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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. NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position,
  119. owner, senseAsAgent, scene);
  120. npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
  121. int.MaxValue);
  122. m_log.DebugFormat(
  123. "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
  124. firstname, lastname, npcAvatar.AgentId, owner,
  125. senseAsAgent, position, scene.RegionInfo.RegionName);
  126. AgentCircuitData acd = new AgentCircuitData();
  127. acd.AgentID = npcAvatar.AgentId;
  128. acd.firstname = firstname;
  129. acd.lastname = lastname;
  130. acd.ServiceURLs = new Dictionary<string, object>();
  131. AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
  132. true);
  133. acd.Appearance = npcAppearance;
  134. /*
  135. for (int i = 0;
  136. i < acd.Appearance.Texture.FaceTextures.Length; i++)
  137. {
  138. m_log.DebugFormat(
  139. "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
  140. acd.AgentID, i,
  141. acd.Appearance.Texture.FaceTextures[i]);
  142. }
  143. */
  144. lock (m_avatars)
  145. {
  146. scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
  147. acd);
  148. scene.AddNewAgent(npcAvatar, PresenceType.Npc);
  149. ScenePresence sp;
  150. if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
  151. {
  152. /*
  153. m_log.DebugFormat(
  154. "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}",
  155. sp.Name, sp.UUID);
  156. */
  157. sp.CompleteMovement(npcAvatar, false);
  158. m_avatars.Add(npcAvatar.AgentId, npcAvatar);
  159. m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
  160. return npcAvatar.AgentId;
  161. }
  162. else
  163. {
  164. m_log.WarnFormat(
  165. "[NPC MODULE]: Could not find scene presence for NPC {0} {1}",
  166. sp.Name, sp.UUID);
  167. return UUID.Zero;
  168. }
  169. }
  170. }
  171. public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
  172. bool noFly, bool landAtTarget, bool running)
  173. {
  174. lock (m_avatars)
  175. {
  176. if (m_avatars.ContainsKey(agentID))
  177. {
  178. ScenePresence sp;
  179. if (scene.TryGetScenePresence(agentID, out sp))
  180. {
  181. // m_log.DebugFormat(
  182. // "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
  183. // sp.Name, pos, scene.RegionInfo.RegionName,
  184. // noFly, landAtTarget);
  185. sp.MoveToTarget(pos, noFly, landAtTarget);
  186. sp.SetAlwaysRun = running;
  187. return true;
  188. }
  189. }
  190. }
  191. return false;
  192. }
  193. public bool StopMoveToTarget(UUID agentID, Scene scene)
  194. {
  195. lock (m_avatars)
  196. {
  197. if (m_avatars.ContainsKey(agentID))
  198. {
  199. ScenePresence sp;
  200. if (scene.TryGetScenePresence(agentID, out sp))
  201. {
  202. sp.Velocity = Vector3.Zero;
  203. sp.ResetMoveToTarget();
  204. return true;
  205. }
  206. }
  207. }
  208. return false;
  209. }
  210. public bool Say(UUID agentID, Scene scene, string text)
  211. {
  212. return Say(agentID, scene, text, 0);
  213. }
  214. public bool Say(UUID agentID, Scene scene, string text, int channel)
  215. {
  216. lock (m_avatars)
  217. {
  218. if (m_avatars.ContainsKey(agentID))
  219. {
  220. m_avatars[agentID].Say(channel, text);
  221. return true;
  222. }
  223. }
  224. return false;
  225. }
  226. public bool Shout(UUID agentID, Scene scene, string text, int channel)
  227. {
  228. lock (m_avatars)
  229. {
  230. if (m_avatars.ContainsKey(agentID))
  231. {
  232. m_avatars[agentID].Shout(channel, text);
  233. return true;
  234. }
  235. }
  236. return false;
  237. }
  238. public bool Sit(UUID agentID, UUID partID, Scene scene)
  239. {
  240. lock (m_avatars)
  241. {
  242. if (m_avatars.ContainsKey(agentID))
  243. {
  244. ScenePresence sp;
  245. if (scene.TryGetScenePresence(agentID, out sp))
  246. {
  247. sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
  248. return true;
  249. }
  250. }
  251. }
  252. return false;
  253. }
  254. public bool Whisper(UUID agentID, Scene scene, string text,
  255. int channel)
  256. {
  257. lock (m_avatars)
  258. {
  259. if (m_avatars.ContainsKey(agentID))
  260. {
  261. m_avatars[agentID].Whisper(channel, text);
  262. return true;
  263. }
  264. }
  265. return false;
  266. }
  267. public bool Stand(UUID agentID, Scene scene)
  268. {
  269. lock (m_avatars)
  270. {
  271. if (m_avatars.ContainsKey(agentID))
  272. {
  273. ScenePresence sp;
  274. if (scene.TryGetScenePresence(agentID, out sp))
  275. {
  276. sp.StandUp();
  277. return true;
  278. }
  279. }
  280. }
  281. return false;
  282. }
  283. public bool Touch(UUID agentID, UUID objectID)
  284. {
  285. lock (m_avatars)
  286. {
  287. if (m_avatars.ContainsKey(agentID))
  288. return m_avatars[agentID].Touch(objectID);
  289. return false;
  290. }
  291. }
  292. public UUID GetOwner(UUID agentID)
  293. {
  294. lock (m_avatars)
  295. {
  296. NPCAvatar av;
  297. if (m_avatars.TryGetValue(agentID, out av))
  298. return av.OwnerID;
  299. }
  300. return UUID.Zero;
  301. }
  302. public INPC GetNPC(UUID agentID, Scene scene)
  303. {
  304. lock (m_avatars)
  305. {
  306. if (m_avatars.ContainsKey(agentID))
  307. return m_avatars[agentID];
  308. else
  309. return null;
  310. }
  311. }
  312. public bool DeleteNPC(UUID agentID, Scene scene)
  313. {
  314. lock (m_avatars)
  315. {
  316. NPCAvatar av;
  317. if (m_avatars.TryGetValue(agentID, out av))
  318. {
  319. /*
  320. m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
  321. agentID, av.Name);
  322. */
  323. scene.CloseAgent(agentID, false);
  324. m_avatars.Remove(agentID);
  325. /*
  326. m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
  327. agentID, av.Name);
  328. */
  329. return true;
  330. }
  331. }
  332. /*
  333. m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
  334. agentID);
  335. */
  336. return false;
  337. }
  338. public bool CheckPermissions(UUID npcID, UUID callerID)
  339. {
  340. lock (m_avatars)
  341. {
  342. NPCAvatar av;
  343. if (m_avatars.TryGetValue(npcID, out av))
  344. return CheckPermissions(av, callerID);
  345. else
  346. return false;
  347. }
  348. }
  349. /// <summary>
  350. /// Check if the caller has permission to manipulate the given NPC.
  351. /// </summary>
  352. /// <param name="av"></param>
  353. /// <param name="callerID"></param>
  354. /// <returns>true if they do, false if they don't.</returns>
  355. private bool CheckPermissions(NPCAvatar av, UUID callerID)
  356. {
  357. return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
  358. av.OwnerID == callerID;
  359. }
  360. }
  361. }