mirror of
https://github.com/opensim/opensim.git
synced 2026-05-28 04:45:37 +08:00
The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings.
306 lines
12 KiB
C#
306 lines
12 KiB
C#
/*
|
|
* 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.Reflection;
|
|
using System.Threading;
|
|
using log4net;
|
|
using Nini.Config;
|
|
using OpenMetaverse;
|
|
using OpenSim.Region.Framework.Interfaces;
|
|
using OpenSim.Region.Framework.Scenes;
|
|
using OpenSim.Framework;
|
|
using Timer=System.Timers.Timer;
|
|
using OpenSim.Services.Interfaces;
|
|
|
|
namespace OpenSim.Region.OptionalModules.World.NPC
|
|
{
|
|
public class NPCModule : IRegionModule, INPCModule
|
|
{
|
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
|
|
|
|
public void Initialise(Scene scene, IConfigSource source)
|
|
{
|
|
IConfig config = source.Configs["NPC"];
|
|
|
|
if (config != null && config.GetBoolean("Enabled", false))
|
|
{
|
|
scene.RegisterModuleInterface<INPCModule>(this);
|
|
scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
|
|
}
|
|
}
|
|
|
|
public void HandleOnSignificantClientMovement(ScenePresence presence)
|
|
{
|
|
lock (m_avatars)
|
|
{
|
|
if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
|
|
{
|
|
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
|
|
// m_log.DebugFormat(
|
|
// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
|
|
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
|
|
|
|
// Check the error term of the current position in relation to the target position
|
|
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
|
|
{
|
|
// We are close enough to the target
|
|
m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
|
|
|
|
presence.Velocity = Vector3.Zero;
|
|
presence.AbsolutePosition = presence.MoveToPositionTarget;
|
|
presence.ResetMoveToTarget();
|
|
|
|
if (presence.PhysicsActor.Flying)
|
|
{
|
|
// A horrible hack to stop the NPC dead in its tracks rather than having them overshoot
|
|
// the target if flying.
|
|
// We really need to be more subtle (slow the avatar as it approaches the target) or at
|
|
// least be able to set collision status once, rather than 5 times to give it enough
|
|
// weighting so that that PhysicsActor thinks it really is colliding.
|
|
for (int i = 0; i < 5; i++)
|
|
presence.PhysicsActor.IsColliding = true;
|
|
|
|
// Vector3 targetPos = presence.MoveToPositionTarget;
|
|
if (m_avatars[presence.UUID].LandAtTarget)
|
|
presence.PhysicsActor.Flying = false;
|
|
|
|
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
|
|
// if (targetPos.Z - terrainHeight < 0.2)
|
|
// {
|
|
// presence.PhysicsActor.Flying = false;
|
|
// }
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
|
|
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
|
|
}
|
|
else
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
|
|
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
|
|
|
|
Vector3 agent_control_v3 = new Vector3();
|
|
presence.HandleMoveToTargetUpdate(ref agent_control_v3);
|
|
presence.AddNewMovement(agent_control_v3);
|
|
}
|
|
//
|
|
//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
|
|
|
|
//
|
|
//
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool IsNPC(UUID agentId, Scene scene)
|
|
{
|
|
ScenePresence sp = scene.GetScenePresence(agentId);
|
|
if (sp == null || sp.IsChildAgent)
|
|
return false;
|
|
|
|
lock (m_avatars)
|
|
return m_avatars.ContainsKey(agentId);
|
|
}
|
|
|
|
public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
|
|
{
|
|
ScenePresence sp = scene.GetScenePresence(agentId);
|
|
if (sp == null || sp.IsChildAgent)
|
|
return false;
|
|
|
|
lock (m_avatars)
|
|
if (!m_avatars.ContainsKey(agentId))
|
|
return false;
|
|
|
|
// FIXME: An extremely bad bit of code that reaches directly into the attachments list and manipulates it
|
|
foreach (SceneObjectGroup att in sp.GetAttachments())
|
|
scene.DeleteSceneObject(att, false);
|
|
|
|
sp.ClearAttachments();
|
|
|
|
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
|
|
sp.Appearance = npcAppearance;
|
|
scene.AttachmentsModule.RezAttachments(sp);
|
|
|
|
IAvatarFactory module = scene.RequestModuleInterface<IAvatarFactory>();
|
|
module.SendAppearance(sp.UUID);
|
|
|
|
return true;
|
|
}
|
|
|
|
public UUID CreateNPC(
|
|
string firstname, string lastname, Vector3 position, Scene scene, AvatarAppearance appearance)
|
|
{
|
|
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene);
|
|
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
|
|
|
|
m_log.DebugFormat(
|
|
"[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
|
|
firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName);
|
|
|
|
AgentCircuitData acd = new AgentCircuitData();
|
|
acd.AgentID = npcAvatar.AgentId;
|
|
acd.firstname = firstname;
|
|
acd.lastname = lastname;
|
|
acd.ServiceURLs = new Dictionary<string, object>();
|
|
|
|
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
|
|
acd.Appearance = npcAppearance;
|
|
|
|
// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
|
|
// {
|
|
// m_log.DebugFormat(
|
|
// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
|
|
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
|
|
// }
|
|
|
|
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
|
|
scene.AddNewClient(npcAvatar, PresenceType.Npc);
|
|
|
|
ScenePresence sp;
|
|
if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
|
|
|
|
sp.CompleteMovement(npcAvatar, false);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
|
|
}
|
|
|
|
lock (m_avatars)
|
|
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
|
|
|
|
m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
|
|
|
|
return npcAvatar.AgentId;
|
|
}
|
|
|
|
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
|
|
{
|
|
lock (m_avatars)
|
|
{
|
|
if (m_avatars.ContainsKey(agentID))
|
|
{
|
|
ScenePresence sp;
|
|
scene.TryGetScenePresence(agentID, out sp);
|
|
|
|
m_log.DebugFormat(
|
|
"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
|
|
sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
|
|
|
|
m_avatars[agentID].LandAtTarget = landAtTarget;
|
|
sp.MoveToTarget(pos, noFly);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool StopMoveToTarget(UUID agentID, Scene scene)
|
|
{
|
|
lock (m_avatars)
|
|
{
|
|
if (m_avatars.ContainsKey(agentID))
|
|
{
|
|
ScenePresence sp;
|
|
scene.TryGetScenePresence(agentID, out sp);
|
|
|
|
sp.Velocity = Vector3.Zero;
|
|
sp.ResetMoveToTarget();
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool Say(UUID agentID, Scene scene, string text)
|
|
{
|
|
lock (m_avatars)
|
|
{
|
|
if (m_avatars.ContainsKey(agentID))
|
|
{
|
|
ScenePresence sp;
|
|
scene.TryGetScenePresence(agentID, out sp);
|
|
|
|
m_avatars[agentID].Say(text);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool DeleteNPC(UUID agentID, Scene scene)
|
|
{
|
|
lock (m_avatars)
|
|
{
|
|
if (m_avatars.ContainsKey(agentID))
|
|
{
|
|
scene.RemoveClient(agentID, false);
|
|
m_avatars.Remove(agentID);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void PostInitialise()
|
|
{
|
|
}
|
|
|
|
public void Close()
|
|
{
|
|
}
|
|
|
|
public string Name
|
|
{
|
|
get { return "NPCModule"; }
|
|
}
|
|
|
|
public bool IsSharedModule
|
|
{
|
|
get { return true; }
|
|
}
|
|
}
|
|
} |