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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;
- using System.Collections;
- using System.Collections.Generic;
- using OpenSim.Framework;
- using OpenMetaverse;
- namespace OpenSim.Services.Interfaces
- {
- public interface IAvatarService
- {
- /// <summary>
- /// Called by the login service
- /// </summary>
- /// <param name="userID"></param>
- /// <returns></returns>
- AvatarData GetAvatar(UUID userID);
- /// <summary>
- /// Called by everyone who can change the avatar data (so, regions)
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="avatar"></param>
- /// <returns></returns>
- bool SetAvatar(UUID userID, AvatarData avatar);
- /// <summary>
- /// Not sure if it's needed
- /// </summary>
- /// <param name="userID"></param>
- /// <returns></returns>
- bool ResetAvatar(UUID userID);
- /// <summary>
- /// These methods raison d'etre:
- /// No need to send the entire avatar data (SetAvatar) for changing attachments
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="attach"></param>
- /// <returns></returns>
- bool SetItems(UUID userID, string[] names, string[] values);
- bool RemoveItems(UUID userID, string[] names);
- }
- /// <summary>
- /// Each region/client that uses avatars will have a data structure
- /// of this type representing the avatars.
- /// </summary>
- public class AvatarData
- {
- // This pretty much determines which name/value pairs will be
- // present below. The name/value pair describe a part of
- // the avatar. For SL avatars, these would be "shape", "texture1",
- // etc. For other avatars, they might be "mesh", "skin", etc.
- // The value portion is a URL that is expected to resolve to an
- // asset of the type required by the handler for that field.
- // It is required that regions can access these URLs. Allowing
- // direct access by a viewer is not required, and, if provided,
- // may be read-only. A "naked" UUID can be used to refer to an
- // asset int he current region's asset service, which is not
- // portable, but allows legacy appearance to continue to
- // function. Closed, LL-based grids will never need URLs here.
- public int AvatarType;
- public Dictionary<string,string> Data;
- public AvatarData()
- {
- }
- public AvatarData(Dictionary<string, object> kvp)
- {
- Data = new Dictionary<string, string>();
- if (kvp.ContainsKey("AvatarType"))
- Int32.TryParse(kvp["AvatarType"].ToString(), out AvatarType);
- foreach (KeyValuePair<string, object> _kvp in kvp)
- {
- if (_kvp.Value != null)
- Data[_kvp.Key] = _kvp.Value.ToString();
- }
- }
- /// <summary>
- /// </summary>
- /// <returns></returns>
- public Dictionary<string, object> ToKeyValuePairs()
- {
- Dictionary<string, object> result = new Dictionary<string, object>();
- result["AvatarType"] = AvatarType.ToString();
- foreach (KeyValuePair<string, string> _kvp in Data)
- {
- if (_kvp.Value != null)
- result[_kvp.Key] = _kvp.Value;
- }
- return result;
- }
- public AvatarData(AvatarAppearance appearance)
- {
- AvatarType = 1; // SL avatars
- Data = new Dictionary<string, string>();
- Data["Serial"] = appearance.Serial.ToString();
- // Wearables
- Data["AvatarHeight"] = appearance.AvatarHeight.ToString();
- Data["BodyItem"] = appearance.BodyItem.ToString();
- Data["EyesItem"] = appearance.EyesItem.ToString();
- Data["GlovesItem"] = appearance.GlovesItem.ToString();
- Data["HairItem"] = appearance.HairItem.ToString();
- Data["JacketItem"] = appearance.JacketItem.ToString();
- Data["PantsItem"] = appearance.PantsItem.ToString();
- Data["ShirtItem"] = appearance.ShirtItem.ToString();
- Data["ShoesItem"] = appearance.ShoesItem.ToString();
- Data["SkinItem"] = appearance.SkinItem.ToString();
- Data["SkirtItem"] = appearance.SkirtItem.ToString();
- Data["SocksItem"] = appearance.SocksItem.ToString();
- Data["UnderPantsItem"] = appearance.UnderPantsItem.ToString();
- Data["UnderShirtItem"] = appearance.UnderShirtItem.ToString();
- Data["BodyAsset"] = appearance.BodyAsset.ToString();
- Data["EyesAsset"] = appearance.EyesAsset.ToString();
- Data["GlovesAsset"] = appearance.GlovesAsset.ToString();
- Data["HairAsset"] = appearance.HairAsset.ToString();
- Data["JacketAsset"] = appearance.JacketAsset.ToString();
- Data["PantsAsset"] = appearance.PantsAsset.ToString();
- Data["ShirtAsset"] = appearance.ShirtAsset.ToString();
- Data["ShoesAsset"] = appearance.ShoesAsset.ToString();
- Data["SkinAsset"] = appearance.SkinAsset.ToString();
- Data["SkirtAsset"] = appearance.SkirtAsset.ToString();
- Data["SocksAsset"] = appearance.SocksAsset.ToString();
- Data["UnderPantsAsset"] = appearance.UnderPantsAsset.ToString();
- Data["UnderShirtAsset"] = appearance.UnderShirtAsset.ToString();
- // Attachments
- Hashtable attachs = appearance.GetAttachments();
- if (attachs != null)
- foreach (DictionaryEntry dentry in attachs)
- {
- if (dentry.Value != null)
- {
- Hashtable tab = (Hashtable)dentry.Value;
- if (tab.ContainsKey("item") && tab["item"] != null)
- Data["_ap_" + dentry.Key] = tab["item"].ToString();
- }
- }
- }
- public AvatarAppearance ToAvatarAppearance(UUID owner)
- {
- AvatarAppearance appearance = new AvatarAppearance(owner);
- try
- {
- appearance.Serial = Int32.Parse(Data["Serial"]);
- // Wearables
- appearance.BodyItem = UUID.Parse(Data["BodyItem"]);
- appearance.EyesItem = UUID.Parse(Data["EyesItem"]);
- appearance.GlovesItem = UUID.Parse(Data["GlovesItem"]);
- appearance.HairItem = UUID.Parse(Data["HairItem"]);
- appearance.JacketItem = UUID.Parse(Data["JacketItem"]);
- appearance.PantsItem = UUID.Parse(Data["PantsItem"]);
- appearance.ShirtItem = UUID.Parse(Data["ShirtItem"]);
- appearance.ShoesItem = UUID.Parse(Data["ShoesItem"]);
- appearance.SkinItem = UUID.Parse(Data["SkinItem"]);
- appearance.SkirtItem = UUID.Parse(Data["SkirtItem"]);
- appearance.SocksItem = UUID.Parse(Data["SocksItem"]);
- appearance.UnderPantsItem = UUID.Parse(Data["UnderPantsItem"]);
- appearance.UnderShirtItem = UUID.Parse(Data["UnderShirtItem"]);
- appearance.BodyAsset = UUID.Parse(Data["BodyAsset"]);
- appearance.EyesAsset = UUID.Parse(Data["EyesAsset"]);
- appearance.GlovesAsset = UUID.Parse(Data["GlovesAsset"]);
- appearance.HairAsset = UUID.Parse(Data["HairAsset"]);
- appearance.JacketAsset = UUID.Parse(Data["JacketAsset"]);
- appearance.PantsAsset = UUID.Parse(Data["PantsAsset"]);
- appearance.ShirtAsset = UUID.Parse(Data["ShirtAsset"]);
- appearance.ShoesAsset = UUID.Parse(Data["ShoesAsset"]);
- appearance.SkinAsset = UUID.Parse(Data["SkinAsset"]);
- appearance.SkirtAsset = UUID.Parse(Data["SkirtAsset"]);
- appearance.SocksAsset = UUID.Parse(Data["SocksAsset"]);
- appearance.UnderPantsAsset = UUID.Parse(Data["UnderPantsAsset"]);
- appearance.UnderShirtAsset = UUID.Parse(Data["UnderShirtAsset"]);
- // Attachments
- Dictionary<string, string> attchs = new Dictionary<string, string>();
- foreach (KeyValuePair<string, string> _kvp in Data)
- if (_kvp.Key.StartsWith("_ap_"))
- attchs[_kvp.Key] = _kvp.Value;
- Hashtable aaAttachs = new Hashtable();
- foreach (KeyValuePair<string, string> _kvp in attchs)
- {
- string pointStr = _kvp.Key.Substring(4);
- int point = 0;
- if (!Int32.TryParse(pointStr, out point))
- continue;
- Hashtable tmp = new Hashtable();
- UUID uuid = UUID.Zero;
- UUID.TryParse(_kvp.Value, out uuid);
- tmp["item"] = uuid;
- tmp["asset"] = UUID.Zero.ToString();
- aaAttachs[point] = tmp;
- }
- appearance.SetAttachments(aaAttachs);
- }
- catch { }
- return appearance;
- }
- }
- }
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