Files
libremetaverse/Programs/Simian/Extensions/AvatarManager.cs
John Hurliman eb8ee37b34 libomv:
* Renaming ObjectPropertiesRequestType to ReportType, filling out the enum
Simian:
* Added UUIDNameRequest, MultipleObjectUpdate, ObjectDeselect, and RequestObjectPropertiesFamily handlers
* Fixed some bugs in object-object collision
* Slightly improved prim spawn location (will always be hacky until we have a collision system)

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2177 52acb1d6-8a22-11de-b505-999d5b087335
2008-08-28 02:38:32 +00:00

293 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using OpenMetaverse;
using OpenMetaverse.Packets;
namespace Simian.Extensions
{
class AvatarManager : ISimianExtension, IAvatarProvider
{
Simian Server;
int currentWearablesSerialNum = -1;
int currentAnimSequenceNum = 0;
public AvatarManager(Simian server)
{
Server = server;
}
public void Start()
{
Server.UDPServer.RegisterPacketCallback(PacketType.AvatarPropertiesRequest, new UDPServer.PacketCallback(AvatarPropertiesRequestHandler));
Server.UDPServer.RegisterPacketCallback(PacketType.AgentWearablesRequest, new UDPServer.PacketCallback(AgentWearablesRequestHandler));
Server.UDPServer.RegisterPacketCallback(PacketType.AgentIsNowWearing, new UDPServer.PacketCallback(AgentIsNowWearingHandler));
Server.UDPServer.RegisterPacketCallback(PacketType.AgentSetAppearance, new UDPServer.PacketCallback(AgentSetAppearanceHandler));
Server.UDPServer.RegisterPacketCallback(PacketType.AgentAnimation, new UDPServer.PacketCallback(AgentAnimationHandler));
Server.UDPServer.RegisterPacketCallback(PacketType.ViewerEffect, new UDPServer.PacketCallback(ViewerEffectHandler));
Server.UDPServer.RegisterPacketCallback(PacketType.UUIDNameRequest, new UDPServer.PacketCallback(UUIDNameRequestHandler));
}
public void Stop()
{
}
public bool SetDefaultAnimation(Agent agent, UUID animID)
{
return agent.Animations.SetDefaultAnimation(animID, ref currentAnimSequenceNum);
}
public bool AddAnimation(Agent agent, UUID animID)
{
return agent.Animations.Add(animID, ref currentAnimSequenceNum);
}
public bool RemoveAnimation(Agent agent, UUID animID)
{
return agent.Animations.Remove(animID);
}
public void SendAnimations(Agent agent)
{
AvatarAnimationPacket sendAnim = new AvatarAnimationPacket();
sendAnim.Sender.ID = agent.AgentID;
sendAnim.AnimationSourceList = new AvatarAnimationPacket.AnimationSourceListBlock[1];
sendAnim.AnimationSourceList[0] = new AvatarAnimationPacket.AnimationSourceListBlock();
sendAnim.AnimationSourceList[0].ObjectID = agent.AgentID;
UUID[] animIDS;
int[] sequenceNums;
agent.Animations.GetArrays(out animIDS, out sequenceNums);
sendAnim.AnimationList = new AvatarAnimationPacket.AnimationListBlock[animIDS.Length];
for (int i = 0; i < animIDS.Length; i++)
{
sendAnim.AnimationList[i] = new AvatarAnimationPacket.AnimationListBlock();
sendAnim.AnimationList[i].AnimID = animIDS[i];
sendAnim.AnimationList[i].AnimSequenceID = sequenceNums[i];
}
lock (Server.Agents)
{
foreach (Agent recipient in Server.Agents.Values)
recipient.SendPacket(sendAnim);
}
}
void AgentAnimationHandler(Packet packet, Agent agent)
{
AgentAnimationPacket animPacket = (AgentAnimationPacket)packet;
bool changed = false;
for (int i = 0; i < animPacket.AnimationList.Length; i++)
{
AgentAnimationPacket.AnimationListBlock block = animPacket.AnimationList[i];
if (block.StartAnim)
{
if (agent.Animations.Add(block.AnimID, ref currentAnimSequenceNum))
changed = true;
}
else
{
if (agent.Animations.Remove(block.AnimID))
changed = true;
}
}
if (changed)
SendAnimations(agent);
}
void ViewerEffectHandler(Packet packet, Agent agent)
{
ViewerEffectPacket effect = (ViewerEffectPacket)packet;
effect.AgentData.AgentID = UUID.Zero;
effect.AgentData.SessionID = UUID.Zero;
// Broadcast this to everyone
lock (Server.Agents)
{
foreach (Agent recipient in Server.Agents.Values)
recipient.SendPacket(effect);
}
}
void AvatarPropertiesRequestHandler(Packet packet, Agent agent)
{
AvatarPropertiesRequestPacket request = (AvatarPropertiesRequestPacket)packet;
lock (Server.Agents)
{
foreach (Agent agt in Server.Agents.Values)
{
if (agent.AgentID == request.AgentData.AvatarID)
{
AvatarPropertiesReplyPacket reply = new AvatarPropertiesReplyPacket();
reply.AgentData.AgentID = agt.AgentID;
reply.AgentData.AvatarID = request.AgentData.AvatarID;
reply.PropertiesData.AboutText = Utils.StringToBytes("Profile info unavailable");
reply.PropertiesData.BornOn = Utils.StringToBytes("Unknown");
reply.PropertiesData.CharterMember = Utils.StringToBytes("Test User");
reply.PropertiesData.FLAboutText = Utils.StringToBytes("First life info unavailable");
reply.PropertiesData.Flags = 0;
//TODO: at least generate static image uuids based on name.
//this will prevent re-caching the default image for the same av name.
reply.PropertiesData.FLImageID = agent.AgentID; //temporary hack
reply.PropertiesData.ImageID = agent.AgentID; //temporary hack
reply.PropertiesData.PartnerID = UUID.Zero;
reply.PropertiesData.ProfileURL = Utils.StringToBytes(String.Empty);
agent.SendPacket(reply);
break;
}
}
}
}
void AgentWearablesRequestHandler(Packet packet, Agent agent)
{
AgentWearablesUpdatePacket update = new AgentWearablesUpdatePacket();
update.AgentData.AgentID = agent.AgentID;
// Technically this should be per-agent, but if the only requirement is that it
// increments this is easier
update.AgentData.SerialNum = (uint)Interlocked.Increment(ref currentWearablesSerialNum);
update.WearableData = new AgentWearablesUpdatePacket.WearableDataBlock[5];
// TODO: These are hardcoded in for now, should change that
update.WearableData[0] = new AgentWearablesUpdatePacket.WearableDataBlock();
update.WearableData[0].AssetID = new UUID("dc675529-7ba5-4976-b91d-dcb9e5e36188");
update.WearableData[0].ItemID = UUID.Random();
update.WearableData[0].WearableType = (byte)WearableType.Hair;
update.WearableData[1] = new AgentWearablesUpdatePacket.WearableDataBlock();
update.WearableData[1].AssetID = new UUID("3e8ee2d6-4f21-4a55-832d-77daa505edff");
update.WearableData[1].ItemID = UUID.Random();
update.WearableData[1].WearableType = (byte)WearableType.Pants;
update.WearableData[2] = new AgentWearablesUpdatePacket.WearableDataBlock();
update.WearableData[2].AssetID = new UUID("530a2614-052e-49a2-af0e-534bb3c05af0");
update.WearableData[2].ItemID = UUID.Random();
update.WearableData[2].WearableType = (byte)WearableType.Shape;
update.WearableData[3] = new AgentWearablesUpdatePacket.WearableDataBlock();
update.WearableData[3].AssetID = new UUID("6a714f37-fe53-4230-b46f-8db384465981");
update.WearableData[3].ItemID = UUID.Random();
update.WearableData[3].WearableType = (byte)WearableType.Shirt;
update.WearableData[4] = new AgentWearablesUpdatePacket.WearableDataBlock();
update.WearableData[4].AssetID = new UUID("5f787f25-f761-4a35-9764-6418ee4774c4");
update.WearableData[4].ItemID = UUID.Random();
update.WearableData[4].WearableType = (byte)WearableType.Skin;
agent.SendPacket(update);
}
void AgentIsNowWearingHandler(Packet packet, Agent agent)
{
AgentIsNowWearingPacket wearing = (AgentIsNowWearingPacket)packet;
Logger.DebugLog("Updating agent wearables");
lock (agent.Wearables)
{
agent.Wearables.Clear();
for (int i = 0; i < wearing.WearableData.Length; i++)
agent.Wearables[(WearableType)wearing.WearableData[i].WearableType] = wearing.WearableData[i].ItemID;
}
}
void AgentSetAppearanceHandler(Packet packet, Agent agent)
{
AgentSetAppearancePacket set = (AgentSetAppearancePacket)packet;
Logger.DebugLog("Updating avatar appearance");
agent.Avatar.Textures = new Primitive.TextureEntry(set.ObjectData.TextureEntry, 0,
set.ObjectData.TextureEntry.Length);
// Update agent visual params
for (int i = 0; i < set.VisualParam.Length; i++)
agent.VisualParams[i] = set.VisualParam[i].ParamValue;
//TODO: What is WearableData used for?
ObjectUpdatePacket update = Movement.BuildFullUpdate(agent.Avatar,
NameValue.NameValuesToString(agent.Avatar.NameValues), Server.RegionHandle,
agent.State, agent.Flags | PrimFlags.ObjectYouOwner);
agent.SendPacket(update);
// Send out this appearance to all other connected avatars
AvatarAppearancePacket appearance = BuildAppearancePacket(agent);
lock (Server.Agents)
{
foreach (Agent recipient in Server.Agents.Values)
{
if (recipient != agent)
recipient.SendPacket(appearance);
}
}
}
void UUIDNameRequestHandler(Packet packet, Agent agent)
{
UUIDNameRequestPacket request = (UUIDNameRequestPacket)packet;
Dictionary<UUID, Agent> replies = new Dictionary<UUID, Agent>(request.UUIDNameBlock.Length);
// FIXME: This is messy/slow until we get a proper ISceneProvider
for (int i = 0; i < request.UUIDNameBlock.Length; i++)
{
lock (Server.Agents)
{
foreach (Agent curAgent in Server.Agents.Values)
{
if (curAgent.AgentID == request.UUIDNameBlock[i].ID)
{
replies[curAgent.AgentID] = curAgent;
break;
}
}
}
}
if (replies.Count > 0)
{
UUIDNameReplyPacket reply = new UUIDNameReplyPacket();
reply.UUIDNameBlock = new UUIDNameReplyPacket.UUIDNameBlockBlock[replies.Count];
int i = 0;
foreach (KeyValuePair<UUID, Agent> kvp in replies)
{
reply.UUIDNameBlock[i] = new UUIDNameReplyPacket.UUIDNameBlockBlock();
reply.UUIDNameBlock[i].ID = kvp.Key;
reply.UUIDNameBlock[i].FirstName = Utils.StringToBytes(kvp.Value.FirstName);
reply.UUIDNameBlock[i].LastName = Utils.StringToBytes(kvp.Value.LastName);
}
agent.SendPacket(reply);
}
}
public static AvatarAppearancePacket BuildAppearancePacket(Agent agent)
{
AvatarAppearancePacket appearance = new AvatarAppearancePacket();
appearance.ObjectData.TextureEntry = agent.Avatar.Textures.ToBytes();
appearance.Sender.ID = agent.AgentID;
appearance.Sender.IsTrial = false;
appearance.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218];
for (int i = 0; i < 218; i++)
{
appearance.VisualParam[i] = new AvatarAppearancePacket.VisualParamBlock();
appearance.VisualParam[i].ParamValue = agent.VisualParams[i];
}
return appearance;
}
}
}