NPCModule.cs 16 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. private NPCOptionsFlags m_NPCOptionFlags;
  50. public NPCOptionsFlags NPCOptionFlags {get {return m_NPCOptionFlags;}}
  51. public bool Enabled { get; private set; }
  52. public void Initialise(IConfigSource source)
  53. {
  54. IConfig config = source.Configs["NPC"];
  55. Enabled = (config != null && config.GetBoolean("Enabled", false));
  56. m_NPCOptionFlags = NPCOptionsFlags.None;
  57. if(Enabled)
  58. {
  59. if(config.GetBoolean("AllowNotOwned", true))
  60. m_NPCOptionFlags |= NPCOptionsFlags.AllowNotOwned;
  61. if(config.GetBoolean("AllowSenseAsAvatar", true))
  62. m_NPCOptionFlags |= NPCOptionsFlags.AllowSenseAsAvatar;
  63. if(config.GetBoolean("AllowCloneOtherAvatars", true))
  64. m_NPCOptionFlags |= NPCOptionsFlags.AllowCloneOtherAvatars;
  65. if(config.GetBoolean("NoNPCGroup", true))
  66. m_NPCOptionFlags |= NPCOptionsFlags.NoNPCGroup;
  67. }
  68. }
  69. public void AddRegion(Scene scene)
  70. {
  71. if (Enabled)
  72. scene.RegisterModuleInterface<INPCModule>(this);
  73. }
  74. public void RegionLoaded(Scene scene)
  75. {
  76. }
  77. public void PostInitialise()
  78. {
  79. }
  80. public void RemoveRegion(Scene scene)
  81. {
  82. scene.UnregisterModuleInterface<INPCModule>(this);
  83. }
  84. public void Close()
  85. {
  86. }
  87. public string Name
  88. {
  89. get { return "NPCModule"; }
  90. }
  91. public Type ReplaceableInterface { get { return null; } }
  92. public bool IsNPC(UUID agentId, Scene scene)
  93. {
  94. // FIXME: This implementation could not just use the
  95. // ScenePresence.PresenceType (and callers could inspect that
  96. // directly).
  97. ScenePresence sp = scene.GetScenePresence(agentId);
  98. if (sp == null || sp.IsChildAgent)
  99. return false;
  100. lock (m_avatars)
  101. return m_avatars.ContainsKey(agentId);
  102. }
  103. public bool SetNPCAppearance(UUID agentId,
  104. AvatarAppearance appearance, Scene scene)
  105. {
  106. ScenePresence npc = scene.GetScenePresence(agentId);
  107. if (npc == null || npc.IsChildAgent)
  108. return false;
  109. lock (m_avatars)
  110. if (!m_avatars.ContainsKey(agentId))
  111. return false;
  112. // Delete existing npc attachments
  113. if(scene.AttachmentsModule != null)
  114. scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
  115. // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet
  116. // since it doesn't transfer attachments
  117. AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
  118. true);
  119. npc.Appearance = npcAppearance;
  120. // Rez needed npc attachments
  121. if (scene.AttachmentsModule != null)
  122. scene.AttachmentsModule.RezAttachments(npc);
  123. IAvatarFactoryModule module =
  124. scene.RequestModuleInterface<IAvatarFactoryModule>();
  125. module.SendAppearance(npc.UUID);
  126. return true;
  127. }
  128. public UUID CreateNPC(string firstname, string lastname,
  129. Vector3 position, UUID owner, bool senseAsAgent, Scene scene,
  130. AvatarAppearance appearance)
  131. {
  132. return CreateNPC(firstname, lastname, position, UUID.Zero, owner, senseAsAgent, scene, appearance);
  133. }
  134. public UUID CreateNPC(string firstname, string lastname,
  135. Vector3 position, UUID agentID, UUID owner, bool senseAsAgent, Scene scene,
  136. AvatarAppearance appearance)
  137. {
  138. NPCAvatar npcAvatar = null;
  139. try
  140. {
  141. if (agentID == UUID.Zero)
  142. npcAvatar = new NPCAvatar(firstname, lastname, position,
  143. owner, senseAsAgent, scene);
  144. else
  145. npcAvatar = new NPCAvatar(firstname, lastname, agentID, position,
  146. owner, senseAsAgent, scene);
  147. }
  148. catch (Exception e)
  149. {
  150. m_log.Info("[NPC MODULE]: exception creating NPC avatar: " + e.ToString());
  151. return UUID.Zero;
  152. }
  153. npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
  154. int.MaxValue);
  155. // m_log.DebugFormat(
  156. // "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
  157. // firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
  158. AgentCircuitData acd = new AgentCircuitData();
  159. acd.AgentID = npcAvatar.AgentId;
  160. acd.firstname = firstname;
  161. acd.lastname = lastname;
  162. acd.ServiceURLs = new Dictionary<string, object>();
  163. AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
  164. acd.Appearance = npcAppearance;
  165. /*
  166. for (int i = 0;
  167. i < acd.Appearance.Texture.FaceTextures.Length; i++)
  168. {
  169. m_log.DebugFormat(
  170. "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
  171. acd.AgentID, i,
  172. acd.Appearance.Texture.FaceTextures[i]);
  173. }
  174. */
  175. // ManualResetEvent ev = new ManualResetEvent(false);
  176. // Util.FireAndForget(delegate(object x) {
  177. lock (m_avatars)
  178. {
  179. scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
  180. scene.AddNewAgent(npcAvatar, PresenceType.Npc);
  181. ScenePresence sp;
  182. if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
  183. {
  184. sp.CompleteMovement(npcAvatar, false);
  185. m_avatars.Add(npcAvatar.AgentId, npcAvatar);
  186. // m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
  187. }
  188. }
  189. // ev.Set();
  190. // });
  191. // ev.WaitOne();
  192. // m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
  193. return npcAvatar.AgentId;
  194. }
  195. public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
  196. bool noFly, bool landAtTarget, bool running)
  197. {
  198. lock (m_avatars)
  199. {
  200. if (m_avatars.ContainsKey(agentID))
  201. {
  202. ScenePresence sp;
  203. if (scene.TryGetScenePresence(agentID, out sp))
  204. {
  205. if (sp.IsSatOnObject || sp.SitGround)
  206. return false;
  207. // m_log.DebugFormat(
  208. // "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
  209. // sp.Name, pos, scene.RegionInfo.RegionName,
  210. // noFly, landAtTarget);
  211. sp.MoveToTarget(pos, noFly, landAtTarget);
  212. sp.SetAlwaysRun = running;
  213. return true;
  214. }
  215. }
  216. }
  217. return false;
  218. }
  219. public bool StopMoveToTarget(UUID agentID, Scene scene)
  220. {
  221. lock (m_avatars)
  222. {
  223. if (m_avatars.ContainsKey(agentID))
  224. {
  225. ScenePresence sp;
  226. if (scene.TryGetScenePresence(agentID, out sp))
  227. {
  228. sp.Velocity = Vector3.Zero;
  229. sp.ResetMoveToTarget();
  230. return true;
  231. }
  232. }
  233. }
  234. return false;
  235. }
  236. public bool Say(UUID agentID, Scene scene, string text)
  237. {
  238. return Say(agentID, scene, text, 0);
  239. }
  240. public bool Say(UUID agentID, Scene scene, string text, int channel)
  241. {
  242. lock (m_avatars)
  243. {
  244. if (m_avatars.ContainsKey(agentID))
  245. {
  246. m_avatars[agentID].Say(channel, text);
  247. return true;
  248. }
  249. }
  250. return false;
  251. }
  252. public bool Shout(UUID agentID, Scene scene, string text, int channel)
  253. {
  254. lock (m_avatars)
  255. {
  256. if (m_avatars.ContainsKey(agentID))
  257. {
  258. m_avatars[agentID].Shout(channel, text);
  259. return true;
  260. }
  261. }
  262. return false;
  263. }
  264. public bool Sit(UUID agentID, UUID partID, Scene scene)
  265. {
  266. lock (m_avatars)
  267. {
  268. if (m_avatars.ContainsKey(agentID))
  269. {
  270. ScenePresence sp;
  271. if (scene.TryGetScenePresence(agentID, out sp))
  272. {
  273. sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
  274. return true;
  275. }
  276. }
  277. }
  278. return false;
  279. }
  280. public bool Whisper(UUID agentID, Scene scene, string text,
  281. int channel)
  282. {
  283. lock (m_avatars)
  284. {
  285. if (m_avatars.ContainsKey(agentID))
  286. {
  287. m_avatars[agentID].Whisper(channel, text);
  288. return true;
  289. }
  290. }
  291. return false;
  292. }
  293. public bool Stand(UUID agentID, Scene scene)
  294. {
  295. lock (m_avatars)
  296. {
  297. if (m_avatars.ContainsKey(agentID))
  298. {
  299. ScenePresence sp;
  300. if (scene.TryGetScenePresence(agentID, out sp))
  301. {
  302. sp.StandUp();
  303. return true;
  304. }
  305. }
  306. }
  307. return false;
  308. }
  309. public bool Touch(UUID agentID, UUID objectID)
  310. {
  311. lock (m_avatars)
  312. {
  313. if (m_avatars.ContainsKey(agentID))
  314. return m_avatars[agentID].Touch(objectID);
  315. return false;
  316. }
  317. }
  318. public UUID GetOwner(UUID agentID)
  319. {
  320. lock (m_avatars)
  321. {
  322. NPCAvatar av;
  323. if (m_avatars.TryGetValue(agentID, out av))
  324. return av.OwnerID;
  325. }
  326. return UUID.Zero;
  327. }
  328. public INPC GetNPC(UUID agentID, Scene scene)
  329. {
  330. lock (m_avatars)
  331. {
  332. if (m_avatars.ContainsKey(agentID))
  333. return m_avatars[agentID];
  334. else
  335. return null;
  336. }
  337. }
  338. public bool DeleteNPC(UUID agentID, Scene scene)
  339. {
  340. bool doRemove = false;
  341. NPCAvatar av;
  342. lock (m_avatars)
  343. {
  344. if (m_avatars.TryGetValue(agentID, out av))
  345. {
  346. /*
  347. m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
  348. agentID, av.Name);
  349. */
  350. doRemove = true;
  351. }
  352. }
  353. if (doRemove)
  354. {
  355. scene.CloseAgent(agentID, false);
  356. lock (m_avatars)
  357. {
  358. m_avatars.Remove(agentID);
  359. }
  360. m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
  361. agentID, av.Name);
  362. return true;
  363. }
  364. /*
  365. m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
  366. agentID);
  367. */
  368. return false;
  369. }
  370. public bool CheckPermissions(UUID npcID, UUID callerID)
  371. {
  372. lock (m_avatars)
  373. {
  374. NPCAvatar av;
  375. if (m_avatars.TryGetValue(npcID, out av))
  376. {
  377. if (npcID == callerID)
  378. return true;
  379. return CheckPermissions(av, callerID);
  380. }
  381. else
  382. {
  383. return false;
  384. }
  385. }
  386. }
  387. /// <summary>
  388. /// Check if the caller has permission to manipulate the given NPC.
  389. /// </summary>
  390. /// <remarks>
  391. /// A caller has permission if
  392. /// * The caller UUID given is UUID.Zero.
  393. /// * The avatar is unowned (owner is UUID.Zero).
  394. /// * The avatar is owned and the owner and callerID match.
  395. /// * The avatar is owned and the callerID matches its agentID.
  396. /// </remarks>
  397. /// <param name="av"></param>
  398. /// <param name="callerID"></param>
  399. /// <returns>true if they do, false if they don't.</returns>
  400. private bool CheckPermissions(NPCAvatar av, UUID callerID)
  401. {
  402. return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
  403. av.OwnerID == callerID || av.AgentId == callerID;
  404. }
  405. }
  406. }