* Removing redundant code from OpenMetaverse.Utilities * Using System.Diagnostics.StopWatch instead of Environment.TickCount for rate limiting, and speeding up packet sending from 75ms gaps to 10ms (might be slightly too fast, but it works for me) * Cleaning up the logic a big in RequestAllSimParcels() * Try/catch block in GridProxy around packet delegates git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2371 52acb1d6-8a22-11de-b505-999d5b087335
270 lines
10 KiB
C#
270 lines
10 KiB
C#
/*
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* Copyright (c) 2007-2008, openmetaverse.org
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace OpenMetaverse.Utilities
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{
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/// <summary>
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///
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/// </summary>
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public enum WaterType
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{
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/// <summary></summary>
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Unknown,
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/// <summary></summary>
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Dry,
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/// <summary></summary>
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Waterfront,
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/// <summary></summary>
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Underwater
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}
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public static class Realism
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{
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/// <summary>
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/// Aims at the specified position, enters mouselook, presses and
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/// releases the left mouse button, and leaves mouselook
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/// </summary>
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/// <param name="client"></param>
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/// <param name="target">Target to shoot at</param>
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/// <returns></returns>
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public static bool Shoot(GridClient client, Vector3 target)
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{
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if (client.Self.Movement.TurnToward(target))
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return Shoot(client);
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else
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return false;
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}
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/// <summary>
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/// Enters mouselook, presses and releases the left mouse button, and leaves mouselook
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/// </summary>
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/// <returns></returns>
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public static bool Shoot(GridClient client)
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{
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if (client.Settings.SEND_AGENT_UPDATES)
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{
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client.Self.Movement.Mouselook = true;
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client.Self.Movement.MLButtonDown = true;
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client.Self.Movement.SendUpdate();
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client.Self.Movement.MLButtonUp = true;
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client.Self.Movement.MLButtonDown = false;
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client.Self.Movement.FinishAnim = true;
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client.Self.Movement.SendUpdate();
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client.Self.Movement.Mouselook = false;
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client.Self.Movement.MLButtonUp = false;
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client.Self.Movement.FinishAnim = false;
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client.Self.Movement.SendUpdate();
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return true;
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}
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else
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{
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Logger.Log("Attempted Shoot but agent updates are disabled", Helpers.LogLevel.Warning, client);
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return false;
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}
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}
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/// <summary>
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/// A psuedo-realistic chat function that uses the typing sound and
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/// animation, types at three characters per second, and randomly
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/// pauses. This function will block until the message has been sent
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/// </summary>
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/// <param name="client">A reference to the client that will chat</param>
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/// <param name="message">The chat message to send</param>
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public static void Chat(GridClient client, string message)
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{
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Chat(client, message, ChatType.Normal, 3);
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}
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/// <summary>
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/// A psuedo-realistic chat function that uses the typing sound and
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/// animation, types at a given rate, and randomly pauses. This
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/// function will block until the message has been sent
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/// </summary>
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/// <param name="client">A reference to the client that will chat</param>
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/// <param name="message">The chat message to send</param>
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/// <param name="type">The chat type (usually Normal, Whisper or Shout)</param>
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/// <param name="cps">Characters per second rate for chatting</param>
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public static void Chat(GridClient client, string message, ChatType type, int cps)
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{
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Random rand = new Random();
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int characters = 0;
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bool typing = true;
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// Start typing
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client.Self.Chat(String.Empty, 0, ChatType.StartTyping);
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client.Self.AnimationStart(Animations.TYPE, false);
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while (characters < message.Length)
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{
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if (!typing)
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{
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// Start typing again
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client.Self.Chat(String.Empty, 0, ChatType.StartTyping);
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client.Self.AnimationStart(Animations.TYPE, false);
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typing = true;
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}
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else
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{
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// Randomly pause typing
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if (rand.Next(10) >= 9)
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{
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client.Self.Chat(String.Empty, 0, ChatType.StopTyping);
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client.Self.AnimationStop(Animations.TYPE, false);
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typing = false;
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}
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}
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// Sleep for a second and increase the amount of characters we've typed
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System.Threading.Thread.Sleep(1000);
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characters += cps;
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}
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// Send the message
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client.Self.Chat(message, 0, type);
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// Stop typing
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client.Self.Chat(String.Empty, 0, ChatType.StopTyping);
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client.Self.AnimationStop(Animations.TYPE, false);
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}
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}
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public class ConnectionManager
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{
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private GridClient Client;
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private ulong SimHandle;
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private Vector3 Position = Vector3.Zero;
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private System.Timers.Timer CheckTimer;
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public ConnectionManager(GridClient client, int timerFrequency)
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{
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Client = client;
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CheckTimer = new System.Timers.Timer(timerFrequency);
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CheckTimer.Elapsed += new System.Timers.ElapsedEventHandler(CheckTimer_Elapsed);
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}
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public static bool PersistentLogin(GridClient client, string firstName, string lastName, string password,
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string userAgent, string start, string author)
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{
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int unknownLogins = 0;
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Start:
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if (client.Network.Login(firstName, lastName, password, userAgent, start, author))
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{
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Logger.Log("Logged in to " + client.Network.CurrentSim, Helpers.LogLevel.Info, client);
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return true;
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}
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else
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{
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if (client.Network.LoginErrorKey == "god")
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{
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Logger.Log("Grid is down, waiting 10 minutes", Helpers.LogLevel.Warning, client);
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LoginWait(10);
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goto Start;
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}
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else if (client.Network.LoginErrorKey == "key")
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{
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Logger.Log("Bad username or password, giving up on login", Helpers.LogLevel.Error, client);
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return false;
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}
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else if (client.Network.LoginErrorKey == "presence")
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{
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Logger.Log("Server is still logging us out, waiting 1 minute", Helpers.LogLevel.Warning, client);
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LoginWait(1);
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goto Start;
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}
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else if (client.Network.LoginErrorKey == "disabled")
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{
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Logger.Log("This account has been banned! Giving up on login", Helpers.LogLevel.Error, client);
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return false;
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}
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else if (client.Network.LoginErrorKey == "timed out" ||client.Network.LoginErrorKey == "no connection" )
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{
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Logger.Log("Login request timed out, waiting 1 minute", Helpers.LogLevel.Warning, client);
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LoginWait(1);
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goto Start;
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} else if (client.Network.LoginErrorKey == "bad response") {
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Logger.Log("Login server returned unparsable result", Helpers.LogLevel.Warning, client);
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LoginWait(1);
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goto Start;
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} else
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{
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++unknownLogins;
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if (unknownLogins < 5)
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{
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Logger.Log("Unknown login error, waiting 2 minutes: " + client.Network.LoginErrorKey,
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Helpers.LogLevel.Warning, client);
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LoginWait(2);
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goto Start;
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}
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else
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{
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Logger.Log("Too many unknown login error codes, giving up", Helpers.LogLevel.Error, client);
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return false;
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}
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}
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}
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}
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public void StayInSim(ulong handle, Vector3 desiredPosition)
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{
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SimHandle = handle;
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Position = desiredPosition;
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CheckTimer.Start();
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}
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private static void LoginWait(int minutes)
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{
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Thread.Sleep(1000 * 60 * minutes);
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}
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private void CheckTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
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{
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if (SimHandle != 0)
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{
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if (Client.Network.CurrentSim.Handle != 0 &&
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Client.Network.CurrentSim.Handle != SimHandle)
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{
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// Attempt to move to our target sim
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Client.Self.Teleport(SimHandle, Position);
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}
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}
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}
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}
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}
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