/* * 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 { /// /// Called by the login service /// /// /// AvatarData GetAvatar(UUID userID); /// /// Called by everyone who can change the avatar data (so, regions) /// /// /// /// bool SetAvatar(UUID userID, AvatarData avatar); /// /// Not sure if it's needed /// /// /// bool ResetAvatar(UUID userID); /// /// These methods raison d'etre: /// No need to send the entire avatar data (SetAvatar) for changing attachments /// /// /// /// bool SetItems(UUID userID, string[] names, string[] values); bool RemoveItems(UUID userID, string[] names); } /// /// Each region/client that uses avatars will have a data structure /// of this type representing the avatars. /// 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 Data; public AvatarData(Dictionary kvp) { Data = new Dictionary(); if (kvp.ContainsKey("AvatarType")) Int32.TryParse(kvp["AvatarType"].ToString(), out AvatarType); foreach (KeyValuePair _kvp in kvp) { if (_kvp.Value != null) Data[_kvp.Key] = _kvp.Value.ToString(); } } /// /// /// public Dictionary ToKeyValuePairs() { Dictionary result = new Dictionary(); result["AvatarType"] = AvatarType.ToString(); foreach (KeyValuePair _kvp in Data) { if (_kvp.Value != null) result[_kvp.Key] = _kvp.Value; } return null; } public AvatarData(AvatarAppearance appearance) { AvatarType = 1; // SL avatars Data = new Dictionary(); // 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["HipOffset"] = appearance.HipOffset.ToString(); Data["JacketItem"] = appearance.JacketItem.ToString(); Data["Owner"] = appearance.Owner.ToString(); Data["PantsItem"] = appearance.PantsItem.ToString(); Data["Serial"] = appearance.Serial.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(); // Attachments Hashtable attachs = appearance.GetAttachments(); foreach (KeyValuePair kvp in attachs) { Data["_ap_" + kvp.Key] = kvp.Value["item"].ToString(); } } public AvatarAppearance ToAvatarAppearance() { AvatarAppearance appearance = new AvatarAppearance(); // Wearables appearance.AvatarHeight = float.Parse(Data["AvatarHeight"]); 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.HipOffset = float.Parse(Data["HipOffset"]); appearance.JacketItem = UUID.Parse(Data["JacketItem"]); appearance.Owner = UUID.Parse(Data["Owner"]); appearance.PantsItem = UUID.Parse(Data["PantsItem"]); appearance.Serial = Int32.Parse(Data["Serial"]); 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"]); // Attachments Dictionary attchs = new Dictionary(); foreach (KeyValuePair _kvp in Data) if (_kvp.Key.StartsWith("_ap_")) attchs[_kvp.Key] = _kvp.Value; Hashtable aaAttachs = new Hashtable(); foreach (KeyValuePair _kvp in attchs) { string pointStr = _kvp.Key.Substring(4); int point = 0; if (!Int32.TryParse(pointStr, out point)) continue; Hashtable tmp = new Hashtable(); tmp["item"] = _kvp.Value; tmp["asset"] = UUID.Zero.ToString(); aaAttachs[point] = tmp; } return appearance; } } }