/* * 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; using System.Collections.Generic; using OpenSim.Framework; using OpenMetaverse; namespace OpenSim.Services.Interfaces { public interface IAvatarService { /// <summary> /// Called by the login service /// </summary> /// <param name="userID"></param> /// <returns></returns> AvatarData GetAvatar(UUID userID); /// <summary> /// Called by everyone who can change the avatar data (so, regions) /// </summary> /// <param name="userID"></param> /// <param name="avatar"></param> /// <returns></returns> bool SetAvatar(UUID userID, AvatarData avatar); /// <summary> /// Not sure if it's needed /// </summary> /// <param name="userID"></param> /// <returns></returns> bool ResetAvatar(UUID userID); /// <summary> /// These methods raison d'etre: /// No need to send the entire avatar data (SetAvatar) for changing attachments /// </summary> /// <param name="userID"></param> /// <param name="attach"></param> /// <returns></returns> bool SetItems(UUID userID, string[] names, string[] values); bool RemoveItems(UUID userID, string[] names); } /// <summary> /// Each region/client that uses avatars will have a data structure /// of this type representing the avatars. /// </summary> public class AvatarData { // This pretty much determines which name/value pairs will be // present below. The name/value pair describe a part of // the avatar. For SL avatars, these would be "shape", "texture1", // etc. For other avatars, they might be "mesh", "skin", etc. // The value portion is a URL that is expected to resolve to an // asset of the type required by the handler for that field. // It is required that regions can access these URLs. Allowing // direct access by a viewer is not required, and, if provided, // may be read-only. A "naked" UUID can be used to refer to an // asset int he current region's asset service, which is not // portable, but allows legacy appearance to continue to // function. Closed, LL-based grids will never need URLs here. public int AvatarType; public Dictionary<string,string> Data; public AvatarData() { } public AvatarData(Dictionary<string, object> kvp) { Data = new Dictionary<string, string>(); if (kvp.ContainsKey("AvatarType")) Int32.TryParse(kvp["AvatarType"].ToString(), out AvatarType); foreach (KeyValuePair<string, object> _kvp in kvp) { if (_kvp.Value != null) Data[_kvp.Key] = _kvp.Value.ToString(); } } /// <summary> /// </summary> /// <returns></returns> public Dictionary<string, object> ToKeyValuePairs() { Dictionary<string, object> result = new Dictionary<string, object>(); result["AvatarType"] = AvatarType.ToString(); foreach (KeyValuePair<string, string> _kvp in Data) { if (_kvp.Value != null) result[_kvp.Key] = _kvp.Value; } return result; } public AvatarData(AvatarAppearance appearance) { AvatarType = 1; // SL avatars Data = new Dictionary<string, string>(); Data["Serial"] = appearance.Serial.ToString(); // Wearables Data["AvatarHeight"] = appearance.AvatarHeight.ToString(); Data["BodyItem"] = appearance.BodyItem.ToString(); Data["EyesItem"] = appearance.EyesItem.ToString(); Data["GlovesItem"] = appearance.GlovesItem.ToString(); Data["HairItem"] = appearance.HairItem.ToString(); Data["JacketItem"] = appearance.JacketItem.ToString(); Data["PantsItem"] = appearance.PantsItem.ToString(); Data["ShirtItem"] = appearance.ShirtItem.ToString(); Data["ShoesItem"] = appearance.ShoesItem.ToString(); Data["SkinItem"] = appearance.SkinItem.ToString(); Data["SkirtItem"] = appearance.SkirtItem.ToString(); Data["SocksItem"] = appearance.SocksItem.ToString(); Data["UnderPantsItem"] = appearance.UnderPantsItem.ToString(); Data["UnderShirtItem"] = appearance.UnderShirtItem.ToString(); Data["BodyAsset"] = appearance.BodyAsset.ToString(); Data["EyesAsset"] = appearance.EyesAsset.ToString(); Data["GlovesAsset"] = appearance.GlovesAsset.ToString(); Data["HairAsset"] = appearance.HairAsset.ToString(); Data["JacketAsset"] = appearance.JacketAsset.ToString(); Data["PantsAsset"] = appearance.PantsAsset.ToString(); Data["ShirtAsset"] = appearance.ShirtAsset.ToString(); Data["ShoesAsset"] = appearance.ShoesAsset.ToString(); Data["SkinAsset"] = appearance.SkinAsset.ToString(); Data["SkirtAsset"] = appearance.SkirtAsset.ToString(); Data["SocksAsset"] = appearance.SocksAsset.ToString(); Data["UnderPantsAsset"] = appearance.UnderPantsAsset.ToString(); Data["UnderShirtAsset"] = appearance.UnderShirtAsset.ToString(); // Attachments Hashtable attachs = appearance.GetAttachments(); if (attachs != null) foreach (DictionaryEntry dentry in attachs) { if (dentry.Value != null) { Hashtable tab = (Hashtable)dentry.Value; if (tab.ContainsKey("item") && tab["item"] != null) Data["_ap_" + dentry.Key] = tab["item"].ToString(); } } } public AvatarAppearance ToAvatarAppearance(UUID owner) { AvatarAppearance appearance = new AvatarAppearance(owner); try { appearance.Serial = Int32.Parse(Data["Serial"]); // Wearables appearance.BodyItem = UUID.Parse(Data["BodyItem"]); appearance.EyesItem = UUID.Parse(Data["EyesItem"]); appearance.GlovesItem = UUID.Parse(Data["GlovesItem"]); appearance.HairItem = UUID.Parse(Data["HairItem"]); appearance.JacketItem = UUID.Parse(Data["JacketItem"]); appearance.PantsItem = UUID.Parse(Data["PantsItem"]); appearance.ShirtItem = UUID.Parse(Data["ShirtItem"]); appearance.ShoesItem = UUID.Parse(Data["ShoesItem"]); appearance.SkinItem = UUID.Parse(Data["SkinItem"]); appearance.SkirtItem = UUID.Parse(Data["SkirtItem"]); appearance.SocksItem = UUID.Parse(Data["SocksItem"]); appearance.UnderPantsItem = UUID.Parse(Data["UnderPantsItem"]); appearance.UnderShirtItem = UUID.Parse(Data["UnderShirtItem"]); appearance.BodyAsset = UUID.Parse(Data["BodyAsset"]); appearance.EyesAsset = UUID.Parse(Data["EyesAsset"]); appearance.GlovesAsset = UUID.Parse(Data["GlovesAsset"]); appearance.HairAsset = UUID.Parse(Data["HairAsset"]); appearance.JacketAsset = UUID.Parse(Data["JacketAsset"]); appearance.PantsAsset = UUID.Parse(Data["PantsAsset"]); appearance.ShirtAsset = UUID.Parse(Data["ShirtAsset"]); appearance.ShoesAsset = UUID.Parse(Data["ShoesAsset"]); appearance.SkinAsset = UUID.Parse(Data["SkinAsset"]); appearance.SkirtAsset = UUID.Parse(Data["SkirtAsset"]); appearance.SocksAsset = UUID.Parse(Data["SocksAsset"]); appearance.UnderPantsAsset = UUID.Parse(Data["UnderPantsAsset"]); appearance.UnderShirtAsset = UUID.Parse(Data["UnderShirtAsset"]); // Attachments Dictionary<string, string> attchs = new Dictionary<string, string>(); foreach (KeyValuePair<string, string> _kvp in Data) if (_kvp.Key.StartsWith("_ap_")) attchs[_kvp.Key] = _kvp.Value; Hashtable aaAttachs = new Hashtable(); foreach (KeyValuePair<string, string> _kvp in attchs) { string pointStr = _kvp.Key.Substring(4); int point = 0; if (!Int32.TryParse(pointStr, out point)) continue; Hashtable tmp = new Hashtable(); UUID uuid = UUID.Zero; UUID.TryParse(_kvp.Value, out uuid); tmp["item"] = uuid; tmp["asset"] = UUID.Zero.ToString(); aaAttachs[point] = tmp; } appearance.SetAttachments(aaAttachs); } catch { } return appearance; } } }