/* * 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 /// /// Controls whether bots request textures for the object information they receive /// public bool RequestObjectTextures { get; set; } /// /// Bot manager. /// public BotManager Manager { get; private set; } /// /// Behaviours implemented by this bot. /// /// /// Indexed by abbreviated name. There can only be one instance of a particular behaviour. /// Lock this structure before manipulating it. /// public Dictionary Behaviours { get; private set; } /// /// Objects that the bot has discovered. /// /// /// Returns a list copy. Inserting new objects manually will have no effect. /// public Dictionary Objects { get { lock (m_objects) return new Dictionary(m_objects); } } private Dictionary m_objects = new Dictionary(); /// /// Is this bot connected to the grid? /// public ConnectionState ConnectionState { get; private set; } public List Simulators { get { lock (Client.Network.Simulators) return new List(Client.Network.Simulators); } } /// /// The number of connections that this bot has to different simulators. /// /// Includes both root and child connections. public int SimulatorsCount { get { lock (Client.Network.Simulators) return Client.Network.Simulators.Count; } } 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; /// /// Keep a track of the continuously acting thread so that we can abort it. /// private Thread m_actionThread; protected List objectIDs = new List(); /// /// Random number generator. /// public Random Random { get; private set; } /// /// New instance of a SecondLife client /// public GridClient Client { get; private set; } /// /// Constructor /// /// /// Behaviours for this bot to perform /// /// /// /// /// public Bot( BotManager bm, List behaviours, string firstName, string lastName, string password, string startLocation, string loginUri) { ConnectionState = ConnectionState.Disconnected; 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 = new Dictionary(); foreach (IBehaviour behaviour in behaviours) AddBehaviour(behaviour); // Only calling for use as a template. CreateLibOmvClient(); } public bool AddBehaviour(IBehaviour behaviour) { lock (Behaviours) { if (!Behaviours.ContainsKey(behaviour.AbbreviatedName)) { behaviour.Initialize(this); Behaviours.Add(behaviour.AbbreviatedName, behaviour); return true; } } return false; } private void CreateLibOmvClient() { GridClient newClient = new GridClient(); if (Client != null) { newClient.Settings.LOGIN_SERVER = Client.Settings.LOGIN_SERVER; newClient.Settings.ALWAYS_DECODE_OBJECTS = Client.Settings.ALWAYS_DECODE_OBJECTS; newClient.Settings.AVATAR_TRACKING = Client.Settings.AVATAR_TRACKING; newClient.Settings.OBJECT_TRACKING = Client.Settings.OBJECT_TRACKING; newClient.Settings.SEND_AGENT_THROTTLE = Client.Settings.SEND_AGENT_THROTTLE; newClient.Settings.SEND_AGENT_UPDATES = Client.Settings.SEND_AGENT_UPDATES; newClient.Settings.SEND_PINGS = Client.Settings.SEND_PINGS; newClient.Settings.STORE_LAND_PATCHES = Client.Settings.STORE_LAND_PATCHES; newClient.Settings.USE_ASSET_CACHE = Client.Settings.USE_ASSET_CACHE; newClient.Settings.MULTIPLE_SIMS = Client.Settings.MULTIPLE_SIMS; newClient.Throttle.Asset = Client.Throttle.Asset; newClient.Throttle.Land = Client.Throttle.Land; newClient.Throttle.Task = Client.Throttle.Task; newClient.Throttle.Texture = Client.Throttle.Texture; newClient.Throttle.Wind = Client.Throttle.Wind; newClient.Throttle.Total = Client.Throttle.Total; } else { newClient.Settings.LOGIN_SERVER = LoginUri; newClient.Settings.ALWAYS_DECODE_OBJECTS = false; newClient.Settings.AVATAR_TRACKING = false; newClient.Settings.OBJECT_TRACKING = false; newClient.Settings.SEND_AGENT_THROTTLE = true; newClient.Settings.SEND_PINGS = true; newClient.Settings.STORE_LAND_PATCHES = false; newClient.Settings.USE_ASSET_CACHE = false; newClient.Settings.MULTIPLE_SIMS = true; newClient.Throttle.Asset = 100000; newClient.Throttle.Land = 100000; newClient.Throttle.Task = 100000; newClient.Throttle.Texture = 100000; newClient.Throttle.Wind = 100000; newClient.Throttle.Total = 400000; } newClient.Network.LoginProgress += this.Network_LoginProgress; newClient.Network.SimConnected += this.Network_SimConnected; newClient.Network.Disconnected += this.Network_OnDisconnected; newClient.Objects.ObjectUpdate += Objects_NewPrim; Client = newClient; } //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) { foreach (IBehaviour behaviour in Behaviours.Values) { Thread.Sleep(Random.Next(3000, 10000)); // m_log.DebugFormat("[pCAMPBOT]: For {0} performing action {1}", Name, b.GetType()); behaviour.Action(); } } // XXX: This is a really shitty way of yielding so that behaviours can be added/removed Thread.Sleep(100); } } /// /// Tells LibSecondLife to logout and disconnect. Raises the disconnect events once it finishes. /// public void Disconnect() { ConnectionState = ConnectionState.Disconnecting; // if (m_actionThread != null) // m_actionThread.Abort(); Client.Network.Logout(); } public void Connect() { Thread connectThread = new Thread(ConnectInternal); connectThread.Name = Name; connectThread.IsBackground = true; connectThread.Start(); } /// /// This is the bot startup loop. /// private void ConnectInternal() { ConnectionState = ConnectionState.Connecting; // Current create a new client on each connect. libomv doesn't seem to process new sim // information (e.g. EstablishAgentCommunication events) if connecting after a disceonnect with the same // client CreateLibOmvClient(); 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); } } } /// /// Sit this bot on the ground. /// public void SitOnGround() { if (ConnectionState == ConnectionState.Connected) Client.Self.SitOnGround(); } /// /// Stand this bot /// public void Stand() { if (ConnectionState == ConnectionState.Connected) { // Unlike sit on ground, here libomv checks whether we have SEND_AGENT_UPDATES enabled. bool prevUpdatesSetting = Client.Settings.SEND_AGENT_UPDATES; Client.Settings.SEND_AGENT_UPDATES = true; Client.Self.Stand(); Client.Settings.SEND_AGENT_UPDATES = prevUpdatesSetting; } } 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 listwearables = new List(); 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 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); // } } } }