* VisualParams are now stored in Agent and sent to new clients on connect * Experimental ViewerEffect sending git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2146 52acb1d6-8a22-11de-b505-999d5b087335
167 lines
7.5 KiB
C#
167 lines
7.5 KiB
C#
using System;
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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 Simian.Extensions
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{
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class AvatarManager : ISimianExtension
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{
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Simian Server;
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int currentWearablesSerialNum = -1;
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public AvatarManager(Simian server)
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{
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Server = server;
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}
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public void Start()
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{
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Server.UDPServer.RegisterPacketCallback(PacketType.AvatarPropertiesRequest, new UDPServer.PacketCallback(AvatarPropertiesRequestHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.AgentWearablesRequest, new UDPServer.PacketCallback(AgentWearablesRequestHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.AgentIsNowWearing, new UDPServer.PacketCallback(AgentIsNowWearingHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.AgentSetAppearance, new UDPServer.PacketCallback(AgentSetAppearanceHandler));
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}
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public void Stop()
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{
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}
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void AvatarPropertiesRequestHandler(Packet packet, Agent agent)
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{
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AvatarPropertiesRequestPacket request = (AvatarPropertiesRequestPacket)packet;
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lock (Server.Agents)
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{
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foreach (Agent agt in Server.Agents.Values)
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{
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if (agent.AgentID == request.AgentData.AvatarID)
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{
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AvatarPropertiesReplyPacket reply = new AvatarPropertiesReplyPacket();
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reply.AgentData.AgentID = agt.AgentID;
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reply.AgentData.AvatarID = request.AgentData.AvatarID;
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reply.PropertiesData.AboutText = Utils.StringToBytes("Profile info unavailable");
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reply.PropertiesData.BornOn = Utils.StringToBytes("Unknown");
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reply.PropertiesData.CharterMember = Utils.StringToBytes("Test User");
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reply.PropertiesData.FLAboutText = Utils.StringToBytes("First life info unavailable");
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reply.PropertiesData.Flags = 0;
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//TODO: at least generate static image uuids based on name.
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//this will prevent re-caching the default image for the same av name.
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reply.PropertiesData.FLImageID = agent.AgentID; //temporary hack
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reply.PropertiesData.ImageID = agent.AgentID; //temporary hack
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reply.PropertiesData.PartnerID = UUID.Zero;
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reply.PropertiesData.ProfileURL = Utils.StringToBytes(String.Empty);
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agent.SendPacket(reply);
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break;
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}
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}
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}
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}
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void AgentWearablesRequestHandler(Packet packet, Agent agent)
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{
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AgentWearablesUpdatePacket update = new AgentWearablesUpdatePacket();
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update.AgentData.AgentID = agent.AgentID;
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// Technically this should be per-agent, but if the only requirement is that it
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// increments this is easier
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update.AgentData.SerialNum = (uint)Interlocked.Increment(ref currentWearablesSerialNum);
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update.WearableData = new AgentWearablesUpdatePacket.WearableDataBlock[5];
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// TODO: These are hardcoded in for now, should change that
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update.WearableData[0] = new AgentWearablesUpdatePacket.WearableDataBlock();
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update.WearableData[0].AssetID = new UUID("dc675529-7ba5-4976-b91d-dcb9e5e36188");
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update.WearableData[0].ItemID = UUID.Random();
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update.WearableData[0].WearableType = (byte)WearableType.Hair;
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update.WearableData[1] = new AgentWearablesUpdatePacket.WearableDataBlock();
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update.WearableData[1].AssetID = new UUID("3e8ee2d6-4f21-4a55-832d-77daa505edff");
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update.WearableData[1].ItemID = UUID.Random();
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update.WearableData[1].WearableType = (byte)WearableType.Pants;
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update.WearableData[2] = new AgentWearablesUpdatePacket.WearableDataBlock();
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update.WearableData[2].AssetID = new UUID("530a2614-052e-49a2-af0e-534bb3c05af0");
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update.WearableData[2].ItemID = UUID.Random();
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update.WearableData[2].WearableType = (byte)WearableType.Shape;
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update.WearableData[3] = new AgentWearablesUpdatePacket.WearableDataBlock();
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update.WearableData[3].AssetID = new UUID("6a714f37-fe53-4230-b46f-8db384465981");
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update.WearableData[3].ItemID = UUID.Random();
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update.WearableData[3].WearableType = (byte)WearableType.Shirt;
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update.WearableData[4] = new AgentWearablesUpdatePacket.WearableDataBlock();
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update.WearableData[4].AssetID = new UUID("5f787f25-f761-4a35-9764-6418ee4774c4");
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update.WearableData[4].ItemID = UUID.Random();
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update.WearableData[4].WearableType = (byte)WearableType.Skin;
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agent.SendPacket(update);
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}
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void AgentIsNowWearingHandler(Packet packet, Agent agent)
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{
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AgentIsNowWearingPacket wearing = (AgentIsNowWearingPacket)packet;
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Logger.DebugLog("Updating agent wearables");
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lock (agent.Wearables)
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{
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agent.Wearables.Clear();
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for (int i = 0; i < wearing.WearableData.Length; i++)
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agent.Wearables[(WearableType)wearing.WearableData[i].WearableType] = wearing.WearableData[i].ItemID;
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}
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}
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void AgentSetAppearanceHandler(Packet packet, Agent agent)
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{
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AgentSetAppearancePacket set = (AgentSetAppearancePacket)packet;
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Logger.DebugLog("Updating avatar appearance");
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agent.Avatar.Textures = new LLObject.TextureEntry(set.ObjectData.TextureEntry, 0,
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set.ObjectData.TextureEntry.Length);
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// Update agent visual params
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for (int i = 0; i < set.VisualParam.Length; i++)
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agent.VisualParams[i] = set.VisualParam[i].ParamValue;
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//TODO: What is WearableData used for?
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ObjectUpdatePacket update = Movement.BuildFullUpdate(agent, agent.Avatar, Server.RegionHandle,
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agent.State, agent.Flags | LLObject.ObjectFlags.ObjectYouOwner);
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agent.SendPacket(update);
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// Send out this appearance to all other connected avatars
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AvatarAppearancePacket appearance = BuildAppearancePacket(agent);
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lock (Server.Agents)
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{
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foreach (Agent recipient in Server.Agents.Values)
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{
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if (recipient != agent)
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recipient.SendPacket(appearance);
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}
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}
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}
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public static AvatarAppearancePacket BuildAppearancePacket(Agent agent)
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{
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AvatarAppearancePacket appearance = new AvatarAppearancePacket();
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appearance.ObjectData.TextureEntry = agent.Avatar.Textures.ToBytes();
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appearance.Sender.ID = agent.AgentID;
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appearance.Sender.IsTrial = false;
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appearance.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218];
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for (int i = 0; i < 218; i++)
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{
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appearance.VisualParam[i] = new AvatarAppearancePacket.VisualParamBlock();
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appearance.VisualParam[i].ParamValue = agent.VisualParams[i];
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}
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return appearance;
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}
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}
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}
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