NPCModule.cs 14 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Reflection;
  30. using System.Threading;
  31. using Timer = System.Timers.Timer;
  32. using log4net;
  33. using Nini.Config;
  34. using Mono.Addins;
  35. using OpenMetaverse;
  36. using OpenSim.Region.Framework.Interfaces;
  37. using OpenSim.Region.Framework.Scenes;
  38. using OpenSim.Framework;
  39. using OpenSim.Services.Interfaces;
  40. namespace OpenSim.Region.OptionalModules.World.NPC
  41. {
  42. [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "NPCModule")]
  43. public class NPCModule : INPCModule, ISharedRegionModule
  44. {
  45. private static readonly ILog m_log = LogManager.GetLogger(
  46. MethodBase.GetCurrentMethod().DeclaringType);
  47. private Dictionary<UUID, NPCAvatar> m_avatars =
  48. new Dictionary<UUID, NPCAvatar>();
  49. public bool Enabled { get; private set; }
  50. public void Initialise(IConfigSource source)
  51. {
  52. IConfig config = source.Configs["NPC"];
  53. Enabled = (config != null && config.GetBoolean("Enabled", false));
  54. }
  55. public void AddRegion(Scene scene)
  56. {
  57. if (Enabled)
  58. scene.RegisterModuleInterface<INPCModule>(this);
  59. }
  60. public void RegionLoaded(Scene scene)
  61. {
  62. }
  63. public void PostInitialise()
  64. {
  65. }
  66. public void RemoveRegion(Scene scene)
  67. {
  68. scene.UnregisterModuleInterface<INPCModule>(this);
  69. }
  70. public void Close()
  71. {
  72. }
  73. public string Name
  74. {
  75. get { return "NPCModule"; }
  76. }
  77. public Type ReplaceableInterface { get { return null; } }
  78. public bool IsNPC(UUID agentId, Scene scene)
  79. {
  80. // FIXME: This implementation could not just use the
  81. // ScenePresence.PresenceType (and callers could inspect that
  82. // directly).
  83. ScenePresence sp = scene.GetScenePresence(agentId);
  84. if (sp == null || sp.IsChildAgent)
  85. return false;
  86. lock (m_avatars)
  87. return m_avatars.ContainsKey(agentId);
  88. }
  89. public bool SetNPCAppearance(UUID agentId,
  90. AvatarAppearance appearance, Scene scene)
  91. {
  92. ScenePresence npc = scene.GetScenePresence(agentId);
  93. if (npc == null || npc.IsChildAgent)
  94. return false;
  95. lock (m_avatars)
  96. if (!m_avatars.ContainsKey(agentId))
  97. return false;
  98. // Delete existing npc attachments
  99. if(scene.AttachmentsModule != null)
  100. scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
  101. // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet
  102. // since it doesn't transfer attachments
  103. AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
  104. true);
  105. npc.Appearance = npcAppearance;
  106. // Rez needed npc attachments
  107. if (scene.AttachmentsModule != null)
  108. scene.AttachmentsModule.RezAttachments(npc);
  109. IAvatarFactoryModule module =
  110. scene.RequestModuleInterface<IAvatarFactoryModule>();
  111. module.SendAppearance(npc.UUID);
  112. return true;
  113. }
  114. public UUID CreateNPC(string firstname, string lastname,
  115. Vector3 position, UUID owner, bool senseAsAgent, Scene scene,
  116. AvatarAppearance appearance)
  117. {
  118. return CreateNPC(firstname, lastname, position, UUID.Zero, owner, senseAsAgent, scene, appearance);
  119. }
  120. public UUID CreateNPC(string firstname, string lastname,
  121. Vector3 position, UUID agentID, UUID owner, bool senseAsAgent, Scene scene,
  122. AvatarAppearance appearance)
  123. {
  124. NPCAvatar npcAvatar = null;
  125. try
  126. {
  127. if (agentID == UUID.Zero)
  128. npcAvatar = new NPCAvatar(firstname, lastname, position,
  129. owner, senseAsAgent, scene);
  130. else
  131. npcAvatar = new NPCAvatar(firstname, lastname, agentID, position,
  132. owner, senseAsAgent, scene);
  133. }
  134. catch (Exception e)
  135. {
  136. m_log.Info("[NPC MODULE]: exception creating NPC avatar: " + e.ToString());
  137. return UUID.Zero;
  138. }
  139. npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
  140. int.MaxValue);
  141. m_log.DebugFormat(
  142. "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
  143. firstname, lastname, npcAvatar.AgentId, owner,
  144. senseAsAgent, position, scene.RegionInfo.RegionName);
  145. AgentCircuitData acd = new AgentCircuitData();
  146. acd.AgentID = npcAvatar.AgentId;
  147. acd.firstname = firstname;
  148. acd.lastname = lastname;
  149. acd.ServiceURLs = new Dictionary<string, object>();
  150. AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
  151. true);
  152. acd.Appearance = npcAppearance;
  153. /*
  154. for (int i = 0;
  155. i < acd.Appearance.Texture.FaceTextures.Length; i++)
  156. {
  157. m_log.DebugFormat(
  158. "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
  159. acd.AgentID, i,
  160. acd.Appearance.Texture.FaceTextures[i]);
  161. }
  162. */
  163. lock (m_avatars)
  164. {
  165. scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
  166. acd);
  167. scene.AddNewAgent(npcAvatar, PresenceType.Npc);
  168. ScenePresence sp;
  169. if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
  170. {
  171. /*
  172. m_log.DebugFormat(
  173. "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}",
  174. sp.Name, sp.UUID);
  175. */
  176. sp.CompleteMovement(npcAvatar, false);
  177. m_avatars.Add(npcAvatar.AgentId, npcAvatar);
  178. m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
  179. return npcAvatar.AgentId;
  180. }
  181. else
  182. {
  183. m_log.WarnFormat(
  184. "[NPC MODULE]: Could not find scene presence for NPC {0} {1}",
  185. sp.Name, sp.UUID);
  186. return UUID.Zero;
  187. }
  188. }
  189. }
  190. public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
  191. bool noFly, bool landAtTarget, bool running)
  192. {
  193. lock (m_avatars)
  194. {
  195. if (m_avatars.ContainsKey(agentID))
  196. {
  197. ScenePresence sp;
  198. if (scene.TryGetScenePresence(agentID, out sp))
  199. {
  200. // m_log.DebugFormat(
  201. // "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
  202. // sp.Name, pos, scene.RegionInfo.RegionName,
  203. // noFly, landAtTarget);
  204. sp.MoveToTarget(pos, noFly, landAtTarget);
  205. sp.SetAlwaysRun = running;
  206. return true;
  207. }
  208. }
  209. }
  210. return false;
  211. }
  212. public bool StopMoveToTarget(UUID agentID, Scene scene)
  213. {
  214. lock (m_avatars)
  215. {
  216. if (m_avatars.ContainsKey(agentID))
  217. {
  218. ScenePresence sp;
  219. if (scene.TryGetScenePresence(agentID, out sp))
  220. {
  221. sp.Velocity = Vector3.Zero;
  222. sp.ResetMoveToTarget();
  223. return true;
  224. }
  225. }
  226. }
  227. return false;
  228. }
  229. public bool Say(UUID agentID, Scene scene, string text)
  230. {
  231. return Say(agentID, scene, text, 0);
  232. }
  233. public bool Say(UUID agentID, Scene scene, string text, int channel)
  234. {
  235. lock (m_avatars)
  236. {
  237. if (m_avatars.ContainsKey(agentID))
  238. {
  239. m_avatars[agentID].Say(channel, text);
  240. return true;
  241. }
  242. }
  243. return false;
  244. }
  245. public bool Shout(UUID agentID, Scene scene, string text, int channel)
  246. {
  247. lock (m_avatars)
  248. {
  249. if (m_avatars.ContainsKey(agentID))
  250. {
  251. m_avatars[agentID].Shout(channel, text);
  252. return true;
  253. }
  254. }
  255. return false;
  256. }
  257. public bool Sit(UUID agentID, UUID partID, Scene scene)
  258. {
  259. lock (m_avatars)
  260. {
  261. if (m_avatars.ContainsKey(agentID))
  262. {
  263. ScenePresence sp;
  264. if (scene.TryGetScenePresence(agentID, out sp))
  265. {
  266. sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
  267. return true;
  268. }
  269. }
  270. }
  271. return false;
  272. }
  273. public bool Whisper(UUID agentID, Scene scene, string text,
  274. int channel)
  275. {
  276. lock (m_avatars)
  277. {
  278. if (m_avatars.ContainsKey(agentID))
  279. {
  280. m_avatars[agentID].Whisper(channel, text);
  281. return true;
  282. }
  283. }
  284. return false;
  285. }
  286. public bool Stand(UUID agentID, Scene scene)
  287. {
  288. lock (m_avatars)
  289. {
  290. if (m_avatars.ContainsKey(agentID))
  291. {
  292. ScenePresence sp;
  293. if (scene.TryGetScenePresence(agentID, out sp))
  294. {
  295. sp.StandUp();
  296. return true;
  297. }
  298. }
  299. }
  300. return false;
  301. }
  302. public bool Touch(UUID agentID, UUID objectID)
  303. {
  304. lock (m_avatars)
  305. {
  306. if (m_avatars.ContainsKey(agentID))
  307. return m_avatars[agentID].Touch(objectID);
  308. return false;
  309. }
  310. }
  311. public UUID GetOwner(UUID agentID)
  312. {
  313. lock (m_avatars)
  314. {
  315. NPCAvatar av;
  316. if (m_avatars.TryGetValue(agentID, out av))
  317. return av.OwnerID;
  318. }
  319. return UUID.Zero;
  320. }
  321. public INPC GetNPC(UUID agentID, Scene scene)
  322. {
  323. lock (m_avatars)
  324. {
  325. if (m_avatars.ContainsKey(agentID))
  326. return m_avatars[agentID];
  327. else
  328. return null;
  329. }
  330. }
  331. public bool DeleteNPC(UUID agentID, Scene scene)
  332. {
  333. lock (m_avatars)
  334. {
  335. NPCAvatar av;
  336. if (m_avatars.TryGetValue(agentID, out av))
  337. {
  338. /*
  339. m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
  340. agentID, av.Name);
  341. */
  342. scene.CloseAgent(agentID, false);
  343. m_avatars.Remove(agentID);
  344. /*
  345. m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
  346. agentID, av.Name);
  347. */
  348. return true;
  349. }
  350. }
  351. /*
  352. m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
  353. agentID);
  354. */
  355. return false;
  356. }
  357. public bool CheckPermissions(UUID npcID, UUID callerID)
  358. {
  359. lock (m_avatars)
  360. {
  361. NPCAvatar av;
  362. if (m_avatars.TryGetValue(npcID, out av))
  363. return CheckPermissions(av, callerID);
  364. else
  365. return false;
  366. }
  367. }
  368. /// <summary>
  369. /// Check if the caller has permission to manipulate the given NPC.
  370. /// </summary>
  371. /// <param name="av"></param>
  372. /// <param name="callerID"></param>
  373. /// <returns>true if they do, false if they don't.</returns>
  374. private bool CheckPermissions(NPCAvatar av, UUID callerID)
  375. {
  376. return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
  377. av.OwnerID == callerID;
  378. }
  379. }
  380. }