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authorMW2007-08-28 14:21:17 +0000
committerMW2007-08-28 14:21:17 +0000
commit8e3b2392d129d727bfd00a2d9faa08d9e5be92de (patch)
tree7e6b89ee495af1d5ea76c58fc0796a3bb38ecc5d /OpenSim/Region/Environment/Modules/ChatModule.cs
parentEnsure that UserProfileData doesn't pass down null values. (diff)
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Start of trying to make Region/Scene more modular.
Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Modules/ChatModule.cs165
1 files changed, 165 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/ChatModule.cs b/OpenSim/Region/Environment/Modules/ChatModule.cs
new file mode 100644
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+++ b/OpenSim/Region/Environment/Modules/ChatModule.cs
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1using System;
2using System.Collections.Generic;
3using System.Text;
4using System.Net;
5using System.Net.Sockets;
6using System.Threading;
7using System.IO;
8using libsecondlife;
9using OpenSim.Region.Environment.Scenes;
10using OpenSim.Region.Environment.Interfaces;
11using OpenSim.Framework.Interfaces;
12using OpenSim.Framework.Utilities;
13
14namespace OpenSim.Region.Environment.Modules
15{
16 public class ChatModule :IRegionModule
17 {
18 private Scene m_scene;
19
20 private string m_server = "irc2.choopa.net";
21
22 private int m_port = 6668;
23 private string m_user = "USER OpenSimBot 8 * :I'm a OpenSim to irc bot";
24 private string m_nick = "OpenSimBoT";
25 private string m_channel = "#opensim";
26
27 private NetworkStream m_stream;
28 private TcpClient m_irc;
29 private StreamWriter m_ircWriter;
30 private StreamReader m_ircReader;
31
32 private Thread pingSender;
33
34 private bool connected = false;
35
36 public ChatModule()
37 {
38
39 }
40
41 public void Initialise(Scene scene)
42 {
43 m_scene = scene;
44 m_scene.EventManager.OnNewClient += NewClient;
45
46 //should register a optional API Method, so other modules can send chat messages using this module
47 }
48
49 public void PostInitialise()
50 {
51 try
52 {
53 m_irc = new TcpClient(m_server, m_port);
54 m_stream = m_irc.GetStream();
55 m_ircReader = new StreamReader(m_stream);
56 m_ircWriter = new StreamWriter(m_stream);
57
58 pingSender = new Thread(new ThreadStart(this.PingRun));
59 pingSender.Start();
60
61 m_ircWriter.WriteLine(m_user);
62 m_ircWriter.Flush();
63 m_ircWriter.WriteLine("NICK " + m_nick);
64 m_ircWriter.Flush();
65 m_ircWriter.WriteLine("JOIN " + m_channel);
66 m_ircWriter.Flush();
67 connected = true;
68 }
69 catch (Exception e)
70 {
71 Console.WriteLine(e.ToString());
72 }
73 }
74
75 public void CloseDown()
76 {
77 m_ircWriter.Close();
78 m_ircReader.Close();
79 m_irc.Close();
80 }
81
82 public string GetName()
83 {
84 return "ChatModule";
85 }
86
87 public void NewClient(IClientAPI client)
88 {
89 client.OnChatFromViewer += SimChat;
90 }
91
92 public void PingRun()
93 {
94 while (true)
95 {
96 m_ircWriter.WriteLine("PING :" + m_server);
97 m_ircWriter.Flush();
98 Thread.Sleep(15000);
99 }
100 }
101
102 public void SimChat(byte[] message, byte type, LLVector3 fromPos, string fromName, LLUUID fromAgentID)
103 {
104 ScenePresence avatar = null;
105 avatar = m_scene.RequestAvatar(fromAgentID);
106 if (avatar != null)
107 {
108 fromPos = avatar.AbsolutePosition;
109 fromName = avatar.Firstname + " " + avatar.Lastname;
110 avatar = null;
111 }
112
113 if (connected)
114 {
115 m_ircWriter.WriteLine("MSG " + m_channel +" :" + fromName + ", " + Util.FieldToString(message));
116 m_ircWriter.Flush();
117 }
118
119 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
120 {
121 int dis = -1000;
122
123 //err ??? the following code seems to be request a scenePresence when it already has a ref to it
124 avatar = m_scene.RequestAvatar(presence.ControllingClient.AgentId);
125 if (avatar != null)
126 {
127 dis = (int)avatar.AbsolutePosition.GetDistanceTo(fromPos);
128 }
129
130 switch (type)
131 {
132 case 0: // Whisper
133 if ((dis < 10) && (dis > -10))
134 {
135 //should change so the message is sent through the avatar rather than direct to the ClientView
136 presence.ControllingClient.SendChatMessage(message, type, fromPos, fromName,
137 fromAgentID);
138 }
139 break;
140 case 1: // Say
141 if ((dis < 30) && (dis > -30))
142 {
143 //Console.WriteLine("sending chat");
144 presence.ControllingClient.SendChatMessage(message, type, fromPos, fromName,
145 fromAgentID);
146 }
147 break;
148 case 2: // Shout
149 if ((dis < 100) && (dis > -100))
150 {
151 presence.ControllingClient.SendChatMessage(message, type, fromPos, fromName,
152 fromAgentID);
153 }
154 break;
155
156 case 0xff: // Broadcast
157 presence.ControllingClient.SendChatMessage(message, type, fromPos, fromName,
158 fromAgentID);
159 break;
160 }
161 });
162 }
163
164 }
165}