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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:
* * 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.Generic;
using System.Text;
using System.IO;
using System.Reflection;
using System.Threading;
using System.Timers;
using log4net;
using OpenMetaverse;
using OpenMetaverse.Assets;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using pCampBot.Interfaces;
using Timer = System.Timers.Timer;
using PermissionMask = OpenSim.Framework.PermissionMask;
namespace pCampBot
{
public enum ConnectionState
{
Disconnected,
Connecting,
Connected,
Disconnecting
}
public class Bot
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public delegate void AnEvent(Bot callbot, EventType someevent); // event delegate for bot events
/// <summary>
/// Controls whether bots request textures for the object information they receive
/// </summary>
public bool RequestObjectTextures { get; set; }
/// <summary>
/// Bot manager.
/// </summary>
public BotManager Manager { get; private set; }
/// <summary>
/// Behaviours implemented by this bot.
/// </summary>
/// <remarks>
/// Lock this list before manipulating it.
/// </remarks>
public List<IBehaviour> Behaviours { get; private set; }
/// <summary>
/// Objects that the bot has discovered.
/// </summary>
/// <remarks>
/// Returns a list copy. Inserting new objects manually will have no effect.
/// </remarks>
public Dictionary<UUID, Primitive> Objects
{
get
{
lock (m_objects)
return new Dictionary<UUID, Primitive>(m_objects);
}
}
private Dictionary<UUID, Primitive> m_objects = new Dictionary<UUID, Primitive>();
/// <summary>
/// Is this bot connected to the grid?
/// </summary>
public ConnectionState ConnectionState { get; private set; }
public string FirstName { get; private set; }
public string LastName { get; private set; }
public string Name { get; private set; }
public string Password { get; private set; }
public string LoginUri { get; private set; }
public string StartLocation { get; private set; }
public string saveDir;
public string wear;
public event AnEvent OnConnected;
public event AnEvent OnDisconnected;
/// <summary>
/// Keep a track of the continuously acting thread so that we can abort it.
/// </summary>
private Thread m_actionThread;
protected List<uint> objectIDs = new List<uint>();
/// <summary>
/// Random number generator.
/// </summary>
public Random Random { get; private set; }
/// <summary>
/// New instance of a SecondLife client
/// </summary>
public GridClient Client { get; private set; }
/// <summary>
/// Constructor
/// </summary>
/// <param name="bm"></param>
/// <param name="behaviours">Behaviours for this bot to perform</param>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="password"></param>
/// <param name="loginUri"></param>
/// <param name="behaviours"></param>
public Bot(
BotManager bm, List<IBehaviour> behaviours,
string firstName, string lastName, string password, string startLocation, string loginUri)
{
ConnectionState = ConnectionState.Disconnected;
behaviours.ForEach(b => b.Initialize(this));
Client = new GridClient();
Random = new Random(Environment.TickCount);// We do stuff randomly here
FirstName = firstName;
LastName = lastName;
Name = string.Format("{0} {1}", FirstName, LastName);
Password = password;
LoginUri = loginUri;
StartLocation = startLocation;
Manager = bm;
Behaviours = behaviours;
}
//We do our actions here. This is where one would
//add additional steps and/or things the bot should do
private void Action()
{
while (ConnectionState != ConnectionState.Disconnecting)
lock (Behaviours)
Behaviours.ForEach(
b =>
{
Thread.Sleep(Random.Next(3000, 10000));
// m_log.DebugFormat("[pCAMPBOT]: For {0} performing action {1}", Name, b.GetType());
b.Action();
}
);
}
/// <summary>
/// Tells LibSecondLife to logout and disconnect. Raises the disconnect events once it finishes.
/// </summary>
public void shutdown()
{
ConnectionState = ConnectionState.Disconnecting;
// if (m_actionThread != null)
// m_actionThread.Abort();
Client.Network.Logout();
}
/// <summary>
/// This is the bot startup loop.
/// </summary>
public void startup()
{
Client.Settings.LOGIN_SERVER = LoginUri;
Client.Settings.ALWAYS_DECODE_OBJECTS = false;
Client.Settings.AVATAR_TRACKING = false;
Client.Settings.OBJECT_TRACKING = false;
Client.Settings.SEND_AGENT_THROTTLE = true;
Client.Settings.SEND_AGENT_UPDATES = false;
Client.Settings.SEND_PINGS = true;
Client.Settings.STORE_LAND_PATCHES = false;
Client.Settings.USE_ASSET_CACHE = false;
Client.Settings.MULTIPLE_SIMS = true;
Client.Throttle.Asset = 100000;
Client.Throttle.Land = 100000;
Client.Throttle.Task = 100000;
Client.Throttle.Texture = 100000;
Client.Throttle.Wind = 100000;
Client.Throttle.Total = 400000;
Client.Network.LoginProgress += this.Network_LoginProgress;
Client.Network.SimConnected += this.Network_SimConnected;
Client.Network.Disconnected += this.Network_OnDisconnected;
Client.Objects.ObjectUpdate += Objects_NewPrim;
ConnectionState = ConnectionState.Connecting;
if (Client.Network.Login(FirstName, LastName, Password, "pCampBot", StartLocation, "Your name"))
{
ConnectionState = ConnectionState.Connected;
Thread.Sleep(Random.Next(1000, 10000));
m_actionThread = new Thread(Action);
m_actionThread.Start();
// OnConnected(this, EventType.CONNECTED);
if (wear == "save")
{
Client.Appearance.SetPreviousAppearance();
SaveDefaultAppearance();
}
else if (wear != "no")
{
MakeDefaultAppearance(wear);
}
// Extract nearby region information.
Client.Grid.GridRegion += Manager.Grid_GridRegion;
uint xUint, yUint;
Utils.LongToUInts(Client.Network.CurrentSim.Handle, out xUint, out yUint);
ushort minX, minY, maxX, maxY;
minX = (ushort)Math.Min(0, xUint - 5);
minY = (ushort)Math.Min(0, yUint - 5);
maxX = (ushort)(xUint + 5);
maxY = (ushort)(yUint + 5);
Client.Grid.RequestMapBlocks(GridLayerType.Terrain, minX, minY, maxX, maxY, false);
}
else
{
ConnectionState = ConnectionState.Disconnected;
m_log.ErrorFormat(
"{0} {1} cannot login: {2}", FirstName, LastName, Client.Network.LoginMessage);
if (OnDisconnected != null)
{
OnDisconnected(this, EventType.DISCONNECTED);
}
}
}
public void SaveDefaultAppearance()
{
saveDir = "MyAppearance/" + FirstName + "_" + LastName;
if (!Directory.Exists(saveDir))
{
Directory.CreateDirectory(saveDir);
}
Array wtypes = Enum.GetValues(typeof(WearableType));
foreach (WearableType wtype in wtypes)
{
UUID wearable = Client.Appearance.GetWearableAsset(wtype);
if (wearable != UUID.Zero)
{
Client.Assets.RequestAsset(wearable, AssetType.Clothing, false, Asset_ReceivedCallback);
Client.Assets.RequestAsset(wearable, AssetType.Bodypart, false, Asset_ReceivedCallback);
}
}
}
public void SaveAsset(AssetWearable asset)
{
if (asset != null)
{
try
{
if (asset.Decode())
{
File.WriteAllBytes(Path.Combine(saveDir, String.Format("{1}.{0}",
asset.AssetType.ToString().ToLower(),
asset.WearableType)), asset.AssetData);
}
else
{
m_log.WarnFormat("Failed to decode {0} asset {1}", asset.AssetType, asset.AssetID);
}
}
catch (Exception e)
{
m_log.ErrorFormat("Exception: {0}{1}", e.Message, e.StackTrace);
}
}
}
public WearableType GetWearableType(string path)
{
string type = ((((path.Split('/'))[2]).Split('.'))[0]).Trim();
switch (type)
{
case "Eyes":
return WearableType.Eyes;
case "Hair":
return WearableType.Hair;
case "Pants":
return WearableType.Pants;
case "Shape":
return WearableType.Shape;
case "Shirt":
return WearableType.Shirt;
case "Skin":
return WearableType.Skin;
default:
return WearableType.Shape;
}
}
public void MakeDefaultAppearance(string wear)
{
try
{
if (wear == "yes")
{
//TODO: Implement random outfit picking
m_log.DebugFormat("Picks a random outfit. Not yet implemented.");
}
else if (wear != "save")
saveDir = "MyAppearance/" + wear;
saveDir = saveDir + "/";
string[] clothing = Directory.GetFiles(saveDir, "*.clothing", SearchOption.TopDirectoryOnly);
string[] bodyparts = Directory.GetFiles(saveDir, "*.bodypart", SearchOption.TopDirectoryOnly);
InventoryFolder clothfolder = FindClothingFolder();
UUID transid = UUID.Random();
List<InventoryBase> listwearables = new List<InventoryBase>();
for (int i = 0; i < clothing.Length; i++)
{
UUID assetID = UUID.Random();
AssetClothing asset = new AssetClothing(assetID, File.ReadAllBytes(clothing[i]));
asset.Decode();
asset.Owner = Client.Self.AgentID;
asset.WearableType = GetWearableType(clothing[i]);
asset.Encode();
transid = Client.Assets.RequestUpload(asset,true);
Client.Inventory.RequestCreateItem(clothfolder.UUID, "MyClothing" + i.ToString(), "MyClothing", AssetType.Clothing,
transid, InventoryType.Wearable, asset.WearableType, (OpenMetaverse.PermissionMask)PermissionMask.All, delegate(bool success, InventoryItem item)
{
if (success)
{
listwearables.Add(item);
}
else
{
m_log.WarnFormat("Failed to create item {0}", item.Name);
}
}
);
}
for (int i = 0; i < bodyparts.Length; i++)
{
UUID assetID = UUID.Random();
AssetBodypart asset = new AssetBodypart(assetID, File.ReadAllBytes(bodyparts[i]));
asset.Decode();
asset.Owner = Client.Self.AgentID;
asset.WearableType = GetWearableType(bodyparts[i]);
asset.Encode();
transid = Client.Assets.RequestUpload(asset,true);
Client.Inventory.RequestCreateItem(clothfolder.UUID, "MyBodyPart" + i.ToString(), "MyBodyPart", AssetType.Bodypart,
transid, InventoryType.Wearable, asset.WearableType, (OpenMetaverse.PermissionMask)PermissionMask.All, delegate(bool success, InventoryItem item)
{
if (success)
{
listwearables.Add(item);
}
else
{
m_log.WarnFormat("Failed to create item {0}", item.Name);
}
}
);
}
Thread.Sleep(1000);
if (listwearables == null || listwearables.Count == 0)
{
m_log.DebugFormat("Nothing to send on this folder!");
}
else
{
m_log.DebugFormat("Sending {0} wearables...", listwearables.Count);
Client.Appearance.WearOutfit(listwearables, false);
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public InventoryFolder FindClothingFolder()
{
UUID rootfolder = Client.Inventory.Store.RootFolder.UUID;
List<InventoryBase> listfolders = Client.Inventory.Store.GetContents(rootfolder);
InventoryFolder clothfolder = new InventoryFolder(UUID.Random());
foreach (InventoryBase folder in listfolders)
{
if (folder.Name == "Clothing")
{
clothfolder = (InventoryFolder)folder;
break;
}
}
return clothfolder;
}
public void Network_LoginProgress(object sender, LoginProgressEventArgs args)
{
m_log.DebugFormat("[BOT]: Bot {0} {1} in Network_LoginProcess", Name, args.Status);
if (args.Status == LoginStatus.Success)
{
if (OnConnected != null)
{
OnConnected(this, EventType.CONNECTED);
}
}
}
public void Network_SimConnected(object sender, SimConnectedEventArgs args)
{
m_log.DebugFormat(
"[BOT]: Bot {0} connected to {1} at {2}", Name, args.Simulator.Name, args.Simulator.IPEndPoint);
}
public void Network_OnDisconnected(object sender, DisconnectedEventArgs args)
{
ConnectionState = ConnectionState.Disconnected;
m_log.DebugFormat(
"[BOT]: Bot {0} disconnected reason {1}, message {2}", Name, args.Reason, args.Message);
// m_log.ErrorFormat("Fired Network_OnDisconnected");
// if (
// (args.Reason == NetworkManager.DisconnectType.SimShutdown
// || args.Reason == NetworkManager.DisconnectType.NetworkTimeout)
// && OnDisconnected != null)
if (
(args.Reason == NetworkManager.DisconnectType.ClientInitiated
|| args.Reason == NetworkManager.DisconnectType.ServerInitiated
|| args.Reason == NetworkManager.DisconnectType.NetworkTimeout)
&& OnDisconnected != null)
// if (OnDisconnected != null)
{
OnDisconnected(this, EventType.DISCONNECTED);
}
}
public void Objects_NewPrim(object sender, PrimEventArgs args)
{
if (!RequestObjectTextures)
return;
Primitive prim = args.Prim;
if (prim != null)
{
lock (m_objects)
m_objects[prim.ID] = prim;
if (prim.Textures != null)
{
if (prim.Textures.DefaultTexture.TextureID != UUID.Zero)
{
GetTexture(prim.Textures.DefaultTexture.TextureID);
}
for (int i = 0; i < prim.Textures.FaceTextures.Length; i++)
{
Primitive.TextureEntryFace face = prim.Textures.FaceTextures[i];
if (face != null)
{
UUID textureID = prim.Textures.FaceTextures[i].TextureID;
if (textureID != UUID.Zero)
GetTexture(textureID);
}
}
}
if (prim.Sculpt != null && prim.Sculpt.SculptTexture != UUID.Zero)
GetTexture(prim.Sculpt.SculptTexture);
}
}
private void GetTexture(UUID textureID)
{
lock (Manager.AssetsReceived)
{
// Don't request assets more than once.
if (Manager.AssetsReceived.ContainsKey(textureID))
return;
Manager.AssetsReceived[textureID] = false;
Client.Assets.RequestImage(textureID, ImageType.Normal, Asset_TextureCallback_Texture);
}
}
public void Asset_TextureCallback_Texture(TextureRequestState state, AssetTexture assetTexture)
{
//TODO: Implement texture saving and applying
}
public void Asset_ReceivedCallback(AssetDownload transfer, Asset asset)
{
lock (Manager.AssetsReceived)
Manager.AssetsReceived[asset.AssetID] = true;
// if (wear == "save")
// {
// SaveAsset((AssetWearable) asset);
// }
}
}
}
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