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NPCModule.cs 16 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. private NPCOptionsFlags m_NPCOptionFlags;
  50. public NPCOptionsFlags NPCOptionFlags {get {return m_NPCOptionFlags;}}
  51. public bool Enabled { get; private set; }
  52. public void Initialise(IConfigSource source)
  53. {
  54. IConfig config = source.Configs["NPC"];
  55. Enabled = (config != null && config.GetBoolean("Enabled", false));
  56. m_NPCOptionFlags = NPCOptionsFlags.None;
  57. if(Enabled)
  58. {
  59. if(config.GetBoolean("AllowNotOwned", true))
  60. m_NPCOptionFlags |= NPCOptionsFlags.AllowNotOwned;
  61. if(config.GetBoolean("AllowSenseAsAvatar", true))
  62. m_NPCOptionFlags |= NPCOptionsFlags.AllowSenseAsAvatar;
  63. if(config.GetBoolean("AllowCloneOtherAvatars", true))
  64. m_NPCOptionFlags |= NPCOptionsFlags.AllowCloneOtherAvatars;
  65. if(config.GetBoolean("NoNPCGroup", true))
  66. m_NPCOptionFlags |= NPCOptionsFlags.NoNPCGroup;
  67. }
  68. }
  69. public void AddRegion(Scene scene)
  70. {
  71. if (Enabled)
  72. scene.RegisterModuleInterface<INPCModule>(this);
  73. }
  74. public void RegionLoaded(Scene scene)
  75. {
  76. }
  77. public void PostInitialise()
  78. {
  79. }
  80. public void RemoveRegion(Scene scene)
  81. {
  82. scene.UnregisterModuleInterface<INPCModule>(this);
  83. }
  84. public void Close()
  85. {
  86. }
  87. public string Name
  88. {
  89. get { return "NPCModule"; }
  90. }
  91. public Type ReplaceableInterface { get { return null; } }
  92. public bool IsNPC(UUID agentId, Scene scene)
  93. {
  94. // FIXME: This implementation could not just use the
  95. // ScenePresence.PresenceType (and callers could inspect that
  96. // directly).
  97. ScenePresence sp = scene.GetScenePresence(agentId);
  98. if (sp == null || sp.IsChildAgent)
  99. return false;
  100. lock (m_avatars)
  101. return m_avatars.ContainsKey(agentId);
  102. }
  103. public bool SetNPCAppearance(UUID agentId,
  104. AvatarAppearance appearance, Scene scene)
  105. {
  106. ScenePresence npc = scene.GetScenePresence(agentId);
  107. if (npc == null || npc.IsChildAgent)
  108. return false;
  109. lock (m_avatars)
  110. if (!m_avatars.ContainsKey(agentId))
  111. return false;
  112. // Delete existing npc attachments
  113. if(scene.AttachmentsModule != null)
  114. scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
  115. // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet
  116. // since it doesn't transfer attachments
  117. AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
  118. true);
  119. npc.Appearance = npcAppearance;
  120. // Rez needed npc attachments
  121. if (scene.AttachmentsModule != null)
  122. scene.AttachmentsModule.RezAttachments(npc);
  123. IAvatarFactoryModule module =
  124. scene.RequestModuleInterface<IAvatarFactoryModule>();
  125. module.SendAppearance(npc.UUID);
  126. return true;
  127. }
  128. public UUID CreateNPC(string firstname, string lastname,
  129. Vector3 position, UUID owner, bool senseAsAgent, Scene scene,
  130. AvatarAppearance appearance)
  131. {
  132. return CreateNPC(firstname, lastname, position, UUID.Zero, owner, "", UUID.Zero, senseAsAgent, scene, appearance);
  133. }
  134. public UUID CreateNPC(string firstname, string lastname,
  135. Vector3 position, UUID agentID, UUID owner, string groupTitle, UUID groupID, bool senseAsAgent, Scene scene,
  136. AvatarAppearance appearance)
  137. {
  138. NPCAvatar npcAvatar = null;
  139. string born = DateTime.UtcNow.ToString();
  140. try
  141. {
  142. if (agentID == UUID.Zero)
  143. npcAvatar = new NPCAvatar(firstname, lastname, position,
  144. owner, senseAsAgent, scene);
  145. else
  146. npcAvatar = new NPCAvatar(firstname, lastname, agentID, position,
  147. owner, senseAsAgent, scene);
  148. }
  149. catch (Exception e)
  150. {
  151. m_log.Info("[NPC MODULE]: exception creating NPC avatar: " + e.ToString());
  152. return UUID.Zero;
  153. }
  154. npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
  155. int.MaxValue);
  156. // m_log.DebugFormat(
  157. // "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
  158. // firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
  159. AgentCircuitData acd = new AgentCircuitData();
  160. acd.AgentID = npcAvatar.AgentId;
  161. acd.firstname = firstname;
  162. acd.lastname = lastname;
  163. acd.ServiceURLs = new Dictionary<string, object>();
  164. AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
  165. acd.Appearance = npcAppearance;
  166. /*
  167. for (int i = 0;
  168. i < acd.Appearance.Texture.FaceTextures.Length; i++)
  169. {
  170. m_log.DebugFormat(
  171. "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
  172. acd.AgentID, i,
  173. acd.Appearance.Texture.FaceTextures[i]);
  174. }
  175. */
  176. // ManualResetEvent ev = new ManualResetEvent(false);
  177. // Util.FireAndForget(delegate(object x) {
  178. lock (m_avatars)
  179. {
  180. scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
  181. scene.AddNewAgent(npcAvatar, PresenceType.Npc);
  182. ScenePresence sp;
  183. if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
  184. {
  185. npcAvatar.Born = born;
  186. npcAvatar.ActiveGroupId = groupID;
  187. sp.CompleteMovement(npcAvatar, false);
  188. sp.Grouptitle = groupTitle;
  189. m_avatars.Add(npcAvatar.AgentId, npcAvatar);
  190. // m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
  191. }
  192. }
  193. // ev.Set();
  194. // });
  195. // ev.WaitOne();
  196. // m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
  197. return npcAvatar.AgentId;
  198. }
  199. public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
  200. bool noFly, bool landAtTarget, bool running)
  201. {
  202. lock (m_avatars)
  203. {
  204. if (m_avatars.ContainsKey(agentID))
  205. {
  206. ScenePresence sp;
  207. if (scene.TryGetScenePresence(agentID, out sp))
  208. {
  209. if (sp.IsSatOnObject || sp.SitGround)
  210. return false;
  211. // m_log.DebugFormat(
  212. // "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
  213. // sp.Name, pos, scene.RegionInfo.RegionName,
  214. // noFly, landAtTarget);
  215. sp.MoveToTarget(pos, noFly, landAtTarget);
  216. sp.SetAlwaysRun = running;
  217. return true;
  218. }
  219. }
  220. }
  221. return false;
  222. }
  223. public bool StopMoveToTarget(UUID agentID, Scene scene)
  224. {
  225. lock (m_avatars)
  226. {
  227. if (m_avatars.ContainsKey(agentID))
  228. {
  229. ScenePresence sp;
  230. if (scene.TryGetScenePresence(agentID, out sp))
  231. {
  232. sp.Velocity = Vector3.Zero;
  233. sp.ResetMoveToTarget();
  234. return true;
  235. }
  236. }
  237. }
  238. return false;
  239. }
  240. public bool Say(UUID agentID, Scene scene, string text)
  241. {
  242. return Say(agentID, scene, text, 0);
  243. }
  244. public bool Say(UUID agentID, Scene scene, string text, int channel)
  245. {
  246. lock (m_avatars)
  247. {
  248. if (m_avatars.ContainsKey(agentID))
  249. {
  250. m_avatars[agentID].Say(channel, text);
  251. return true;
  252. }
  253. }
  254. return false;
  255. }
  256. public bool Shout(UUID agentID, Scene scene, string text, int channel)
  257. {
  258. lock (m_avatars)
  259. {
  260. if (m_avatars.ContainsKey(agentID))
  261. {
  262. m_avatars[agentID].Shout(channel, text);
  263. return true;
  264. }
  265. }
  266. return false;
  267. }
  268. public bool Sit(UUID agentID, UUID partID, Scene scene)
  269. {
  270. lock (m_avatars)
  271. {
  272. if (m_avatars.ContainsKey(agentID))
  273. {
  274. ScenePresence sp;
  275. if (scene.TryGetScenePresence(agentID, out sp))
  276. {
  277. sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
  278. return true;
  279. }
  280. }
  281. }
  282. return false;
  283. }
  284. public bool Whisper(UUID agentID, Scene scene, string text,
  285. int channel)
  286. {
  287. lock (m_avatars)
  288. {
  289. if (m_avatars.ContainsKey(agentID))
  290. {
  291. m_avatars[agentID].Whisper(channel, text);
  292. return true;
  293. }
  294. }
  295. return false;
  296. }
  297. public bool Stand(UUID agentID, Scene scene)
  298. {
  299. lock (m_avatars)
  300. {
  301. if (m_avatars.ContainsKey(agentID))
  302. {
  303. ScenePresence sp;
  304. if (scene.TryGetScenePresence(agentID, out sp))
  305. {
  306. sp.StandUp();
  307. return true;
  308. }
  309. }
  310. }
  311. return false;
  312. }
  313. public bool Touch(UUID agentID, UUID objectID)
  314. {
  315. lock (m_avatars)
  316. {
  317. if (m_avatars.ContainsKey(agentID))
  318. return m_avatars[agentID].Touch(objectID);
  319. return false;
  320. }
  321. }
  322. public UUID GetOwner(UUID agentID)
  323. {
  324. lock (m_avatars)
  325. {
  326. NPCAvatar av;
  327. if (m_avatars.TryGetValue(agentID, out av))
  328. return av.OwnerID;
  329. }
  330. return UUID.Zero;
  331. }
  332. public INPC GetNPC(UUID agentID, Scene scene)
  333. {
  334. lock (m_avatars)
  335. {
  336. if (m_avatars.ContainsKey(agentID))
  337. return m_avatars[agentID];
  338. else
  339. return null;
  340. }
  341. }
  342. public bool DeleteNPC(UUID agentID, Scene scene)
  343. {
  344. bool doRemove = false;
  345. NPCAvatar av;
  346. lock (m_avatars)
  347. {
  348. if (m_avatars.TryGetValue(agentID, out av))
  349. {
  350. /*
  351. m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
  352. agentID, av.Name);
  353. */
  354. doRemove = true;
  355. }
  356. }
  357. if (doRemove)
  358. {
  359. scene.CloseAgent(agentID, false);
  360. lock (m_avatars)
  361. {
  362. m_avatars.Remove(agentID);
  363. }
  364. m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
  365. agentID, av.Name);
  366. return true;
  367. }
  368. /*
  369. m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
  370. agentID);
  371. */
  372. return false;
  373. }
  374. public bool CheckPermissions(UUID npcID, UUID callerID)
  375. {
  376. lock (m_avatars)
  377. {
  378. NPCAvatar av;
  379. if (m_avatars.TryGetValue(npcID, out av))
  380. {
  381. if (npcID == callerID)
  382. return true;
  383. return CheckPermissions(av, callerID);
  384. }
  385. else
  386. {
  387. return false;
  388. }
  389. }
  390. }
  391. /// <summary>
  392. /// Check if the caller has permission to manipulate the given NPC.
  393. /// </summary>
  394. /// <remarks>
  395. /// A caller has permission if
  396. /// * The caller UUID given is UUID.Zero.
  397. /// * The avatar is unowned (owner is UUID.Zero).
  398. /// * The avatar is owned and the owner and callerID match.
  399. /// * The avatar is owned and the callerID matches its agentID.
  400. /// </remarks>
  401. /// <param name="av"></param>
  402. /// <param name="callerID"></param>
  403. /// <returns>true if they do, false if they don't.</returns>
  404. private bool CheckPermissions(NPCAvatar av, UUID callerID)
  405. {
  406. return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
  407. av.OwnerID == callerID || av.AgentId == callerID;
  408. }
  409. }
  410. }