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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System.Collections.Generic;
- using System.Threading;
- using OpenMetaverse;
- using Nini.Config;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.CoreModules.Avatar.NPC;
- using OpenSim.Framework;
- using Timer=System.Timers.Timer;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Region.OptionalModules.World.NPC
- {
- public class NPCModule : IRegionModule, INPCModule
- {
- // private const bool m_enabled = false;
- private Mutex m_createMutex;
- private Timer m_timer;
- private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
- private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
- // Timer vars.
- private bool p_inUse = false;
- private readonly object p_lock = new object();
- // Private Temporary Variables.
- private string p_firstname;
- private string p_lastname;
- private Vector3 p_position;
- private Scene p_scene;
- private UUID p_cloneAppearanceFrom;
- private UUID p_returnUuid;
- private AvatarAppearance GetAppearance(UUID target, Scene scene)
- {
- if (m_appearanceCache.ContainsKey(target))
- return m_appearanceCache[target];
- AvatarAppearance appearance = scene.AvatarService.GetAppearance(target);
- if (appearance != null)
- {
- m_appearanceCache.Add(target, appearance);
- return appearance;
- }
- return new AvatarAppearance();
- }
- public UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom)
- {
- // Block.
- m_createMutex.WaitOne();
- // Copy Temp Variables for Timer to pick up.
- lock (p_lock)
- {
- p_firstname = firstname;
- p_lastname = lastname;
- p_position = position;
- p_scene = scene;
- p_cloneAppearanceFrom = cloneAppearanceFrom;
- p_inUse = true;
- p_returnUuid = UUID.Zero;
- }
- while (p_returnUuid == UUID.Zero)
- {
- Thread.Sleep(250);
- }
- m_createMutex.ReleaseMutex();
- return p_returnUuid;
- }
- public void Autopilot(UUID agentID, Scene scene, Vector3 pos)
- {
- lock (m_avatars)
- {
- if (m_avatars.ContainsKey(agentID))
- {
- ScenePresence sp;
- scene.TryGetScenePresence(agentID, out sp);
- sp.DoAutoPilot(0, pos, m_avatars[agentID]);
- }
- }
- }
- public void Say(UUID agentID, Scene scene, string text)
- {
- lock (m_avatars)
- {
- if (m_avatars.ContainsKey(agentID))
- {
- m_avatars[agentID].Say(text);
- }
- }
- }
- public void DeleteNPC(UUID agentID, Scene scene)
- {
- lock (m_avatars)
- {
- if (m_avatars.ContainsKey(agentID))
- {
- scene.RemoveClient(agentID);
- m_avatars.Remove(agentID);
- }
- }
- }
- public void Initialise(Scene scene, IConfigSource source)
- {
- m_createMutex = new Mutex(false);
- m_timer = new Timer(500);
- m_timer.Elapsed += m_timer_Elapsed;
- m_timer.Start();
-
- scene.RegisterModuleInterface<INPCModule>(this);
- }
- void m_timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
- {
- lock (p_lock)
- {
- if (p_inUse)
- {
- p_inUse = false;
- NPCAvatar npcAvatar = new NPCAvatar(p_firstname, p_lastname, p_position, p_scene);
- npcAvatar.CircuitCode = (uint) Util.RandomClass.Next(0, int.MaxValue);
- p_scene.AddNewClient(npcAvatar);
- ScenePresence sp;
- if (p_scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
- {
- AvatarAppearance x = GetAppearance(p_cloneAppearanceFrom, p_scene);
- sp.Appearance.SetTextureEntries(x.Texture);
- sp.Appearance.SetVisualParams((byte[])x.VisualParams.Clone());
- sp.SendAppearanceToAllOtherAgents();
- }
- m_avatars.Add(npcAvatar.AgentId, npcAvatar);
- p_returnUuid = npcAvatar.AgentId;
- }
- }
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "NPCModule"; }
- }
- public bool IsSharedModule
- {
- get { return true; }
- }
- }
- }
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