corrade-vassal – Rev 1

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/*
 * Copyright (c) 2006-2014, openmetaverse.org
 * All rights reserved.
 *
 * - Redistribution and use in source and binary forms, with or without
 *   modification, are permitted provided that the following conditions are met:
 *
 * - Redistributions of source code must retain the above copyright notice, this
 *   list of conditions and the following disclaimer.
 * - Neither the name of the openmetaverse.org nor the names
 *   of its contributors may be used to endorse or promote products derived from
 *   this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using OpenMetaverse;
using OpenMetaverse.Packets;

namespace OpenMetaverse.Utilities
{
    /// <summary>
    /// 
    /// </summary>
    public enum WaterType
    {
        /// <summary></summary>
        Unknown,
        /// <summary></summary>
        Dry,
        /// <summary></summary>
        Waterfront,
        /// <summary></summary>
        Underwater
    }

    public static class Realism
    {
        /// <summary>
        /// Aims at the specified position, enters mouselook, presses and
        /// releases the left mouse button, and leaves mouselook
        /// </summary>
        /// <param name="client"></param>
        /// <param name="target">Target to shoot at</param>
        /// <returns></returns>
        public static bool Shoot(GridClient client, Vector3 target)
        {
            if (client.Self.Movement.TurnToward(target))
                return Shoot(client);
            else
                return false;
        }

        /// <summary>
        /// Enters mouselook, presses and releases the left mouse button, and leaves mouselook
        /// </summary>
        /// <returns></returns>
        public static bool Shoot(GridClient client)
        {
            if (client.Settings.SEND_AGENT_UPDATES)
            {
                client.Self.Movement.Mouselook = true;
                client.Self.Movement.MLButtonDown = true;
                client.Self.Movement.SendUpdate();

                client.Self.Movement.MLButtonUp = true;
                client.Self.Movement.MLButtonDown = false;
                client.Self.Movement.FinishAnim = true;
                client.Self.Movement.SendUpdate();

                client.Self.Movement.Mouselook = false;
                client.Self.Movement.MLButtonUp = false;
                client.Self.Movement.FinishAnim = false;
                client.Self.Movement.SendUpdate();

                return true;
            }
            else
            {
                Logger.Log("Attempted Shoot but agent updates are disabled", Helpers.LogLevel.Warning, client);
                return false;
            }
        }

        /// <summary>
        ///  A psuedo-realistic chat function that uses the typing sound and
        /// animation, types at three characters per second, and randomly 
        /// pauses. This function will block until the message has been sent
        /// </summary>
        /// <param name="client">A reference to the client that will chat</param>
        /// <param name="message">The chat message to send</param>
        public static void Chat(GridClient client, string message)
        {
            Chat(client, message, ChatType.Normal, 3);
        }

        /// <summary>
        /// A psuedo-realistic chat function that uses the typing sound and
        /// animation, types at a given rate, and randomly pauses. This 
        /// function will block until the message has been sent
        /// </summary>
        /// <param name="client">A reference to the client that will chat</param>
        /// <param name="message">The chat message to send</param>
        /// <param name="type">The chat type (usually Normal, Whisper or Shout)</param>
        /// <param name="cps">Characters per second rate for chatting</param>
        public static void Chat(GridClient client, string message, ChatType type, int cps)
        {
            Random rand = new Random();
            int characters = 0;
            bool typing = true;

            // Start typing
            client.Self.Chat(String.Empty, 0, ChatType.StartTyping);
            client.Self.AnimationStart(Animations.TYPE, false);

            while (characters < message.Length)
            {
                if (!typing)
                {
                    // Start typing again
                    client.Self.Chat(String.Empty, 0, ChatType.StartTyping);
                    client.Self.AnimationStart(Animations.TYPE, false);
                    typing = true;
                }
                else
                {
                    // Randomly pause typing
                    if (rand.Next(10) >= 9)
                    {
                        client.Self.Chat(String.Empty, 0, ChatType.StopTyping);
                        client.Self.AnimationStop(Animations.TYPE, false);
                        typing = false;
                    }
                }

                // Sleep for a second and increase the amount of characters we've typed
                System.Threading.Thread.Sleep(1000);
                characters += cps;
            }

            // Send the message
            client.Self.Chat(message, 0, type);

            // Stop typing
            client.Self.Chat(String.Empty, 0, ChatType.StopTyping);
            client.Self.AnimationStop(Animations.TYPE, false);
        }
    }

    public class ConnectionManager
    {
        private GridClient Client;
        private ulong SimHandle;
        private Vector3 Position = Vector3.Zero;
        private System.Timers.Timer CheckTimer;

        public ConnectionManager(GridClient client, int timerFrequency)
        {
            Client = client;

            CheckTimer = new System.Timers.Timer(timerFrequency);
            CheckTimer.Elapsed += new System.Timers.ElapsedEventHandler(CheckTimer_Elapsed);
        }

        public static bool PersistentLogin(GridClient client, string firstName, string lastName, string password,
            string userAgent, string start, string author)
        {
            int unknownLogins = 0;

        Start:

            if (client.Network.Login(firstName, lastName, password, userAgent, start, author))
            {
                Logger.Log("Logged in to " + client.Network.CurrentSim, Helpers.LogLevel.Info, client);
                return true;
            }
            else
            {
                if (client.Network.LoginErrorKey == "god")
                {
                    Logger.Log("Grid is down, waiting 10 minutes", Helpers.LogLevel.Warning, client);
                    LoginWait(10);
                    goto Start;
                }
                else if (client.Network.LoginErrorKey == "key")
                {
                    Logger.Log("Bad username or password, giving up on login", Helpers.LogLevel.Error, client);
                    return false;
                }
                else if (client.Network.LoginErrorKey == "presence")
                {
                    Logger.Log("Server is still logging us out, waiting 1 minute", Helpers.LogLevel.Warning, client);
                    LoginWait(1);
                    goto Start;
                }
                else if (client.Network.LoginErrorKey == "disabled")
                {
                    Logger.Log("This account has been banned! Giving up on login", Helpers.LogLevel.Error, client);
                    return false;
                }
                else if (client.Network.LoginErrorKey == "timed out" ||client.Network.LoginErrorKey == "no connection" )
                {
                    Logger.Log("Login request timed out, waiting 1 minute", Helpers.LogLevel.Warning, client);
                    LoginWait(1);
                    goto Start;
                } else if (client.Network.LoginErrorKey == "bad response") {
                    Logger.Log("Login server returned unparsable result", Helpers.LogLevel.Warning, client);
                    LoginWait(1);
                    goto Start;
                } else
                {
                    ++unknownLogins;

                    if (unknownLogins < 5)
                    {
                        Logger.Log("Unknown login error, waiting 2 minutes: " + client.Network.LoginErrorKey,
                            Helpers.LogLevel.Warning, client);
                        LoginWait(2);
                        goto Start;
                    }
                    else
                    {
                        Logger.Log("Too many unknown login error codes, giving up", Helpers.LogLevel.Error, client);
                        return false;
                    }
                }
            }
        }

        public void StayInSim(ulong handle, Vector3 desiredPosition)
        {
            SimHandle = handle;
            Position = desiredPosition;
            CheckTimer.Start();
        }

        private static void LoginWait(int minutes)
        {
            Thread.Sleep(1000 * 60 * minutes);
        }

        private void CheckTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
        {
            if (SimHandle != 0)
            {
                if (Client.Network.CurrentSim.Handle != 0 &&
                    Client.Network.CurrentSim.Handle != SimHandle)
                {
                    // Attempt to move to our target sim
                    Client.Self.Teleport(SimHandle, Position);
                }
            }
        }
    }
}