clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Reflection; |
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31 | using System.Threading; |
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32 | using Timer = System.Timers.Timer; |
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33 | |||
34 | using log4net; |
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35 | using Nini.Config; |
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36 | using Mono.Addins; |
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37 | using OpenMetaverse; |
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38 | |||
39 | using OpenSim.Region.Framework.Interfaces; |
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40 | using OpenSim.Region.Framework.Scenes; |
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41 | using OpenSim.Framework; |
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42 | using OpenSim.Services.Interfaces; |
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43 | |||
44 | namespace OpenSim.Region.OptionalModules.World.NPC |
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45 | { |
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46 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "NPCModule")] |
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47 | public class NPCModule : INPCModule, ISharedRegionModule |
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48 | { |
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49 | private static readonly ILog m_log = LogManager.GetLogger( |
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50 | MethodBase.GetCurrentMethod().DeclaringType); |
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51 | |||
52 | private Dictionary<UUID, NPCAvatar> m_avatars = |
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53 | new Dictionary<UUID, NPCAvatar>(); |
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54 | |||
55 | public bool Enabled { get; private set; } |
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56 | |||
57 | public void Initialise(IConfigSource source) |
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58 | { |
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59 | IConfig config = source.Configs["NPC"]; |
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60 | |||
61 | Enabled = (config != null && config.GetBoolean("Enabled", false)); |
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62 | } |
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63 | |||
64 | public void AddRegion(Scene scene) |
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65 | { |
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66 | if (Enabled) |
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67 | scene.RegisterModuleInterface<INPCModule>(this); |
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68 | } |
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69 | |||
70 | public void RegionLoaded(Scene scene) |
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71 | { |
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72 | } |
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73 | |||
74 | public void PostInitialise() |
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75 | { |
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76 | } |
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77 | |||
78 | public void RemoveRegion(Scene scene) |
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79 | { |
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80 | scene.UnregisterModuleInterface<INPCModule>(this); |
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81 | } |
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82 | |||
83 | public void Close() |
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84 | { |
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85 | } |
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86 | |||
87 | public string Name |
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88 | { |
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89 | get { return "NPCModule"; } |
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90 | } |
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91 | |||
92 | public Type ReplaceableInterface { get { return null; } } |
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93 | |||
94 | public bool IsNPC(UUID agentId, Scene scene) |
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95 | { |
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96 | // FIXME: This implementation could not just use the |
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97 | // ScenePresence.PresenceType (and callers could inspect that |
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98 | // directly). |
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99 | ScenePresence sp = scene.GetScenePresence(agentId); |
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100 | if (sp == null || sp.IsChildAgent) |
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101 | return false; |
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102 | |||
103 | lock (m_avatars) |
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104 | return m_avatars.ContainsKey(agentId); |
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105 | } |
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106 | |||
107 | public bool SetNPCAppearance(UUID agentId, |
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108 | AvatarAppearance appearance, Scene scene) |
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109 | { |
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110 | ScenePresence npc = scene.GetScenePresence(agentId); |
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111 | if (npc == null || npc.IsChildAgent) |
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112 | return false; |
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113 | |||
114 | lock (m_avatars) |
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115 | if (!m_avatars.ContainsKey(agentId)) |
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116 | return false; |
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117 | |||
118 | // Delete existing npc attachments |
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119 | if(scene.AttachmentsModule != null) |
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120 | scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false); |
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121 | |||
122 | // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet |
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123 | // since it doesn't transfer attachments |
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124 | AvatarAppearance npcAppearance = new AvatarAppearance(appearance, |
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125 | true); |
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126 | npc.Appearance = npcAppearance; |
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127 | |||
128 | // Rez needed npc attachments |
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129 | if (scene.AttachmentsModule != null) |
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130 | scene.AttachmentsModule.RezAttachments(npc); |
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131 | |||
132 | IAvatarFactoryModule module = |
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133 | scene.RequestModuleInterface<IAvatarFactoryModule>(); |
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134 | module.SendAppearance(npc.UUID); |
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135 | |||
136 | return true; |
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137 | } |
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138 | |||
139 | public UUID CreateNPC(string firstname, string lastname, |
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140 | Vector3 position, UUID owner, bool senseAsAgent, Scene scene, |
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141 | AvatarAppearance appearance) |
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142 | { |
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143 | return CreateNPC(firstname, lastname, position, UUID.Zero, owner, senseAsAgent, scene, appearance); |
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144 | } |
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145 | |||
146 | public UUID CreateNPC(string firstname, string lastname, |
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147 | Vector3 position, UUID agentID, UUID owner, bool senseAsAgent, Scene scene, |
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148 | AvatarAppearance appearance) |
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149 | { |
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150 | NPCAvatar npcAvatar = null; |
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151 | |||
152 | try |
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153 | { |
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154 | if (agentID == UUID.Zero) |
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155 | npcAvatar = new NPCAvatar(firstname, lastname, position, |
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156 | owner, senseAsAgent, scene); |
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157 | else |
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158 | npcAvatar = new NPCAvatar(firstname, lastname, agentID, position, |
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159 | owner, senseAsAgent, scene); |
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160 | } |
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161 | catch (Exception e) |
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162 | { |
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163 | m_log.Info("[NPC MODULE]: exception creating NPC avatar: " + e.ToString()); |
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164 | return UUID.Zero; |
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165 | } |
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166 | |||
167 | npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, |
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168 | int.MaxValue); |
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169 | |||
170 | m_log.DebugFormat( |
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171 | "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}", |
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172 | firstname, lastname, npcAvatar.AgentId, owner, |
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173 | senseAsAgent, position, scene.RegionInfo.RegionName); |
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174 | |||
175 | AgentCircuitData acd = new AgentCircuitData(); |
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176 | acd.AgentID = npcAvatar.AgentId; |
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177 | acd.firstname = firstname; |
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178 | acd.lastname = lastname; |
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179 | acd.ServiceURLs = new Dictionary<string, object>(); |
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180 | |||
181 | AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); |
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182 | acd.Appearance = npcAppearance; |
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183 | |||
184 | /* |
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185 | for (int i = 0; |
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186 | i < acd.Appearance.Texture.FaceTextures.Length; i++) |
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187 | { |
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188 | m_log.DebugFormat( |
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189 | "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}", |
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190 | acd.AgentID, i, |
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191 | acd.Appearance.Texture.FaceTextures[i]); |
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192 | } |
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193 | */ |
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194 | |||
195 | lock (m_avatars) |
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196 | { |
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197 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, |
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198 | acd); |
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199 | scene.AddNewAgent(npcAvatar, PresenceType.Npc); |
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200 | |||
201 | ScenePresence sp; |
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202 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) |
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203 | { |
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204 | /* |
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205 | m_log.DebugFormat( |
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206 | "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", |
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207 | sp.Name, sp.UUID); |
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208 | */ |
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209 | |||
210 | sp.CompleteMovement(npcAvatar, false); |
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211 | m_avatars.Add(npcAvatar.AgentId, npcAvatar); |
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212 | m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); |
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213 | |||
214 | return npcAvatar.AgentId; |
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215 | } |
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216 | else |
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217 | { |
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218 | m_log.WarnFormat( |
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219 | "[NPC MODULE]: Could not find scene presence for NPC {0} {1}", |
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220 | sp.Name, sp.UUID); |
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221 | |||
222 | return UUID.Zero; |
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223 | } |
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224 | } |
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225 | } |
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226 | |||
227 | public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, |
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228 | bool noFly, bool landAtTarget, bool running) |
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229 | { |
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230 | lock (m_avatars) |
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231 | { |
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232 | if (m_avatars.ContainsKey(agentID)) |
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233 | { |
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234 | ScenePresence sp; |
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235 | if (scene.TryGetScenePresence(agentID, out sp)) |
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236 | { |
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237 | if (sp.IsSatOnObject || sp.SitGround) |
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238 | return false; |
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239 | |||
240 | // m_log.DebugFormat( |
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241 | // "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", |
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242 | // sp.Name, pos, scene.RegionInfo.RegionName, |
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243 | // noFly, landAtTarget); |
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244 | |||
245 | sp.MoveToTarget(pos, noFly, landAtTarget); |
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246 | sp.SetAlwaysRun = running; |
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247 | |||
248 | return true; |
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249 | } |
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250 | } |
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251 | } |
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252 | |||
253 | return false; |
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254 | } |
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255 | |||
256 | public bool StopMoveToTarget(UUID agentID, Scene scene) |
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257 | { |
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258 | lock (m_avatars) |
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259 | { |
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260 | if (m_avatars.ContainsKey(agentID)) |
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261 | { |
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262 | ScenePresence sp; |
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263 | if (scene.TryGetScenePresence(agentID, out sp)) |
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264 | { |
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265 | sp.Velocity = Vector3.Zero; |
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266 | sp.ResetMoveToTarget(); |
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267 | |||
268 | return true; |
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269 | } |
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270 | } |
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271 | } |
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272 | |||
273 | return false; |
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274 | } |
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275 | |||
276 | public bool Say(UUID agentID, Scene scene, string text) |
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277 | { |
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278 | return Say(agentID, scene, text, 0); |
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279 | } |
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280 | |||
281 | public bool Say(UUID agentID, Scene scene, string text, int channel) |
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282 | { |
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283 | lock (m_avatars) |
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284 | { |
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285 | if (m_avatars.ContainsKey(agentID)) |
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286 | { |
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287 | m_avatars[agentID].Say(channel, text); |
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288 | |||
289 | return true; |
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290 | } |
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291 | } |
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292 | |||
293 | return false; |
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294 | } |
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295 | |||
296 | public bool Shout(UUID agentID, Scene scene, string text, int channel) |
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297 | { |
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298 | lock (m_avatars) |
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299 | { |
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300 | if (m_avatars.ContainsKey(agentID)) |
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301 | { |
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302 | m_avatars[agentID].Shout(channel, text); |
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303 | |||
304 | return true; |
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305 | } |
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306 | } |
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307 | |||
308 | return false; |
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309 | } |
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310 | |||
311 | public bool Sit(UUID agentID, UUID partID, Scene scene) |
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312 | { |
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313 | lock (m_avatars) |
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314 | { |
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315 | if (m_avatars.ContainsKey(agentID)) |
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316 | { |
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317 | ScenePresence sp; |
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318 | if (scene.TryGetScenePresence(agentID, out sp)) |
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319 | { |
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320 | sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero); |
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321 | |||
322 | return true; |
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323 | } |
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324 | } |
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325 | } |
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326 | |||
327 | return false; |
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328 | } |
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329 | |||
330 | public bool Whisper(UUID agentID, Scene scene, string text, |
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331 | int channel) |
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332 | { |
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333 | lock (m_avatars) |
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334 | { |
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335 | if (m_avatars.ContainsKey(agentID)) |
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336 | { |
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337 | m_avatars[agentID].Whisper(channel, text); |
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338 | |||
339 | return true; |
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340 | } |
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341 | } |
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342 | |||
343 | return false; |
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344 | } |
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345 | |||
346 | public bool Stand(UUID agentID, Scene scene) |
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347 | { |
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348 | lock (m_avatars) |
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349 | { |
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350 | if (m_avatars.ContainsKey(agentID)) |
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351 | { |
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352 | ScenePresence sp; |
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353 | if (scene.TryGetScenePresence(agentID, out sp)) |
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354 | { |
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355 | sp.StandUp(); |
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356 | |||
357 | return true; |
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358 | } |
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359 | } |
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360 | } |
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361 | |||
362 | return false; |
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363 | } |
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364 | |||
365 | public bool Touch(UUID agentID, UUID objectID) |
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366 | { |
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367 | lock (m_avatars) |
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368 | { |
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369 | if (m_avatars.ContainsKey(agentID)) |
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370 | return m_avatars[agentID].Touch(objectID); |
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371 | |||
372 | return false; |
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373 | } |
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374 | } |
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375 | |||
376 | public UUID GetOwner(UUID agentID) |
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377 | { |
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378 | lock (m_avatars) |
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379 | { |
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380 | NPCAvatar av; |
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381 | if (m_avatars.TryGetValue(agentID, out av)) |
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382 | return av.OwnerID; |
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383 | } |
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384 | |||
385 | return UUID.Zero; |
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386 | } |
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387 | |||
388 | public INPC GetNPC(UUID agentID, Scene scene) |
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389 | { |
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390 | lock (m_avatars) |
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391 | { |
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392 | if (m_avatars.ContainsKey(agentID)) |
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393 | return m_avatars[agentID]; |
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394 | else |
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395 | return null; |
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396 | } |
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397 | } |
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398 | |||
399 | public bool DeleteNPC(UUID agentID, Scene scene) |
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400 | { |
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401 | lock (m_avatars) |
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402 | { |
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403 | NPCAvatar av; |
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404 | if (m_avatars.TryGetValue(agentID, out av)) |
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405 | { |
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406 | /* |
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407 | m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", |
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408 | agentID, av.Name); |
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409 | */ |
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410 | |||
411 | scene.CloseAgent(agentID, false); |
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412 | |||
413 | m_avatars.Remove(agentID); |
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414 | |||
415 | /* |
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416 | m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", |
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417 | agentID, av.Name); |
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418 | */ |
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419 | return true; |
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420 | } |
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421 | } |
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422 | /* |
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423 | m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", |
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424 | agentID); |
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425 | */ |
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426 | return false; |
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427 | } |
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428 | |||
429 | public bool CheckPermissions(UUID npcID, UUID callerID) |
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430 | { |
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431 | lock (m_avatars) |
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432 | { |
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433 | NPCAvatar av; |
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434 | if (m_avatars.TryGetValue(npcID, out av)) |
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435 | return CheckPermissions(av, callerID); |
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436 | else |
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437 | return false; |
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438 | } |
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439 | } |
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440 | |||
441 | /// <summary> |
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442 | /// Check if the caller has permission to manipulate the given NPC. |
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443 | /// </summary> |
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444 | /// <param name="av"></param> |
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445 | /// <param name="callerID"></param> |
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446 | /// <returns>true if they do, false if they don't.</returns> |
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447 | private bool CheckPermissions(NPCAvatar av, UUID callerID) |
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448 | { |
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449 | return callerID == UUID.Zero || av.OwnerID == UUID.Zero || |
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450 | av.OwnerID == callerID; |
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451 | } |
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452 | } |
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453 | } |