426 lines
14 KiB
C#
426 lines
14 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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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 OpenSim.Services.Interfaces;
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namespace OpenSim.Region.OptionalModules.World.NPC
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "NPCModule")]
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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(
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MethodBase.GetCurrentMethod().DeclaringType);
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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 void Initialise(IConfigSource source)
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{
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IConfig config = source.Configs["NPC"];
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Enabled = (config != null && config.GetBoolean("Enabled", false));
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}
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public void AddRegion(Scene scene)
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{
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if (Enabled)
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scene.RegisterModuleInterface<INPCModule>(this);
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void PostInitialise()
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{
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}
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public void RemoveRegion(Scene scene)
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{
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scene.UnregisterModuleInterface<INPCModule>(this);
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "NPCModule"; }
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}
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public Type ReplaceableInterface { get { return null; } }
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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
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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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lock (m_avatars)
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return m_avatars.ContainsKey(agentId);
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}
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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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return false;
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lock (m_avatars)
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if (!m_avatars.ContainsKey(agentId))
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return false;
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// Delete existing npc attachments
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if(scene.AttachmentsModule != null)
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scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
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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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if (scene.AttachmentsModule != null)
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scene.AttachmentsModule.RezAttachments(npc);
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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(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,
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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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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = npcAvatar.AgentId;
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acd.firstname = firstname;
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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,
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true);
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acd.Appearance = npcAppearance;
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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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ManualResetEvent ev = new ManualResetEvent(false);
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Util.FireAndForget(delegate(object x) {
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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.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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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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}
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}
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ev.Set();
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});
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ev.WaitOne();
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// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
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return npcAvatar.AgentId;
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}
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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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if (m_avatars.ContainsKey(agentID))
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{
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ScenePresence sp;
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if (scene.TryGetScenePresence(agentID, out sp))
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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.MoveToTarget(pos, noFly, landAtTarget);
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sp.SetAlwaysRun = running;
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return true;
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}
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}
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}
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return false;
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}
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public bool StopMoveToTarget(UUID agentID, Scene scene)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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{
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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.Velocity = Vector3.Zero;
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sp.ResetMoveToTarget();
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return true;
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}
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}
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}
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return false;
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}
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public bool Say(UUID agentID, Scene scene, string text)
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{
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return Say(agentID, scene, text, 0);
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}
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public bool Say(UUID agentID, Scene scene, string text, int channel)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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{
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m_avatars[agentID].Say(channel, text);
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return true;
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}
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}
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return false;
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}
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public bool Shout(UUID agentID, Scene scene, string text, int channel)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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{
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m_avatars[agentID].Shout(channel, text);
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return true;
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}
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}
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return false;
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}
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public bool Sit(UUID agentID, UUID partID, Scene scene)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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{
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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,
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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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}
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}
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}
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return false;
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}
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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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if (m_avatars.ContainsKey(agentID))
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{
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m_avatars[agentID].Whisper(channel, text);
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return true;
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}
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}
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return false;
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}
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public bool Stand(UUID agentID, Scene scene)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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{
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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.StandUp();
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return true;
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}
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}
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}
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return false;
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}
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public bool Touch(UUID agentID, UUID objectID)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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return m_avatars[agentID].Touch(objectID);
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return false;
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}
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}
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public UUID GetOwner(UUID agentID)
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{
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lock (m_avatars)
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{
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NPCAvatar av;
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if (m_avatars.TryGetValue(agentID, out av))
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return av.OwnerID;
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}
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return UUID.Zero;
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}
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public INPC GetNPC(UUID agentID, Scene scene)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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return m_avatars[agentID];
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else
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return null;
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}
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}
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public bool DeleteNPC(UUID agentID, Scene scene)
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{
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lock (m_avatars)
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{
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NPCAvatar av;
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if (m_avatars.TryGetValue(agentID, out av))
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{
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/*
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m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
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agentID, av.Name);
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*/
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scene.IncomingCloseAgent(agentID, false);
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// scene.RemoveClient(agentID, false);
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m_avatars.Remove(agentID);
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// m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name);
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return true;
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}
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}
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/*
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m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
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agentID);
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*/
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return false;
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}
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public bool CheckPermissions(UUID npcID, UUID callerID)
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{
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lock (m_avatars)
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{
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NPCAvatar av;
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if (m_avatars.TryGetValue(npcID, out av))
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{
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if (npcID == callerID)
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return true;
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return CheckPermissions(av, callerID);
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}
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else
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{
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return false;
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}
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}
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}
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/// <summary>
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/// Check if the caller has permission to manipulate the given NPC.
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/// </summary>
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/// <param name="av"></param>
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/// <param name="callerID"></param>
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/// <returns>true if they do, false if they don't.</returns>
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private bool CheckPermissions(NPCAvatar av, UUID callerID)
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{
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return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
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}
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}
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}
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