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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:
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* 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.Collections.Generic;
using System.Threading;
using OpenMetaverse;
using Nini.Config;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.CoreModules.Avatar.NPC;
using OpenSim.Framework;
using Timer=System.Timers.Timer;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.OptionalModules.World.NPC
{
public class NPCModule : IRegionModule, INPCModule
{
// private const bool m_enabled = false;
private Mutex m_createMutex;
private Timer m_timer;
private Dictionary
private Dictionary
// Timer vars.
private bool p_inUse = false;
private readonly object p_lock = new object();
// Private Temporary Variables.
private string p_firstname;
private string p_lastname;
private Vector3 p_position;
private Scene p_scene;
private UUID p_cloneAppearanceFrom;
private UUID p_returnUuid;
private AvatarAppearance GetAppearance(UUID target, Scene scene)
{
if (m_appearanceCache.ContainsKey(target))
return m_appearanceCache[target];
AvatarData adata = scene.AvatarService.GetAvatar(target);
if (adata != null)
{
AvatarAppearance x = adata.ToAvatarAppearance(target);
m_appearanceCache.Add(target, x);
return x;
}
return new AvatarAppearance();
}
public UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom)
{
// Block.
m_createMutex.WaitOne();
// Copy Temp Variables for Timer to pick up.
lock (p_lock)
{
p_firstname = firstname;
p_lastname = lastname;
p_position = position;
p_scene = scene;
p_cloneAppearanceFrom = cloneAppearanceFrom;
p_inUse = true;
p_returnUuid = UUID.Zero;
}
while (p_returnUuid == UUID.Zero)
{
Thread.Sleep(250);
}
m_createMutex.ReleaseMutex();
return p_returnUuid;
}
public void Autopilot(UUID agentID, Scene scene, Vector3 pos)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
sp.DoAutoPilot(0, pos, m_avatars[agentID]);
}
}
}
public void Say(UUID agentID, Scene scene, string text)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
m_avatars[agentID].Say(text);
}
}
}
public void DeleteNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
scene.RemoveClient(agentID);
m_avatars.Remove(agentID);
}
}
}
public void Initialise(Scene scene, IConfigSource source)
{
m_createMutex = new Mutex(false);
m_timer = new Timer(500);
m_timer.Elapsed += m_timer_Elapsed;
m_timer.Start();
scene.RegisterModuleInterface
}
void m_timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
lock (p_lock)
{
if (p_inUse)
{
p_inUse = false;
NPCAvatar npcAvatar = new NPCAvatar(p_firstname, p_lastname, p_position, p_scene);
//
AgentCircuitData ACD;
uint circuitcode;
ACD = new AgentCircuitData();
circuitcode = (uint) Util.RandomClass.Next(0, int.MaxValue);
ACD.circuitcode = circuitcode;
npcAvatar.CircuitCode = circuitcode;
ACD.firstname = p_firstname;
ACD.lastname = p_lastname;
ACD.startpos = p_position;
ACD.AgentID = npcAvatar.getAgentId();
ACD.SessionID = UUID.Zero;
ACD.SecureSessionID = UUID.Zero;
ACD.Viewer = "NPC";
// not setting everything in the AgentCircuitData: missing out the following:
// child, InventoryFolder,
// BaseFolder, CapsPath, ChildrenCapSeeds
// Are they needed? Don't know....
p_scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, ACD);
//
p_scene.AddNewClient(npcAvatar);
ScenePresence sp;
if (p_scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
{
AvatarAppearance x = GetAppearance(p_cloneAppearanceFrom, p_scene);
sp.SetAppearance(x.Texture, (byte[])x.VisualParams.Clone());
}
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
p_returnUuid = npcAvatar.AgentId;
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "NPCModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
}
}
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