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,
  144. senseAsAgent, position, scene.RegionInfo.RegionName);
  145. AgentCircuitData acd = new AgentCircuitData();
  146. acd.AgentID = npcAvatar.AgentId;
  147. acd.firstname = firstname;
  148. acd.lastname = lastname;
  149. acd.ServiceURLs = new Dictionary<string, object>();
  150. AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
  151. acd.Appearance = npcAppearance;
  152. /*
  153. for (int i = 0;
  154. i < acd.Appearance.Texture.FaceTextures.Length; i++)
  155. {
  156. m_log.DebugFormat(
  157. "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
  158. acd.AgentID, i,
  159. acd.Appearance.Texture.FaceTextures[i]);
  160. }
  161. */
  162. lock (m_avatars)
  163. {
  164. scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
  165. acd);
  166. scene.AddNewAgent(npcAvatar, PresenceType.Npc);
  167. ScenePresence sp;
  168. if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
  169. {
  170. /*
  171. m_log.DebugFormat(
  172. "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}",
  173. sp.Name, sp.UUID);
  174. */
  175. sp.CompleteMovement(npcAvatar, false);
  176. m_avatars.Add(npcAvatar.AgentId, npcAvatar);
  177. m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
  178. return npcAvatar.AgentId;
  179. }
  180. else
  181. {
  182. m_log.WarnFormat(
  183. "[NPC MODULE]: Could not find scene presence for NPC {0} {1}",
  184. sp.Name, sp.UUID);
  185. return UUID.Zero;
  186. }
  187. }
  188. }
  189. public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
  190. bool noFly, bool landAtTarget, bool running)
  191. {
  192. lock (m_avatars)
  193. {
  194. if (m_avatars.ContainsKey(agentID))
  195. {
  196. ScenePresence sp;
  197. if (scene.TryGetScenePresence(agentID, out sp))
  198. {
  199. if (sp.IsSatOnObject || sp.SitGround)
  200. return false;
  201. // m_log.DebugFormat(
  202. // "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
  203. // sp.Name, pos, scene.RegionInfo.RegionName,
  204. // noFly, landAtTarget);
  205. sp.MoveToTarget(pos, noFly, landAtTarget);
  206. sp.SetAlwaysRun = running;
  207. return true;
  208. }
  209. }
  210. }
  211. return false;
  212. }
  213. public bool StopMoveToTarget(UUID agentID, Scene scene)
  214. {
  215. lock (m_avatars)
  216. {
  217. if (m_avatars.ContainsKey(agentID))
  218. {
  219. ScenePresence sp;
  220. if (scene.TryGetScenePresence(agentID, out sp))
  221. {
  222. sp.Velocity = Vector3.Zero;
  223. sp.ResetMoveToTarget();
  224. return true;
  225. }
  226. }
  227. }
  228. return false;
  229. }
  230. public bool Say(UUID agentID, Scene scene, string text)
  231. {
  232. return Say(agentID, scene, text, 0);
  233. }
  234. public bool Say(UUID agentID, Scene scene, string text, int channel)
  235. {
  236. lock (m_avatars)
  237. {
  238. if (m_avatars.ContainsKey(agentID))
  239. {
  240. m_avatars[agentID].Say(channel, text);
  241. return true;
  242. }
  243. }
  244. return false;
  245. }
  246. public bool Shout(UUID agentID, Scene scene, string text, int channel)
  247. {
  248. lock (m_avatars)
  249. {
  250. if (m_avatars.ContainsKey(agentID))
  251. {
  252. m_avatars[agentID].Shout(channel, text);
  253. return true;
  254. }
  255. }
  256. return false;
  257. }
  258. public bool Sit(UUID agentID, UUID partID, Scene scene)
  259. {
  260. lock (m_avatars)
  261. {
  262. if (m_avatars.ContainsKey(agentID))
  263. {
  264. ScenePresence sp;
  265. if (scene.TryGetScenePresence(agentID, out sp))
  266. {
  267. sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
  268. return true;
  269. }
  270. }
  271. }
  272. return false;
  273. }
  274. public bool Whisper(UUID agentID, Scene scene, string text,
  275. int channel)
  276. {
  277. lock (m_avatars)
  278. {
  279. if (m_avatars.ContainsKey(agentID))
  280. {
  281. m_avatars[agentID].Whisper(channel, text);
  282. return true;
  283. }
  284. }
  285. return false;
  286. }
  287. public bool Stand(UUID agentID, Scene scene)
  288. {
  289. lock (m_avatars)
  290. {
  291. if (m_avatars.ContainsKey(agentID))
  292. {
  293. ScenePresence sp;
  294. if (scene.TryGetScenePresence(agentID, out sp))
  295. {
  296. sp.StandUp();
  297. return true;
  298. }
  299. }
  300. }
  301. return false;
  302. }
  303. public bool Touch(UUID agentID, UUID objectID)
  304. {
  305. lock (m_avatars)
  306. {
  307. if (m_avatars.ContainsKey(agentID))
  308. return m_avatars[agentID].Touch(objectID);
  309. return false;
  310. }
  311. }
  312. public UUID GetOwner(UUID agentID)
  313. {
  314. lock (m_avatars)
  315. {
  316. NPCAvatar av;
  317. if (m_avatars.TryGetValue(agentID, out av))
  318. return av.OwnerID;
  319. }
  320. return UUID.Zero;
  321. }
  322. public INPC GetNPC(UUID agentID, Scene scene)
  323. {
  324. lock (m_avatars)
  325. {
  326. if (m_avatars.ContainsKey(agentID))
  327. return m_avatars[agentID];
  328. else
  329. return null;
  330. }
  331. }
  332. public bool DeleteNPC(UUID agentID, Scene scene)
  333. {
  334. lock (m_avatars)
  335. {
  336. NPCAvatar av;
  337. if (m_avatars.TryGetValue(agentID, out av))
  338. {
  339. /*
  340. m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
  341. agentID, av.Name);
  342. */
  343. scene.CloseAgent(agentID, false);
  344. m_avatars.Remove(agentID);
  345. /*
  346. m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
  347. agentID, av.Name);
  348. */
  349. return true;
  350. }
  351. }
  352. /*
  353. m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
  354. agentID);
  355. */
  356. return false;
  357. }
  358. public bool CheckPermissions(UUID npcID, UUID callerID)
  359. {
  360. lock (m_avatars)
  361. {
  362. NPCAvatar av;
  363. if (m_avatars.TryGetValue(npcID, out av))
  364. return CheckPermissions(av, callerID);
  365. else
  366. return false;
  367. }
  368. }
  369. /// <summary>
  370. /// Check if the caller has permission to manipulate the given NPC.
  371. /// </summary>
  372. /// <remarks>
  373. /// A caller has permission if
  374. /// * The caller UUID given is UUID.Zero.
  375. /// * The avatar is unowned (owner is UUID.Zero).
  376. /// * The avatar is owned and the owner and callerID match.
  377. /// * The avatar is owned and the callerID matches its agentID.
  378. /// </remarks>
  379. /// <param name="av"></param>
  380. /// <param name="callerID"></param>
  381. /// <returns>true if they do, false if they don't.</returns>
  382. private bool CheckPermissions(NPCAvatar av, UUID callerID)
  383. {
  384. return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
  385. av.OwnerID == callerID || av.AgentId == callerID;
  386. }
  387. }
  388. }