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using System;
using System.Collections.Generic;
using System.Threading;
using libsecondlife;
using libsecondlife.Packets;
namespace libsecondlife.TestClient
{
public class CloneProfileCommand : Command
{
Avatar.AvatarProperties Properties;
Avatar.Interests Interests;
List<LLUUID> Groups = new List<LLUUID>();
bool ReceivedProperties = false;
bool ReceivedInterests = false;
bool ReceivedGroups = false;
ManualResetEvent ReceivedProfileEvent = new ManualResetEvent(false);
public CloneProfileCommand(TestClient testClient)
{
testClient.Avatars.OnAvatarInterests += new AvatarManager.AvatarInterestsCallback(Avatars_OnAvatarInterests);
testClient.Avatars.OnAvatarProperties += new AvatarManager.AvatarPropertiesCallback(Avatars_OnAvatarProperties);
testClient.Avatars.OnAvatarGroups += new AvatarManager.AvatarGroupsCallback(Avatars_OnAvatarGroups);
testClient.Self.OnJoinGroup += new MainAvatar.JoinGroupCallback(Self_OnJoinGroup);
Name = "cloneprofile";
Description = "Clones another avatars profile as closely as possible. WARNING: This command will " +
"destroy your existing profile! Usage: cloneprofile [targetuuid]";
}
public override string Execute(string[] args, LLUUID fromAgentID)
{
if (args.Length != 1)
return Description;
LLUUID targetID;
ReceivedProperties = false;
ReceivedInterests = false;
ReceivedGroups = false;
try
{
targetID = new LLUUID(args[0]);
}
catch (Exception)
{
return Description;
}
// Request all of the packets that make up an avatar profile
Client.Avatars.RequestAvatarProperties(targetID);
// Wait for all the packets to arrive
ReceivedProfileEvent.Reset();
ReceivedProfileEvent.WaitOne(5000, false);
// Check if everything showed up
if (!ReceivedInterests || !ReceivedProperties || !ReceivedGroups)
return "Failed to retrieve a complete profile for that UUID";
// Synchronize our profile
Client.Self.ProfileInterests = Interests;
Client.Self.ProfileProperties = Properties;
Client.Self.SetAvatarInformation();
// TODO: Leave all the groups we're currently a member of? This could
// break TestClient connectivity that might be relying on group authentication
// Attempt to join all the groups
foreach (LLUUID groupID in Groups)
{
Client.Self.RequestJoinGroup(groupID);
}
return "Synchronized our profile to the profile of " + targetID.ToStringHyphenated();
}
void Avatars_OnAvatarProperties(LLUUID avatarID, Avatar.AvatarProperties properties)
{
lock (ReceivedProfileEvent)
{
Properties = properties;
ReceivedProperties = true;
if (ReceivedInterests && ReceivedProperties && ReceivedGroups)
ReceivedProfileEvent.Set();
}
}
void Avatars_OnAvatarInterests(LLUUID avatarID, Avatar.Interests interests)
{
lock (ReceivedProfileEvent)
{
Interests = interests;
ReceivedInterests = true;
if (ReceivedInterests && ReceivedProperties && ReceivedGroups)
ReceivedProfileEvent.Set();
}
}
void Avatars_OnAvatarGroups(LLUUID avatarID, AvatarGroupsReplyPacket.GroupDataBlock[] groups)
{
lock (ReceivedProfileEvent)
{
foreach (AvatarGroupsReplyPacket.GroupDataBlock block in groups)
{
Groups.Add(block.GroupID);
}
ReceivedGroups = true;
if (ReceivedInterests && ReceivedProperties && ReceivedGroups)
ReceivedProfileEvent.Set();
}
}
void Self_OnJoinGroup(LLUUID groupID, bool success)
{
Console.WriteLine(Client.ToString() + (success ? " joined " : " failed to join ") +
groupID.ToStringHyphenated());
if (success)
{
Console.WriteLine(Client.ToString() + " setting " + groupID.ToStringHyphenated() +
" as the active group");
Client.Self.ActivateGroup(groupID);
}
}
}
}
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