/* * 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.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<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>(); private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>(); // 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]; AvatarAppearance appearance = scene.AvatarService.GetAppearance(target); if (appearance != null) { m_appearanceCache.Add(target, appearance); return appearance; } 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<INPCModule>(this); } 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); npcAvatar.CircuitCode = (uint) Util.RandomClass.Next(0, int.MaxValue); p_scene.AddNewClient(npcAvatar); ScenePresence sp; if (p_scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) { AvatarAppearance x = GetAppearance(p_cloneAppearanceFrom, p_scene); sp.Appearance.SetTextureEntries(x.Texture); sp.Appearance.SetVisualParams((byte[])x.VisualParams.Clone()); sp.SendAppearanceToAllOtherAgents(); } 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; } } } }