/* * 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 Timer = System.Timers.Timer; using log4net; using Nini.Config; using Mono.Addins; using OpenMetaverse; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Framework; using OpenSim.Services.Interfaces; namespace OpenSim.Region.OptionalModules.World.NPC { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "NPCModule")] public class NPCModule : INPCModule, ISharedRegionModule { private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); private Dictionary m_avatars = new Dictionary(); public bool Enabled { get; private set; } public void Initialise(IConfigSource source) { IConfig config = source.Configs["NPC"]; Enabled = (config != null && config.GetBoolean("Enabled", false)); } public void AddRegion(Scene scene) { if (Enabled) scene.RegisterModuleInterface(this); } public void RegionLoaded(Scene scene) { } public void PostInitialise() { } public void RemoveRegion(Scene scene) { scene.UnregisterModuleInterface(this); } public void Close() { } public string Name { get { return "NPCModule"; } } public Type ReplaceableInterface { get { return null; } } 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 if(scene.AttachmentsModule != null) 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 if (scene.AttachmentsModule != null) scene.AttachmentsModule.RezAttachments(npc); IAvatarFactoryModule module = scene.RequestModuleInterface(); 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(); 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.AddNewAgent(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; if (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; if (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)) { 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)) { 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; if (scene.TryGetScenePresence(agentID, out sp)) { sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero); return true; } } } return false; } public bool Whisper(UUID agentID, Scene scene, string text, int channel) { lock (m_avatars) { if (m_avatars.ContainsKey(agentID)) { 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; if (scene.TryGetScenePresence(agentID, out sp)) { sp.StandUp(); return true; } } } return false; } public bool Touch(UUID agentID, UUID objectID) { lock (m_avatars) { if (m_avatars.ContainsKey(agentID)) return m_avatars[agentID].Touch(objectID); 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.CloseAgent(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) { lock (m_avatars) { NPCAvatar av; if (m_avatars.TryGetValue(npcID, out av)) return CheckPermissions(av, callerID); else return false; } } /// /// Check if the caller has permission to manipulate the given NPC. /// /// /// /// true if they do, false if they don't. private bool CheckPermissions(NPCAvatar av, UUID callerID) { return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; } } }