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path: root/OpenSim/Services/Interfaces/IAvatarService.cs
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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;
using System.Collections.Generic;

using OpenSim.Framework;

using OpenMetaverse;

namespace OpenSim.Services.Interfaces
{
    public interface IAvatarService
    {
        /// <summary>
        /// Called by the login service
        /// </summary>
        /// <param name="userID"></param>
        /// <returns></returns>
        AvatarData GetAvatar(UUID userID);

        /// <summary>
        /// Called by everyone who can change the avatar data (so, regions)
        /// </summary>
        /// <param name="userID"></param>
        /// <param name="avatar"></param>
        /// <returns></returns>
        bool SetAvatar(UUID userID, AvatarData avatar);

        /// <summary>
        /// Not sure if it's needed
        /// </summary>
        /// <param name="userID"></param>
        /// <returns></returns>
        bool ResetAvatar(UUID userID);

        /// <summary>
        /// These methods raison d'etre: 
        /// No need to send the entire avatar data (SetAvatar) for changing attachments
        /// </summary>
        /// <param name="userID"></param>
        /// <param name="attach"></param>
        /// <returns></returns>
        bool SetItems(UUID userID, string[] names, string[] values);
        bool RemoveItems(UUID userID, string[] names);
    }

    /// <summary>
    /// Each region/client that uses avatars will have a data structure
    /// of this type representing the avatars.
    /// </summary>
    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<string,string> Data;

        public AvatarData()
        {
        }

        public AvatarData(Dictionary<string, object> kvp)
        {
            Data = new Dictionary<string, string>();

            if (kvp.ContainsKey("AvatarType"))
                Int32.TryParse(kvp["AvatarType"].ToString(), out AvatarType);

            foreach (KeyValuePair<string, object> _kvp in kvp)
            {
                if (_kvp.Value != null)
                    Data[_kvp.Key] = _kvp.Value.ToString();
            }
        }

        /// <summary>
        /// </summary>
        /// <returns></returns>
        public Dictionary<string, object> ToKeyValuePairs()
        {
            Dictionary<string, object> result = new Dictionary<string, object>();

            result["AvatarType"] = AvatarType.ToString();
            foreach (KeyValuePair<string, string> _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<string, string>();

            // 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<int, Hashtable> 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<string, string> attchs = new Dictionary<string, string>();
            foreach (KeyValuePair<string, string> _kvp in Data)
                if (_kvp.Key.StartsWith("_ap_"))
                    attchs[_kvp.Key] = _kvp.Value;
            Hashtable aaAttachs = new Hashtable();
            foreach (KeyValuePair<string, string> _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;
        }
    }
}