diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/INPCModule.cs | 114 | ||||
-rw-r--r-- | OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | 129 |
2 files changed, 158 insertions, 85 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs index d582149..9817cf7 100644 --- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs +++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs | |||
@@ -32,14 +32,16 @@ using OpenSim.Region.Framework.Scenes; | |||
32 | namespace OpenSim.Region.Framework.Interfaces | 32 | namespace OpenSim.Region.Framework.Interfaces |
33 | { | 33 | { |
34 | /// <summary> | 34 | /// <summary> |
35 | /// Temporary interface. More methods to come at some point to make NPCs more object oriented rather than | 35 | /// Temporary interface. More methods to come at some point to make NPCs |
36 | /// controlling purely through module level interface calls (e.g. sit/stand). | 36 | /// more object oriented rather than controlling purely through module |
37 | /// level interface calls (e.g. sit/stand). | ||
37 | /// </summary> | 38 | /// </summary> |
38 | public interface INPC | 39 | public interface INPC |
39 | { | 40 | { |
40 | /// <summary> | 41 | /// <summary> |
41 | /// Should this NPC be sensed by LSL sensors as an 'agent' (interpreted here to mean a normal user) | 42 | /// Should this NPC be sensed by LSL sensors as an 'agent' |
42 | /// rather than an OpenSim specific NPC extension? | 43 | /// (interpreted here to mean a normal user) rather than an OpenSim |
44 | /// specific NPC extension? | ||
43 | /// </summary> | 45 | /// </summary> |
44 | bool SenseAsAgent { get; } | 46 | bool SenseAsAgent { get; } |
45 | } | 47 | } |
@@ -53,35 +55,42 @@ namespace OpenSim.Region.Framework.Interfaces | |||
53 | /// <param name="lastname"></param> | 55 | /// <param name="lastname"></param> |
54 | /// <param name="position"></param> | 56 | /// <param name="position"></param> |
55 | /// <param name="senseAsAgent"> | 57 | /// <param name="senseAsAgent"> |
56 | /// Make the NPC show up as an agent on LSL sensors. The default is that they | 58 | /// Make the NPC show up as an agent on LSL sensors. The default is |
57 | /// show up as the NPC type instead, but this is currently an OpenSim-only extension. | 59 | /// that they show up as the NPC type instead, but this is currently |
60 | /// an OpenSim-only extension. | ||
58 | /// </param> | 61 | /// </param> |
59 | /// <param name="scene"></param> | 62 | /// <param name="scene"></param> |
60 | /// <param name="appearance">The avatar appearance to use for the new NPC.</param> | 63 | /// <param name="appearance"> |
61 | /// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns> | 64 | /// The avatar appearance to use for the new NPC. |
62 | UUID CreateNPC( | 65 | /// </param> |
63 | string firstname, | 66 | /// <returns> |
64 | string lastname, | 67 | /// The UUID of the ScenePresence created. UUID.Zero if there was a |
65 | Vector3 position, | 68 | /// failure. |
66 | UUID owner, | 69 | /// </returns> |
67 | bool senseAsAgent, | 70 | UUID CreateNPC(string firstname, string lastname, Vector3 position, |
68 | Scene scene, | 71 | UUID owner, bool senseAsAgent, Scene scene, |
69 | AvatarAppearance appearance); | 72 | AvatarAppearance appearance); |
70 | 73 | ||
71 | /// <summary> | 74 | /// <summary> |
72 | /// Check if the agent is an NPC. | 75 | /// Check if the agent is an NPC. |
73 | /// </summary> | 76 | /// </summary> |
74 | /// <param name="agentID"></param> | 77 | /// <param name="agentID"></param> |
75 | /// <param name="scene"></param> | 78 | /// <param name="scene"></param> |
76 | /// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns> | 79 | /// <returns> |
80 | /// True if the agent is an NPC in the given scene. False otherwise. | ||
81 | /// </returns> | ||
77 | bool IsNPC(UUID agentID, Scene scene); | 82 | bool IsNPC(UUID agentID, Scene scene); |
78 | 83 | ||
79 | /// <summary> | 84 | /// <summary> |
80 | /// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface | 85 | /// Get the NPC. |
81 | /// </summary> | 86 | /// </summary> |
87 | /// <remarks> | ||
88 | /// This is not currently complete - manipulation of NPCs still occurs | ||
89 | /// through the region interface. | ||
90 | /// </remarks> | ||
82 | /// <param name="agentID"></param> | 91 | /// <param name="agentID"></param> |
83 | /// <param name="scene"></param> | 92 | /// <param name="scene"></param> |
84 | /// <returns>The NPC. null if it does not exist.</returns> | 93 | /// <returns>The NPC. null if it does not exist.</returns> |
85 | INPC GetNPC(UUID agentID, Scene scene); | 94 | INPC GetNPC(UUID agentID, Scene scene); |
86 | 95 | ||
87 | /// <summary> | 96 | /// <summary> |
@@ -89,7 +98,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
89 | /// </summary> | 98 | /// </summary> |
90 | /// <param name="npcID"></param> | 99 | /// <param name="npcID"></param> |
91 | /// <param name="callerID"></param> | 100 | /// <param name="callerID"></param> |
92 | /// <returns>true if they do, false if they don't or if there's no NPC with the given ID.</returns> | 101 | /// <returns> |
102 | /// true if they do, false if they don't or if there's no NPC with the | ||
103 | /// given ID. | ||
104 | /// </returns> | ||
93 | bool CheckPermissions(UUID npcID, UUID callerID); | 105 | bool CheckPermissions(UUID npcID, UUID callerID); |
94 | 106 | ||
95 | /// <summary> | 107 | /// <summary> |
@@ -98,8 +110,12 @@ namespace OpenSim.Region.Framework.Interfaces | |||
98 | /// <param name="agentID"></param> | 110 | /// <param name="agentID"></param> |
99 | /// <param name="appearance"></param> | 111 | /// <param name="appearance"></param> |
100 | /// <param name="scene"></param> | 112 | /// <param name="scene"></param> |
101 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 113 | /// <returns> |
102 | bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene); | 114 | /// True if the operation succeeded, false if there was no such agent |
115 | /// or the agent was not an NPC. | ||
116 | /// </returns> | ||
117 | bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, | ||
118 | Scene scene); | ||
103 | 119 | ||
104 | /// <summary> | 120 | /// <summary> |
105 | /// Move an NPC to a target over time. | 121 | /// Move an NPC to a target over time. |
@@ -108,23 +124,29 @@ namespace OpenSim.Region.Framework.Interfaces | |||
108 | /// <param name="scene"></param> | 124 | /// <param name="scene"></param> |
109 | /// <param name="pos"></param> | 125 | /// <param name="pos"></param> |
110 | /// <param name="noFly"> | 126 | /// <param name="noFly"> |
111 | /// If true, then the avatar will attempt to walk to the location even if it's up in the air. | 127 | /// If true, then the avatar will attempt to walk to the location even |
112 | /// This is to allow walking on prims. | 128 | /// if it's up in the air. This is to allow walking on prims. |
113 | /// </param> | 129 | /// </param> |
114 | /// <param name="landAtTarget"> | 130 | /// <param name="landAtTarget"> |
115 | /// If true and the avatar is flying when it reaches the target, land. | 131 | /// If true and the avatar is flying when it reaches the target, land. |
116 | /// </param> name="running"> | 132 | /// </param> name="running"> |
117 | /// If true, NPC moves with running speed. | 133 | /// If true, NPC moves with running speed. |
118 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 134 | /// <returns> |
119 | /// | 135 | /// True if the operation succeeded, false if there was no such agent |
120 | bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running); | 136 | /// or the agent was not an NPC. |
137 | /// </returns> | ||
138 | bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, | ||
139 | bool landAtTarget, bool running); | ||
121 | 140 | ||
122 | /// <summary> | 141 | /// <summary> |
123 | /// Stop the NPC's current movement. | 142 | /// Stop the NPC's current movement. |
124 | /// </summary> | 143 | /// </summary> |
125 | /// <param name="agentID">The UUID of the NPC</param> | 144 | /// <param name="agentID">The UUID of the NPC</param> |
126 | /// <param name="scene"></param> | 145 | /// <param name="scene"></param> |
127 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 146 | /// <returns> |
147 | /// True if the operation succeeded, false if there was no such agent | ||
148 | /// or the agent was not an NPC. | ||
149 | /// </returns> | ||
128 | bool StopMoveToTarget(UUID agentID, Scene scene); | 150 | bool StopMoveToTarget(UUID agentID, Scene scene); |
129 | 151 | ||
130 | /// <summary> | 152 | /// <summary> |
@@ -133,7 +155,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
133 | /// <param name="agentID">The UUID of the NPC</param> | 155 | /// <param name="agentID">The UUID of the NPC</param> |
134 | /// <param name="scene"></param> | 156 | /// <param name="scene"></param> |
135 | /// <param name="text"></param> | 157 | /// <param name="text"></param> |
136 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 158 | /// <returns> |
159 | /// True if the operation succeeded, false if there was no such agent | ||
160 | /// or the agent was not an NPC. | ||
161 | /// </returns> | ||
137 | bool Say(UUID agentID, Scene scene, string text); | 162 | bool Say(UUID agentID, Scene scene, string text); |
138 | 163 | ||
139 | /// <summary> | 164 | /// <summary> |
@@ -143,7 +168,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
143 | /// <param name="scene"></param> | 168 | /// <param name="scene"></param> |
144 | /// <param name="text"></param> | 169 | /// <param name="text"></param> |
145 | /// <param name="channel"></param> | 170 | /// <param name="channel"></param> |
146 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 171 | /// <returns> |
172 | /// True if the operation succeeded, false if there was no such agent | ||
173 | /// or the agent was not an NPC. | ||
174 | /// </returns> | ||
147 | bool Say(UUID agentID, Scene scene, string text, int channel); | 175 | bool Say(UUID agentID, Scene scene, string text, int channel); |
148 | 176 | ||
149 | /// <summary> | 177 | /// <summary> |
@@ -153,7 +181,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
153 | /// <param name="scene"></param> | 181 | /// <param name="scene"></param> |
154 | /// <param name="text"></param> | 182 | /// <param name="text"></param> |
155 | /// <param name="channel"></param> | 183 | /// <param name="channel"></param> |
156 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 184 | /// <returns> |
185 | /// True if the operation succeeded, false if there was no such agent | ||
186 | /// or the agent was not an NPC. | ||
187 | /// </returns> | ||
157 | bool Shout(UUID agentID, Scene scene, string text, int channel); | 188 | bool Shout(UUID agentID, Scene scene, string text, int channel); |
158 | 189 | ||
159 | /// <summary> | 190 | /// <summary> |
@@ -163,7 +194,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
163 | /// <param name="scene"></param> | 194 | /// <param name="scene"></param> |
164 | /// <param name="text"></param> | 195 | /// <param name="text"></param> |
165 | /// <param name="channel"></param> | 196 | /// <param name="channel"></param> |
166 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 197 | /// <returns> |
198 | /// True if the operation succeeded, false if there was no such agent | ||
199 | /// or the agent was not an NPC. | ||
200 | /// </returns> | ||
167 | bool Whisper(UUID agentID, Scene scene, string text, int channel); | 201 | bool Whisper(UUID agentID, Scene scene, string text, int channel); |
168 | 202 | ||
169 | /// <summary> | 203 | /// <summary> |
@@ -188,7 +222,9 @@ namespace OpenSim.Region.Framework.Interfaces | |||
188 | /// </summary> | 222 | /// </summary> |
189 | /// <param name="agentID"></param> | 223 | /// <param name="agentID"></param> |
190 | /// <param name="partID"></param> | 224 | /// <param name="partID"></param> |
191 | /// <returns>true if the touch is actually attempted, false if not</returns> | 225 | /// <returns> |
226 | /// true if the touch is actually attempted, false if not. | ||
227 | /// </returns> | ||
192 | bool Touch(UUID agentID, UUID partID); | 228 | bool Touch(UUID agentID, UUID partID); |
193 | 229 | ||
194 | /// <summary> | 230 | /// <summary> |
@@ -196,14 +232,20 @@ namespace OpenSim.Region.Framework.Interfaces | |||
196 | /// </summary> | 232 | /// </summary> |
197 | /// <param name="agentID">The UUID of the NPC</param> | 233 | /// <param name="agentID">The UUID of the NPC</param> |
198 | /// <param name="scene"></param> | 234 | /// <param name="scene"></param> |
199 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 235 | /// <returns> |
236 | /// True if the operation succeeded, false if there was no such agent | ||
237 | /// or the agent was not an NPC. | ||
238 | /// </returns> | ||
200 | bool DeleteNPC(UUID agentID, Scene scene); | 239 | bool DeleteNPC(UUID agentID, Scene scene); |
201 | 240 | ||
202 | /// <summary> | 241 | /// <summary> |
203 | /// Get the owner of a NPC | 242 | /// Get the owner of a NPC |
204 | /// </summary> | 243 | /// </summary> |
205 | /// <param name="agentID">The UUID of the NPC</param> | 244 | /// <param name="agentID">The UUID of the NPC</param> |
206 | /// <returns>UUID of owner if the NPC exists, UUID.Zero if there was no such agent, the agent is unowned or the agent was not an NPC</returns> | 245 | /// <returns> |
246 | /// UUID of owner if the NPC exists, UUID.Zero if there was no such | ||
247 | /// agent, the agent is unowned or the agent was not an NPC. | ||
248 | /// </returns> | ||
207 | UUID GetOwner(UUID agentID); | 249 | UUID GetOwner(UUID agentID); |
208 | } | 250 | } |
209 | } \ No newline at end of file | 251 | } |
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index b372c88..41e7097 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | |||
@@ -29,14 +29,16 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Reflection; | 30 | using System.Reflection; |
31 | using System.Threading; | 31 | using System.Threading; |
32 | using Timer = System.Timers.Timer; | ||
33 | |||
32 | using log4net; | 34 | using log4net; |
33 | using Nini.Config; | 35 | using Nini.Config; |
34 | using Mono.Addins; | 36 | using Mono.Addins; |
35 | using OpenMetaverse; | 37 | using OpenMetaverse; |
38 | |||
36 | using OpenSim.Region.Framework.Interfaces; | 39 | using OpenSim.Region.Framework.Interfaces; |
37 | using OpenSim.Region.Framework.Scenes; | 40 | using OpenSim.Region.Framework.Scenes; |
38 | using OpenSim.Framework; | 41 | using OpenSim.Framework; |
39 | using Timer=System.Timers.Timer; | ||
40 | using OpenSim.Services.Interfaces; | 42 | using OpenSim.Services.Interfaces; |
41 | 43 | ||
42 | namespace OpenSim.Region.OptionalModules.World.NPC | 44 | namespace OpenSim.Region.OptionalModules.World.NPC |
@@ -44,9 +46,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
44 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] | 46 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] |
45 | public class NPCModule : INPCModule, ISharedRegionModule | 47 | public class NPCModule : INPCModule, ISharedRegionModule |
46 | { | 48 | { |
47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 49 | private static readonly ILog m_log = LogManager.GetLogger( |
50 | MethodBase.GetCurrentMethod().DeclaringType); | ||
48 | 51 | ||
49 | private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>(); | 52 | private Dictionary<UUID, NPCAvatar> m_avatars = |
53 | new Dictionary<UUID, NPCAvatar>(); | ||
50 | 54 | ||
51 | public bool Enabled { get; private set; } | 55 | public bool Enabled { get; private set; } |
52 | 56 | ||
@@ -89,8 +93,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
89 | 93 | ||
90 | public bool IsNPC(UUID agentId, Scene scene) | 94 | public bool IsNPC(UUID agentId, Scene scene) |
91 | { | 95 | { |
92 | // FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect | 96 | // FIXME: This implementation could not just use the |
93 | // that directly). | 97 | // ScenePresence.PresenceType (and callers could inspect that |
98 | // directly). | ||
94 | ScenePresence sp = scene.GetScenePresence(agentId); | 99 | ScenePresence sp = scene.GetScenePresence(agentId); |
95 | if (sp == null || sp.IsChildAgent) | 100 | if (sp == null || sp.IsChildAgent) |
96 | return false; | 101 | return false; |
@@ -99,7 +104,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
99 | return m_avatars.ContainsKey(agentId); | 104 | return m_avatars.ContainsKey(agentId); |
100 | } | 105 | } |
101 | 106 | ||
102 | public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene) | 107 | public bool SetNPCAppearance(UUID agentId, |
108 | AvatarAppearance appearance, Scene scene) | ||
103 | { | 109 | { |
104 | ScenePresence npc = scene.GetScenePresence(agentId); | 110 | ScenePresence npc = scene.GetScenePresence(agentId); |
105 | if (npc == null || npc.IsChildAgent) | 111 | if (npc == null || npc.IsChildAgent) |
@@ -112,34 +118,35 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
112 | // Delete existing npc attachments | 118 | // Delete existing npc attachments |
113 | scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false); | 119 | scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false); |
114 | 120 | ||
115 | // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments | 121 | // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet |
116 | AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); | 122 | // since it doesn't transfer attachments |
123 | AvatarAppearance npcAppearance = new AvatarAppearance(appearance, | ||
124 | true); | ||
117 | npc.Appearance = npcAppearance; | 125 | npc.Appearance = npcAppearance; |
118 | 126 | ||
119 | // Rez needed npc attachments | 127 | // Rez needed npc attachments |
120 | scene.AttachmentsModule.RezAttachments(npc); | 128 | scene.AttachmentsModule.RezAttachments(npc); |
121 | 129 | ||
122 | IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>(); | 130 | IAvatarFactoryModule module = |
131 | scene.RequestModuleInterface<IAvatarFactoryModule>(); | ||
123 | module.SendAppearance(npc.UUID); | 132 | module.SendAppearance(npc.UUID); |
124 | 133 | ||
125 | return true; | 134 | return true; |
126 | } | 135 | } |
127 | 136 | ||
128 | public UUID CreateNPC( | 137 | public UUID CreateNPC(string firstname, string lastname, |
129 | string firstname, | 138 | Vector3 position, UUID owner, bool senseAsAgent, Scene scene, |
130 | string lastname, | 139 | AvatarAppearance appearance) |
131 | Vector3 position, | ||
132 | UUID owner, | ||
133 | bool senseAsAgent, | ||
134 | Scene scene, | ||
135 | AvatarAppearance appearance) | ||
136 | { | 140 | { |
137 | NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, senseAsAgent, scene); | 141 | NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, |
138 | npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue); | 142 | owner, senseAsAgent, scene); |
143 | npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, | ||
144 | int.MaxValue); | ||
139 | 145 | ||
140 | m_log.DebugFormat( | 146 | m_log.DebugFormat( |
141 | "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}", | 147 | "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}", |
142 | firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName); | 148 | firstname, lastname, npcAvatar.AgentId, owner, |
149 | senseAsAgent, position, scene.RegionInfo.RegionName); | ||
143 | 150 | ||
144 | AgentCircuitData acd = new AgentCircuitData(); | 151 | AgentCircuitData acd = new AgentCircuitData(); |
145 | acd.AgentID = npcAvatar.AgentId; | 152 | acd.AgentID = npcAvatar.AgentId; |
@@ -147,42 +154,55 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
147 | acd.lastname = lastname; | 154 | acd.lastname = lastname; |
148 | acd.ServiceURLs = new Dictionary<string, object>(); | 155 | acd.ServiceURLs = new Dictionary<string, object>(); |
149 | 156 | ||
150 | AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); | 157 | AvatarAppearance npcAppearance = new AvatarAppearance(appearance, |
158 | true); | ||
151 | acd.Appearance = npcAppearance; | 159 | acd.Appearance = npcAppearance; |
152 | 160 | ||
153 | // for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++) | 161 | /* |
154 | // { | 162 | for (int i = 0; |
155 | // m_log.DebugFormat( | 163 | i < acd.Appearance.Texture.FaceTextures.Length; i++) |
156 | // "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}", | 164 | { |
157 | // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); | 165 | m_log.DebugFormat( |
158 | // } | 166 | "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}", |
167 | acd.AgentID, i, | ||
168 | acd.Appearance.Texture.FaceTextures[i]); | ||
169 | } | ||
170 | */ | ||
159 | 171 | ||
160 | lock (m_avatars) | 172 | lock (m_avatars) |
161 | { | 173 | { |
162 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); | 174 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, |
175 | acd); | ||
163 | scene.AddNewClient(npcAvatar, PresenceType.Npc); | 176 | scene.AddNewClient(npcAvatar, PresenceType.Npc); |
164 | 177 | ||
165 | ScenePresence sp; | 178 | ScenePresence sp; |
166 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) | 179 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) |
167 | { | 180 | { |
168 | // m_log.DebugFormat( | 181 | /* |
169 | // "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); | 182 | m_log.DebugFormat( |
183 | "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", | ||
184 | sp.Name, sp.UUID); | ||
185 | */ | ||
170 | 186 | ||
171 | sp.CompleteMovement(npcAvatar, false); | 187 | sp.CompleteMovement(npcAvatar, false); |
172 | m_avatars.Add(npcAvatar.AgentId, npcAvatar); | 188 | m_avatars.Add(npcAvatar.AgentId, npcAvatar); |
173 | m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); | 189 | m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", |
190 | npcAvatar.AgentId, sp.Name); | ||
174 | 191 | ||
175 | return npcAvatar.AgentId; | 192 | return npcAvatar.AgentId; |
176 | } | 193 | } |
177 | else | 194 | else |
178 | { | 195 | { |
179 | m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); | 196 | m_log.WarnFormat( |
197 | "[NPC MODULE]: Could not find scene presence for NPC {0} {1}", | ||
198 | sp.Name, sp.UUID); | ||
180 | return UUID.Zero; | 199 | return UUID.Zero; |
181 | } | 200 | } |
182 | } | 201 | } |
183 | } | 202 | } |
184 | 203 | ||
185 | public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running) | 204 | public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, |
205 | bool noFly, bool landAtTarget, bool running) | ||
186 | { | 206 | { |
187 | lock (m_avatars) | 207 | lock (m_avatars) |
188 | { | 208 | { |
@@ -192,12 +212,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
192 | if (scene.TryGetScenePresence(agentID, out sp)) | 212 | if (scene.TryGetScenePresence(agentID, out sp)) |
193 | { | 213 | { |
194 | m_log.DebugFormat( | 214 | m_log.DebugFormat( |
195 | "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", | 215 | "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", |
196 | sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget); | 216 | sp.Name, pos, scene.RegionInfo.RegionName, |
217 | noFly, landAtTarget); | ||
197 | 218 | ||
198 | sp.MoveToTarget(pos, noFly, landAtTarget); | 219 | sp.MoveToTarget(pos, noFly, landAtTarget); |
199 | sp.SetAlwaysRun = running; | 220 | sp.SetAlwaysRun = running; |
200 | 221 | ||
201 | return true; | 222 | return true; |
202 | } | 223 | } |
203 | } | 224 | } |
@@ -270,9 +291,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
270 | ScenePresence sp; | 291 | ScenePresence sp; |
271 | if (scene.TryGetScenePresence(agentID, out sp)) | 292 | if (scene.TryGetScenePresence(agentID, out sp)) |
272 | { | 293 | { |
273 | sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero); | 294 | sp.HandleAgentRequestSit(m_avatars[agentID], agentID, |
274 | // sp.HandleAgentSit(m_avatars[agentID], agentID); | 295 | partID, Vector3.Zero); |
275 | 296 | //sp.HandleAgentSit(m_avatars[agentID], agentID); | |
297 | |||
276 | return true; | 298 | return true; |
277 | } | 299 | } |
278 | } | 300 | } |
@@ -281,7 +303,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
281 | return false; | 303 | return false; |
282 | } | 304 | } |
283 | 305 | ||
284 | public bool Whisper(UUID agentID, Scene scene, string text, int channel) | 306 | public bool Whisper(UUID agentID, Scene scene, string text, |
307 | int channel) | ||
285 | { | 308 | { |
286 | lock (m_avatars) | 309 | lock (m_avatars) |
287 | { | 310 | { |
@@ -356,16 +379,23 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
356 | NPCAvatar av; | 379 | NPCAvatar av; |
357 | if (m_avatars.TryGetValue(agentID, out av)) | 380 | if (m_avatars.TryGetValue(agentID, out av)) |
358 | { | 381 | { |
359 | // m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name); | 382 | /* |
383 | m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", | ||
384 | agentID, av.Name); | ||
385 | */ | ||
360 | scene.RemoveClient(agentID, false); | 386 | scene.RemoveClient(agentID, false); |
361 | m_avatars.Remove(agentID); | 387 | m_avatars.Remove(agentID); |
362 | 388 | /* | |
363 | m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name); | 389 | m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", |
390 | agentID, av.Name); | ||
391 | */ | ||
364 | return true; | 392 | return true; |
365 | } | 393 | } |
366 | } | 394 | } |
367 | 395 | /* | |
368 | // m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", agentID); | 396 | m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", |
397 | agentID); | ||
398 | */ | ||
369 | return false; | 399 | return false; |
370 | } | 400 | } |
371 | 401 | ||
@@ -389,7 +419,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
389 | /// <returns>true if they do, false if they don't.</returns> | 419 | /// <returns>true if they do, false if they don't.</returns> |
390 | private bool CheckPermissions(NPCAvatar av, UUID callerID) | 420 | private bool CheckPermissions(NPCAvatar av, UUID callerID) |
391 | { | 421 | { |
392 | return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; | 422 | return callerID == UUID.Zero || av.OwnerID == UUID.Zero || |
423 | av.OwnerID == callerID; | ||
393 | } | 424 | } |
394 | } | 425 | } |
395 | } | 426 | } |