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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.Generic;
- using System.Text;
- using System.IO;
- using System.Reflection;
- using System.Threading;
- using System.Timers;
- using log4net;
- using OpenMetaverse;
- using OpenMetaverse.Assets;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using pCampBot.Interfaces;
- using Timer = System.Timers.Timer;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- namespace pCampBot
- {
- public enum ConnectionState
- {
- Disconnected,
- Connecting,
- Connected,
- Disconnecting
- }
- public class Bot
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public delegate void AnEvent(Bot callbot, EventType someevent); // event delegate for bot events
- /// <summary>
- /// Controls whether bots request textures for the object information they receive
- /// </summary>
- public bool RequestObjectTextures { get; set; }
- /// <summary>
- /// Bot manager.
- /// </summary>
- public BotManager Manager { get; private set; }
- /// <summary>
- /// Behaviours implemented by this bot.
- /// </summary>
- /// <remarks>
- /// Indexed by abbreviated name. There can only be one instance of a particular behaviour.
- /// Lock this structure before manipulating it.
- /// </remarks>
- public Dictionary<string, IBehaviour> Behaviours { get; private set; }
- /// <summary>
- /// Objects that the bot has discovered.
- /// </summary>
- /// <remarks>
- /// Returns a list copy. Inserting new objects manually will have no effect.
- /// </remarks>
- public Dictionary<UUID, Primitive> Objects
- {
- get
- {
- lock (m_objects)
- return new Dictionary<UUID, Primitive>(m_objects);
- }
- }
- private Dictionary<UUID, Primitive> m_objects = new Dictionary<UUID, Primitive>();
- /// <summary>
- /// Is this bot connected to the grid?
- /// </summary>
- public ConnectionState ConnectionState { get; private set; }
- public List<Simulator> Simulators
- {
- get
- {
- lock (Client.Network.Simulators)
- return new List<Simulator>(Client.Network.Simulators);
- }
- }
- /// <summary>
- /// The number of connections that this bot has to different simulators.
- /// </summary>
- /// <value>Includes both root and child connections.</value>
- public int SimulatorsCount
- {
- get
- {
- lock (Client.Network.Simulators)
- return Client.Network.Simulators.Count;
- }
- }
- public string FirstName { get; private set; }
- public string LastName { get; private set; }
- public string Name { get; private set; }
- public string Password { get; private set; }
- public string LoginUri { get; private set; }
- public string StartLocation { get; private set; }
- public string saveDir;
- public string wear;
- public event AnEvent OnConnected;
- public event AnEvent OnDisconnected;
- /// <summary>
- /// Keep a track of the continuously acting thread so that we can abort it.
- /// </summary>
- private Thread m_actionThread;
- protected List<uint> objectIDs = new List<uint>();
- /// <summary>
- /// Random number generator.
- /// </summary>
- public Random Random { get; private set; }
- /// <summary>
- /// New instance of a SecondLife client
- /// </summary>
- public GridClient Client { get; private set; }
- /// <summary>
- /// Constructor
- /// </summary>
- /// <param name="bm"></param>
- /// <param name="behaviours">Behaviours for this bot to perform</param>
- /// <param name="firstName"></param>
- /// <param name="lastName"></param>
- /// <param name="password"></param>
- /// <param name="loginUri"></param>
- /// <param name="behaviours"></param>
- public Bot(
- BotManager bm, List<IBehaviour> behaviours,
- string firstName, string lastName, string password, string startLocation, string loginUri)
- {
- ConnectionState = ConnectionState.Disconnected;
- Random = new Random(Environment.TickCount);// We do stuff randomly here
- FirstName = firstName;
- LastName = lastName;
- Name = string.Format("{0} {1}", FirstName, LastName);
- Password = password;
- LoginUri = loginUri;
- StartLocation = startLocation;
- Manager = bm;
- Behaviours = new Dictionary<string, IBehaviour>();
- foreach (IBehaviour behaviour in behaviours)
- AddBehaviour(behaviour);
- // Only calling for use as a template.
- CreateLibOmvClient();
- }
- public bool TryGetBehaviour(string abbreviatedName, out IBehaviour behaviour)
- {
- lock (Behaviours)
- return Behaviours.TryGetValue(abbreviatedName, out behaviour);
- }
- public bool AddBehaviour(IBehaviour behaviour)
- {
- lock (Behaviours)
- {
- if (!Behaviours.ContainsKey(behaviour.AbbreviatedName))
- {
- behaviour.Initialize(this);
- Behaviours.Add(behaviour.AbbreviatedName, behaviour);
- return true;
- }
- }
- return false;
- }
- public bool RemoveBehaviour(string abbreviatedName)
- {
- lock (Behaviours)
- {
- IBehaviour behaviour;
- if (!Behaviours.TryGetValue(abbreviatedName, out behaviour))
- return false;
- behaviour.Close();
- Behaviours.Remove(abbreviatedName);
- return true;
- }
- }
- private void CreateLibOmvClient()
- {
- GridClient newClient = new GridClient();
- if (Client != null)
- {
- newClient.Settings.LOGIN_SERVER = Client.Settings.LOGIN_SERVER;
- newClient.Settings.ALWAYS_DECODE_OBJECTS = Client.Settings.ALWAYS_DECODE_OBJECTS;
- newClient.Settings.AVATAR_TRACKING = Client.Settings.AVATAR_TRACKING;
- newClient.Settings.OBJECT_TRACKING = Client.Settings.OBJECT_TRACKING;
- newClient.Settings.SEND_AGENT_THROTTLE = Client.Settings.SEND_AGENT_THROTTLE;
- newClient.Settings.SEND_AGENT_UPDATES = Client.Settings.SEND_AGENT_UPDATES;
- newClient.Settings.SEND_PINGS = Client.Settings.SEND_PINGS;
- newClient.Settings.STORE_LAND_PATCHES = Client.Settings.STORE_LAND_PATCHES;
- newClient.Settings.USE_ASSET_CACHE = Client.Settings.USE_ASSET_CACHE;
- newClient.Settings.MULTIPLE_SIMS = Client.Settings.MULTIPLE_SIMS;
- newClient.Throttle.Asset = Client.Throttle.Asset;
- newClient.Throttle.Land = Client.Throttle.Land;
- newClient.Throttle.Task = Client.Throttle.Task;
- newClient.Throttle.Texture = Client.Throttle.Texture;
- newClient.Throttle.Wind = Client.Throttle.Wind;
- newClient.Throttle.Total = Client.Throttle.Total;
- }
- else
- {
- newClient.Settings.LOGIN_SERVER = LoginUri;
- newClient.Settings.ALWAYS_DECODE_OBJECTS = false;
- newClient.Settings.AVATAR_TRACKING = false;
- newClient.Settings.OBJECT_TRACKING = false;
- newClient.Settings.SEND_AGENT_THROTTLE = true;
- newClient.Settings.SEND_PINGS = true;
- newClient.Settings.STORE_LAND_PATCHES = false;
- newClient.Settings.USE_ASSET_CACHE = false;
- newClient.Settings.MULTIPLE_SIMS = true;
- newClient.Throttle.Asset = 100000;
- newClient.Throttle.Land = 100000;
- newClient.Throttle.Task = 100000;
- newClient.Throttle.Texture = 100000;
- newClient.Throttle.Wind = 100000;
- newClient.Throttle.Total = 400000;
- }
- newClient.Network.LoginProgress += this.Network_LoginProgress;
- newClient.Network.SimConnected += this.Network_SimConnected;
- newClient.Network.Disconnected += this.Network_OnDisconnected;
- newClient.Objects.ObjectUpdate += Objects_NewPrim;
- Client = newClient;
- }
- //We do our actions here. This is where one would
- //add additional steps and/or things the bot should do
- private void Action()
- {
- while (ConnectionState != ConnectionState.Disconnecting)
- {
- lock (Behaviours)
- {
- foreach (IBehaviour behaviour in Behaviours.Values)
- {
- // Thread.Sleep(Random.Next(3000, 10000));
-
- // m_log.DebugFormat("[pCAMPBOT]: For {0} performing action {1}", Name, b.GetType());
- behaviour.Action();
- }
- }
- // XXX: This is a really shitty way of yielding so that behaviours can be added/removed
- Thread.Sleep(100);
- }
- lock (Behaviours)
- foreach (IBehaviour b in Behaviours.Values)
- b.Close();
- }
- /// <summary>
- /// Tells LibSecondLife to logout and disconnect. Raises the disconnect events once it finishes.
- /// </summary>
- public void Disconnect()
- {
- ConnectionState = ConnectionState.Disconnecting;
- // if (m_actionThread != null)
- // m_actionThread.Abort();
- Client.Network.Logout();
- }
- public void Connect()
- {
- Thread connectThread = new Thread(ConnectInternal);
- connectThread.Name = Name;
- connectThread.IsBackground = true;
- connectThread.Start();
- }
- /// <summary>
- /// This is the bot startup loop.
- /// </summary>
- private void ConnectInternal()
- {
- ConnectionState = ConnectionState.Connecting;
- // Current create a new client on each connect. libomv doesn't seem to process new sim
- // information (e.g. EstablishAgentCommunication events) if connecting after a disceonnect with the same
- // client
- CreateLibOmvClient();
- if (Client.Network.Login(FirstName, LastName, Password, "pCampBot", StartLocation, "Your name"))
- {
- ConnectionState = ConnectionState.Connected;
- Thread.Sleep(Random.Next(1000, 10000));
- m_actionThread = new Thread(Action);
- m_actionThread.Start();
- // OnConnected(this, EventType.CONNECTED);
- if (wear == "save")
- {
- Client.Appearance.SetPreviousAppearance();
- SaveDefaultAppearance();
- }
- else if (wear != "no")
- {
- MakeDefaultAppearance(wear);
- }
- // Extract nearby region information.
- Client.Grid.GridRegion += Manager.Grid_GridRegion;
- uint xUint, yUint;
- Utils.LongToUInts(Client.Network.CurrentSim.Handle, out xUint, out yUint);
- ushort minX, minY, maxX, maxY;
- minX = (ushort)Math.Min(0, xUint - 5);
- minY = (ushort)Math.Min(0, yUint - 5);
- maxX = (ushort)(xUint + 5);
- maxY = (ushort)(yUint + 5);
- Client.Grid.RequestMapBlocks(GridLayerType.Terrain, minX, minY, maxX, maxY, false);
- }
- else
- {
- ConnectionState = ConnectionState.Disconnected;
- m_log.ErrorFormat(
- "{0} {1} cannot login: {2}", FirstName, LastName, Client.Network.LoginMessage);
- if (OnDisconnected != null)
- {
- OnDisconnected(this, EventType.DISCONNECTED);
- }
- }
- }
- /// <summary>
- /// Sit this bot on the ground.
- /// </summary>
- public void SitOnGround()
- {
- if (ConnectionState == ConnectionState.Connected)
- Client.Self.SitOnGround();
- }
- /// <summary>
- /// Stand this bot
- /// </summary>
- public void Stand()
- {
- if (ConnectionState == ConnectionState.Connected)
- {
- // Unlike sit on ground, here libomv checks whether we have SEND_AGENT_UPDATES enabled.
- bool prevUpdatesSetting = Client.Settings.SEND_AGENT_UPDATES;
- Client.Settings.SEND_AGENT_UPDATES = true;
- Client.Self.Stand();
- Client.Settings.SEND_AGENT_UPDATES = prevUpdatesSetting;
- }
- }
- public void SaveDefaultAppearance()
- {
- saveDir = "MyAppearance/" + FirstName + "_" + LastName;
- if (!Directory.Exists(saveDir))
- {
- Directory.CreateDirectory(saveDir);
- }
- Array wtypes = Enum.GetValues(typeof(WearableType));
- foreach (WearableType wtype in wtypes)
- {
- UUID wearable = Client.Appearance.GetWearableAsset(wtype);
- if (wearable != UUID.Zero)
- {
- Client.Assets.RequestAsset(wearable, AssetType.Clothing, false, Asset_ReceivedCallback);
- Client.Assets.RequestAsset(wearable, AssetType.Bodypart, false, Asset_ReceivedCallback);
- }
- }
- }
- public void SaveAsset(AssetWearable asset)
- {
- if (asset != null)
- {
- try
- {
- if (asset.Decode())
- {
- File.WriteAllBytes(Path.Combine(saveDir, String.Format("{1}.{0}",
- asset.AssetType.ToString().ToLower(),
- asset.WearableType)), asset.AssetData);
- }
- else
- {
- m_log.WarnFormat("Failed to decode {0} asset {1}", asset.AssetType, asset.AssetID);
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("Exception: {0}{1}", e.Message, e.StackTrace);
- }
- }
- }
- public WearableType GetWearableType(string path)
- {
- string type = ((((path.Split('/'))[2]).Split('.'))[0]).Trim();
- switch (type)
- {
- case "Eyes":
- return WearableType.Eyes;
- case "Hair":
- return WearableType.Hair;
- case "Pants":
- return WearableType.Pants;
- case "Shape":
- return WearableType.Shape;
- case "Shirt":
- return WearableType.Shirt;
- case "Skin":
- return WearableType.Skin;
- default:
- return WearableType.Shape;
- }
- }
- public void MakeDefaultAppearance(string wear)
- {
- try
- {
- if (wear == "yes")
- {
- //TODO: Implement random outfit picking
- m_log.DebugFormat("Picks a random outfit. Not yet implemented.");
- }
- else if (wear != "save")
- saveDir = "MyAppearance/" + wear;
- saveDir = saveDir + "/";
- string[] clothing = Directory.GetFiles(saveDir, "*.clothing", SearchOption.TopDirectoryOnly);
- string[] bodyparts = Directory.GetFiles(saveDir, "*.bodypart", SearchOption.TopDirectoryOnly);
- InventoryFolder clothfolder = FindClothingFolder();
- UUID transid = UUID.Random();
- List<InventoryBase> listwearables = new List<InventoryBase>();
-
- for (int i = 0; i < clothing.Length; i++)
- {
- UUID assetID = UUID.Random();
- AssetClothing asset = new AssetClothing(assetID, File.ReadAllBytes(clothing[i]));
- asset.Decode();
- asset.Owner = Client.Self.AgentID;
- asset.WearableType = GetWearableType(clothing[i]);
- asset.Encode();
- transid = Client.Assets.RequestUpload(asset,true);
- Client.Inventory.RequestCreateItem(clothfolder.UUID, "MyClothing" + i.ToString(), "MyClothing", AssetType.Clothing,
- transid, InventoryType.Wearable, asset.WearableType, (OpenMetaverse.PermissionMask)PermissionMask.All, delegate(bool success, InventoryItem item)
- {
- if (success)
- {
- listwearables.Add(item);
- }
- else
- {
- m_log.WarnFormat("Failed to create item {0}", item.Name);
- }
- }
- );
- }
- for (int i = 0; i < bodyparts.Length; i++)
- {
- UUID assetID = UUID.Random();
- AssetBodypart asset = new AssetBodypart(assetID, File.ReadAllBytes(bodyparts[i]));
- asset.Decode();
- asset.Owner = Client.Self.AgentID;
- asset.WearableType = GetWearableType(bodyparts[i]);
- asset.Encode();
- transid = Client.Assets.RequestUpload(asset,true);
- Client.Inventory.RequestCreateItem(clothfolder.UUID, "MyBodyPart" + i.ToString(), "MyBodyPart", AssetType.Bodypart,
- transid, InventoryType.Wearable, asset.WearableType, (OpenMetaverse.PermissionMask)PermissionMask.All, delegate(bool success, InventoryItem item)
- {
- if (success)
- {
- listwearables.Add(item);
- }
- else
- {
- m_log.WarnFormat("Failed to create item {0}", item.Name);
- }
- }
- );
- }
- Thread.Sleep(1000);
- if (listwearables == null || listwearables.Count == 0)
- {
- m_log.DebugFormat("Nothing to send on this folder!");
- }
- else
- {
- m_log.DebugFormat("Sending {0} wearables...", listwearables.Count);
- Client.Appearance.WearOutfit(listwearables, false);
- }
- }
- catch (Exception ex)
- {
- Console.WriteLine(ex.ToString());
- }
- }
- public InventoryFolder FindClothingFolder()
- {
- UUID rootfolder = Client.Inventory.Store.RootFolder.UUID;
- List<InventoryBase> listfolders = Client.Inventory.Store.GetContents(rootfolder);
- InventoryFolder clothfolder = new InventoryFolder(UUID.Random());
- foreach (InventoryBase folder in listfolders)
- {
- if (folder.Name == "Clothing")
- {
- clothfolder = (InventoryFolder)folder;
- break;
- }
- }
- return clothfolder;
- }
- public void Network_LoginProgress(object sender, LoginProgressEventArgs args)
- {
- m_log.DebugFormat("[BOT]: Bot {0} {1} in Network_LoginProcess", Name, args.Status);
- if (args.Status == LoginStatus.Success)
- {
- if (OnConnected != null)
- {
- OnConnected(this, EventType.CONNECTED);
- }
- }
- }
- public void Network_SimConnected(object sender, SimConnectedEventArgs args)
- {
- m_log.DebugFormat(
- "[BOT]: Bot {0} connected to {1} at {2}", Name, args.Simulator.Name, args.Simulator.IPEndPoint);
- }
- public void Network_OnDisconnected(object sender, DisconnectedEventArgs args)
- {
- ConnectionState = ConnectionState.Disconnected;
- m_log.DebugFormat(
- "[BOT]: Bot {0} disconnected reason {1}, message {2}", Name, args.Reason, args.Message);
- // m_log.ErrorFormat("Fired Network_OnDisconnected");
- // if (
- // (args.Reason == NetworkManager.DisconnectType.SimShutdown
- // || args.Reason == NetworkManager.DisconnectType.NetworkTimeout)
- // && OnDisconnected != null)
- if (
- (args.Reason == NetworkManager.DisconnectType.ClientInitiated
- || args.Reason == NetworkManager.DisconnectType.ServerInitiated
- || args.Reason == NetworkManager.DisconnectType.NetworkTimeout)
- && OnDisconnected != null)
- // if (OnDisconnected != null)
- {
- OnDisconnected(this, EventType.DISCONNECTED);
- }
- }
- public void Objects_NewPrim(object sender, PrimEventArgs args)
- {
- if (!RequestObjectTextures)
- return;
- Primitive prim = args.Prim;
- if (prim != null)
- {
- lock (m_objects)
- m_objects[prim.ID] = prim;
- if (prim.Textures != null)
- {
- if (prim.Textures.DefaultTexture.TextureID != UUID.Zero)
- {
- GetTexture(prim.Textures.DefaultTexture.TextureID);
- }
- for (int i = 0; i < prim.Textures.FaceTextures.Length; i++)
- {
- Primitive.TextureEntryFace face = prim.Textures.FaceTextures[i];
- if (face != null)
- {
- UUID textureID = prim.Textures.FaceTextures[i].TextureID;
- if (textureID != UUID.Zero)
- GetTexture(textureID);
- }
- }
- }
- if (prim.Sculpt != null && prim.Sculpt.SculptTexture != UUID.Zero)
- GetTexture(prim.Sculpt.SculptTexture);
- }
- }
- private void GetTexture(UUID textureID)
- {
- lock (Manager.AssetsReceived)
- {
- // Don't request assets more than once.
- if (Manager.AssetsReceived.ContainsKey(textureID))
- return;
- Manager.AssetsReceived[textureID] = false;
- Client.Assets.RequestImage(textureID, ImageType.Normal, Asset_TextureCallback_Texture);
- }
- }
-
- public void Asset_TextureCallback_Texture(TextureRequestState state, AssetTexture assetTexture)
- {
- //TODO: Implement texture saving and applying
- }
-
- public void Asset_ReceivedCallback(AssetDownload transfer, Asset asset)
- {
- lock (Manager.AssetsReceived)
- Manager.AssetsReceived[asset.AssetID] = true;
- // if (wear == "save")
- // {
- // SaveAsset((AssetWearable) asset);
- // }
- }
- }
- }
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