123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548 |
- /*
- * 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;
- using System.Collections.Generic;
- using System.Text;
- using System.IO;
- using System.Reflection;
- using System.Threading;
- using System.Timers;
- using log4net;
- using OpenMetaverse;
- using OpenMetaverse.Assets;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using pCampBot.Interfaces;
- using Timer = System.Timers.Timer;
- namespace pCampBot
- {
- public enum ConnectionState
- {
- Disconnected,
- Connecting,
- Connected,
- Disconnecting
- }
- public class Bot
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public delegate void AnEvent(Bot callbot, EventType someevent); // event delegate for bot events
- /// <summary>
- /// Bot manager.
- /// </summary>
- public BotManager Manager { get; private set; }
- /// <summary>
- /// Bot config, passed from BotManager.
- /// </summary>
- private IConfig startupConfig;
- /// <summary>
- /// Behaviours implemented by this bot.
- /// </summary>
- /// <remarks>
- /// Lock this list before manipulating it.
- /// </remarks>
- public List<IBehaviour> Behaviours { get; private set; }
- /// <summary>
- /// Objects that the bot has discovered.
- /// </summary>
- /// <remarks>
- /// Returns a list copy. Inserting new objects manually will have no effect.
- /// </remarks>
- public Dictionary<UUID, Primitive> Objects
- {
- get
- {
- lock (m_objects)
- return new Dictionary<UUID, Primitive>(m_objects);
- }
- }
- private Dictionary<UUID, Primitive> m_objects = new Dictionary<UUID, Primitive>();
- /// <summary>
- /// Is this bot connected to the grid?
- /// </summary>
- public ConnectionState ConnectionState { get; private set; }
- public string FirstName { get; private set; }
- public string LastName { get; private set; }
- public string Name { get; private set; }
- public string Password { get; private set; }
- public string LoginUri { get; private set; }
- public string saveDir;
- public string wear;
- public event AnEvent OnConnected;
- public event AnEvent OnDisconnected;
- /// <summary>
- /// Keep a track of the continuously acting thread so that we can abort it.
- /// </summary>
- private Thread m_actionThread;
- protected List<uint> objectIDs = new List<uint>();
- /// <summary>
- /// Random number generator.
- /// </summary>
- public Random Random { get; private set; }
- /// <summary>
- /// New instance of a SecondLife client
- /// </summary>
- public GridClient Client { get; private set; }
- /// <summary>
- /// Constructor
- /// </summary>
- /// <param name="bm"></param>
- /// <param name="behaviours">Behaviours for this bot to perform</param>
- /// <param name="firstName"></param>
- /// <param name="lastName"></param>
- /// <param name="password"></param>
- /// <param name="loginUri"></param>
- /// <param name="behaviours"></param>
- public Bot(
- BotManager bm, List<IBehaviour> behaviours,
- string firstName, string lastName, string password, string loginUri)
- {
- ConnectionState = ConnectionState.Disconnected;
- behaviours.ForEach(b => b.Initialize(this));
-
- Client = new GridClient();
- Random = new Random(Environment.TickCount);// We do stuff randomly here
- FirstName = firstName;
- LastName = lastName;
- Name = string.Format("{0} {1}", FirstName, LastName);
- Password = password;
- LoginUri = loginUri;
- Manager = bm;
- startupConfig = bm.Config;
- readconfig();
- Behaviours = behaviours;
- }
- //We do our actions here. This is where one would
- //add additional steps and/or things the bot should do
- private void Action()
- {
- while (true)
- lock (Behaviours)
- Behaviours.ForEach(
- b =>
- {
- Thread.Sleep(Random.Next(3000, 10000));
-
- // m_log.DebugFormat("[pCAMPBOT]: For {0} performing action {1}", Name, b.GetType());
- b.Action();
- }
- );
- }
- /// <summary>
- /// Read the Nini config and initialize
- /// </summary>
- public void readconfig()
- {
- wear = startupConfig.GetString("wear", "no");
- }
- /// <summary>
- /// Tells LibSecondLife to logout and disconnect. Raises the disconnect events once it finishes.
- /// </summary>
- public void shutdown()
- {
- ConnectionState = ConnectionState.Disconnecting;
- if (m_actionThread != null)
- m_actionThread.Abort();
- Client.Network.Logout();
- }
- /// <summary>
- /// This is the bot startup loop.
- /// </summary>
- public void startup()
- {
- Client.Settings.LOGIN_SERVER = LoginUri;
- Client.Settings.ALWAYS_DECODE_OBJECTS = false;
- Client.Settings.AVATAR_TRACKING = false;
- Client.Settings.OBJECT_TRACKING = false;
- Client.Settings.SEND_AGENT_THROTTLE = true;
- Client.Settings.SEND_PINGS = true;
- Client.Settings.STORE_LAND_PATCHES = false;
- Client.Settings.USE_ASSET_CACHE = false;
- Client.Settings.MULTIPLE_SIMS = true;
- Client.Throttle.Asset = 100000;
- Client.Throttle.Land = 100000;
- Client.Throttle.Task = 100000;
- Client.Throttle.Texture = 100000;
- Client.Throttle.Wind = 100000;
- Client.Throttle.Total = 400000;
- Client.Network.LoginProgress += this.Network_LoginProgress;
- Client.Network.SimConnected += this.Network_SimConnected;
- Client.Network.Disconnected += this.Network_OnDisconnected;
- Client.Objects.ObjectUpdate += Objects_NewPrim;
- ConnectionState = ConnectionState.Connecting;
- if (Client.Network.Login(FirstName, LastName, Password, "pCampBot", "Your name"))
- {
- ConnectionState = ConnectionState.Connected;
- Thread.Sleep(Random.Next(1000, 10000));
- m_actionThread = new Thread(Action);
- m_actionThread.Start();
- // OnConnected(this, EventType.CONNECTED);
- if (wear == "save")
- {
- Client.Appearance.SetPreviousAppearance();
- SaveDefaultAppearance();
- }
- else if (wear != "no")
- {
- MakeDefaultAppearance(wear);
- }
- // Extract nearby region information.
- Client.Grid.GridRegion += Manager.Grid_GridRegion;
- uint xUint, yUint;
- Utils.LongToUInts(Client.Network.CurrentSim.Handle, out xUint, out yUint);
- ushort minX, minY, maxX, maxY;
- minX = (ushort)Math.Min(0, xUint - 5);
- minY = (ushort)Math.Min(0, yUint - 5);
- maxX = (ushort)(xUint + 5);
- maxY = (ushort)(yUint + 5);
- Client.Grid.RequestMapBlocks(GridLayerType.Terrain, minX, minY, maxX, maxY, false);
- }
- else
- {
- ConnectionState = ConnectionState.Disconnected;
- m_log.ErrorFormat(
- "{0} {1} cannot login: {2}", FirstName, LastName, Client.Network.LoginMessage);
- if (OnDisconnected != null)
- {
- OnDisconnected(this, EventType.DISCONNECTED);
- }
- }
- }
- public void SaveDefaultAppearance()
- {
- saveDir = "MyAppearance/" + FirstName + "_" + LastName;
- if (!Directory.Exists(saveDir))
- {
- Directory.CreateDirectory(saveDir);
- }
- Array wtypes = Enum.GetValues(typeof(WearableType));
- foreach (WearableType wtype in wtypes)
- {
- UUID wearable = Client.Appearance.GetWearableAsset(wtype);
- if (wearable != UUID.Zero)
- {
- Client.Assets.RequestAsset(wearable, AssetType.Clothing, false, Asset_ReceivedCallback);
- Client.Assets.RequestAsset(wearable, AssetType.Bodypart, false, Asset_ReceivedCallback);
- }
- }
- }
- public void SaveAsset(AssetWearable asset)
- {
- if (asset != null)
- {
- try
- {
- if (asset.Decode())
- {
- File.WriteAllBytes(Path.Combine(saveDir, String.Format("{1}.{0}",
- asset.AssetType.ToString().ToLower(),
- asset.WearableType)), asset.AssetData);
- }
- else
- {
- m_log.WarnFormat("Failed to decode {0} asset {1}", asset.AssetType, asset.AssetID);
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("Exception: {0}{1}", e.Message, e.StackTrace);
- }
- }
- }
- public WearableType GetWearableType(string path)
- {
- string type = ((((path.Split('/'))[2]).Split('.'))[0]).Trim();
- switch (type)
- {
- case "Eyes":
- return WearableType.Eyes;
- case "Hair":
- return WearableType.Hair;
- case "Pants":
- return WearableType.Pants;
- case "Shape":
- return WearableType.Shape;
- case "Shirt":
- return WearableType.Shirt;
- case "Skin":
- return WearableType.Skin;
- default:
- return WearableType.Shape;
- }
- }
- public void MakeDefaultAppearance(string wear)
- {
- try
- {
- if (wear == "yes")
- {
- //TODO: Implement random outfit picking
- m_log.DebugFormat("Picks a random outfit. Not yet implemented.");
- }
- else if (wear != "save")
- saveDir = "MyAppearance/" + wear;
- saveDir = saveDir + "/";
- string[] clothing = Directory.GetFiles(saveDir, "*.clothing", SearchOption.TopDirectoryOnly);
- string[] bodyparts = Directory.GetFiles(saveDir, "*.bodypart", SearchOption.TopDirectoryOnly);
- InventoryFolder clothfolder = FindClothingFolder();
- UUID transid = UUID.Random();
- List<InventoryBase> listwearables = new List<InventoryBase>();
-
- for (int i = 0; i < clothing.Length; i++)
- {
- UUID assetID = UUID.Random();
- AssetClothing asset = new AssetClothing(assetID, File.ReadAllBytes(clothing[i]));
- asset.Decode();
- asset.Owner = Client.Self.AgentID;
- asset.WearableType = GetWearableType(clothing[i]);
- asset.Encode();
- transid = Client.Assets.RequestUpload(asset,true);
- Client.Inventory.RequestCreateItem(clothfolder.UUID, "MyClothing" + i.ToString(), "MyClothing", AssetType.Clothing,
- transid, InventoryType.Wearable, asset.WearableType, PermissionMask.All, delegate(bool success, InventoryItem item)
- {
- if (success)
- {
- listwearables.Add(item);
- }
- else
- {
- m_log.WarnFormat("Failed to create item {0}", item.Name);
- }
- }
- );
- }
- for (int i = 0; i < bodyparts.Length; i++)
- {
- UUID assetID = UUID.Random();
- AssetBodypart asset = new AssetBodypart(assetID, File.ReadAllBytes(bodyparts[i]));
- asset.Decode();
- asset.Owner = Client.Self.AgentID;
- asset.WearableType = GetWearableType(bodyparts[i]);
- asset.Encode();
- transid = Client.Assets.RequestUpload(asset,true);
- Client.Inventory.RequestCreateItem(clothfolder.UUID, "MyBodyPart" + i.ToString(), "MyBodyPart", AssetType.Bodypart,
- transid, InventoryType.Wearable, asset.WearableType, PermissionMask.All, delegate(bool success, InventoryItem item)
- {
- if (success)
- {
- listwearables.Add(item);
- }
- else
- {
- m_log.WarnFormat("Failed to create item {0}", item.Name);
- }
- }
- );
- }
- Thread.Sleep(1000);
- if (listwearables == null || listwearables.Count == 0)
- {
- m_log.DebugFormat("Nothing to send on this folder!");
- }
- else
- {
- m_log.DebugFormat("Sending {0} wearables...", listwearables.Count);
- Client.Appearance.WearOutfit(listwearables, false);
- }
- }
- catch (Exception ex)
- {
- Console.WriteLine(ex.ToString());
- }
- }
- public InventoryFolder FindClothingFolder()
- {
- UUID rootfolder = Client.Inventory.Store.RootFolder.UUID;
- List<InventoryBase> listfolders = Client.Inventory.Store.GetContents(rootfolder);
- InventoryFolder clothfolder = new InventoryFolder(UUID.Random());
- foreach (InventoryBase folder in listfolders)
- {
- if (folder.Name == "Clothing")
- {
- clothfolder = (InventoryFolder)folder;
- break;
- }
- }
- return clothfolder;
- }
- public void Network_LoginProgress(object sender, LoginProgressEventArgs args)
- {
- m_log.DebugFormat("[BOT]: Bot {0} {1} in Network_LoginProcess", Name, args.Status);
- if (args.Status == LoginStatus.Success)
- {
- if (OnConnected != null)
- {
- OnConnected(this, EventType.CONNECTED);
- }
- }
- }
- public void Network_SimConnected(object sender, SimConnectedEventArgs args)
- {
- m_log.DebugFormat(
- "[BOT]: Bot {0} connected to {1} at {2}", Name, args.Simulator.Name, args.Simulator.IPEndPoint);
- }
- public void Network_OnDisconnected(object sender, DisconnectedEventArgs args)
- {
- ConnectionState = ConnectionState.Disconnected;
- m_log.DebugFormat(
- "[BOT]: Bot {0} disconnected reason {1}, message {2}", Name, args.Reason, args.Message);
- // m_log.ErrorFormat("Fired Network_OnDisconnected");
- // if (
- // (args.Reason == NetworkManager.DisconnectType.SimShutdown
- // || args.Reason == NetworkManager.DisconnectType.NetworkTimeout)
- // && OnDisconnected != null)
- if (
- (args.Reason == NetworkManager.DisconnectType.ClientInitiated
- || args.Reason == NetworkManager.DisconnectType.ServerInitiated
- || args.Reason == NetworkManager.DisconnectType.NetworkTimeout)
- && OnDisconnected != null)
- // if (OnDisconnected != null)
- {
- OnDisconnected(this, EventType.DISCONNECTED);
- }
- }
- public void Objects_NewPrim(object sender, PrimEventArgs args)
- {
- // if (Name.EndsWith("4"))
- // throw new Exception("Aaargh");
- Primitive prim = args.Prim;
- if (prim != null)
- {
- lock (m_objects)
- m_objects[prim.ID] = prim;
- if (prim.Textures != null)
- {
- if (prim.Textures.DefaultTexture.TextureID != UUID.Zero)
- {
- GetTexture(prim.Textures.DefaultTexture.TextureID);
- }
- for (int i = 0; i < prim.Textures.FaceTextures.Length; i++)
- {
- Primitive.TextureEntryFace face = prim.Textures.FaceTextures[i];
- if (face != null)
- {
- UUID textureID = prim.Textures.FaceTextures[i].TextureID;
- if (textureID != UUID.Zero)
- GetTexture(textureID);
- }
- }
- }
- if (prim.Sculpt != null && prim.Sculpt.SculptTexture != UUID.Zero)
- GetTexture(prim.Sculpt.SculptTexture);
- }
- }
- private void GetTexture(UUID textureID)
- {
- lock (Manager.AssetsReceived)
- {
- // Don't request assets more than once.
- if (Manager.AssetsReceived.ContainsKey(textureID))
- return;
- Manager.AssetsReceived[textureID] = false;
- Client.Assets.RequestImage(textureID, ImageType.Normal, Asset_TextureCallback_Texture);
- }
- }
-
- public void Asset_TextureCallback_Texture(TextureRequestState state, AssetTexture assetTexture)
- {
- //TODO: Implement texture saving and applying
- }
-
- public void Asset_ReceivedCallback(AssetDownload transfer, Asset asset)
- {
- lock (Manager.AssetsReceived)
- Manager.AssetsReceived[asset.AssetID] = true;
- // if (wear == "save")
- // {
- // SaveAsset((AssetWearable) asset);
- // }
- }
- }
- }
|