mirror of
https://github.com/opensim/opensim.git
synced 2026-08-10 03:06:05 +08:00
Rename PhysicsBot => Bot since it doesn't just exercise physics anymore
This commit is contained in:
495
OpenSim/Tools/pCampBot/Bot.cs
Normal file
495
OpenSim/Tools/pCampBot/Bot.cs
Normal file
@@ -0,0 +1,495 @@
|
||||
/*
|
||||
* 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;
|
||||
|
||||
namespace pCampBot
|
||||
{
|
||||
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
|
||||
|
||||
public BotManager BotManager { get; private set; }
|
||||
private IConfig startupConfig; // bot config, passed from BotManager
|
||||
|
||||
/// <summary>
|
||||
/// Behaviours implemented by this bot.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Lock this list before manipulating it.
|
||||
/// </remarks>
|
||||
public List<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 bool IsConnected { get; private set; }
|
||||
|
||||
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 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 loginUri)
|
||||
{
|
||||
Client = new GridClient();
|
||||
|
||||
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;
|
||||
|
||||
BotManager = bm;
|
||||
startupConfig = bm.Config;
|
||||
readconfig();
|
||||
|
||||
Behaviours = behaviours;
|
||||
}
|
||||
|
||||
//We do our actions here. This is where one would
|
||||
//add additional steps and/or things the bot should do
|
||||
private void Action()
|
||||
{
|
||||
while (true)
|
||||
lock (Behaviours)
|
||||
Behaviours.ForEach(
|
||||
b =>
|
||||
{
|
||||
// m_log.DebugFormat("[pCAMPBOT]: For {0} performing action {1}", Name, b.GetType());
|
||||
b.Action(this);
|
||||
|
||||
Thread.Sleep(Random.Next(1000, 10000));
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read the Nini config and initialize
|
||||
/// </summary>
|
||||
public void readconfig()
|
||||
{
|
||||
wear = startupConfig.GetString("wear", "no");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tells LibSecondLife to logout and disconnect. Raises the disconnect events once it finishes.
|
||||
/// </summary>
|
||||
public void shutdown()
|
||||
{
|
||||
if (m_actionThread != null)
|
||||
m_actionThread.Abort();
|
||||
|
||||
Client.Network.Logout();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is the bot startup loop.
|
||||
/// </summary>
|
||||
public void startup()
|
||||
{
|
||||
Client.Settings.LOGIN_SERVER = LoginUri;
|
||||
Client.Settings.ALWAYS_DECODE_OBJECTS = false;
|
||||
Client.Settings.AVATAR_TRACKING = false;
|
||||
Client.Settings.OBJECT_TRACKING = false;
|
||||
Client.Settings.SEND_AGENT_THROTTLE = true;
|
||||
Client.Settings.SEND_PINGS = true;
|
||||
Client.Settings.STORE_LAND_PATCHES = false;
|
||||
Client.Settings.USE_ASSET_CACHE = false;
|
||||
Client.Settings.MULTIPLE_SIMS = true;
|
||||
Client.Throttle.Asset = 100000;
|
||||
Client.Throttle.Land = 100000;
|
||||
Client.Throttle.Task = 100000;
|
||||
Client.Throttle.Texture = 100000;
|
||||
Client.Throttle.Wind = 100000;
|
||||
Client.Throttle.Total = 400000;
|
||||
Client.Network.LoginProgress += this.Network_LoginProgress;
|
||||
Client.Network.SimConnected += this.Network_SimConnected;
|
||||
Client.Network.Disconnected += this.Network_OnDisconnected;
|
||||
Client.Objects.ObjectUpdate += Objects_NewPrim;
|
||||
|
||||
if (Client.Network.Login(FirstName, LastName, Password, "pCampBot", "Your name"))
|
||||
{
|
||||
IsConnected = true;
|
||||
|
||||
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);
|
||||
}
|
||||
Client.Self.Jump(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
MainConsole.Instance.OutputFormat(
|
||||
"{0} {1} cannot login: {2}", FirstName, LastName, Client.Network.LoginMessage);
|
||||
|
||||
if (OnDisconnected != null)
|
||||
{
|
||||
OnDisconnected(this, EventType.DISCONNECTED);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
MainConsole.Instance.Output(String.Format("Failed to decode {0} asset {1}", asset.AssetType, asset.AssetID));
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
MainConsole.Instance.Output(String.Format("Exception: {0}",e.ToString()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
MainConsole.Instance.Output("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, PermissionMask.All, delegate(bool success, InventoryItem item)
|
||||
{
|
||||
if (success)
|
||||
{
|
||||
listwearables.Add(item);
|
||||
}
|
||||
else
|
||||
MainConsole.Instance.Output(String.Format("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, PermissionMask.All, delegate(bool success, InventoryItem item)
|
||||
{
|
||||
if (success)
|
||||
{
|
||||
listwearables.Add(item);
|
||||
}
|
||||
else
|
||||
MainConsole.Instance.Output(String.Format("Failed to create item {0}",item.Name));
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
Thread.Sleep(1000);
|
||||
|
||||
if (listwearables == null || listwearables.Count == 0)
|
||||
MainConsole.Instance.Output("Nothing to send on this folder!");
|
||||
else
|
||||
{
|
||||
MainConsole.Instance.Output(String.Format("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)
|
||||
{
|
||||
if (args.Status == LoginStatus.Success)
|
||||
{
|
||||
if (OnConnected != null)
|
||||
{
|
||||
OnConnected(this, EventType.CONNECTED);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Network_SimConnected(object sender, SimConnectedEventArgs args)
|
||||
{
|
||||
}
|
||||
|
||||
public void Network_OnDisconnected(object sender, DisconnectedEventArgs args)
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
IsConnected = false;
|
||||
OnDisconnected(this, EventType.DISCONNECTED);
|
||||
}
|
||||
}
|
||||
|
||||
public void Objects_NewPrim(object sender, PrimEventArgs args)
|
||||
{
|
||||
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++)
|
||||
{
|
||||
UUID textureID = prim.Textures.FaceTextures[i].TextureID;
|
||||
|
||||
if (textureID != null && textureID != UUID.Zero)
|
||||
{
|
||||
GetTexture(textureID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (prim.Sculpt.SculptTexture != UUID.Zero)
|
||||
{
|
||||
GetTexture(prim.Sculpt.SculptTexture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GetTexture(UUID textureID)
|
||||
{
|
||||
lock (BotManager.AssetsReceived)
|
||||
{
|
||||
// Don't request assets more than once.
|
||||
if (BotManager.AssetsReceived.ContainsKey(textureID))
|
||||
return;
|
||||
|
||||
BotManager.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 (BotManager.AssetsReceived)
|
||||
BotManager.AssetsReceived[asset.AssetID] = true;
|
||||
|
||||
// if (wear == "save")
|
||||
// {
|
||||
// SaveAsset((AssetWearable) asset);
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user