document & 80-character width terminal formatting
Signed-off-by: Diva Canto <diva@metaverseink.com>integration
parent
23605cf93d
commit
f560d581bb
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@ -32,14 +32,16 @@ using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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/// <summary>
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/// Temporary interface. More methods to come at some point to make NPCs more object oriented rather than
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/// controlling purely through module level interface calls (e.g. sit/stand).
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/// Temporary interface. More methods to come at some point to make NPCs
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/// more object oriented rather than controlling purely through module
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/// level interface calls (e.g. sit/stand).
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/// </summary>
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public interface INPC
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{
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/// <summary>
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/// Should this NPC be sensed by LSL sensors as an 'agent' (interpreted here to mean a normal user)
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/// rather than an OpenSim specific NPC extension?
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/// Should this NPC be sensed by LSL sensors as an 'agent'
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/// (interpreted here to mean a normal user) rather than an OpenSim
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/// specific NPC extension?
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/// </summary>
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bool SenseAsAgent { get; }
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}
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@ -53,19 +55,20 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="lastname"></param>
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/// <param name="position"></param>
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/// <param name="senseAsAgent">
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/// Make the NPC show up as an agent on LSL sensors. The default is that they
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/// show up as the NPC type instead, but this is currently an OpenSim-only extension.
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/// Make the NPC show up as an agent on LSL sensors. The default is
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/// that they show up as the NPC type instead, but this is currently
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/// an OpenSim-only extension.
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
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/// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns>
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UUID CreateNPC(
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string firstname,
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string lastname,
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Vector3 position,
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UUID owner,
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bool senseAsAgent,
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Scene scene,
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/// <param name="appearance">
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/// The avatar appearance to use for the new NPC.
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/// </param>
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/// <returns>
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/// The UUID of the ScenePresence created. UUID.Zero if there was a
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/// failure.
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/// </returns>
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UUID CreateNPC(string firstname, string lastname, Vector3 position,
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UUID owner, bool senseAsAgent, Scene scene,
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AvatarAppearance appearance);
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/// <summary>
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@ -73,12 +76,18 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="scene"></param>
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/// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns>
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/// <returns>
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/// True if the agent is an NPC in the given scene. False otherwise.
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/// </returns>
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bool IsNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface
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/// Get the NPC.
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/// </summary>
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/// <remarks>
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/// This is not currently complete - manipulation of NPCs still occurs
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/// through the region interface.
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/// </remarks>
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/// <param name="agentID"></param>
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/// <param name="scene"></param>
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/// <returns>The NPC. null if it does not exist.</returns>
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@ -89,7 +98,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// <param name="npcID"></param>
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/// <param name="callerID"></param>
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/// <returns>true if they do, false if they don't or if there's no NPC with the given ID.</returns>
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/// <returns>
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/// true if they do, false if they don't or if there's no NPC with the
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/// given ID.
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/// </returns>
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bool CheckPermissions(UUID npcID, UUID callerID);
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/// <summary>
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@ -98,8 +110,12 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="agentID"></param>
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/// <param name="appearance"></param>
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/// <param name="scene"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene);
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance,
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Scene scene);
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/// <summary>
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/// Move an NPC to a target over time.
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@ -108,23 +124,29 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="scene"></param>
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/// <param name="pos"></param>
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/// <param name="noFly">
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/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
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/// This is to allow walking on prims.
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/// If true, then the avatar will attempt to walk to the location even
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/// if it's up in the air. This is to allow walking on prims.
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/// </param>
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/// <param name="landAtTarget">
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/// If true and the avatar is flying when it reaches the target, land.
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/// </param> name="running">
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/// If true, NPC moves with running speed.
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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///
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running);
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly,
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bool landAtTarget, bool running);
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/// <summary>
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/// Stop the NPC's current movement.
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool StopMoveToTarget(UUID agentID, Scene scene);
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/// <summary>
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@ -133,7 +155,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <param name="text"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Say(UUID agentID, Scene scene, string text);
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/// <summary>
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@ -143,7 +168,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="scene"></param>
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/// <param name="text"></param>
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/// <param name="channel"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Say(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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@ -153,7 +181,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="scene"></param>
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/// <param name="text"></param>
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/// <param name="channel"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Shout(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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@ -163,7 +194,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="scene"></param>
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/// <param name="text"></param>
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/// <param name="channel"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Whisper(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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@ -188,7 +222,9 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="partID"></param>
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/// <returns>true if the touch is actually attempted, false if not</returns>
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/// <returns>
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/// true if the touch is actually attempted, false if not.
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/// </returns>
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bool Touch(UUID agentID, UUID partID);
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/// <summary>
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@ -196,14 +232,20 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool DeleteNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Get the owner of a NPC
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <returns>UUID of owner if the NPC exists, UUID.Zero if there was no such agent, the agent is unowned or the agent was not an NPC</returns>
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/// <returns>
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/// UUID of owner if the NPC exists, UUID.Zero if there was no such
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/// agent, the agent is unowned or the agent was not an NPC.
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/// </returns>
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UUID GetOwner(UUID agentID);
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}
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}
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@ -29,14 +29,16 @@ using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using Timer = System.Timers.Timer;
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using log4net;
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using Nini.Config;
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using Mono.Addins;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Framework;
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using Timer=System.Timers.Timer;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.OptionalModules.World.NPC
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@ -44,9 +46,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class NPCModule : INPCModule, ISharedRegionModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
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private Dictionary<UUID, NPCAvatar> m_avatars =
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new Dictionary<UUID, NPCAvatar>();
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public bool Enabled { get; private set; }
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public bool IsNPC(UUID agentId, Scene scene)
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{
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// FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect
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// that directly).
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// FIXME: This implementation could not just use the
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// ScenePresence.PresenceType (and callers could inspect that
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// directly).
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ScenePresence sp = scene.GetScenePresence(agentId);
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if (sp == null || sp.IsChildAgent)
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return false;
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return m_avatars.ContainsKey(agentId);
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}
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public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
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public bool SetNPCAppearance(UUID agentId,
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AvatarAppearance appearance, Scene scene)
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{
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ScenePresence npc = scene.GetScenePresence(agentId);
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if (npc == null || npc.IsChildAgent)
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@ -112,34 +118,35 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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// Delete existing npc attachments
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scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
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// XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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// XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet
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// since it doesn't transfer attachments
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
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true);
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npc.Appearance = npcAppearance;
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// Rez needed npc attachments
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scene.AttachmentsModule.RezAttachments(npc);
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IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
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IAvatarFactoryModule module =
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scene.RequestModuleInterface<IAvatarFactoryModule>();
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module.SendAppearance(npc.UUID);
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return true;
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}
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public UUID CreateNPC(
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string firstname,
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string lastname,
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Vector3 position,
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UUID owner,
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bool senseAsAgent,
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Scene scene,
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public UUID CreateNPC(string firstname, string lastname,
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Vector3 position, UUID owner, bool senseAsAgent, Scene scene,
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AvatarAppearance appearance)
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{
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NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, senseAsAgent, scene);
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npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
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NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position,
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owner, senseAsAgent, scene);
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npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
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int.MaxValue);
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m_log.DebugFormat(
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"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
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firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
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firstname, lastname, npcAvatar.AgentId, owner,
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senseAsAgent, position, scene.RegionInfo.RegionName);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = npcAvatar.AgentId;
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acd.lastname = lastname;
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acd.ServiceURLs = new Dictionary<string, object>();
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
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true);
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acd.Appearance = npcAppearance;
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// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
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// {
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// m_log.DebugFormat(
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// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
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// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
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// }
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/*
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for (int i = 0;
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i < acd.Appearance.Texture.FaceTextures.Length; i++)
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{
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m_log.DebugFormat(
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"[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
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acd.AgentID, i,
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acd.Appearance.Texture.FaceTextures[i]);
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}
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*/
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lock (m_avatars)
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{
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scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
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scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
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acd);
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scene.AddNewClient(npcAvatar, PresenceType.Npc);
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ScenePresence sp;
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if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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{
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// m_log.DebugFormat(
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// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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/*
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m_log.DebugFormat(
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"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}",
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sp.Name, sp.UUID);
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*/
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sp.CompleteMovement(npcAvatar, false);
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m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
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m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}",
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npcAvatar.AgentId, sp.Name);
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return npcAvatar.AgentId;
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}
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else
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{
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m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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m_log.WarnFormat(
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"[NPC MODULE]: Could not find scene presence for NPC {0} {1}",
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sp.Name, sp.UUID);
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return UUID.Zero;
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}
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}
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}
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running)
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
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bool noFly, bool landAtTarget, bool running)
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{
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lock (m_avatars)
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{
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@ -193,7 +213,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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m_log.DebugFormat(
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"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
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sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
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sp.Name, pos, scene.RegionInfo.RegionName,
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noFly, landAtTarget);
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sp.MoveToTarget(pos, noFly, landAtTarget);
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sp.SetAlwaysRun = running;
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@ -270,7 +291,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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ScenePresence sp;
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if (scene.TryGetScenePresence(agentID, out sp))
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{
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sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
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sp.HandleAgentRequestSit(m_avatars[agentID], agentID,
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partID, Vector3.Zero);
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//sp.HandleAgentSit(m_avatars[agentID], agentID);
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return true;
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@ -281,7 +303,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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return false;
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}
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public bool Whisper(UUID agentID, Scene scene, string text, int channel)
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public bool Whisper(UUID agentID, Scene scene, string text,
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int channel)
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{
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lock (m_avatars)
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{
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|
@ -356,16 +379,23 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
NPCAvatar av;
|
||||
if (m_avatars.TryGetValue(agentID, out av))
|
||||
{
|
||||
// m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name);
|
||||
/*
|
||||
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);
|
||||
/*
|
||||
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);
|
||||
/*
|
||||
m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
|
||||
agentID);
|
||||
*/
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -389,7 +419,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
/// <returns>true if they do, false if they don't.</returns>
|
||||
private bool CheckPermissions(NPCAvatar av, UUID callerID)
|
||||
{
|
||||
return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID;
|
||||
return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
|
||||
av.OwnerID == callerID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue