/*
* 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
///
///
///
AvatarAppearance GetAppearance(UUID userID);
///
/// Called by everyone who can change the avatar data (so, regions)
///
///
///
///
bool SetAppearance(UUID userID, AvatarAppearance appearance);
///
/// 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()
{
}
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 result;
}
public AvatarData(AvatarAppearance appearance)
{
AvatarType = 1; // SL avatars
Data = new Dictionary();
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 attchs = new Dictionary();
foreach (KeyValuePair _kvp in Data)
if (_kvp.Key.StartsWith("_ap_"))
attchs[_kvp.Key] = _kvp.Value;
foreach (KeyValuePair _kvp in attchs)
{
string pointStr = _kvp.Key.Substring(4);
int point = 0;
if (!Int32.TryParse(pointStr, out point))
continue;
UUID uuid = UUID.Zero;
UUID.TryParse(_kvp.Value, out uuid);
appearance.SetAttachment(point,uuid,UUID.Zero);
}
}
catch
{
// We really should report something here, returning null
// will at least break the wrapper
return null;
}
return appearance;
}
}
}