OpenSimMirror/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Generic;
using System.Reflection;
using System.Threading;
using log4net;
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using Nini.Config;
using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework;
using Timer=System.Timers.Timer;
using OpenSim.Services.Interfaces;
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this is step 2 of 2 of the OpenSim.Region.Environment refactor. NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
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namespace OpenSim.Region.OptionalModules.World.NPC
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{
public class NPCModule : IRegionModule, INPCModule
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{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
public void Initialise(Scene scene, IConfigSource source)
{
IConfig config = source.Configs["NPC"];
if (config != null && config.GetBoolean("Enabled", false))
{
scene.RegisterModuleInterface<INPCModule>(this);
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "NPCModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
public bool IsNPC(UUID agentId, Scene scene)
{
// FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect
// that directly).
ScenePresence sp = scene.GetScenePresence(agentId);
if (sp == null || sp.IsChildAgent)
return false;
lock (m_avatars)
return m_avatars.ContainsKey(agentId);
}
public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
{
ScenePresence npc = scene.GetScenePresence(agentId);
if (npc == null || npc.IsChildAgent)
return false;
lock (m_avatars)
if (!m_avatars.ContainsKey(agentId))
return false;
// Delete existing npc attachments
scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
// XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
npc.Appearance = npcAppearance;
// Rez needed npc attachments
scene.AttachmentsModule.RezAttachments(npc);
IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
module.SendAppearance(npc.UUID);
return true;
}
public UUID CreateNPC(
string firstname,
string lastname,
Vector3 position,
UUID owner,
bool senseAsAgent,
Scene scene,
AvatarAppearance appearance)
{
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, senseAsAgent, scene);
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
m_log.DebugFormat(
"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
AgentCircuitData acd = new AgentCircuitData();
acd.AgentID = npcAvatar.AgentId;
acd.firstname = firstname;
acd.lastname = lastname;
acd.ServiceURLs = new Dictionary<string, object>();
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
acd.Appearance = npcAppearance;
// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
// {
// m_log.DebugFormat(
// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
// }
lock (m_avatars)
{
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
scene.AddNewClient(npcAvatar, PresenceType.Npc);
ScenePresence sp;
if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
{
// m_log.DebugFormat(
// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
sp.CompleteMovement(npcAvatar, false);
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
return npcAvatar.AgentId;
}
else
{
m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
return UUID.Zero;
}
}
}
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
m_log.DebugFormat(
"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
sp.MoveToTarget(pos, noFly, landAtTarget);
sp.SetAlwaysRun = running;
return true;
}
}
return false;
}
public bool StopMoveToTarget(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
sp.Velocity = Vector3.Zero;
sp.ResetMoveToTarget();
return true;
}
}
return false;
}
public bool Say(UUID agentID, Scene scene, string text)
{
return Say(agentID, scene, text, 0);
}
public bool Say(UUID agentID, Scene scene, string text, int channel)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
m_avatars[agentID].Say(channel, text);
return true;
}
}
return false;
}
public bool Shout(UUID agentID, Scene scene, string text, int channel)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
m_avatars[agentID].Shout(channel, text);
return true;
}
}
return false;
}
public bool Sit(UUID agentID, UUID partID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
// sp.HandleAgentSit(m_avatars[agentID], agentID);
return true;
}
}
return false;
}
public bool Whisper(UUID agentID, Scene scene, string text, int channel)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
m_avatars[agentID].Whisper(channel, text);
return true;
}
}
return false;
}
public bool Stand(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
sp.StandUp();
return true;
}
}
return false;
}
public UUID GetOwner(UUID agentID)
{
lock (m_avatars)
{
NPCAvatar av;
if (m_avatars.TryGetValue(agentID, out av))
{
return av.OwnerID;
}
}
return UUID.Zero;
}
public INPC GetNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
return m_avatars[agentID];
else
return null;
}
}
public bool DeleteNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
NPCAvatar av;
if (m_avatars.TryGetValue(agentID, out av))
{
// m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name);
scene.RemoveClient(agentID, false);
m_avatars.Remove(agentID);
m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name);
return true;
}
}
// m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", agentID);
return false;
}
public bool CheckPermissions(UUID npcID, UUID callerID)
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{
lock (m_avatars)
{
NPCAvatar av;
if (m_avatars.TryGetValue(npcID, out av))
return CheckPermissions(av, callerID);
else
return false;
}
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}
/// <summary>
/// Check if the caller has permission to manipulate the given NPC.
/// </summary>
/// <param name="av"></param>
/// <param name="callerID"></param>
/// <returns>true if they do, false if they don't.</returns>
private bool CheckPermissions(NPCAvatar av, UUID callerID)
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{
return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID;
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}
}
}