549 lines
20 KiB
C#
549 lines
20 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.Text;
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using System.IO;
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using System.Reflection;
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using System.Threading;
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using System.Timers;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Assets;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using pCampBot.Interfaces;
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using Timer = System.Timers.Timer;
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namespace pCampBot
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{
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public enum ConnectionState
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{
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Disconnected,
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Connecting,
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Connected,
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Disconnecting
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}
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public class Bot
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public delegate void AnEvent(Bot callbot, EventType someevent); // event delegate for bot events
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/// <summary>
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/// Bot manager.
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/// </summary>
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public BotManager Manager { get; private set; }
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/// <summary>
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/// Bot config, passed from BotManager.
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/// </summary>
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private IConfig startupConfig;
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/// <summary>
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/// Behaviours implemented by this bot.
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/// </summary>
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/// <remarks>
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/// Lock this list before manipulating it.
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/// </remarks>
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public List<IBehaviour> Behaviours { get; private set; }
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/// <summary>
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/// Objects that the bot has discovered.
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/// </summary>
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/// <remarks>
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/// Returns a list copy. Inserting new objects manually will have no effect.
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/// </remarks>
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public Dictionary<UUID, Primitive> Objects
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{
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get
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{
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lock (m_objects)
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return new Dictionary<UUID, Primitive>(m_objects);
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}
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}
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private Dictionary<UUID, Primitive> m_objects = new Dictionary<UUID, Primitive>();
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/// <summary>
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/// Is this bot connected to the grid?
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/// </summary>
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public ConnectionState ConnectionState { get; private set; }
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public string FirstName { get; private set; }
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public string LastName { get; private set; }
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public string Name { get; private set; }
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public string Password { get; private set; }
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public string LoginUri { get; private set; }
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public string saveDir;
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public string wear;
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public event AnEvent OnConnected;
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public event AnEvent OnDisconnected;
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/// <summary>
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/// Keep a track of the continuously acting thread so that we can abort it.
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/// </summary>
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private Thread m_actionThread;
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protected List<uint> objectIDs = new List<uint>();
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/// <summary>
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/// Random number generator.
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/// </summary>
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public Random Random { get; private set; }
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/// <summary>
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/// New instance of a SecondLife client
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/// </summary>
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public GridClient Client { get; private set; }
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="bm"></param>
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/// <param name="behaviours">Behaviours for this bot to perform</param>
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/// <param name="firstName"></param>
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/// <param name="lastName"></param>
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/// <param name="password"></param>
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/// <param name="loginUri"></param>
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/// <param name="behaviours"></param>
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public Bot(
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BotManager bm, List<IBehaviour> behaviours,
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string firstName, string lastName, string password, string loginUri)
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{
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ConnectionState = ConnectionState.Disconnected;
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behaviours.ForEach(b => b.Initialize(this));
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Client = new GridClient();
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Random = new Random(Environment.TickCount);// We do stuff randomly here
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FirstName = firstName;
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LastName = lastName;
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Name = string.Format("{0} {1}", FirstName, LastName);
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Password = password;
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LoginUri = loginUri;
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Manager = bm;
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startupConfig = bm.Config;
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readconfig();
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Behaviours = behaviours;
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}
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//We do our actions here. This is where one would
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//add additional steps and/or things the bot should do
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private void Action()
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{
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while (true)
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lock (Behaviours)
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Behaviours.ForEach(
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b =>
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{
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Thread.Sleep(Random.Next(3000, 10000));
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// m_log.DebugFormat("[pCAMPBOT]: For {0} performing action {1}", Name, b.GetType());
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b.Action();
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}
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);
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}
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/// <summary>
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/// Read the Nini config and initialize
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/// </summary>
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public void readconfig()
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{
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wear = startupConfig.GetString("wear", "no");
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}
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/// <summary>
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/// Tells LibSecondLife to logout and disconnect. Raises the disconnect events once it finishes.
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/// </summary>
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public void shutdown()
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{
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ConnectionState = ConnectionState.Disconnecting;
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if (m_actionThread != null)
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m_actionThread.Abort();
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Client.Network.Logout();
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}
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/// <summary>
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/// This is the bot startup loop.
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/// </summary>
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public void startup()
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{
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Client.Settings.LOGIN_SERVER = LoginUri;
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Client.Settings.ALWAYS_DECODE_OBJECTS = false;
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Client.Settings.AVATAR_TRACKING = false;
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Client.Settings.OBJECT_TRACKING = false;
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Client.Settings.SEND_AGENT_THROTTLE = true;
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Client.Settings.SEND_PINGS = true;
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Client.Settings.STORE_LAND_PATCHES = false;
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Client.Settings.USE_ASSET_CACHE = false;
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Client.Settings.MULTIPLE_SIMS = true;
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Client.Throttle.Asset = 100000;
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Client.Throttle.Land = 100000;
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Client.Throttle.Task = 100000;
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Client.Throttle.Texture = 100000;
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Client.Throttle.Wind = 100000;
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Client.Throttle.Total = 400000;
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Client.Network.LoginProgress += this.Network_LoginProgress;
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Client.Network.SimConnected += this.Network_SimConnected;
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Client.Network.Disconnected += this.Network_OnDisconnected;
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Client.Objects.ObjectUpdate += Objects_NewPrim;
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ConnectionState = ConnectionState.Connecting;
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if (Client.Network.Login(FirstName, LastName, Password, "pCampBot", "Your name"))
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{
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ConnectionState = ConnectionState.Connected;
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Thread.Sleep(Random.Next(1000, 10000));
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m_actionThread = new Thread(Action);
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m_actionThread.Start();
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// OnConnected(this, EventType.CONNECTED);
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if (wear == "save")
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{
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Client.Appearance.SetPreviousAppearance();
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SaveDefaultAppearance();
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}
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else if (wear != "no")
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{
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MakeDefaultAppearance(wear);
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}
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// Extract nearby region information.
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Client.Grid.GridRegion += Manager.Grid_GridRegion;
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uint xUint, yUint;
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Utils.LongToUInts(Client.Network.CurrentSim.Handle, out xUint, out yUint);
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ushort minX, minY, maxX, maxY;
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minX = (ushort)Math.Min(0, xUint - 5);
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minY = (ushort)Math.Min(0, yUint - 5);
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maxX = (ushort)(xUint + 5);
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maxY = (ushort)(yUint + 5);
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Client.Grid.RequestMapBlocks(GridLayerType.Terrain, minX, minY, maxX, maxY, false);
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}
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else
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{
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ConnectionState = ConnectionState.Disconnected;
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m_log.ErrorFormat(
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"{0} {1} cannot login: {2}", FirstName, LastName, Client.Network.LoginMessage);
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if (OnDisconnected != null)
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{
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OnDisconnected(this, EventType.DISCONNECTED);
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}
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}
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}
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public void SaveDefaultAppearance()
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{
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saveDir = "MyAppearance/" + FirstName + "_" + LastName;
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if (!Directory.Exists(saveDir))
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{
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Directory.CreateDirectory(saveDir);
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}
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Array wtypes = Enum.GetValues(typeof(WearableType));
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foreach (WearableType wtype in wtypes)
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{
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UUID wearable = Client.Appearance.GetWearableAsset(wtype);
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if (wearable != UUID.Zero)
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{
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Client.Assets.RequestAsset(wearable, AssetType.Clothing, false, Asset_ReceivedCallback);
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Client.Assets.RequestAsset(wearable, AssetType.Bodypart, false, Asset_ReceivedCallback);
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}
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}
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}
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public void SaveAsset(AssetWearable asset)
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{
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if (asset != null)
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{
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try
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{
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if (asset.Decode())
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{
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File.WriteAllBytes(Path.Combine(saveDir, String.Format("{1}.{0}",
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asset.AssetType.ToString().ToLower(),
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asset.WearableType)), asset.AssetData);
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}
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else
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{
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m_log.WarnFormat("Failed to decode {0} asset {1}", asset.AssetType, asset.AssetID);
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("Exception: {0}{1}", e.Message, e.StackTrace);
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}
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}
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}
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public WearableType GetWearableType(string path)
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{
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string type = ((((path.Split('/'))[2]).Split('.'))[0]).Trim();
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switch (type)
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{
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case "Eyes":
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return WearableType.Eyes;
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case "Hair":
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return WearableType.Hair;
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case "Pants":
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return WearableType.Pants;
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case "Shape":
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return WearableType.Shape;
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case "Shirt":
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return WearableType.Shirt;
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case "Skin":
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return WearableType.Skin;
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default:
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return WearableType.Shape;
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}
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}
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public void MakeDefaultAppearance(string wear)
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{
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try
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{
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if (wear == "yes")
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{
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//TODO: Implement random outfit picking
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m_log.DebugFormat("Picks a random outfit. Not yet implemented.");
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}
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else if (wear != "save")
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saveDir = "MyAppearance/" + wear;
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saveDir = saveDir + "/";
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string[] clothing = Directory.GetFiles(saveDir, "*.clothing", SearchOption.TopDirectoryOnly);
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string[] bodyparts = Directory.GetFiles(saveDir, "*.bodypart", SearchOption.TopDirectoryOnly);
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InventoryFolder clothfolder = FindClothingFolder();
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UUID transid = UUID.Random();
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List<InventoryBase> listwearables = new List<InventoryBase>();
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for (int i = 0; i < clothing.Length; i++)
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{
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UUID assetID = UUID.Random();
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AssetClothing asset = new AssetClothing(assetID, File.ReadAllBytes(clothing[i]));
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asset.Decode();
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asset.Owner = Client.Self.AgentID;
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asset.WearableType = GetWearableType(clothing[i]);
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asset.Encode();
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transid = Client.Assets.RequestUpload(asset,true);
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Client.Inventory.RequestCreateItem(clothfolder.UUID, "MyClothing" + i.ToString(), "MyClothing", AssetType.Clothing,
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transid, InventoryType.Wearable, asset.WearableType, PermissionMask.All, delegate(bool success, InventoryItem item)
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{
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if (success)
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{
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listwearables.Add(item);
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}
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else
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{
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m_log.WarnFormat("Failed to create item {0}", item.Name);
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}
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}
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);
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}
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for (int i = 0; i < bodyparts.Length; i++)
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{
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UUID assetID = UUID.Random();
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AssetBodypart asset = new AssetBodypart(assetID, File.ReadAllBytes(bodyparts[i]));
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asset.Decode();
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asset.Owner = Client.Self.AgentID;
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asset.WearableType = GetWearableType(bodyparts[i]);
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asset.Encode();
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transid = Client.Assets.RequestUpload(asset,true);
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Client.Inventory.RequestCreateItem(clothfolder.UUID, "MyBodyPart" + i.ToString(), "MyBodyPart", AssetType.Bodypart,
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transid, InventoryType.Wearable, asset.WearableType, PermissionMask.All, delegate(bool success, InventoryItem item)
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{
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if (success)
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{
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listwearables.Add(item);
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}
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else
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{
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m_log.WarnFormat("Failed to create item {0}", item.Name);
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}
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}
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);
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}
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Thread.Sleep(1000);
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if (listwearables == null || listwearables.Count == 0)
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{
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m_log.DebugFormat("Nothing to send on this folder!");
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}
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else
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{
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m_log.DebugFormat("Sending {0} wearables...", listwearables.Count);
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Client.Appearance.WearOutfit(listwearables, false);
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine(ex.ToString());
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}
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}
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public InventoryFolder FindClothingFolder()
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{
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UUID rootfolder = Client.Inventory.Store.RootFolder.UUID;
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List<InventoryBase> listfolders = Client.Inventory.Store.GetContents(rootfolder);
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InventoryFolder clothfolder = new InventoryFolder(UUID.Random());
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foreach (InventoryBase folder in listfolders)
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{
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if (folder.Name == "Clothing")
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{
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clothfolder = (InventoryFolder)folder;
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break;
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}
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}
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return clothfolder;
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}
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public void Network_LoginProgress(object sender, LoginProgressEventArgs args)
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{
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m_log.DebugFormat("[BOT]: Bot {0} {1} in Network_LoginProcess", Name, args.Status);
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if (args.Status == LoginStatus.Success)
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{
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if (OnConnected != null)
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{
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OnConnected(this, EventType.CONNECTED);
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}
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}
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}
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public void Network_SimConnected(object sender, SimConnectedEventArgs args)
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{
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m_log.DebugFormat(
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"[BOT]: Bot {0} connected to {1} at {2}", Name, args.Simulator.Name, args.Simulator.IPEndPoint);
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}
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public void Network_OnDisconnected(object sender, DisconnectedEventArgs args)
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{
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ConnectionState = ConnectionState.Disconnected;
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m_log.DebugFormat(
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"[BOT]: Bot {0} disconnected reason {1}, message {2}", Name, args.Reason, args.Message);
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// m_log.ErrorFormat("Fired Network_OnDisconnected");
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// if (
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// (args.Reason == NetworkManager.DisconnectType.SimShutdown
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// || args.Reason == NetworkManager.DisconnectType.NetworkTimeout)
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// && OnDisconnected != null)
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if (
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(args.Reason == NetworkManager.DisconnectType.ClientInitiated
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|| args.Reason == NetworkManager.DisconnectType.ServerInitiated
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|| args.Reason == NetworkManager.DisconnectType.NetworkTimeout)
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&& OnDisconnected != null)
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// if (OnDisconnected != null)
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{
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OnDisconnected(this, EventType.DISCONNECTED);
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}
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}
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public void Objects_NewPrim(object sender, PrimEventArgs args)
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{
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// if (Name.EndsWith("4"))
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// throw new Exception("Aaargh");
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Primitive prim = args.Prim;
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if (prim != null)
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{
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lock (m_objects)
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m_objects[prim.ID] = prim;
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if (prim.Textures != null)
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{
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if (prim.Textures.DefaultTexture.TextureID != UUID.Zero)
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{
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GetTexture(prim.Textures.DefaultTexture.TextureID);
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}
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for (int i = 0; i < prim.Textures.FaceTextures.Length; i++)
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{
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Primitive.TextureEntryFace face = prim.Textures.FaceTextures[i];
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if (face != null)
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{
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UUID textureID = prim.Textures.FaceTextures[i].TextureID;
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if (textureID != UUID.Zero)
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GetTexture(textureID);
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}
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}
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}
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if (prim.Sculpt != null && prim.Sculpt.SculptTexture != UUID.Zero)
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GetTexture(prim.Sculpt.SculptTexture);
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}
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}
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private void GetTexture(UUID textureID)
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{
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lock (Manager.AssetsReceived)
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{
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// Don't request assets more than once.
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if (Manager.AssetsReceived.ContainsKey(textureID))
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return;
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Manager.AssetsReceived[textureID] = false;
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Client.Assets.RequestImage(textureID, ImageType.Normal, Asset_TextureCallback_Texture);
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}
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}
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public void Asset_TextureCallback_Texture(TextureRequestState state, AssetTexture assetTexture)
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{
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//TODO: Implement texture saving and applying
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}
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public void Asset_ReceivedCallback(AssetDownload transfer, Asset asset)
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{
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lock (Manager.AssetsReceived)
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Manager.AssetsReceived[asset.AssetID] = true;
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// if (wear == "save")
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// {
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// SaveAsset((AssetWearable) asset);
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// }
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}
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}
|
|
}
|