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/*
* 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.Linq;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using log4net;
using Mono.Addins;
using NDesk.Options;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Avatar.SitStand
{
/// <summary>
/// A module that just holds commands for changing avatar sitting and standing states.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AnimationsCommandModule")]
public class SitStandCommandModule : INonSharedRegionModule
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
public string Name { get { return "SitStand Command Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: INITIALIZED MODULE");
}
public void PostInitialise()
{
// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: POST INITIALIZED MODULE");
}
public void Close()
{
// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: CLOSED MODULE");
}
public void AddRegion(Scene scene)
{
// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
}
public void RemoveRegion(Scene scene)
{
// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
}
public void RegionLoaded(Scene scene)
{
// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
m_scene = scene;
scene.AddCommand(
"Users", this, "sit user name",
"sit user name [--regex] <first-name> <last-name>",
"Sit the named user on an unoccupied object with a sit target.",
"If there are no such objects then nothing happens.\n"
+ "If --regex is specified then the names are treated as regular expressions.",
HandleSitUserNameCommand);
scene.AddCommand(
"Users", this, "stand user name",
"stand user name [--regex] <first-name> <last-name>",
"Stand the named user.",
"If --regex is specified then the names are treated as regular expressions.",
HandleStandUserNameCommand);
}
private void HandleSitUserNameCommand(string module, string[] cmd)
{
if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
return;
if (cmd.Length < 5)
{
MainConsole.Instance.Output("Usage: sit user name [--regex] <first-name> <last-name>");
return;
}
List<ScenePresence> scenePresences = GetScenePresences(cmd);
foreach (ScenePresence sp in scenePresences)
{
if (sp.SitGround || sp.IsSatOnObject)
continue;
SceneObjectPart sitPart = null;
List<SceneObjectGroup> sceneObjects = m_scene.GetSceneObjectGroups();
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
if (sceneObject.IsAttachment)
continue;
foreach (SceneObjectPart part in sceneObject.Parts)
{
if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
{
sitPart = part;
break;
}
}
}
if (sitPart != null)
{
MainConsole.Instance.OutputFormat(
"Sitting {0} on {1} {2} in {3}",
sp.Name, sitPart.ParentGroup.Name, sitPart.ParentGroup.UUID, m_scene.Name);
sp.HandleAgentRequestSit(sp.ControllingClient, sp.UUID, sitPart.UUID, Vector3.Zero);
sp.HandleAgentSit(sp.ControllingClient, sp.UUID);
}
else
{
MainConsole.Instance.OutputFormat(
"Could not find any unoccupied set seat on which to sit {0} in {1}. Aborting",
sp.Name, m_scene.Name);
break;
}
}
}
private void HandleStandUserNameCommand(string module, string[] cmd)
{
if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
return;
if (cmd.Length < 5)
{
MainConsole.Instance.Output("Usage: stand user name [--regex] <first-name> <last-name>");
return;
}
List<ScenePresence> scenePresences = GetScenePresences(cmd);
foreach (ScenePresence sp in scenePresences)
{
if (sp.SitGround || sp.IsSatOnObject)
{
MainConsole.Instance.OutputFormat("Standing {0} in {1}", sp.Name, m_scene.Name);
sp.StandUp();
}
}
}
private List<ScenePresence> GetScenePresences(string[] cmdParams)
{
bool useRegex = false;
OptionSet options = new OptionSet().Add("regex", v=> useRegex = v != null );
List<string> mainParams = options.Parse(cmdParams);
string firstName = mainParams[3];
string lastName = mainParams[4];
List<ScenePresence> scenePresencesMatched = new List<ScenePresence>();
if (useRegex)
{
Regex nameRegex = new Regex(string.Format("{0} {1}", firstName, lastName));
List<ScenePresence> scenePresences = m_scene.GetScenePresences();
foreach (ScenePresence sp in scenePresences)
{
if (!sp.IsChildAgent && nameRegex.IsMatch(sp.Name))
scenePresencesMatched.Add(sp);
}
}
else
{
ScenePresence sp = m_scene.GetScenePresence(firstName, lastName);
if (sp != null && !sp.IsChildAgent)
scenePresencesMatched.Add(sp);
}
return scenePresencesMatched;
}
}
}
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