/* * 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> AvatarAppearance GetAppearance(UUID userID); /// <summary> /// Called by everyone who can change the avatar data (so, regions) /// </summary> /// <param name="userID"></param> /// <param name="appearance"></param> /// <returns></returns> bool SetAppearance(UUID userID, AvatarAppearance appearance); /// <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(); // TODO: With COF, is this even needed? for (int i = 0 ; i < AvatarWearable.LEGACY_VERSION_MAX_WEARABLES ; i++) { for (int j = 0 ; j < appearance.Wearables[i].Count ; j++) { string fieldName = String.Format("Wearable {0}:{1}", i, j); Data[fieldName] = String.Format("{0}:{1}", appearance.Wearables[i][j].ItemID.ToString(), appearance.Wearables[i][j].AssetID.ToString()); } } // Visual Params //string[] vps = new string[AvatarAppearance.VISUALPARAM_COUNT]; //byte[] binary = appearance.VisualParams; // for (int i = 0 ; i < AvatarAppearance.VISUALPARAM_COUNT ; i++) byte[] binary = appearance.VisualParams; string[] vps = new string[binary.Length]; for (int i = 0; i < binary.Length; i++) { vps[i] = binary[i].ToString(); } Data["VisualParams"] = String.Join(",", vps); // Attachments List<AvatarAttachment> attachments = appearance.GetAttachments(); Dictionary<int, List<string>> atts = new Dictionary<int, List<string>>(); foreach (AvatarAttachment attach in attachments) { if (attach.ItemID != UUID.Zero) { if (!atts.ContainsKey(attach.AttachPoint)) atts[attach.AttachPoint] = new List<string>(); atts[attach.AttachPoint].Add(attach.ItemID.ToString()); } } foreach (KeyValuePair<int, List<string>> kvp in atts) Data["_ap_" + kvp.Key] = string.Join(",", kvp.Value.ToArray()); } public AvatarAppearance ToAvatarAppearance() { AvatarAppearance appearance = new AvatarAppearance(); if (Data.Count == 0) return appearance; appearance.ClearWearables(); try { if (Data.ContainsKey("Serial")) appearance.Serial = Int32.Parse(Data["Serial"]); if (Data.ContainsKey("AvatarHeight")) { float h = float.Parse(Data["AvatarHeight"]); if( h == 0f) h = 1.9f; appearance.SetSize(new Vector3(0.45f, 0.6f, h )); // appearance.AvatarHeight = float.Parse(Data["AvatarHeight"]); } // Legacy Wearables if (Data.ContainsKey("BodyItem")) appearance.Wearables[AvatarWearable.BODY].Wear( UUID.Parse(Data["BodyItem"]), UUID.Parse(Data["BodyAsset"])); if (Data.ContainsKey("SkinItem")) appearance.Wearables[AvatarWearable.SKIN].Wear( UUID.Parse(Data["SkinItem"]), UUID.Parse(Data["SkinAsset"])); if (Data.ContainsKey("HairItem")) appearance.Wearables[AvatarWearable.HAIR].Wear( UUID.Parse(Data["HairItem"]), UUID.Parse(Data["HairAsset"])); if (Data.ContainsKey("EyesItem")) appearance.Wearables[AvatarWearable.EYES].Wear( UUID.Parse(Data["EyesItem"]), UUID.Parse(Data["EyesAsset"])); if (Data.ContainsKey("ShirtItem")) appearance.Wearables[AvatarWearable.SHIRT].Wear( UUID.Parse(Data["ShirtItem"]), UUID.Parse(Data["ShirtAsset"])); if (Data.ContainsKey("PantsItem")) appearance.Wearables[AvatarWearable.PANTS].Wear( UUID.Parse(Data["PantsItem"]), UUID.Parse(Data["PantsAsset"])); if (Data.ContainsKey("ShoesItem")) appearance.Wearables[AvatarWearable.SHOES].Wear( UUID.Parse(Data["ShoesItem"]), UUID.Parse(Data["ShoesAsset"])); if (Data.ContainsKey("SocksItem")) appearance.Wearables[AvatarWearable.SOCKS].Wear( UUID.Parse(Data["SocksItem"]), UUID.Parse(Data["SocksAsset"])); if (Data.ContainsKey("JacketItem")) appearance.Wearables[AvatarWearable.JACKET].Wear( UUID.Parse(Data["JacketItem"]), UUID.Parse(Data["JacketAsset"])); if (Data.ContainsKey("GlovesItem")) appearance.Wearables[AvatarWearable.GLOVES].Wear( UUID.Parse(Data["GlovesItem"]), UUID.Parse(Data["GlovesAsset"])); if (Data.ContainsKey("UnderShirtItem")) appearance.Wearables[AvatarWearable.UNDERSHIRT].Wear( UUID.Parse(Data["UnderShirtItem"]), UUID.Parse(Data["UnderShirtAsset"])); if (Data.ContainsKey("UnderPantsItem")) appearance.Wearables[AvatarWearable.UNDERPANTS].Wear( UUID.Parse(Data["UnderPantsItem"]), UUID.Parse(Data["UnderPantsAsset"])); if (Data.ContainsKey("SkirtItem")) appearance.Wearables[AvatarWearable.SKIRT].Wear( UUID.Parse(Data["SkirtItem"]), UUID.Parse(Data["SkirtAsset"])); if (Data.ContainsKey("VisualParams")) { string[] vps = Data["VisualParams"].Split(new char[] {','}); //byte[] binary = new byte[AvatarAppearance.VISUALPARAM_COUNT]; //for (int i = 0 ; i < vps.Length && i < binary.Length ; i++) byte[] binary = new byte[vps.Length]; for (int i = 0; i < vps.Length; i++) binary[i] = (byte)Convert.ToInt32(vps[i]); appearance.VisualParams = binary; } // New style wearables foreach (KeyValuePair<string, string> _kvp in Data) { if (_kvp.Key.StartsWith("Wearable ")) { string wearIndex = _kvp.Key.Substring(9); string[] wearIndices = wearIndex.Split(new char[] {':'}); int index = Convert.ToInt32(wearIndices[0]); string[] ids = _kvp.Value.Split(new char[] {':'}); UUID itemID = new UUID(ids[0]); UUID assetID = new UUID(ids[1]); appearance.Wearables[index].Add(itemID, assetID); } } // 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; foreach (KeyValuePair<string, string> _kvp in attchs) { string pointStr = _kvp.Key.Substring(4); int point = 0; if (!Int32.TryParse(pointStr, out point)) continue; List<string> idList = new List<string>(_kvp.Value.Split(new char[] {','})); appearance.SetAttachment(point, UUID.Zero, UUID.Zero); foreach (string id in idList) { UUID uuid = UUID.Zero; UUID.TryParse(id, out uuid); appearance.SetAttachment(point | 0x80, uuid, UUID.Zero); } } if (appearance.Wearables[AvatarWearable.BODY].Count == 0) appearance.Wearables[AvatarWearable.BODY].Wear( AvatarWearable.DefaultWearables[ AvatarWearable.BODY][0]); if (appearance.Wearables[AvatarWearable.SKIN].Count == 0) appearance.Wearables[AvatarWearable.SKIN].Wear( AvatarWearable.DefaultWearables[ AvatarWearable.SKIN][0]); if (appearance.Wearables[AvatarWearable.HAIR].Count == 0) appearance.Wearables[AvatarWearable.HAIR].Wear( AvatarWearable.DefaultWearables[ AvatarWearable.HAIR][0]); if (appearance.Wearables[AvatarWearable.EYES].Count == 0) appearance.Wearables[AvatarWearable.EYES].Wear( AvatarWearable.DefaultWearables[ AvatarWearable.EYES][0]); } catch { // We really should report something here, returning null // will at least break the wrapper return null; } return appearance; } } }