NPCModule.cs 15 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, senseAsAgent, position, scene.RegionInfo.RegionName);
  144. AgentCircuitData acd = new AgentCircuitData();
  145. acd.AgentID = npcAvatar.AgentId;
  146. acd.firstname = firstname;
  147. acd.lastname = lastname;
  148. acd.ServiceURLs = new Dictionary<string, object>();
  149. AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
  150. acd.Appearance = npcAppearance;
  151. /*
  152. for (int i = 0;
  153. i < acd.Appearance.Texture.FaceTextures.Length; i++)
  154. {
  155. m_log.DebugFormat(
  156. "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
  157. acd.AgentID, i,
  158. acd.Appearance.Texture.FaceTextures[i]);
  159. }
  160. */
  161. // ManualResetEvent ev = new ManualResetEvent(false);
  162. // Util.FireAndForget(delegate(object x) {
  163. lock (m_avatars)
  164. {
  165. scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
  166. scene.AddNewAgent(npcAvatar, PresenceType.Npc);
  167. ScenePresence sp;
  168. if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
  169. {
  170. sp.CompleteMovement(npcAvatar, false);
  171. m_avatars.Add(npcAvatar.AgentId, npcAvatar);
  172. // m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
  173. }
  174. }
  175. // ev.Set();
  176. // });
  177. // ev.WaitOne();
  178. // m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
  179. return npcAvatar.AgentId;
  180. }
  181. public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
  182. bool noFly, bool landAtTarget, bool running)
  183. {
  184. lock (m_avatars)
  185. {
  186. if (m_avatars.ContainsKey(agentID))
  187. {
  188. ScenePresence sp;
  189. if (scene.TryGetScenePresence(agentID, out sp))
  190. {
  191. if (sp.IsSatOnObject || sp.SitGround)
  192. return false;
  193. // m_log.DebugFormat(
  194. // "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
  195. // sp.Name, pos, scene.RegionInfo.RegionName,
  196. // noFly, landAtTarget);
  197. sp.MoveToTarget(pos, noFly, landAtTarget);
  198. sp.SetAlwaysRun = running;
  199. return true;
  200. }
  201. }
  202. }
  203. return false;
  204. }
  205. public bool StopMoveToTarget(UUID agentID, Scene scene)
  206. {
  207. lock (m_avatars)
  208. {
  209. if (m_avatars.ContainsKey(agentID))
  210. {
  211. ScenePresence sp;
  212. if (scene.TryGetScenePresence(agentID, out sp))
  213. {
  214. sp.Velocity = Vector3.Zero;
  215. sp.ResetMoveToTarget();
  216. return true;
  217. }
  218. }
  219. }
  220. return false;
  221. }
  222. public bool Say(UUID agentID, Scene scene, string text)
  223. {
  224. return Say(agentID, scene, text, 0);
  225. }
  226. public bool Say(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].Say(channel, text);
  233. return true;
  234. }
  235. }
  236. return false;
  237. }
  238. public bool Shout(UUID agentID, Scene scene, string text, int channel)
  239. {
  240. lock (m_avatars)
  241. {
  242. if (m_avatars.ContainsKey(agentID))
  243. {
  244. m_avatars[agentID].Shout(channel, text);
  245. return true;
  246. }
  247. }
  248. return false;
  249. }
  250. public bool Sit(UUID agentID, UUID partID, Scene scene)
  251. {
  252. lock (m_avatars)
  253. {
  254. if (m_avatars.ContainsKey(agentID))
  255. {
  256. ScenePresence sp;
  257. if (scene.TryGetScenePresence(agentID, out sp))
  258. {
  259. sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
  260. return true;
  261. }
  262. }
  263. }
  264. return false;
  265. }
  266. public bool Whisper(UUID agentID, Scene scene, string text,
  267. int channel)
  268. {
  269. lock (m_avatars)
  270. {
  271. if (m_avatars.ContainsKey(agentID))
  272. {
  273. m_avatars[agentID].Whisper(channel, text);
  274. return true;
  275. }
  276. }
  277. return false;
  278. }
  279. public bool Stand(UUID agentID, Scene scene)
  280. {
  281. lock (m_avatars)
  282. {
  283. if (m_avatars.ContainsKey(agentID))
  284. {
  285. ScenePresence sp;
  286. if (scene.TryGetScenePresence(agentID, out sp))
  287. {
  288. sp.StandUp();
  289. return true;
  290. }
  291. }
  292. }
  293. return false;
  294. }
  295. public bool Touch(UUID agentID, UUID objectID)
  296. {
  297. lock (m_avatars)
  298. {
  299. if (m_avatars.ContainsKey(agentID))
  300. return m_avatars[agentID].Touch(objectID);
  301. return false;
  302. }
  303. }
  304. public UUID GetOwner(UUID agentID)
  305. {
  306. lock (m_avatars)
  307. {
  308. NPCAvatar av;
  309. if (m_avatars.TryGetValue(agentID, out av))
  310. return av.OwnerID;
  311. }
  312. return UUID.Zero;
  313. }
  314. public INPC GetNPC(UUID agentID, Scene scene)
  315. {
  316. lock (m_avatars)
  317. {
  318. if (m_avatars.ContainsKey(agentID))
  319. return m_avatars[agentID];
  320. else
  321. return null;
  322. }
  323. }
  324. public bool DeleteNPC(UUID agentID, Scene scene)
  325. {
  326. bool doRemove = false;
  327. NPCAvatar av;
  328. lock (m_avatars)
  329. {
  330. if (m_avatars.TryGetValue(agentID, out av))
  331. {
  332. /*
  333. m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
  334. agentID, av.Name);
  335. */
  336. doRemove = true;
  337. }
  338. }
  339. if (doRemove)
  340. {
  341. scene.CloseAgent(agentID, false);
  342. lock (m_avatars)
  343. {
  344. m_avatars.Remove(agentID);
  345. }
  346. m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
  347. agentID, av.Name);
  348. return true;
  349. }
  350. /*
  351. m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
  352. agentID);
  353. */
  354. return false;
  355. }
  356. public bool CheckPermissions(UUID npcID, UUID callerID)
  357. {
  358. lock (m_avatars)
  359. {
  360. NPCAvatar av;
  361. if (m_avatars.TryGetValue(npcID, out av))
  362. {
  363. if (npcID == callerID)
  364. return true;
  365. return CheckPermissions(av, callerID);
  366. }
  367. else
  368. {
  369. return false;
  370. }
  371. }
  372. }
  373. /// <summary>
  374. /// Check if the caller has permission to manipulate the given NPC.
  375. /// </summary>
  376. /// <remarks>
  377. /// A caller has permission if
  378. /// * The caller UUID given is UUID.Zero.
  379. /// * The avatar is unowned (owner is UUID.Zero).
  380. /// * The avatar is owned and the owner and callerID match.
  381. /// * The avatar is owned and the callerID matches its agentID.
  382. /// </remarks>
  383. /// <param name="av"></param>
  384. /// <param name="callerID"></param>
  385. /// <returns>true if they do, false if they don't.</returns>
  386. private bool CheckPermissions(NPCAvatar av, UUID callerID)
  387. {
  388. return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
  389. av.OwnerID == callerID || av.AgentId == callerID;
  390. }
  391. }
  392. }