment F32 segment_length = (F32)((point_a - point_b).length()); if (0.0f == segment_length) { intersection = point_a; intersection_normal.setVec(0.0f, 0.0f, 1.0f); return segment_length; } // get land height // Note: we assume that the line is parallel to z-axis here LLVector3d land_intersection = point_a; F32 normalized_land_distance; land_intersection.mdV[VZ] = regionp->getLand().resolveHeightGlobal(point_a); normalized_land_distance = (F32)(point_a.mdV[VZ] - land_intersection.mdV[VZ]) / segment_length; intersection = land_intersection; intersection_normal = resolveLandNormalGlobal(land_intersection); if (avatarp && !avatarp->mFootPlane.isExactlyClear()) { LLVector3 foot_plane_normal(avatarp->mFootPlane.mV); LLVector3 start_pt = avatarp->getRegion()->getPosRegionFromGlobal(point_a); // added 0.05 meters to compensate for error in foot plane reported by Havok F32 norm_dist_from_plane = ((start_pt * foot_plane_normal) - avatarp->mFootPlane.mV[VW]) + 0.05f; norm_dist_from_plane = llclamp(norm_dist_from_plane / segment_length, 0.f, 1.f); if (norm_dist_from_plane < normalized_land_distance) { // collided with object before land normalized_land_distance = norm_dist_from_plane; intersection = point_a; intersection.mdV[VZ] -= norm_dist_from_plane * segment_length; intersection_normal = foot_plane_normal; } else { intersection = land_intersection; intersection_normal = resolveLandNormalGlobal(land_intersection); } } return normalized_land_distance; } LLSurfacePatch * LLWorld::resolveLandPatchGlobal(const LLVector3d &pos_global) { // returns a pointer to the patch at this location LLViewerRegion *regionp = getRegionFromPosGlobal(pos_global); if (!regionp) { return NULL; } return regionp->getLand().resolvePatchGlobal(pos_global); } LLVector3 LLWorld::resolveLandNormalGlobal(const LLVector3d &pos_global) { LLViewerRegion *regionp = getRegionFromPosGlobal(pos_global); if (!regionp) { return LLVector3::z_axis; } return regionp->getLand().resolveNormalGlobal(pos_global); } void LLWorld::updateVisibilities() { F32 cur_far_clip = LLViewerCamera::getInstance()->getFar(); LLViewerCamera::getInstance()->setFar(mLandFarClip); F32 diagonal_squared = F_SQRT2 * F_SQRT2 * mWidth * mWidth; // Go through the culled list and check for visible regions for (region_list_t::iterator iter = mCulledRegionList.begin(); iter != mCulledRegionList.end(); ) { region_list_t::iterator curiter = iter++; LLViewerRegion* regionp = *curiter; F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ(); F32 radius = 0.5f*fsqrtf(height * height + diagonal_squared); if (!regionp->getLand().hasZData() || LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius)) { mCulledRegionList.erase(curiter); mVisibleRegionList.push_back(regionp); } } // Update all of the visible regions for (region_list_t::iterator iter = mVisibleRegionList.begin(); iter != mVisibleRegionList.end(); ) { region_list_t::iterator curiter = iter++; LLViewerRegion* regionp = *curiter; if (!regionp->getLand().hasZData()) { continue; } F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ(); F32 radius = 0.5f*fsqrtf(height * height + diagonal_squared); if (LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius)) { regionp->calculateCameraDistance(); regionp->getLand().updatePatchVisibilities(gAgent); } else { mVisibleRegionList.erase(curiter); mCulledRegionList.push_back(regionp); } } // Sort visible regions mVisibleRegionList.sort(LLViewerRegion::CompareDistance()); LLViewerCamera::getInstance()->setFar(cur_far_clip); } void LLWorld::updateRegions(F32 max_update_time) { LLMemType mt_ur(LLMemType::MTYPE_IDLE_UPDATE_REGIONS); LLTimer update_timer; BOOL did_one = FALSE; // Perform idle time updates for the regions (and associated surfaces) for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; F32 max_time = max_update_time - update_timer.getElapsedTimeF32(); if (did_one && max_time <= 0.f) break; max_time = llmin(max_time, max_update_time*.1f); did_one |= regionp->idleUpdate(max_update_time); } } void LLWorld::updateParticles() { LLViewerPartSim::getInstance()->updateSimulation(); } void LLWorld::updateClouds(const F32 dt) { static LLFastTimer::DeclareTimer ftm("World Clouds"); LLFastTimer t(ftm); if ( gSavedSettings.getBOOL("FreezeTime") ) { // don't move clouds in snapshot mode return; } if ( mClassicCloudsEnabled != gSavedSettings.getBOOL("SkyUseClassicClouds") ) { // The classic cloud toggle has been flipped // gotta update all of the cloud layers mClassicCloudsEnabled = gSavedSettings.getBOOL("SkyUseClassicClouds"); if ( !mClassicCloudsEnabled && mActiveRegionList.size() ) { // We've transitioned to having classic clouds disabled // reset all cloud layers. for ( region_list_t::iterator iter = mActiveRegionList.begin(); iter != mActiveRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; regionp->mCloudLayer.reset(); } return; } } else if ( !mClassicCloudsEnabled ) return; if (mActiveRegionList.size()) { for (region_list_t::iterator iter = mActiveRegionList.begin(); iter != mActiveRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; regionp->mCloudLayer.updatePuffs(dt); } // Reshuffle who owns which puffs for (region_list_t::iterator iter = mActiveRegionList.begin(); iter != mActiveRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; regionp->mCloudLayer.updatePuffOwnership(); } // Add new puffs for (region_list_t::iterator iter = mActiveRegionList.begin(); iter != mActiveRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; regionp->mCloudLayer.updatePuffCount(); } } } LLCloudGroup* LLWorld::findCloudGroup(const LLCloudPuff &puff) { if (mActiveRegionList.size()) { // Update all the cloud puff positions, and timer based stuff // such as death decay for (region_list_t::iterator iter = mActiveRegionList.begin(); iter != mActiveRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; LLCloudGroup *groupp = regionp->mCloudLayer.findCloudGroup(puff); if (groupp) { return groupp; } } } return NULL; } void LLWorld::renderPropertyLines() { S32 region_count = 0; S32 vertex_count = 0; for (region_list_t::iterator iter = mVisibleRegionList.begin(); iter != mVisibleRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; region_count++; vertex_count += regionp->renderPropertyLines(); } } void LLWorld::updateNetStats() { F32 bits = 0.f; U32 packets = 0; for (region_list_t::iterator iter = mActiveRegionList.begin(); iter != mActiveRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; regionp->updateNetStats(); bits += regionp->mBitStat.getCurrent(); packets += llfloor( regionp->mPacketsStat.getCurrent() ); } S32 packets_in = gMessageSystem->mPacketsIn - mLastPacketsIn; S32 packets_out = gMessageSystem->mPacketsOut - mLastPacketsOut; S32 packets_lost = gMessageSystem->mDroppedPackets - mLastPacketsLost; S32 actual_in_bits = gMessageSystem->mPacketRing.getAndResetActualInBits(); S32 actual_out_bits = gMessageSystem->mPacketRing.getAndResetActualOutBits(); LLViewerStats::getInstance()->mActualInKBitStat.addValue(actual_in_bits/1024.f); LLViewerStats::getInstance()->mActualOutKBitStat.addValue(actual_out_bits/1024.f); LLViewerStats::getInstance()->mKBitStat.addValue(bits/1024.f); LLViewerStats::getInstance()->mPacketsInStat.addValue(packets_in); LLViewerStats::getInstance()->mPacketsOutStat.addValue(packets_out); LLViewerStats::getInstance()->mPacketsLostStat.addValue(gMessageSystem->mDroppedPackets); if (packets_in) { LLViewerStats::getInstance()->mPacketsLostPercentStat.addValue(100.f*((F32)packets_lost/(F32)packets_in)); } else { LLViewerStats::getInstance()->mPacketsLostPercentStat.addValue(0.f); } mLastPacketsIn = gMessageSystem->mPacketsIn; mLastPacketsOut = gMessageSystem->mPacketsOut; mLastPacketsLost = gMessageSystem->mDroppedPackets; } void LLWorld::printPacketsLost() { llinfos << "Simulators:" << llendl; llinfos << "----------" << llendl; LLCircuitData *cdp = NULL; for (region_list_t::iterator iter = mActiveRegionList.begin(); iter != mActiveRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; cdp = gMessageSystem->mCircuitInfo.findCircuit(regionp->getHost()); if (cdp) { LLVector3d range = regionp->getCenterGlobal() - gAgent.getPositionGlobal(); llinfos << regionp->getHost() << ", range: " << range.length() << " packets lost: " << cdp->getPacketsLost() << llendl; } } } void LLWorld::processCoarseUpdate(LLMessageSystem* msg, void** user_data) { LLViewerRegion* region = LLWorld::getInstance()->getRegion(msg->getSender()); if( region ) { region->updateCoarseLocations(msg); } } F32 LLWorld::getLandFarClip() const { return mLandFarClip; } void LLWorld::setLandFarClip(const F32 far_clip) { static S32 const rwidth = (S32)REGION_WIDTH_U32; S32 const n1 = (llceil(mLandFarClip) - 1) / rwidth; S32 const n2 = (llceil(far_clip) - 1) / rwidth; bool need_water_objects_update = n1 != n2; mLandFarClip = far_clip; if (need_water_objects_update) { updateWaterObjects(); } } // Some region that we're connected to, but not the one we're in, gave us // a (possibly) new water height. Update it in our local copy. void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_height) { for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { if ((*iter)->getName() == sim_name) { (*iter)->setWaterHeight(water_height); break; } } } // There are three types of water objects: // Region water objects: the water in a region. // Hole water objects: water in the void but within current draw distance. // Edge water objects: the water outside the draw distance, up till the horizon. // // For example: // // -----------------------horizon------------------------- // | | | | // | Edge Water | | | // | | | | // | | | | // | | | | // | | | | // | | rwidth | | // | | <-----> | | // ------------------------------------------------------- // | |Hole |other| | | // | |Water|reg. | | | // | |-----------------| | // | |other|cur. |<--> | | // | |reg. | reg.| \__|_ draw distance | // | |-----------------| | // | | | |<--->| | // | | | | \__|_ range | // ------------------------------------------------------- // | |<----width------>|<--horizon ext.->| // | | | | // | | | | // | | | | // | | | | // | | | | // | | | | // | | | | // ------------------------------------------------------- // void LLWorld::updateWaterObjects() { if (!gAgent.getRegion()) { return; } if (mRegionList.empty()) { llwarns << "No regions!" << llendl; return; } // Region width in meters. S32 const rwidth = (S32)REGION_WIDTH_U32; // The distance we might see into the void // when standing on the edge of a region, in meters. S32 const draw_distance = llceil(mLandFarClip); // We can only have "holes" in the water (where there no region) if we // can have existing regions around it. Taking into account that this // code is only executed when we enter a region, and not when we walk // around in it, we (only) need to take into account regions that fall // within the draw_distance. // // Set 'range' to draw_distance, rounded up to the nearest multiple of rwidth. S32 const nsims = (draw_distance + rwidth - 1) / rwidth; S32 const range = nsims * rwidth; // Get South-West corner of current region. LLViewerRegion const* regionp = gAgent.getRegion(); U32 region_x, region_y; from_region_handle(regionp->getHandle(), ®ion_x, ®ion_y); // The min. and max. coordinates of the South-West corners of the Hole water objects. S32 const min_x = (S32)region_x - range; S32 const min_y = (S32)region_y - range; S32 const max_x = (S32)region_x + range; S32 const max_y = (S32)region_y + range; // Attempt to determine a sensible water height for all the // Hole Water objects. // // It make little sense to try to guess what the best water // height should be when that isn't completely obvious: if it's // impossible to satisfy every region's water height without // getting a jump in the water height. // // In order to keep the reasoning simple, we assume something // logical as a group of connected regions, where the coastline // is at the outer edge. Anything more complex that would "break" // under such an assumption would probably break anyway (would // depend on terrain editing and existing mega prims, say, if // anything would make sense at all). // // So, what we do is find all connected regions within the // draw distance that border void, and then pick the lowest // water height of those (coast) regions. S32 const n = 2 * nsims + 1; S32 const origin = nsims + nsims * n; std::vector water_heights(n * n); std::vector checked(n * n, 0); // index = nx + ny * n + origin; U8 const region_bit = 1; U8 const hole_bit = 2; U8 const bordering_hole_bit = 4; U8 const bordering_edge_bit = 8; // Use the legacy waterheight for the Edge water in the case // that we don't find any Hole water at all. F32 water_height = DEFAULT_WATER_HEIGHT; int max_count = 0; LL_DEBUGS("WaterHeight") << "Current region: " << regionp->getName() << "; water height: " << regionp->getWaterHeight() << " m." << LL_ENDL; std::map water_height_counts; typedef std::queue, std::deque > > nxny_pairs_type; nxny_pairs_type nxny_pairs; nxny_pairs.push(nxny_pairs_type::value_type(0, 0)); water_heights[origin] = regionp->getWaterHeight(); checked[origin] = region_bit; // For debugging purposes. int number_of_connected_regions = 1; int uninitialized_regions = 0; int bordering_hole = 0; int bordering_edge = 0; while(!nxny_pairs.empty()) { S32 const nx = nxny_pairs.front().first; S32 const ny = nxny_pairs.front().second; LL_DEBUGS("WaterHeight") << "nx,ny = " << nx << "," << ny << LL_ENDL; S32 const index = nx + ny * n + origin; nxny_pairs.pop(); for (S32 dir = 0; dir < 4; ++dir) { S32 const cnx = nx + gDirAxes[dir][0]; S32 const cny = ny + gDirAxes[dir][1]; LL_DEBUGS("WaterHeight") << "dir = " << dir << "; cnx,cny = " << cnx << "," << cny << LL_ENDL; S32 const cindex = cnx + cny * n + origin; bool is_hole = false; bool is_edge = false; LLViewerRegion* new_region_found = NULL; if (cnx < -nsims || cnx > nsims || cny < -nsims || cny > nsims) { LL_DEBUGS("WaterHeight") << " Edge Water!" << LL_ENDL; // Bumped into Edge water object. is_edge = true; } else if (checked[cindex]) { LL_DEBUGS("WaterHeight") << " Already checked before!" << LL_ENDL; // Already checked. is_hole = (checked[cindex] & hole_bit); } else { S32 x = (S32)region_x + cnx * rwidth; S32 y = (S32)region_y + cny * rwidth; U64 region_handle = to_region_handle(x, y); new_region_found = getRegionFromHandle(region_handle); is_hole = !new_region_found; checked[cindex] = is_hole ? hole_bit : region_bit; } if (is_hole) { // This was a region that borders at least one 'hole'. // Count the found coastline. F32 new_water_height = water_heights[index]; LL_DEBUGS("WaterHeight") << " This is void; counting coastline with water height of " << new_water_height << LL_ENDL; S32 new_water_height_cm = llround(new_water_height * 100); int count = (water_height_counts[new_water_height_cm] += 1); // Just use the lowest water height: this is mainly about the horizon water, // and whatever we do, we don't want it to be possible to look under the water // when looking in the distance: it is better to make a step downwards in water // height when going away from the avie than a step upwards. However, since // everyone is used to DEFAULT_WATER_HEIGHT, don't allow a single region // to drag the water level below DEFAULT_WATER_HEIGHT on it's own. if (bordering_hole == 0 || // First time we get here. (new_water_height >= DEFAULT_WATER_HEIGHT && new_water_height < water_height) || (new_water_height < DEFAULT_WATER_HEIGHT && count > max_count) ) { water_height = new_water_height; } if (count > max_count) { max_count = count; } if (!(checked[index] & bordering_hole_bit)) { checked[index] |= bordering_hole_bit; ++bordering_hole; } } else if (is_edge && !(checked[index] & bordering_edge_bit)) { checked[index] |= bordering_edge_bit; ++bordering_edge; } if (!new_region_found) { // Dead end, there is no region here. continue; } // Found a new connected region. ++number_of_connected_regions; if (new_region_found->getName().empty()) { // Uninitialized LLViewerRegion, don't use it's water height. LL_DEBUGS("WaterHeight") << " Uninitialized region." << LL_ENDL; ++uninitialized_regions; continue; } nxny_pairs.push(nxny_pairs_type::value_type(cnx, cny)); water_heights[cindex] = new_region_found->getWaterHeight(); LL_DEBUGS("WaterHeight") << " Found a new region (name: " << new_region_found->getName() << "; water height: " << water_heights[cindex] << " m)!" << LL_ENDL; } } llinfos << "Number of connected regions: " << number_of_connected_regions << " (" << uninitialized_regions << " uninitialized); number of regions bordering Hole water: " << bordering_hole << "; number of regions bordering Edge water: " << bordering_edge << llendl; llinfos << "Coastline count (height, count): "; bool first = true; for (std::map::iterator iter = water_height_counts.begin(); iter != water_height_counts.end(); ++iter) { if (!first) llcont << ", "; llcont << "(" << (iter->first / 100.f) << ", " << iter->second << ")"; first = false; } llcont << llendl; llinfos << "Water height used for Hole and Edge water objects: " << water_height << llendl; // Update all Region water objects. for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; LLVOWater* waterp = regionp->getLand().getWaterObj(); if (waterp) { gObjectList.updateActive(waterp); } } // Clean up all existing Hole water objects. for (std::list::iterator iter = mHoleWaterObjects.begin(); iter != mHoleWaterObjects.end(); ++iter) { LLVOWater* waterp = *iter; gObjectList.killObject(waterp); } mHoleWaterObjects.clear(); // Let the Edge and Hole water boxes be 1024 meter high so that they // are never too small to be drawn (A LL_VO_*_WATER box has water // rendered on it's bottom surface only), and put their bottom at // the current regions water height. F32 const box_height = 1024; F32 const water_center_z = water_height + box_height / 2; // Create new Hole water objects within 'range' where there is no region. for (S32 x = min_x; x <= max_x; x += rwidth) { for (S32 y = min_y; y <= max_y; y += rwidth) { U64 region_handle = to_region_handle(x, y); if (!getRegionFromHandle(region_handle)) { LLVOWater* waterp = (LLVOWater*)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion()); waterp->setUseTexture(FALSE); waterp->setPositionGlobal(LLVector3d(x + rwidth / 2, y + rwidth / 2, water_center_z)); waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, box_height)); gPipeline.createObject(waterp); mHoleWaterObjects.push_back(waterp); } } } // Center of the region. S32 const center_x = region_x + rwidth / 2; S32 const center_y = region_y + rwidth / 2; // Width of the area with Hole water objects. S32 const width = rwidth + 2 * range; S32 const horizon_extend = 2048 + 512 - range; // Legacy value. // The overlap is needed to get rid of sky pixels being visible between the // Edge and Hole water object at greater distances (due to floating point // round off errors). S32 const edge_hole_overlap = 1; // Twice the actual overlap. for (S32 dir = 0; dir < 8; ++dir) { // Size of the Edge water objects. S32 const dim_x = (gDirAxes[dir][0] == 0) ? width : (horizon_extend + edge_hole_overlap); S32 const dim_y = (gDirAxes[dir][1] == 0) ? width : (horizon_extend + edge_hole_overlap); // And their position. S32 const water_center_x = center_x + (width + horizon_extend) / 2 * gDirAxes[dir][0]; S32 const water_center_y = center_y + (width + horizon_extend) / 2 * gDirAxes[dir][1]; LLVOWater* waterp = mEdgeWaterObjects[dir]; if (!waterp || waterp->isDead()) { // The edge water objects can be dead because they're attached to the region that the // agent was in when they were originally created. mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion()); waterp = mEdgeWaterObjects[dir]; waterp->setUseTexture(FALSE); waterp->setIsEdgePatch(TRUE); // Mark that this is edge water and not hole water. gPipeline.createObject(waterp); } waterp->setRegion(gAgent.getRegion()); LLVector3d water_pos(water_center_x, water_center_y, water_center_z); LLVector3 water_scale((F32) dim_x, (F32) dim_y, box_height); waterp->setPositionGlobal(water_pos); waterp->setScale(water_scale); gObjectList.updateActive(waterp); } } void LLWorld::shiftRegions(const LLVector3& offset) { for (region_list_t::const_iterator i = getRegionList().begin(); i != getRegionList().end(); ++i) { LLViewerRegion* region = *i; region->updateRenderMatrix(); } LLViewerPartSim::getInstance()->shift(offset); } LLViewerTexture* LLWorld::getDefaultWaterTexture() { return mDefaultWaterTexturep; } void LLWorld::setSpaceTimeUSec(const U64 space_time_usec) { mSpaceTimeUSec = space_time_usec; } U64 LLWorld::getSpaceTimeUSec() const { return mSpaceTimeUSec; } void LLWorld::requestCacheMisses() { for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; regionp->requestCacheMisses(); } } void LLWorld::getInfo(LLSD& info) { LLSD region_info; for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; regionp->getInfo(region_info); info["World"].append(region_info); } } void LLWorld::disconnectRegions() { LLMessageSystem* msg = gMessageSystem; for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; if (regionp == gAgent.getRegion()) { // Skip the main agent continue; } llinfos << "Sending AgentQuitCopy to: " << regionp->getHost() << llendl; msg->newMessageFast(_PREHASH_AgentQuitCopy); msg->nextBlockFast(_PREHASH_AgentData); msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID()); msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID()); msg->nextBlockFast(_PREHASH_FuseBlock); msg->addU32Fast(_PREHASH_ViewerCircuitCode, gMessageSystem->mOurCircuitCode); msg->sendMessage(regionp->getHost()); } } static LLFastTimer::DeclareTimer FTM_ENABLE_SIMULATOR("Enable Sim"); void process_enable_simulator(LLMessageSystem *msg, void **user_data) { LLFastTimer t(FTM_ENABLE_SIMULATOR); // enable the appropriate circuit for this simulator and // add its values into the gSimulator structure U64 handle; U32 ip_u32; U16 port; msg->getU64Fast(_PREHASH_SimulatorInfo, _PREHASH_Handle, handle); msg->getIPAddrFast(_PREHASH_SimulatorInfo, _PREHASH_IP, ip_u32); msg->getIPPortFast(_PREHASH_SimulatorInfo, _PREHASH_Port, port); // which simulator should we modify? LLHost sim(ip_u32, port); // Viewer trusts the simulator. msg->enableCircuit(sim, TRUE); LLWorld::getInstance()->addRegion(handle, sim); // give the simulator a message it can use to get ip and port llinfos << "simulator_enable() Enabling " << sim << " with code " << msg->getOurCircuitCode() << llendl; msg->newMessageFast(_PREHASH_UseCircuitCode); msg->nextBlockFast(_PREHASH_CircuitCode); msg->addU32Fast(_PREHASH_Code, msg->getOurCircuitCode()); msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID()); msg->addUUIDFast(_PREHASH_ID, gAgent.getID()); msg->sendReliable(sim); } class LLEstablishAgentCommunication : public LLHTTPNode { LOG_CLASS(LLEstablishAgentCommunication); public: virtual void describe(Description& desc) const { desc.shortInfo("seed capability info for a region"); desc.postAPI(); desc.input( "{ seed-capability: ..., sim-ip: ..., sim-port }"); desc.source(__FILE__, __LINE__); } virtual void post(ResponsePtr response, const LLSD& context, const LLSD& input) const { if (!input["body"].has("agent-id") || !input["body"].has("sim-ip-and-port") || !input["body"].has("seed-capability")) { llwarns << "invalid parameters" << llendl; return; } LLHost sim(input["body"]["sim-ip-and-port"].asString()); LLViewerRegion* regionp = LLWorld::getInstance()->getRegion(sim); if (!regionp) { llwarns << "Got EstablishAgentCommunication for unknown region " << sim << llendl; return; } regionp->setSeedCapability(input["body"]["seed-capability"]); } }; // disable the circuit to this simulator // Called in response to "DisableSimulator" message. void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data) { LLHost host = mesgsys->getSender(); //llinfos << "Disabling simulator with message from " << host << llendl; LLWorld::getInstance()->removeRegion(host); mesgsys->disableCircuit(host); } void process_region_handshake(LLMessageSystem* msg, void** user_data) { LLHost host = msg->getSender(); LLViewerRegion* regionp = LLWorld::getInstance()->getRegion(host); if (!regionp) { llwarns << "Got region handshake for unknown region " << host << llendl; return; } regionp->unpackRegionHandshake(); } void send_agent_pause() { // *NOTE:Mani Pausing the mainloop timeout. Otherwise a long modal event may cause // the thread monitor to timeout. LLAppViewer::instance()->pauseMainloopTimeout(); // Note: used to check for LLWorld initialization before it became a singleton. // Rather than just remove this check I'm changing it to assure that the message // system has been initialized. -MG if (!gMessageSystem) { return; } gMessageSystem->newMessageFast(_PREHASH_AgentPause); gMessageSystem->nextBlockFast(_PREHASH_AgentData); gMessageSystem->addUUIDFast(_PREHASH_AgentID, gAgentID); gMessageSystem->addUUIDFast(_PREHASH_SessionID, gAgentSessionID); gAgentPauseSerialNum++; gMessageSystem->addU32Fast(_PREHASH_SerialNum, gAgentPauseSerialNum); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* regionp = *iter; gMessageSystem->sendReliable(regionp->getHost()); } gObjectList.mWasPaused = TRUE; } void send_agent_resume() { // Note: used to check for LLWorld initialization before it became a singleton. // Rather than just remove this check I'm changing it to assure that the message // system has been initialized. -MG if (!gMessageSystem) { return; } gMessageSystem->newMessageFast(_PREHASH_AgentResume); gMessageSystem->nextBlockFast(_PREHASH_AgentData); gMessageSystem->addUUIDFast(_PREHASH_AgentID, gAgentID); gMessageSystem->addUUIDFast(_PREHASH_SessionID, gAgentSessionID); gAgentPauseSerialNum++; gMessageSystem->addU32Fast(_PREHASH_SerialNum, gAgentPauseSerialNum); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* regionp = *iter; gMessageSystem->sendReliable(regionp->getHost()); } // Reset the FPS counter to avoid an invalid fps LLViewerStats::getInstance()->mFPSStat.start(); LLAppViewer::instance()->resumeMainloopTimeout(); } static LLVector3d unpackLocalToGlobalPosition(U32 compact_local, const LLVector3d& region_origin) { LLVector3d pos_global; LLVector3 pos_local; U8 bits; bits = compact_local & 0xFF; pos_local.mV[VZ] = F32(bits) * 4.f; compact_local >>= 8; bits = compact_local & 0xFF; pos_local.mV[VY] = (F32)bits; compact_local >>= 8; bits = compact_local & 0xFF; pos_local.mV[VX] = (F32)bits; pos_global.setVec( pos_local ); pos_global += region_origin; return pos_global; } void LLWorld::getAvatars(uuid_vec_t* avatar_ids, std::vector* positions, const LLVector3d& relative_to, F32 radius) const { if(avatar_ids != NULL) { avatar_ids->clear(); } if(positions != NULL) { positions->clear(); } for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* regionp = *iter; const LLVector3d& origin_global = regionp->getOriginGlobal(); S32 count = regionp->mMapAvatars.count(); for (S32 i = 0; i < count; i++) { LLVector3d pos_global = unpackLocalToGlobalPosition(regionp->mMapAvatars.get(i), origin_global); if(dist_vec(pos_global, relative_to) <= radius) { if(positions != NULL) { positions->push_back(pos_global); } if(avatar_ids != NULL) { avatar_ids->push_back(regionp->mMapAvatarIDs.get(i)); } } } } // retrieve the list of close avatars from viewer objects as well // for when we are above 1000m, only do this when we are retrieving // uuid's too as there could be duplicates if(avatar_ids != NULL) { for (std::vector::iterator iter = LLCharacter::sInstances.begin(); iter != LLCharacter::sInstances.end(); ++iter) { LLVOAvatar* pVOAvatar = (LLVOAvatar*) *iter; if(pVOAvatar->isDead() || pVOAvatar->isSelf()) continue; LLUUID uuid = pVOAvatar->getID(); if(uuid.isNull()) continue; LLVector3d pos_global = pVOAvatar->getPositionGlobal(); if(dist_vec(pos_global, relative_to) <= radius) { bool found = false; uuid_vec_t::iterator sel_iter = avatar_ids->begin(); for (; sel_iter != avatar_ids->end(); sel_iter++) { if(*sel_iter == uuid) { found = true; break; } } if(!found) { if(positions != NULL) positions->push_back(pos_global); avatar_ids->push_back(uuid); } } } } } LLHTTPRegistration gHTTPRegistrationEstablishAgentCommunication( "/message/EstablishAgentCommunication");