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242 lines
11 KiB
C#
242 lines
11 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Services.Interfaces
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{
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public interface IAvatarService
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{
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/// <summary>
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/// Called by the login service
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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AvatarData GetAvatar(UUID userID);
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/// <summary>
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/// Called by everyone who can change the avatar data (so, regions)
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="avatar"></param>
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/// <returns></returns>
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bool SetAvatar(UUID userID, AvatarData avatar);
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/// <summary>
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/// Not sure if it's needed
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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bool ResetAvatar(UUID userID);
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/// <summary>
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/// These methods raison d'etre:
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/// No need to send the entire avatar data (SetAvatar) for changing attachments
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="attach"></param>
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/// <returns></returns>
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bool SetItems(UUID userID, string[] names, string[] values);
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bool RemoveItems(UUID userID, string[] names);
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}
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/// <summary>
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/// Each region/client that uses avatars will have a data structure
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/// of this type representing the avatars.
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/// </summary>
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public class AvatarData
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{
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// This pretty much determines which name/value pairs will be
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// present below. The name/value pair describe a part of
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// the avatar. For SL avatars, these would be "shape", "texture1",
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// etc. For other avatars, they might be "mesh", "skin", etc.
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// The value portion is a URL that is expected to resolve to an
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// asset of the type required by the handler for that field.
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// It is required that regions can access these URLs. Allowing
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// direct access by a viewer is not required, and, if provided,
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// may be read-only. A "naked" UUID can be used to refer to an
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// asset int he current region's asset service, which is not
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// portable, but allows legacy appearance to continue to
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// function. Closed, LL-based grids will never need URLs here.
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public int AvatarType;
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public Dictionary<string,string> Data;
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public AvatarData()
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{
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}
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public AvatarData(Dictionary<string, object> kvp)
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{
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Data = new Dictionary<string, string>();
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if (kvp.ContainsKey("AvatarType"))
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Int32.TryParse(kvp["AvatarType"].ToString(), out AvatarType);
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foreach (KeyValuePair<string, object> _kvp in kvp)
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{
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if (_kvp.Value != null)
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Data[_kvp.Key] = _kvp.Value.ToString();
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}
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}
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/// <summary>
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/// </summary>
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/// <returns></returns>
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public Dictionary<string, object> ToKeyValuePairs()
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{
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Dictionary<string, object> result = new Dictionary<string, object>();
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result["AvatarType"] = AvatarType.ToString();
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foreach (KeyValuePair<string, string> _kvp in Data)
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{
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if (_kvp.Value != null)
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result[_kvp.Key] = _kvp.Value;
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}
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return result;
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}
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public AvatarData(AvatarAppearance appearance)
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{
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AvatarType = 1; // SL avatars
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Data = new Dictionary<string, string>();
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Data["Serial"] = appearance.Serial.ToString();
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// Wearables
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Data["AvatarHeight"] = appearance.AvatarHeight.ToString();
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Data["BodyItem"] = appearance.BodyItem.ToString();
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Data["EyesItem"] = appearance.EyesItem.ToString();
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Data["GlovesItem"] = appearance.GlovesItem.ToString();
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Data["HairItem"] = appearance.HairItem.ToString();
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Data["JacketItem"] = appearance.JacketItem.ToString();
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Data["PantsItem"] = appearance.PantsItem.ToString();
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Data["ShirtItem"] = appearance.ShirtItem.ToString();
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Data["ShoesItem"] = appearance.ShoesItem.ToString();
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Data["SkinItem"] = appearance.SkinItem.ToString();
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Data["SkirtItem"] = appearance.SkirtItem.ToString();
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Data["SocksItem"] = appearance.SocksItem.ToString();
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Data["UnderPantsItem"] = appearance.UnderPantsItem.ToString();
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Data["UnderShirtItem"] = appearance.UnderShirtItem.ToString();
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Data["BodyAsset"] = appearance.BodyAsset.ToString();
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Data["EyesAsset"] = appearance.EyesAsset.ToString();
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Data["GlovesAsset"] = appearance.GlovesAsset.ToString();
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Data["HairAsset"] = appearance.HairAsset.ToString();
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Data["JacketAsset"] = appearance.JacketAsset.ToString();
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Data["PantsAsset"] = appearance.PantsAsset.ToString();
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Data["ShirtAsset"] = appearance.ShirtAsset.ToString();
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Data["ShoesAsset"] = appearance.ShoesAsset.ToString();
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Data["SkinAsset"] = appearance.SkinAsset.ToString();
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Data["SkirtAsset"] = appearance.SkirtAsset.ToString();
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Data["SocksAsset"] = appearance.SocksAsset.ToString();
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Data["UnderPantsAsset"] = appearance.UnderPantsAsset.ToString();
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Data["UnderShirtAsset"] = appearance.UnderShirtAsset.ToString();
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// Attachments
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Hashtable attachs = appearance.GetAttachments();
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if (attachs != null)
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foreach (DictionaryEntry dentry in attachs)
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{
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if (dentry.Value != null)
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{
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Hashtable tab = (Hashtable)dentry.Value;
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if (tab.ContainsKey("item") && tab["item"] != null)
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Data["_ap_" + dentry.Key] = tab["item"].ToString();
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}
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}
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}
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public AvatarAppearance ToAvatarAppearance(UUID owner)
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{
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AvatarAppearance appearance = new AvatarAppearance(owner);
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try
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{
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appearance.Serial = Int32.Parse(Data["Serial"]);
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// Wearables
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appearance.BodyItem = UUID.Parse(Data["BodyItem"]);
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appearance.EyesItem = UUID.Parse(Data["EyesItem"]);
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appearance.GlovesItem = UUID.Parse(Data["GlovesItem"]);
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appearance.HairItem = UUID.Parse(Data["HairItem"]);
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appearance.JacketItem = UUID.Parse(Data["JacketItem"]);
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appearance.PantsItem = UUID.Parse(Data["PantsItem"]);
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appearance.ShirtItem = UUID.Parse(Data["ShirtItem"]);
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appearance.ShoesItem = UUID.Parse(Data["ShoesItem"]);
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appearance.SkinItem = UUID.Parse(Data["SkinItem"]);
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appearance.SkirtItem = UUID.Parse(Data["SkirtItem"]);
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appearance.SocksItem = UUID.Parse(Data["SocksItem"]);
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appearance.UnderPantsItem = UUID.Parse(Data["UnderPantsItem"]);
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appearance.UnderShirtItem = UUID.Parse(Data["UnderShirtItem"]);
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appearance.BodyAsset = UUID.Parse(Data["BodyAsset"]);
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appearance.EyesAsset = UUID.Parse(Data["EyesAsset"]);
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appearance.GlovesAsset = UUID.Parse(Data["GlovesAsset"]);
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appearance.HairAsset = UUID.Parse(Data["HairAsset"]);
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appearance.JacketAsset = UUID.Parse(Data["JacketAsset"]);
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appearance.PantsAsset = UUID.Parse(Data["PantsAsset"]);
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appearance.ShirtAsset = UUID.Parse(Data["ShirtAsset"]);
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appearance.ShoesAsset = UUID.Parse(Data["ShoesAsset"]);
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appearance.SkinAsset = UUID.Parse(Data["SkinAsset"]);
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appearance.SkirtAsset = UUID.Parse(Data["SkirtAsset"]);
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appearance.SocksAsset = UUID.Parse(Data["SocksAsset"]);
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appearance.UnderPantsAsset = UUID.Parse(Data["UnderPantsAsset"]);
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appearance.UnderShirtAsset = UUID.Parse(Data["UnderShirtAsset"]);
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// Attachments
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Dictionary<string, string> attchs = new Dictionary<string, string>();
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foreach (KeyValuePair<string, string> _kvp in Data)
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if (_kvp.Key.StartsWith("_ap_"))
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attchs[_kvp.Key] = _kvp.Value;
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Hashtable aaAttachs = new Hashtable();
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foreach (KeyValuePair<string, string> _kvp in attchs)
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{
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string pointStr = _kvp.Key.Substring(4);
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int point = 0;
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if (!Int32.TryParse(pointStr, out point))
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continue;
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Hashtable tmp = new Hashtable();
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UUID uuid = UUID.Zero;
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UUID.TryParse(_kvp.Value, out uuid);
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tmp["item"] = uuid;
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tmp["asset"] = UUID.Zero.ToString();
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aaAttachs[point] = tmp;
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}
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appearance.SetAttachments(aaAttachs);
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}
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catch { }
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return appearance;
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}
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}
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}
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