opensim-development – Blame information for rev 1
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1 | eva | 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, |
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182 | true); |
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183 | acd.Appearance = npcAppearance; |
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184 | |||
185 | /* |
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186 | for (int i = 0; |
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187 | i < acd.Appearance.Texture.FaceTextures.Length; i++) |
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188 | { |
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189 | m_log.DebugFormat( |
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190 | "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}", |
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191 | acd.AgentID, i, |
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192 | acd.Appearance.Texture.FaceTextures[i]); |
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193 | } |
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194 | */ |
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195 | |||
196 | lock (m_avatars) |
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197 | { |
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198 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, |
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199 | acd); |
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200 | scene.AddNewAgent(npcAvatar, PresenceType.Npc); |
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201 | |||
202 | ScenePresence sp; |
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203 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) |
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204 | { |
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205 | /* |
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206 | m_log.DebugFormat( |
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207 | "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", |
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208 | sp.Name, sp.UUID); |
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209 | */ |
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210 | |||
211 | sp.CompleteMovement(npcAvatar, false); |
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212 | m_avatars.Add(npcAvatar.AgentId, npcAvatar); |
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213 | m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); |
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214 | |||
215 | return npcAvatar.AgentId; |
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216 | } |
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217 | else |
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218 | { |
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219 | m_log.WarnFormat( |
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220 | "[NPC MODULE]: Could not find scene presence for NPC {0} {1}", |
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221 | sp.Name, sp.UUID); |
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222 | |||
223 | return UUID.Zero; |
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224 | } |
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225 | } |
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226 | } |
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227 | |||
228 | public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, |
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229 | bool noFly, bool landAtTarget, bool running) |
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230 | { |
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231 | lock (m_avatars) |
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232 | { |
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233 | if (m_avatars.ContainsKey(agentID)) |
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234 | { |
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235 | ScenePresence sp; |
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236 | if (scene.TryGetScenePresence(agentID, out sp)) |
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237 | { |
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238 | // m_log.DebugFormat( |
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239 | // "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", |
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240 | // sp.Name, pos, scene.RegionInfo.RegionName, |
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241 | // noFly, landAtTarget); |
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242 | |||
243 | sp.MoveToTarget(pos, noFly, landAtTarget); |
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244 | sp.SetAlwaysRun = running; |
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245 | |||
246 | return true; |
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247 | } |
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248 | } |
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249 | } |
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250 | |||
251 | return false; |
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252 | } |
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253 | |||
254 | public bool StopMoveToTarget(UUID agentID, Scene scene) |
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255 | { |
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256 | lock (m_avatars) |
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257 | { |
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258 | if (m_avatars.ContainsKey(agentID)) |
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259 | { |
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260 | ScenePresence sp; |
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261 | if (scene.TryGetScenePresence(agentID, out sp)) |
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262 | { |
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263 | sp.Velocity = Vector3.Zero; |
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264 | sp.ResetMoveToTarget(); |
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265 | |||
266 | return true; |
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267 | } |
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268 | } |
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269 | } |
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270 | |||
271 | return false; |
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272 | } |
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273 | |||
274 | public bool Say(UUID agentID, Scene scene, string text) |
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275 | { |
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276 | return Say(agentID, scene, text, 0); |
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277 | } |
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278 | |||
279 | public bool Say(UUID agentID, Scene scene, string text, int channel) |
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280 | { |
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281 | lock (m_avatars) |
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282 | { |
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283 | if (m_avatars.ContainsKey(agentID)) |
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284 | { |
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285 | m_avatars[agentID].Say(channel, text); |
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286 | |||
287 | return true; |
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288 | } |
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289 | } |
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290 | |||
291 | return false; |
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292 | } |
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293 | |||
294 | public bool Shout(UUID agentID, Scene scene, string text, int channel) |
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295 | { |
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296 | lock (m_avatars) |
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297 | { |
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298 | if (m_avatars.ContainsKey(agentID)) |
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299 | { |
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300 | m_avatars[agentID].Shout(channel, text); |
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301 | |||
302 | return true; |
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303 | } |
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304 | } |
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305 | |||
306 | return false; |
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307 | } |
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308 | |||
309 | public bool Sit(UUID agentID, UUID partID, Scene scene) |
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310 | { |
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311 | lock (m_avatars) |
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312 | { |
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313 | if (m_avatars.ContainsKey(agentID)) |
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314 | { |
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315 | ScenePresence sp; |
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316 | if (scene.TryGetScenePresence(agentID, out sp)) |
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317 | { |
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318 | sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero); |
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319 | |||
320 | return true; |
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321 | } |
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322 | } |
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323 | } |
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324 | |||
325 | return false; |
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326 | } |
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327 | |||
328 | public bool Whisper(UUID agentID, Scene scene, string text, |
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329 | int channel) |
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330 | { |
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331 | lock (m_avatars) |
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332 | { |
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333 | if (m_avatars.ContainsKey(agentID)) |
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334 | { |
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335 | m_avatars[agentID].Whisper(channel, text); |
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336 | |||
337 | return true; |
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338 | } |
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339 | } |
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340 | |||
341 | return false; |
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342 | } |
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343 | |||
344 | public bool Stand(UUID agentID, Scene scene) |
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345 | { |
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346 | lock (m_avatars) |
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347 | { |
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348 | if (m_avatars.ContainsKey(agentID)) |
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349 | { |
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350 | ScenePresence sp; |
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351 | if (scene.TryGetScenePresence(agentID, out sp)) |
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352 | { |
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353 | sp.StandUp(); |
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354 | |||
355 | return true; |
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356 | } |
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357 | } |
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358 | } |
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359 | |||
360 | return false; |
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361 | } |
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362 | |||
363 | public bool Touch(UUID agentID, UUID objectID) |
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364 | { |
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365 | lock (m_avatars) |
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366 | { |
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367 | if (m_avatars.ContainsKey(agentID)) |
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368 | return m_avatars[agentID].Touch(objectID); |
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369 | |||
370 | return false; |
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371 | } |
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372 | } |
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373 | |||
374 | public UUID GetOwner(UUID agentID) |
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375 | { |
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376 | lock (m_avatars) |
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377 | { |
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378 | NPCAvatar av; |
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379 | if (m_avatars.TryGetValue(agentID, out av)) |
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380 | return av.OwnerID; |
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381 | } |
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382 | |||
383 | return UUID.Zero; |
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384 | } |
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385 | |||
386 | public INPC GetNPC(UUID agentID, Scene scene) |
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387 | { |
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388 | lock (m_avatars) |
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389 | { |
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390 | if (m_avatars.ContainsKey(agentID)) |
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391 | return m_avatars[agentID]; |
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392 | else |
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393 | return null; |
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394 | } |
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395 | } |
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396 | |||
397 | public bool DeleteNPC(UUID agentID, Scene scene) |
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398 | { |
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399 | lock (m_avatars) |
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400 | { |
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401 | NPCAvatar av; |
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402 | if (m_avatars.TryGetValue(agentID, out av)) |
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403 | { |
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404 | /* |
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405 | m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", |
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406 | agentID, av.Name); |
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407 | */ |
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408 | |||
409 | scene.CloseAgent(agentID, false); |
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410 | |||
411 | m_avatars.Remove(agentID); |
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412 | |||
413 | /* |
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414 | m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", |
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415 | agentID, av.Name); |
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416 | */ |
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417 | return true; |
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418 | } |
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419 | } |
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420 | /* |
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421 | m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", |
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422 | agentID); |
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423 | */ |
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424 | return false; |
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425 | } |
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426 | |||
427 | public bool CheckPermissions(UUID npcID, UUID callerID) |
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428 | { |
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429 | lock (m_avatars) |
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430 | { |
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431 | NPCAvatar av; |
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432 | if (m_avatars.TryGetValue(npcID, out av)) |
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433 | return CheckPermissions(av, callerID); |
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434 | else |
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435 | return false; |
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436 | } |
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437 | } |
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438 | |||
439 | /// <summary> |
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440 | /// Check if the caller has permission to manipulate the given NPC. |
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441 | /// </summary> |
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442 | /// <param name="av"></param> |
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443 | /// <param name="callerID"></param> |
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444 | /// <returns>true if they do, false if they don't.</returns> |
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445 | private bool CheckPermissions(NPCAvatar av, UUID callerID) |
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446 | { |
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447 | return callerID == UUID.Zero || av.OwnerID == UUID.Zero || |
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448 | av.OwnerID == callerID; |
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449 | } |
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450 | } |
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451 | } |