OpenSimMirror/OpenSim/Services/Interfaces/IAvatarService.cs

372 lines
15 KiB
C#

/*
* 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;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
public interface IAvatarService
{
/// <summary>
/// Called by the login service
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
AvatarAppearance GetAppearance(UUID userID);
/// <summary>
/// Called by everyone who can change the avatar data (so, regions)
/// </summary>
/// <param name="userID"></param>
/// <param name="appearance"></param>
/// <returns></returns>
bool SetAppearance(UUID userID, AvatarAppearance appearance);
/// <summary>
/// Called by the login service
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
AvatarData GetAvatar(UUID userID);
/// <summary>
/// Called by everyone who can change the avatar data (so, regions)
/// </summary>
/// <param name="userID"></param>
/// <param name="avatar"></param>
/// <returns></returns>
bool SetAvatar(UUID userID, AvatarData avatar);
/// <summary>
/// Not sure if it's needed
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
bool ResetAvatar(UUID userID);
/// <summary>
/// These methods raison d'etre:
/// No need to send the entire avatar data (SetAvatar) for changing attachments
/// </summary>
/// <param name="userID"></param>
/// <param name="attach"></param>
/// <returns></returns>
bool SetItems(UUID userID, string[] names, string[] values);
bool RemoveItems(UUID userID, string[] names);
}
/// <summary>
/// Each region/client that uses avatars will have a data structure
/// of this type representing the avatars.
/// </summary>
public class AvatarData
{
// This pretty much determines which name/value pairs will be
// present below. The name/value pair describe a part of
// the avatar. For SL avatars, these would be "shape", "texture1",
// etc. For other avatars, they might be "mesh", "skin", etc.
// The value portion is a URL that is expected to resolve to an
// asset of the type required by the handler for that field.
// It is required that regions can access these URLs. Allowing
// direct access by a viewer is not required, and, if provided,
// may be read-only. A "naked" UUID can be used to refer to an
// asset int he current region's asset service, which is not
// portable, but allows legacy appearance to continue to
// function. Closed, LL-based grids will never need URLs here.
public int AvatarType;
public Dictionary<string,string> Data;
public AvatarData()
{
}
public AvatarData(Dictionary<string, object> kvp)
{
Data = new Dictionary<string, string>();
if (kvp.ContainsKey("AvatarType"))
Int32.TryParse(kvp["AvatarType"].ToString(), out AvatarType);
foreach (KeyValuePair<string, object> _kvp in kvp)
{
if (_kvp.Value != null)
Data[_kvp.Key] = _kvp.Value.ToString();
}
}
/// <summary>
/// </summary>
/// <returns></returns>
public Dictionary<string, object> ToKeyValuePairs()
{
Dictionary<string, object> result = new Dictionary<string, object>();
result["AvatarType"] = AvatarType.ToString();
foreach (KeyValuePair<string, string> _kvp in Data)
{
if (_kvp.Value != null)
result[_kvp.Key] = _kvp.Value;
}
return result;
}
public AvatarData(AvatarAppearance appearance)
{
AvatarType = 1; // SL avatars
Data = new Dictionary<string, string>();
Data["Serial"] = appearance.Serial.ToString();
// Wearables
Data["AvatarHeight"] = appearance.AvatarHeight.ToString();
for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++)
{
for (int j = 0 ; j < appearance.Wearables[i].Count ; j++)
{
string fieldName = String.Format("Wearable {0}:{1}", i, j);
Data[fieldName] = String.Format("{0}:{1}",
appearance.Wearables[i][j].ItemID.ToString(),
appearance.Wearables[i][j].AssetID.ToString());
}
}
// Visual Params
//string[] vps = new string[AvatarAppearance.VISUALPARAM_COUNT];
//byte[] binary = appearance.VisualParams;
// for (int i = 0 ; i < AvatarAppearance.VISUALPARAM_COUNT ; i++)
byte[] binary = appearance.VisualParams;
string[] vps = new string[binary.Length];
for (int i = 0; i < binary.Length; i++)
{
vps[i] = binary[i].ToString();
}
Data["VisualParams"] = String.Join(",", vps);
// Attachments
List<AvatarAttachment> attachments = appearance.GetAttachments();
Dictionary<int, List<string>> atts = new Dictionary<int, List<string>>();
foreach (AvatarAttachment attach in attachments)
{
if (attach.ItemID != UUID.Zero)
{
if (!atts.ContainsKey(attach.AttachPoint))
atts[attach.AttachPoint] = new List<string>();
atts[attach.AttachPoint].Add(attach.ItemID.ToString());
}
}
foreach (KeyValuePair<int, List<string>> kvp in atts)
Data["_ap_" + kvp.Key] = string.Join(",", kvp.Value.ToArray());
}
public AvatarAppearance ToAvatarAppearance()
{
AvatarAppearance appearance = new AvatarAppearance();
if (Data.Count == 0)
return appearance;
appearance.ClearWearables();
try
{
if (Data.ContainsKey("Serial"))
appearance.Serial = Int32.Parse(Data["Serial"]);
if (Data.ContainsKey("AvatarHeight"))
{
float h = float.Parse(Data["AvatarHeight"]);
if( h == 0f)
h = 1.9f;
appearance.AvatarHeight = h;
}
// Legacy Wearables
if (Data.ContainsKey("BodyItem"))
appearance.Wearables[AvatarWearable.BODY].Wear(
UUID.Parse(Data["BodyItem"]),
UUID.Parse(Data["BodyAsset"]));
if (Data.ContainsKey("SkinItem"))
appearance.Wearables[AvatarWearable.SKIN].Wear(
UUID.Parse(Data["SkinItem"]),
UUID.Parse(Data["SkinAsset"]));
if (Data.ContainsKey("HairItem"))
appearance.Wearables[AvatarWearable.HAIR].Wear(
UUID.Parse(Data["HairItem"]),
UUID.Parse(Data["HairAsset"]));
if (Data.ContainsKey("EyesItem"))
appearance.Wearables[AvatarWearable.EYES].Wear(
UUID.Parse(Data["EyesItem"]),
UUID.Parse(Data["EyesAsset"]));
if (Data.ContainsKey("ShirtItem"))
appearance.Wearables[AvatarWearable.SHIRT].Wear(
UUID.Parse(Data["ShirtItem"]),
UUID.Parse(Data["ShirtAsset"]));
if (Data.ContainsKey("PantsItem"))
appearance.Wearables[AvatarWearable.PANTS].Wear(
UUID.Parse(Data["PantsItem"]),
UUID.Parse(Data["PantsAsset"]));
if (Data.ContainsKey("ShoesItem"))
appearance.Wearables[AvatarWearable.SHOES].Wear(
UUID.Parse(Data["ShoesItem"]),
UUID.Parse(Data["ShoesAsset"]));
if (Data.ContainsKey("SocksItem"))
appearance.Wearables[AvatarWearable.SOCKS].Wear(
UUID.Parse(Data["SocksItem"]),
UUID.Parse(Data["SocksAsset"]));
if (Data.ContainsKey("JacketItem"))
appearance.Wearables[AvatarWearable.JACKET].Wear(
UUID.Parse(Data["JacketItem"]),
UUID.Parse(Data["JacketAsset"]));
if (Data.ContainsKey("GlovesItem"))
appearance.Wearables[AvatarWearable.GLOVES].Wear(
UUID.Parse(Data["GlovesItem"]),
UUID.Parse(Data["GlovesAsset"]));
if (Data.ContainsKey("UnderShirtItem"))
appearance.Wearables[AvatarWearable.UNDERSHIRT].Wear(
UUID.Parse(Data["UnderShirtItem"]),
UUID.Parse(Data["UnderShirtAsset"]));
if (Data.ContainsKey("UnderPantsItem"))
appearance.Wearables[AvatarWearable.UNDERPANTS].Wear(
UUID.Parse(Data["UnderPantsItem"]),
UUID.Parse(Data["UnderPantsAsset"]));
if (Data.ContainsKey("SkirtItem"))
appearance.Wearables[AvatarWearable.SKIRT].Wear(
UUID.Parse(Data["SkirtItem"]),
UUID.Parse(Data["SkirtAsset"]));
if (Data.ContainsKey("VisualParams"))
{
string[] vps = Data["VisualParams"].Split(new char[] {','});
//byte[] binary = new byte[AvatarAppearance.VISUALPARAM_COUNT];
//for (int i = 0 ; i < vps.Length && i < binary.Length ; i++)
byte[] binary = new byte[vps.Length];
for (int i = 0; i < vps.Length; i++)
binary[i] = (byte)Convert.ToInt32(vps[i]);
appearance.VisualParams = binary;
}
// New style wearables
foreach (KeyValuePair<string, string> _kvp in Data)
{
if (_kvp.Key.StartsWith("Wearable "))
{
string wearIndex = _kvp.Key.Substring(9);
string[] wearIndices = wearIndex.Split(new char[] {':'});
int index = Convert.ToInt32(wearIndices[0]);
string[] ids = _kvp.Value.Split(new char[] {':'});
UUID itemID = new UUID(ids[0]);
UUID assetID = new UUID(ids[1]);
appearance.Wearables[index].Add(itemID, assetID);
}
}
// Attachments
Dictionary<string, string> attchs = new Dictionary<string, string>();
foreach (KeyValuePair<string, string> _kvp in Data)
if (_kvp.Key.StartsWith("_ap_"))
attchs[_kvp.Key] = _kvp.Value;
foreach (KeyValuePair<string, string> _kvp in attchs)
{
string pointStr = _kvp.Key.Substring(4);
int point = 0;
if (!Int32.TryParse(pointStr, out point))
continue;
List<string> idList = new List<string>(_kvp.Value.Split(new char[] {','}));
appearance.SetAttachment(point, UUID.Zero, UUID.Zero);
foreach (string id in idList)
{
UUID uuid = UUID.Zero;
UUID.TryParse(id, out uuid);
appearance.SetAttachment(point | 0x80, uuid, UUID.Zero);
}
}
if (appearance.Wearables[AvatarWearable.BODY].Count == 0)
appearance.Wearables[AvatarWearable.BODY].Wear(
AvatarWearable.DefaultWearables[
AvatarWearable.BODY][0]);
if (appearance.Wearables[AvatarWearable.SKIN].Count == 0)
appearance.Wearables[AvatarWearable.SKIN].Wear(
AvatarWearable.DefaultWearables[
AvatarWearable.SKIN][0]);
if (appearance.Wearables[AvatarWearable.HAIR].Count == 0)
appearance.Wearables[AvatarWearable.HAIR].Wear(
AvatarWearable.DefaultWearables[
AvatarWearable.HAIR][0]);
if (appearance.Wearables[AvatarWearable.EYES].Count == 0)
appearance.Wearables[AvatarWearable.EYES].Wear(
AvatarWearable.DefaultWearables[
AvatarWearable.EYES][0]);
}
catch
{
// We really should report something here, returning null
// will at least break the wrapper
return null;
}
return appearance;
}
}
}