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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>
- AvatarAppearance GetAppearance(UUID userID);
- /// <summary>
- /// Called by everyone who can change the avatar data (so, regions)
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="appearance"></param>
- /// <returns></returns>
- bool SetAppearance(UUID userID, AvatarAppearance appearance);
-
- /// <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();
- for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++)
- {
- for (int j = 0 ; j < appearance.Wearables[i].Count ; j++)
- {
- string fieldName = String.Format("Wearable {0}:{1}", i, j);
- Data[fieldName] = String.Format("{0}:{1}",
- appearance.Wearables[i][j].ItemID.ToString(),
- appearance.Wearables[i][j].AssetID.ToString());
- }
- }
- // Visual Params
- string[] vps = new string[AvatarAppearance.VISUALPARAM_COUNT];
- byte[] binary = appearance.VisualParams;
- for (int i = 0 ; i < AvatarAppearance.VISUALPARAM_COUNT ; i++)
- {
- vps[i] = binary[i].ToString();
- }
- Data["VisualParams"] = String.Join(",", vps);
- // Attachments
- List<AvatarAttachment> attachments = appearance.GetAttachments();
- foreach (AvatarAttachment attach in attachments)
- {
- Data["_ap_" + attach.AttachPoint] = attach.ItemID.ToString();
- }
- }
- public AvatarAppearance ToAvatarAppearance(UUID owner)
- {
- AvatarAppearance appearance = new AvatarAppearance(owner);
- if (Data.Count == 0)
- return appearance;
- appearance.ClearWearables();
- try
- {
- if (Data.ContainsKey("Serial"))
- appearance.Serial = Int32.Parse(Data["Serial"]);
- if (Data.ContainsKey("AvatarHeight"))
- appearance.AvatarHeight = float.Parse(Data["AvatarHeight"]);
- // Legacy Wearables
- if (Data.ContainsKey("BodyItem"))
- appearance.Wearables[AvatarWearable.BODY].Wear(
- UUID.Parse(Data["BodyItem"]),
- UUID.Parse(Data["BodyAsset"]));
- if (Data.ContainsKey("SkinItem"))
- appearance.Wearables[AvatarWearable.SKIN].Wear(
- UUID.Parse(Data["SkinItem"]),
- UUID.Parse(Data["SkinAsset"]));
- if (Data.ContainsKey("HairItem"))
- appearance.Wearables[AvatarWearable.HAIR].Wear(
- UUID.Parse(Data["HairItem"]),
- UUID.Parse(Data["HairAsset"]));
- if (Data.ContainsKey("EyesItem"))
- appearance.Wearables[AvatarWearable.EYES].Wear(
- UUID.Parse(Data["EyesItem"]),
- UUID.Parse(Data["EyesAsset"]));
- if (Data.ContainsKey("ShirtItem"))
- appearance.Wearables[AvatarWearable.SHIRT].Wear(
- UUID.Parse(Data["ShirtItem"]),
- UUID.Parse(Data["ShirtAsset"]));
- if (Data.ContainsKey("PantsItem"))
- appearance.Wearables[AvatarWearable.PANTS].Wear(
- UUID.Parse(Data["PantsItem"]),
- UUID.Parse(Data["PantsAsset"]));
- if (Data.ContainsKey("ShoesItem"))
- appearance.Wearables[AvatarWearable.SHOES].Wear(
- UUID.Parse(Data["ShoesItem"]),
- UUID.Parse(Data["ShoesAsset"]));
- if (Data.ContainsKey("SocksItem"))
- appearance.Wearables[AvatarWearable.SOCKS].Wear(
- UUID.Parse(Data["SocksItem"]),
- UUID.Parse(Data["SocksAsset"]));
- if (Data.ContainsKey("JacketItem"))
- appearance.Wearables[AvatarWearable.JACKET].Wear(
- UUID.Parse(Data["JacketItem"]),
- UUID.Parse(Data["JacketAsset"]));
- if (Data.ContainsKey("GlovesItem"))
- appearance.Wearables[AvatarWearable.GLOVES].Wear(
- UUID.Parse(Data["GlovesItem"]),
- UUID.Parse(Data["GlovesAsset"]));
- if (Data.ContainsKey("UnderShirtItem"))
- appearance.Wearables[AvatarWearable.UNDERSHIRT].Wear(
- UUID.Parse(Data["UnderShirtItem"]),
- UUID.Parse(Data["UnderShirtAsset"]));
- if (Data.ContainsKey("UnderPantsItem"))
- appearance.Wearables[AvatarWearable.UNDERPANTS].Wear(
- UUID.Parse(Data["UnderPantsItem"]),
- UUID.Parse(Data["UnderPantsAsset"]));
- if (Data.ContainsKey("SkirtItem"))
- appearance.Wearables[AvatarWearable.SKIRT].Wear(
- UUID.Parse(Data["SkirtItem"]),
- UUID.Parse(Data["SkirtAsset"]));
- if (Data.ContainsKey("VisualParams"))
- {
- string[] vps = Data["VisualParams"].Split(new char[] {','});
- byte[] binary = new byte[AvatarAppearance.VISUALPARAM_COUNT];
- for (int i = 0 ; i < vps.Length && i < binary.Length ; i++)
- binary[i] = (byte)Convert.ToInt32(vps[i]);
-
- appearance.VisualParams = binary;
- }
- // New style wearables
- foreach (KeyValuePair<string, string> _kvp in Data)
- {
- if (_kvp.Key.StartsWith("Wearable "))
- {
- string wearIndex = _kvp.Key.Substring(9);
- string[] wearIndices = wearIndex.Split(new char[] {':'});
- int index = Convert.ToInt32(wearIndices[0]);
- string[] ids = _kvp.Value.Split(new char[] {':'});
- UUID itemID = new UUID(ids[0]);
- UUID assetID = new UUID(ids[1]);
- appearance.Wearables[index].Add(itemID, assetID);
- }
- }
- // 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;
- foreach (KeyValuePair<string, string> _kvp in attchs)
- {
- string pointStr = _kvp.Key.Substring(4);
- int point = 0;
- if (!Int32.TryParse(pointStr, out point))
- continue;
- UUID uuid = UUID.Zero;
- UUID.TryParse(_kvp.Value, out uuid);
- appearance.SetAttachment(point,uuid,UUID.Zero);
- }
- if (appearance.Wearables[AvatarWearable.BODY].Count == 0)
- appearance.Wearables[AvatarWearable.BODY].Wear(
- AvatarWearable.DefaultWearables[
- AvatarWearable.BODY][0]);
- if (appearance.Wearables[AvatarWearable.SKIN].Count == 0)
- appearance.Wearables[AvatarWearable.SKIN].Wear(
- AvatarWearable.DefaultWearables[
- AvatarWearable.SKIN][0]);
- if (appearance.Wearables[AvatarWearable.HAIR].Count == 0)
- appearance.Wearables[AvatarWearable.HAIR].Wear(
- AvatarWearable.DefaultWearables[
- AvatarWearable.HAIR][0]);
- if (appearance.Wearables[AvatarWearable.EYES].Count == 0)
- appearance.Wearables[AvatarWearable.EYES].Wear(
- AvatarWearable.DefaultWearables[
- AvatarWearable.EYES][0]);
- }
- catch
- {
- // We really should report something here, returning null
- // will at least break the wrapper
- return null;
- }
- return appearance;
- }
- }
- }
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