diff options
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar/Friends')
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 1064 |
1 files changed, 13 insertions, 1051 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index d6a82ef..f5d30b7 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | |||
@@ -44,1088 +44,50 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion; | |||
44 | 44 | ||
45 | namespace OpenSim.Region.CoreModules.Avatar.Friends | 45 | namespace OpenSim.Region.CoreModules.Avatar.Friends |
46 | { | 46 | { |
47 | /* | 47 | public class FriendsModule : ISharedRegionModule, IFriendsModule |
48 | This module handles adding/removing friends, and the the presence | ||
49 | notification process for login/logoff of friends. | ||
50 | |||
51 | The presence notification works as follows: | ||
52 | - After the user initially connects to a region (so we now have a UDP | ||
53 | connection to work with), this module fetches the friends of user | ||
54 | (those are cached), their on-/offline status, and info about the | ||
55 | region they are in from the MessageServer. | ||
56 | - (*) It then informs the user about the on-/offline status of her friends. | ||
57 | - It then informs all online friends currently on this region-server about | ||
58 | user's new online status (this will save some network traffic, as local | ||
59 | messages don't have to be transferred inter-region, and it will be all | ||
60 | that has to be done in Standalone Mode). | ||
61 | - For the rest of the online friends (those not on this region-server), | ||
62 | this module uses the provided region-information to map users to | ||
63 | regions, and sends one notification to every region containing the | ||
64 | friends to inform on that server. | ||
65 | - The region-server will handle that in the following way: | ||
66 | - If it finds the friend, it informs her about the user being online. | ||
67 | - If it doesn't find the friend (maybe she TPed away in the meantime), | ||
68 | it stores that information. | ||
69 | - After it processed all friends, it returns the list of friends it | ||
70 | couldn't find. | ||
71 | - If this list isn't empty, the FriendsModule re-requests information | ||
72 | about those online friends that have been missed and starts at (*) | ||
73 | again until all friends have been found, or until it tried 3 times | ||
74 | (to prevent endless loops due to some uncaught error). | ||
75 | |||
76 | NOTE: Online/Offline notifications don't need to be sent on region change. | ||
77 | |||
78 | We implement two XMLRpc handlers here, handling all the inter-region things | ||
79 | we have to handle: | ||
80 | - On-/Offline-Notifications (bulk) | ||
81 | - Terminate Friendship messages (single) | ||
82 | */ | ||
83 | |||
84 | public class FriendsModule : IRegionModule, IFriendsModule | ||
85 | { | 48 | { |
86 | private class Transaction | 49 | public void Initialise(IConfigSource config) |
87 | { | 50 | { |
88 | public UUID agentID; | ||
89 | public string agentName; | ||
90 | public uint count; | ||
91 | |||
92 | public Transaction(UUID agentID, string agentName) | ||
93 | { | ||
94 | this.agentID = agentID; | ||
95 | this.agentName = agentName; | ||
96 | this.count = 1; | ||
97 | } | ||
98 | } | ||
99 | |||
100 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
101 | |||
102 | private Cache m_friendLists = new Cache(CacheFlags.AllowUpdate); | ||
103 | |||
104 | private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>(); | ||
105 | |||
106 | private Dictionary<UUID, UUID> m_pendingCallingcardRequests = new Dictionary<UUID,UUID>(); | ||
107 | |||
108 | private Scene m_initialScene; // saves a lookup if we don't have a specific scene | ||
109 | private Dictionary<ulong, Scene> m_scenes = new Dictionary<ulong,Scene>(); | ||
110 | private IMessageTransferModule m_TransferModule = null; | ||
111 | |||
112 | private IGridService m_gridServices = null; | ||
113 | |||
114 | #region IRegionModule Members | ||
115 | |||
116 | public void Initialise(Scene scene, IConfigSource config) | ||
117 | { | ||
118 | lock (m_scenes) | ||
119 | { | ||
120 | if (m_scenes.Count == 0) | ||
121 | { | ||
122 | MainServer.Instance.AddXmlRPCHandler("presence_update_bulk", processPresenceUpdateBulk); | ||
123 | MainServer.Instance.AddXmlRPCHandler("terminate_friend", processTerminateFriend); | ||
124 | m_friendLists.DefaultTTL = new TimeSpan(1, 0, 0); // store entries for one hour max | ||
125 | m_initialScene = scene; | ||
126 | } | ||
127 | |||
128 | if (!m_scenes.ContainsKey(scene.RegionInfo.RegionHandle)) | ||
129 | m_scenes[scene.RegionInfo.RegionHandle] = scene; | ||
130 | } | ||
131 | |||
132 | scene.RegisterModuleInterface<IFriendsModule>(this); | ||
133 | |||
134 | scene.EventManager.OnNewClient += OnNewClient; | ||
135 | scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; | ||
136 | scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel; | ||
137 | scene.EventManager.OnMakeChildAgent += MakeChildAgent; | ||
138 | scene.EventManager.OnClientClosed += ClientClosed; | ||
139 | } | 51 | } |
140 | 52 | ||
141 | public void PostInitialise() | 53 | public void PostInitialise() |
142 | { | 54 | { |
143 | if (m_scenes.Count > 0) | ||
144 | { | ||
145 | m_TransferModule = m_initialScene.RequestModuleInterface<IMessageTransferModule>(); | ||
146 | m_gridServices = m_initialScene.GridService; | ||
147 | } | ||
148 | if (m_TransferModule == null) | ||
149 | m_log.Error("[FRIENDS]: Unable to find a message transfer module, friendship offers will not work"); | ||
150 | } | ||
151 | |||
152 | public void Close() | ||
153 | { | ||
154 | } | ||
155 | |||
156 | public string Name | ||
157 | { | ||
158 | get { return "FriendsModule"; } | ||
159 | } | ||
160 | |||
161 | public bool IsSharedModule | ||
162 | { | ||
163 | get { return true; } | ||
164 | } | ||
165 | |||
166 | #endregion | ||
167 | |||
168 | #region IInterregionFriendsComms | ||
169 | |||
170 | public List<UUID> InformFriendsInOtherRegion(UUID agentId, ulong destRegionHandle, List<UUID> friends, bool online) | ||
171 | { | ||
172 | List<UUID> tpdAway = new List<UUID>(); | ||
173 | |||
174 | // destRegionHandle is a region on another server | ||
175 | uint x = 0, y = 0; | ||
176 | Utils.LongToUInts(destRegionHandle, out x, out y); | ||
177 | GridRegion info = m_gridServices.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID, (int)x, (int)y); | ||
178 | if (info != null) | ||
179 | { | ||
180 | string httpServer = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/presence_update_bulk"; | ||
181 | |||
182 | Hashtable reqParams = new Hashtable(); | ||
183 | reqParams["agentID"] = agentId.ToString(); | ||
184 | reqParams["agentOnline"] = online; | ||
185 | int count = 0; | ||
186 | foreach (UUID uuid in friends) | ||
187 | { | ||
188 | reqParams["friendID_" + count++] = uuid.ToString(); | ||
189 | } | ||
190 | reqParams["friendCount"] = count; | ||
191 | |||
192 | IList parameters = new ArrayList(); | ||
193 | parameters.Add(reqParams); | ||
194 | try | ||
195 | { | ||
196 | XmlRpcRequest request = new XmlRpcRequest("presence_update_bulk", parameters); | ||
197 | XmlRpcResponse response = request.Send(httpServer, 5000); | ||
198 | Hashtable respData = (Hashtable)response.Value; | ||
199 | |||
200 | count = (int)respData["friendCount"]; | ||
201 | for (int i = 0; i < count; ++i) | ||
202 | { | ||
203 | UUID uuid; | ||
204 | if (UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid); | ||
205 | } | ||
206 | } | ||
207 | catch (WebException e) | ||
208 | { | ||
209 | // Ignore connect failures, simulators come and go | ||
210 | // | ||
211 | if (!e.Message.Contains("ConnectFailure")) | ||
212 | { | ||
213 | m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e); | ||
214 | } | ||
215 | } | ||
216 | catch (Exception e) | ||
217 | { | ||
218 | m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e); | ||
219 | } | ||
220 | } | ||
221 | else m_log.WarnFormat("[OGS1 GRID SERVICES]: Couldn't find region {0}???", destRegionHandle); | ||
222 | |||
223 | return tpdAway; | ||
224 | } | ||
225 | |||
226 | public bool TriggerTerminateFriend(ulong destRegionHandle, UUID agentID, UUID exFriendID) | ||
227 | { | ||
228 | // destRegionHandle is a region on another server | ||
229 | uint x = 0, y = 0; | ||
230 | Utils.LongToUInts(destRegionHandle, out x, out y); | ||
231 | GridRegion info = m_gridServices.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID, (int)x, (int)y); | ||
232 | if (info == null) | ||
233 | { | ||
234 | m_log.WarnFormat("[OGS1 GRID SERVICES]: Couldn't find region {0}", destRegionHandle); | ||
235 | return false; // region not found??? | ||
236 | } | ||
237 | |||
238 | string httpServer = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/presence_update_bulk"; | ||
239 | |||
240 | Hashtable reqParams = new Hashtable(); | ||
241 | reqParams["agentID"] = agentID.ToString(); | ||
242 | reqParams["friendID"] = exFriendID.ToString(); | ||
243 | |||
244 | IList parameters = new ArrayList(); | ||
245 | parameters.Add(reqParams); | ||
246 | try | ||
247 | { | ||
248 | XmlRpcRequest request = new XmlRpcRequest("terminate_friend", parameters); | ||
249 | XmlRpcResponse response = request.Send(httpServer, 5000); | ||
250 | Hashtable respData = (Hashtable)response.Value; | ||
251 | |||
252 | return (bool)respData["success"]; | ||
253 | } | ||
254 | catch (Exception e) | ||
255 | { | ||
256 | m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e); | ||
257 | return false; | ||
258 | } | ||
259 | } | ||
260 | |||
261 | #endregion | ||
262 | |||
263 | #region Incoming XMLRPC messages | ||
264 | /// <summary> | ||
265 | /// Receive presence information changes about clients in other regions. | ||
266 | /// </summary> | ||
267 | /// <param name="req"></param> | ||
268 | /// <returns></returns> | ||
269 | public XmlRpcResponse processPresenceUpdateBulk(XmlRpcRequest req, IPEndPoint remoteClient) | ||
270 | { | ||
271 | Hashtable requestData = (Hashtable)req.Params[0]; | ||
272 | |||
273 | List<UUID> friendsNotHere = new List<UUID>(); | ||
274 | |||
275 | // this is called with the expectation that all the friends in the request are on this region-server. | ||
276 | // But as some time passed since we checked (on the other region-server, via the MessagingServer), | ||
277 | // some of the friends might have teleported away. | ||
278 | // Actually, even now, between this line and the sending below, some people could TP away. So, | ||
279 | // we'll have to lock the m_rootAgents list for the duration to prevent/delay that. | ||
280 | lock (m_rootAgents) | ||
281 | { | ||
282 | List<ScenePresence> friendsHere = new List<ScenePresence>(); | ||
283 | |||
284 | try | ||
285 | { | ||
286 | UUID agentID = new UUID((string)requestData["agentID"]); | ||
287 | bool agentOnline = (bool)requestData["agentOnline"]; | ||
288 | int count = (int)requestData["friendCount"]; | ||
289 | for (int i = 0; i < count; ++i) | ||
290 | { | ||
291 | UUID uuid; | ||
292 | if (UUID.TryParse((string)requestData["friendID_" + i], out uuid)) | ||
293 | { | ||
294 | if (m_rootAgents.ContainsKey(uuid)) friendsHere.Add(GetRootPresenceFromAgentID(uuid)); | ||
295 | else friendsNotHere.Add(uuid); | ||
296 | } | ||
297 | } | ||
298 | |||
299 | // now send, as long as they are still here... | ||
300 | UUID[] agentUUID = new UUID[] { agentID }; | ||
301 | if (agentOnline) | ||
302 | { | ||
303 | foreach (ScenePresence agent in friendsHere) | ||
304 | { | ||
305 | agent.ControllingClient.SendAgentOnline(agentUUID); | ||
306 | } | ||
307 | } | ||
308 | else | ||
309 | { | ||
310 | foreach (ScenePresence agent in friendsHere) | ||
311 | { | ||
312 | agent.ControllingClient.SendAgentOffline(agentUUID); | ||
313 | } | ||
314 | } | ||
315 | } | ||
316 | catch(Exception e) | ||
317 | { | ||
318 | m_log.Warn("[FRIENDS]: Got exception while parsing presence_update_bulk request:", e); | ||
319 | } | ||
320 | } | ||
321 | |||
322 | // no need to lock anymore; if TPs happen now, worst case is that we have an additional agent in this region, | ||
323 | // which should be caught on the next iteration... | ||
324 | Hashtable result = new Hashtable(); | ||
325 | int idx = 0; | ||
326 | foreach (UUID uuid in friendsNotHere) | ||
327 | { | ||
328 | result["friendID_" + idx++] = uuid.ToString(); | ||
329 | } | ||
330 | result["friendCount"] = idx; | ||
331 | |||
332 | XmlRpcResponse response = new XmlRpcResponse(); | ||
333 | response.Value = result; | ||
334 | |||
335 | return response; | ||
336 | } | ||
337 | |||
338 | public XmlRpcResponse processTerminateFriend(XmlRpcRequest req, IPEndPoint remoteClient) | ||
339 | { | ||
340 | Hashtable requestData = (Hashtable)req.Params[0]; | ||
341 | |||
342 | bool success = false; | ||
343 | |||
344 | UUID agentID; | ||
345 | UUID friendID; | ||
346 | if (requestData.ContainsKey("agentID") && UUID.TryParse((string)requestData["agentID"], out agentID) && | ||
347 | requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID)) | ||
348 | { | ||
349 | // try to find it and if it is there, prevent it to vanish before we sent the message | ||
350 | lock (m_rootAgents) | ||
351 | { | ||
352 | if (m_rootAgents.ContainsKey(agentID)) | ||
353 | { | ||
354 | m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", friendID, agentID); | ||
355 | GetRootPresenceFromAgentID(agentID).ControllingClient.SendTerminateFriend(friendID); | ||
356 | success = true; | ||
357 | } | ||
358 | } | ||
359 | } | ||
360 | |||
361 | // return whether we were successful | ||
362 | Hashtable result = new Hashtable(); | ||
363 | result["success"] = success; | ||
364 | |||
365 | XmlRpcResponse response = new XmlRpcResponse(); | ||
366 | response.Value = result; | ||
367 | return response; | ||
368 | } | ||
369 | |||
370 | #endregion | ||
371 | |||
372 | #region Scene events | ||
373 | |||
374 | private void OnNewClient(IClientAPI client) | ||
375 | { | ||
376 | // All friends establishment protocol goes over instant message | ||
377 | // There's no way to send a message from the sim | ||
378 | // to a user to 'add a friend' without causing dialog box spam | ||
379 | |||
380 | // Subscribe to instant messages | ||
381 | client.OnInstantMessage += OnInstantMessage; | ||
382 | |||
383 | // Friend list management | ||
384 | client.OnApproveFriendRequest += OnApproveFriendRequest; | ||
385 | client.OnDenyFriendRequest += OnDenyFriendRequest; | ||
386 | client.OnTerminateFriendship += OnTerminateFriendship; | ||
387 | |||
388 | // ... calling card handling... | ||
389 | client.OnOfferCallingCard += OnOfferCallingCard; | ||
390 | client.OnAcceptCallingCard += OnAcceptCallingCard; | ||
391 | client.OnDeclineCallingCard += OnDeclineCallingCard; | ||
392 | |||
393 | // we need this one exactly once per agent session (see comments in the handler below) | ||
394 | client.OnEconomyDataRequest += OnEconomyDataRequest; | ||
395 | |||
396 | // if it leaves, we want to know, too | ||
397 | client.OnLogout += OnLogout; | ||
398 | client.OnGrantUserRights += GrantUserFriendRights; | ||
399 | |||
400 | } | ||
401 | |||
402 | private void ClientClosed(UUID AgentId, Scene scene) | ||
403 | { | ||
404 | // agent's client was closed. As we handle logout in OnLogout, this here has only to handle | ||
405 | // TPing away (root agent is closed) or TPing/crossing in a region far enough away (client | ||
406 | // agent is closed). | ||
407 | // NOTE: In general, this doesn't mean that the agent logged out, just that it isn't around | ||
408 | // in one of the regions here anymore. | ||
409 | lock (m_rootAgents) | ||
410 | { | ||
411 | if (m_rootAgents.ContainsKey(AgentId)) | ||
412 | { | ||
413 | m_rootAgents.Remove(AgentId); | ||
414 | } | ||
415 | } | ||
416 | } | ||
417 | |||
418 | private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID) | ||
419 | { | ||
420 | lock (m_rootAgents) | ||
421 | { | ||
422 | m_rootAgents[avatar.UUID] = avatar.RegionHandle; | ||
423 | // Claim User! my user! Mine mine mine! | ||
424 | } | ||
425 | } | ||
426 | |||
427 | private void MakeChildAgent(ScenePresence avatar) | ||
428 | { | ||
429 | lock (m_rootAgents) | ||
430 | { | ||
431 | if (m_rootAgents.ContainsKey(avatar.UUID)) | ||
432 | { | ||
433 | // only delete if the region matches. As this is a shared module, the avatar could be | ||
434 | // root agent in another region on this server. | ||
435 | if (m_rootAgents[avatar.UUID] == avatar.RegionHandle) | ||
436 | { | ||
437 | m_rootAgents.Remove(avatar.UUID); | ||
438 | // m_log.Debug("[FRIEND]: Removing " + avatar.Firstname + " " + avatar.Lastname + " as a root agent"); | ||
439 | } | ||
440 | } | ||
441 | } | ||
442 | } | ||
443 | #endregion | ||
444 | |||
445 | private ScenePresence GetRootPresenceFromAgentID(UUID AgentID) | ||
446 | { | ||
447 | ScenePresence returnAgent = null; | ||
448 | lock (m_scenes) | ||
449 | { | ||
450 | ScenePresence queryagent = null; | ||
451 | foreach (Scene scene in m_scenes.Values) | ||
452 | { | ||
453 | queryagent = scene.GetScenePresence(AgentID); | ||
454 | if (queryagent != null) | ||
455 | { | ||
456 | if (!queryagent.IsChildAgent) | ||
457 | { | ||
458 | returnAgent = queryagent; | ||
459 | break; | ||
460 | } | ||
461 | } | ||
462 | } | ||
463 | } | ||
464 | return returnAgent; | ||
465 | } | ||
466 | |||
467 | private ScenePresence GetAnyPresenceFromAgentID(UUID AgentID) | ||
468 | { | ||
469 | ScenePresence returnAgent = null; | ||
470 | lock (m_scenes) | ||
471 | { | ||
472 | ScenePresence queryagent = null; | ||
473 | foreach (Scene scene in m_scenes.Values) | ||
474 | { | ||
475 | queryagent = scene.GetScenePresence(AgentID); | ||
476 | if (queryagent != null) | ||
477 | { | ||
478 | returnAgent = queryagent; | ||
479 | break; | ||
480 | } | ||
481 | } | ||
482 | } | ||
483 | return returnAgent; | ||
484 | } | ||
485 | |||
486 | public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage) | ||
487 | { | ||
488 | CachedUserInfo userInfo = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(fromUserId); | ||
489 | |||
490 | if (userInfo != null) | ||
491 | { | ||
492 | GridInstantMessage msg = new GridInstantMessage( | ||
493 | toUserClient.Scene, fromUserId, userInfo.UserProfile.Name, toUserClient.AgentId, | ||
494 | (byte)InstantMessageDialog.FriendshipOffered, offerMessage, false, Vector3.Zero); | ||
495 | |||
496 | FriendshipOffered(msg); | ||
497 | } | ||
498 | else | ||
499 | { | ||
500 | m_log.ErrorFormat("[FRIENDS]: No user found for id {0} in OfferFriendship()", fromUserId); | ||
501 | } | ||
502 | } | ||
503 | |||
504 | #region FriendRequestHandling | ||
505 | |||
506 | private void OnInstantMessage(IClientAPI client, GridInstantMessage im) | ||
507 | { | ||
508 | // Friend Requests go by Instant Message.. using the dialog param | ||
509 | // https://wiki.secondlife.com/wiki/ImprovedInstantMessage | ||
510 | |||
511 | if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38 | ||
512 | { | ||
513 | // fromAgentName is the *destination* name (the friend we offer friendship to) | ||
514 | ScenePresence initiator = GetAnyPresenceFromAgentID(new UUID(im.fromAgentID)); | ||
515 | im.fromAgentName = initiator != null ? initiator.Name : "(hippo)"; | ||
516 | |||
517 | FriendshipOffered(im); | ||
518 | } | ||
519 | else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39 | ||
520 | { | ||
521 | FriendshipAccepted(client, im); | ||
522 | } | ||
523 | else if (im.dialog == (byte)InstantMessageDialog.FriendshipDeclined) // 40 | ||
524 | { | ||
525 | FriendshipDeclined(client, im); | ||
526 | } | ||
527 | } | ||
528 | |||
529 | /// <summary> | ||
530 | /// Invoked when a user offers a friendship. | ||
531 | /// </summary> | ||
532 | /// | ||
533 | /// <param name="im"></param> | ||
534 | /// <param name="client"></param> | ||
535 | private void FriendshipOffered(GridInstantMessage im) | ||
536 | { | ||
537 | // this is triggered by the initiating agent: | ||
538 | // A local agent offers friendship to some possibly remote friend. | ||
539 | // A IM is triggered, processed here and sent to the friend (possibly in a remote region). | ||
540 | |||
541 | m_log.DebugFormat("[FRIEND]: Offer(38) - From: {0}, FromName: {1} To: {2}, Session: {3}, Message: {4}, Offline {5}", | ||
542 | im.fromAgentID, im.fromAgentName, im.toAgentID, im.imSessionID, im.message, im.offline); | ||
543 | |||
544 | // 1.20 protocol sends an UUID in the message field, instead of the friendship offer text. | ||
545 | // For interoperability, we have to clear that | ||
546 | if (Util.isUUID(im.message)) im.message = ""; | ||
547 | |||
548 | // be sneeky and use the initiator-UUID as transactionID. This means we can be stateless. | ||
549 | // we have to look up the agent name on friendship-approval, though. | ||
550 | im.imSessionID = im.fromAgentID; | ||
551 | |||
552 | if (m_TransferModule != null) | ||
553 | { | ||
554 | // Send it to whoever is the destination. | ||
555 | // If new friend is local, it will send an IM to the viewer. | ||
556 | // If new friend is remote, it will cause a OnGridInstantMessage on the remote server | ||
557 | m_TransferModule.SendInstantMessage( | ||
558 | im, | ||
559 | delegate(bool success) | ||
560 | { | ||
561 | m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success); | ||
562 | } | ||
563 | ); | ||
564 | } | ||
565 | } | ||
566 | |||
567 | /// <summary> | ||
568 | /// Invoked when a user accepts a friendship offer. | ||
569 | /// </summary> | ||
570 | /// <param name="im"></param> | ||
571 | /// <param name="client"></param> | ||
572 | private void FriendshipAccepted(IClientAPI client, GridInstantMessage im) | ||
573 | { | ||
574 | m_log.DebugFormat("[FRIEND]: 39 - from client {0}, agent {2} {3}, imsession {4} to {5}: {6} (dialog {7})", | ||
575 | client.AgentId, im.fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog); | ||
576 | } | ||
577 | |||
578 | /// <summary> | ||
579 | /// Invoked when a user declines a friendship offer. | ||
580 | /// </summary> | ||
581 | /// May not currently be used - see OnDenyFriendRequest() instead | ||
582 | /// <param name="im"></param> | ||
583 | /// <param name="client"></param> | ||
584 | private void FriendshipDeclined(IClientAPI client, GridInstantMessage im) | ||
585 | { | ||
586 | UUID fromAgentID = new UUID(im.fromAgentID); | ||
587 | UUID toAgentID = new UUID(im.toAgentID); | ||
588 | |||
589 | // declining the friendship offer causes a type 40 IM being sent to the (possibly remote) initiator | ||
590 | // toAgentID is initiator, fromAgentID declined friendship | ||
591 | m_log.DebugFormat("[FRIEND]: 40 - from client {0}, agent {1} {2}, imsession {3} to {4}: {5} (dialog {6})", | ||
592 | client != null ? client.AgentId.ToString() : "<null>", | ||
593 | fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog); | ||
594 | |||
595 | // Send the decline to whoever is the destination. | ||
596 | GridInstantMessage msg | ||
597 | = new GridInstantMessage( | ||
598 | client.Scene, fromAgentID, client.Name, toAgentID, | ||
599 | im.dialog, im.message, im.offline != 0, im.Position); | ||
600 | |||
601 | // If new friend is local, it will send an IM to the viewer. | ||
602 | // If new friend is remote, it will cause a OnGridInstantMessage on the remote server | ||
603 | m_TransferModule.SendInstantMessage(msg, | ||
604 | delegate(bool success) { | ||
605 | m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success); | ||
606 | } | ||
607 | ); | ||
608 | } | ||
609 | |||
610 | private void OnGridInstantMessage(GridInstantMessage msg) | ||
611 | { | ||
612 | // This event won't be raised unless we have that agent, | ||
613 | // so we can depend on the above not trying to send | ||
614 | // via grid again | ||
615 | //m_log.DebugFormat("[FRIEND]: Got GridIM from {0}, to {1}, imSession {2}, message {3}, dialog {4}", | ||
616 | // msg.fromAgentID, msg.toAgentID, msg.imSessionID, msg.message, msg.dialog); | ||
617 | |||
618 | if (msg.dialog == (byte)InstantMessageDialog.FriendshipOffered || | ||
619 | msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted || | ||
620 | msg.dialog == (byte)InstantMessageDialog.FriendshipDeclined) | ||
621 | { | ||
622 | // this should succeed as we *know* the root agent is here. | ||
623 | m_TransferModule.SendInstantMessage(msg, | ||
624 | delegate(bool success) { | ||
625 | //m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success); | ||
626 | } | ||
627 | ); | ||
628 | } | ||
629 | |||
630 | if (msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted) | ||
631 | { | ||
632 | // for accept friendship, we have to do a bit more | ||
633 | ApproveFriendship(new UUID(msg.fromAgentID), new UUID(msg.toAgentID), msg.fromAgentName); | ||
634 | } | ||
635 | } | ||
636 | |||
637 | private void ApproveFriendship(UUID fromAgentID, UUID toAgentID, string fromName) | ||
638 | { | ||
639 | m_log.DebugFormat("[FRIEND]: Approve friendship from {0} (ID: {1}) to {2}", | ||
640 | fromAgentID, fromName, toAgentID); | ||
641 | |||
642 | // a new friend was added in the initiator's and friend's data, so the cache entries are wrong now. | ||
643 | lock (m_friendLists) | ||
644 | { | ||
645 | m_friendLists.Invalidate(fromAgentID.ToString()); | ||
646 | m_friendLists.Invalidate(toAgentID.ToString()); | ||
647 | } | ||
648 | |||
649 | // now send presence update and add a calling card for the new friend | ||
650 | |||
651 | ScenePresence initiator = GetAnyPresenceFromAgentID(toAgentID); | ||
652 | if (initiator == null) | ||
653 | { | ||
654 | // quite wrong. Shouldn't happen. | ||
655 | m_log.WarnFormat("[FRIEND]: Coudn't find initiator of friend request {0}", toAgentID); | ||
656 | return; | ||
657 | } | ||
658 | |||
659 | m_log.DebugFormat("[FRIEND]: Tell {0} that {1} is online", | ||
660 | initiator.Name, fromName); | ||
661 | // tell initiator that friend is online | ||
662 | initiator.ControllingClient.SendAgentOnline(new UUID[] { fromAgentID }); | ||
663 | |||
664 | // find the folder for the friend... | ||
665 | //InventoryFolderImpl folder = | ||
666 | // initiator.Scene.CommsManager.UserProfileCacheService.GetUserDetails(toAgentID).FindFolderForType((int)InventoryType.CallingCard); | ||
667 | IInventoryService invService = initiator.Scene.InventoryService; | ||
668 | InventoryFolderBase folder = invService.GetFolderForType(toAgentID, AssetType.CallingCard); | ||
669 | if (folder != null) | ||
670 | { | ||
671 | // ... and add the calling card | ||
672 | CreateCallingCard(initiator.ControllingClient, fromAgentID, folder.ID, fromName); | ||
673 | } | ||
674 | } | 55 | } |
675 | 56 | ||
676 | private void OnApproveFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders) | 57 | public void AddRegion(Scene scene) |
677 | { | 58 | { |
678 | m_log.DebugFormat("[FRIEND]: Got approve friendship from {0} {1}, agentID {2}, tid {3}", | ||
679 | client.Name, client.AgentId, agentID, friendID); | ||
680 | |||
681 | // store the new friend persistently for both avatars | ||
682 | m_initialScene.StoreAddFriendship(friendID, agentID, (uint) FriendRights.CanSeeOnline); | ||
683 | |||
684 | // The cache entries aren't valid anymore either, as we just added a friend to both sides. | ||
685 | lock (m_friendLists) | ||
686 | { | ||
687 | m_friendLists.Invalidate(agentID.ToString()); | ||
688 | m_friendLists.Invalidate(friendID.ToString()); | ||
689 | } | ||
690 | |||
691 | // if it's a local friend, we don't have to do the lookup | ||
692 | ScenePresence friendPresence = GetAnyPresenceFromAgentID(friendID); | ||
693 | |||
694 | if (friendPresence != null) | ||
695 | { | ||
696 | m_log.Debug("[FRIEND]: Local agent detected."); | ||
697 | |||
698 | // create calling card | ||
699 | CreateCallingCard(client, friendID, callingCardFolders[0], friendPresence.Name); | ||
700 | |||
701 | // local message means OnGridInstantMessage won't be triggered, so do the work here. | ||
702 | friendPresence.ControllingClient.SendInstantMessage( | ||
703 | new GridInstantMessage(client.Scene, agentID, | ||
704 | client.Name, friendID, | ||
705 | (byte)InstantMessageDialog.FriendshipAccepted, | ||
706 | agentID.ToString(), false, Vector3.Zero)); | ||
707 | ApproveFriendship(agentID, friendID, client.Name); | ||
708 | } | ||
709 | else | ||
710 | { | ||
711 | m_log.Debug("[FRIEND]: Remote agent detected."); | ||
712 | |||
713 | // fetch the friend's name for the calling card. | ||
714 | CachedUserInfo info = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(friendID); | ||
715 | |||
716 | // create calling card | ||
717 | CreateCallingCard(client, friendID, callingCardFolders[0], | ||
718 | info.UserProfile.FirstName + " " + info.UserProfile.SurName); | ||
719 | |||
720 | // Compose (remote) response to friend. | ||
721 | GridInstantMessage msg = new GridInstantMessage(client.Scene, agentID, client.Name, friendID, | ||
722 | (byte)InstantMessageDialog.FriendshipAccepted, | ||
723 | agentID.ToString(), false, Vector3.Zero); | ||
724 | if (m_TransferModule != null) | ||
725 | { | ||
726 | m_TransferModule.SendInstantMessage(msg, | ||
727 | delegate(bool success) { | ||
728 | m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success); | ||
729 | } | ||
730 | ); | ||
731 | } | ||
732 | } | ||
733 | |||
734 | // tell client that new friend is online | ||
735 | client.SendAgentOnline(new UUID[] { friendID }); | ||
736 | } | 59 | } |
737 | 60 | ||
738 | private void OnDenyFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders) | 61 | public void RegionLoaded(Scene scene) |
739 | { | 62 | { |
740 | m_log.DebugFormat("[FRIEND]: Got deny friendship from {0} {1}, agentID {2}, tid {3}", | ||
741 | client.Name, client.AgentId, agentID, friendID); | ||
742 | |||
743 | // Compose response to other agent. | ||
744 | GridInstantMessage msg = new GridInstantMessage(client.Scene, agentID, client.Name, friendID, | ||
745 | (byte)InstantMessageDialog.FriendshipDeclined, | ||
746 | agentID.ToString(), false, Vector3.Zero); | ||
747 | // send decline to initiator | ||
748 | if (m_TransferModule != null) | ||
749 | { | ||
750 | m_TransferModule.SendInstantMessage(msg, | ||
751 | delegate(bool success) { | ||
752 | m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success); | ||
753 | } | ||
754 | ); | ||
755 | } | ||
756 | } | 63 | } |
757 | 64 | ||
758 | private void OnTerminateFriendship(IClientAPI client, UUID agentID, UUID exfriendID) | 65 | public void RemoveRegion(Scene scene) |
759 | { | 66 | { |
760 | // client.AgentId == agentID! | ||
761 | |||
762 | // this removes the friends from the stored friendlists. After the next login, they will be gone... | ||
763 | m_initialScene.StoreRemoveFriendship(agentID, exfriendID); | ||
764 | |||
765 | // ... now tell the two involved clients that they aren't friends anymore. | ||
766 | |||
767 | // I don't know why we have to tell <agent>, as this was caused by her, but that's how it works in SL... | ||
768 | client.SendTerminateFriend(exfriendID); | ||
769 | |||
770 | // now send the friend, if online | ||
771 | ScenePresence presence = GetAnyPresenceFromAgentID(exfriendID); | ||
772 | if (presence != null) | ||
773 | { | ||
774 | m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", agentID, exfriendID); | ||
775 | presence.ControllingClient.SendTerminateFriend(agentID); | ||
776 | } | ||
777 | else | ||
778 | { | ||
779 | // retry 3 times, in case the agent TPed from the last known region... | ||
780 | for (int retry = 0; retry < 3; ++retry) | ||
781 | { | ||
782 | // wasn't sent, so ex-friend wasn't around on this region-server. Fetch info and try to send | ||
783 | UserAgentData data = m_initialScene.CommsManager.UserService.GetAgentByUUID(exfriendID); | ||
784 | |||
785 | if (null == data) | ||
786 | break; | ||
787 | |||
788 | if (!data.AgentOnline) | ||
789 | { | ||
790 | m_log.DebugFormat("[FRIEND]: {0} is offline, so not sending TerminateFriend", exfriendID); | ||
791 | break; // if ex-friend isn't online, we don't need to send | ||
792 | } | ||
793 | |||
794 | m_log.DebugFormat("[FRIEND]: Sending remote terminate friend {0} to agent {1}@{2}", | ||
795 | agentID, exfriendID, data.Handle); | ||
796 | |||
797 | // try to send to foreign region, retry if it fails (friend TPed away, for example) | ||
798 | if (TriggerTerminateFriend(data.Handle, exfriendID, agentID)) break; | ||
799 | } | ||
800 | } | ||
801 | |||
802 | // clean up cache: FriendList is wrong now... | ||
803 | lock (m_friendLists) | ||
804 | { | ||
805 | m_friendLists.Invalidate(agentID.ToString()); | ||
806 | m_friendLists.Invalidate(exfriendID.ToString()); | ||
807 | } | ||
808 | } | 67 | } |
809 | 68 | ||
810 | #endregion | 69 | public void Close() |
811 | |||
812 | #region CallingCards | ||
813 | |||
814 | private void OnOfferCallingCard(IClientAPI client, UUID destID, UUID transactionID) | ||
815 | { | ||
816 | m_log.DebugFormat("[CALLING CARD]: got offer from {0} for {1}, transaction {2}", | ||
817 | client.AgentId, destID, transactionID); | ||
818 | // This might be slightly wrong. On a multi-region server, we might get the child-agent instead of the root-agent | ||
819 | // (or the root instead of the child) | ||
820 | ScenePresence destAgent = GetAnyPresenceFromAgentID(destID); | ||
821 | if (destAgent == null) | ||
822 | { | ||
823 | client.SendAlertMessage("The person you have offered a card to can't be found anymore."); | ||
824 | return; | ||
825 | } | ||
826 | |||
827 | lock (m_pendingCallingcardRequests) | ||
828 | { | ||
829 | m_pendingCallingcardRequests[transactionID] = client.AgentId; | ||
830 | } | ||
831 | // inform the destination agent about the offer | ||
832 | destAgent.ControllingClient.SendOfferCallingCard(client.AgentId, transactionID); | ||
833 | } | ||
834 | |||
835 | private void CreateCallingCard(IClientAPI client, UUID creator, UUID folder, string name) | ||
836 | { | ||
837 | InventoryItemBase item = new InventoryItemBase(); | ||
838 | item.AssetID = UUID.Zero; | ||
839 | item.AssetType = (int)AssetType.CallingCard; | ||
840 | item.BasePermissions = (uint)PermissionMask.Copy; | ||
841 | item.CreationDate = Util.UnixTimeSinceEpoch(); | ||
842 | item.CreatorId = creator.ToString(); | ||
843 | item.CurrentPermissions = item.BasePermissions; | ||
844 | item.Description = ""; | ||
845 | item.EveryOnePermissions = (uint)PermissionMask.None; | ||
846 | item.Flags = 0; | ||
847 | item.Folder = folder; | ||
848 | item.GroupID = UUID.Zero; | ||
849 | item.GroupOwned = false; | ||
850 | item.ID = UUID.Random(); | ||
851 | item.InvType = (int)InventoryType.CallingCard; | ||
852 | item.Name = name; | ||
853 | item.NextPermissions = item.EveryOnePermissions; | ||
854 | item.Owner = client.AgentId; | ||
855 | item.SalePrice = 10; | ||
856 | item.SaleType = (byte)SaleType.Not; | ||
857 | ((Scene)client.Scene).AddInventoryItem(client, item); | ||
858 | } | ||
859 | |||
860 | private void OnAcceptCallingCard(IClientAPI client, UUID transactionID, UUID folderID) | ||
861 | { | ||
862 | m_log.DebugFormat("[CALLING CARD]: User {0} ({1} {2}) accepted tid {3}, folder {4}", | ||
863 | client.AgentId, | ||
864 | client.FirstName, client.LastName, | ||
865 | transactionID, folderID); | ||
866 | UUID destID; | ||
867 | lock (m_pendingCallingcardRequests) | ||
868 | { | ||
869 | if (!m_pendingCallingcardRequests.TryGetValue(transactionID, out destID)) | ||
870 | { | ||
871 | m_log.WarnFormat("[CALLING CARD]: Got a AcceptCallingCard from {0} without an offer before.", | ||
872 | client.Name); | ||
873 | return; | ||
874 | } | ||
875 | // else found pending calling card request with that transaction. | ||
876 | m_pendingCallingcardRequests.Remove(transactionID); | ||
877 | } | ||
878 | |||
879 | |||
880 | ScenePresence destAgent = GetAnyPresenceFromAgentID(destID); | ||
881 | // inform sender of the card that destination declined the offer | ||
882 | if (destAgent != null) destAgent.ControllingClient.SendAcceptCallingCard(transactionID); | ||
883 | |||
884 | // put a calling card into the inventory of receiver | ||
885 | CreateCallingCard(client, destID, folderID, destAgent.Name); | ||
886 | } | ||
887 | |||
888 | private void OnDeclineCallingCard(IClientAPI client, UUID transactionID) | ||
889 | { | 70 | { |
890 | m_log.DebugFormat("[CALLING CARD]: User {0} (ID:{1}) declined card, tid {2}", | ||
891 | client.Name, client.AgentId, transactionID); | ||
892 | UUID destID; | ||
893 | lock (m_pendingCallingcardRequests) | ||
894 | { | ||
895 | if (!m_pendingCallingcardRequests.TryGetValue(transactionID, out destID)) | ||
896 | { | ||
897 | m_log.WarnFormat("[CALLING CARD]: Got a AcceptCallingCard from {0} without an offer before.", | ||
898 | client.Name); | ||
899 | return; | ||
900 | } | ||
901 | // else found pending calling card request with that transaction. | ||
902 | m_pendingCallingcardRequests.Remove(transactionID); | ||
903 | } | ||
904 | |||
905 | ScenePresence destAgent = GetAnyPresenceFromAgentID(destID); | ||
906 | // inform sender of the card that destination declined the offer | ||
907 | if (destAgent != null) destAgent.ControllingClient.SendDeclineCallingCard(transactionID); | ||
908 | } | 71 | } |
909 | 72 | ||
910 | /// <summary> | 73 | public string Name |
911 | /// Send presence information about a client to other clients in both this region and others. | ||
912 | /// </summary> | ||
913 | /// <param name="client"></param> | ||
914 | /// <param name="friendList"></param> | ||
915 | /// <param name="iAmOnline"></param> | ||
916 | private void SendPresenceState(IClientAPI client, List<FriendListItem> friendList, bool iAmOnline) | ||
917 | { | 74 | { |
918 | //m_log.DebugFormat("[FRIEND]: {0} logged {1}; sending presence updates", client.Name, iAmOnline ? "in" : "out"); | 75 | get { return "FriendsModule"; } |
919 | |||
920 | if (friendList == null || friendList.Count == 0) | ||
921 | { | ||
922 | //m_log.DebugFormat("[FRIEND]: {0} doesn't have friends.", client.Name); | ||
923 | return; // nothing we can do if she doesn't have friends... | ||
924 | } | ||
925 | |||
926 | // collect sets of friendIDs; to send to (online and offline), and to receive from | ||
927 | // TODO: If we ever switch to .NET >= 3, replace those Lists with HashSets. | ||
928 | // I can't believe that we have Dictionaries, but no Sets, considering Java introduced them years ago... | ||
929 | List<UUID> friendIDsToSendTo = new List<UUID>(); | ||
930 | List<UUID> candidateFriendIDsToReceive = new List<UUID>(); | ||
931 | |||
932 | foreach (FriendListItem item in friendList) | ||
933 | { | ||
934 | if (((item.FriendListOwnerPerms | item.FriendPerms) & (uint)FriendRights.CanSeeOnline) != 0) | ||
935 | { | ||
936 | // friend is allowed to see my presence => add | ||
937 | if ((item.FriendListOwnerPerms & (uint)FriendRights.CanSeeOnline) != 0) | ||
938 | friendIDsToSendTo.Add(item.Friend); | ||
939 | |||
940 | if ((item.FriendPerms & (uint)FriendRights.CanSeeOnline) != 0) | ||
941 | candidateFriendIDsToReceive.Add(item.Friend); | ||
942 | } | ||
943 | } | ||
944 | |||
945 | // we now have a list of "interesting" friends (which we have to find out on-/offline state for), | ||
946 | // friends we want to send our online state to (if *they* are online, too), and | ||
947 | // friends we want to receive online state for (currently unknown whether online or not) | ||
948 | |||
949 | // as this processing might take some time and friends might TP away, we try up to three times to | ||
950 | // reach them. Most of the time, we *will* reach them, and this loop won't loop | ||
951 | int retry = 0; | ||
952 | do | ||
953 | { | ||
954 | // build a list of friends to look up region-information and on-/offline-state for | ||
955 | List<UUID> friendIDsToLookup = new List<UUID>(friendIDsToSendTo); | ||
956 | foreach (UUID uuid in candidateFriendIDsToReceive) | ||
957 | { | ||
958 | if (!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid); | ||
959 | } | ||
960 | |||
961 | m_log.DebugFormat( | ||
962 | "[FRIEND]: {0} to lookup, {1} to send to, {2} candidates to receive from for agent {3}", | ||
963 | friendIDsToLookup.Count, friendIDsToSendTo.Count, candidateFriendIDsToReceive.Count, client.Name); | ||
964 | |||
965 | // we have to fetch FriendRegionInfos, as the (cached) FriendListItems don't | ||
966 | // necessarily contain the correct online state... | ||
967 | Dictionary<UUID, FriendRegionInfo> friendRegions = m_initialScene.GetFriendRegionInfos(friendIDsToLookup); | ||
968 | m_log.DebugFormat( | ||
969 | "[FRIEND]: Found {0} regionInfos for {1} friends of {2}", | ||
970 | friendRegions.Count, friendIDsToLookup.Count, client.Name); | ||
971 | |||
972 | // argument for SendAgentOn/Offline; we shouldn't generate that repeatedly within loops. | ||
973 | UUID[] agentArr = new UUID[] { client.AgentId }; | ||
974 | |||
975 | // first, send to friend presence state to me, if I'm online... | ||
976 | if (iAmOnline) | ||
977 | { | ||
978 | List<UUID> friendIDsToReceive = new List<UUID>(); | ||
979 | |||
980 | for (int i = candidateFriendIDsToReceive.Count - 1; i >= 0; --i) | ||
981 | { | ||
982 | UUID uuid = candidateFriendIDsToReceive[i]; | ||
983 | FriendRegionInfo info; | ||
984 | if (friendRegions.TryGetValue(uuid, out info) && info != null && info.isOnline) | ||
985 | { | ||
986 | friendIDsToReceive.Add(uuid); | ||
987 | } | ||
988 | } | ||
989 | |||
990 | m_log.DebugFormat( | ||
991 | "[FRIEND]: Sending {0} online friends to {1}", friendIDsToReceive.Count, client.Name); | ||
992 | |||
993 | if (friendIDsToReceive.Count > 0) | ||
994 | client.SendAgentOnline(friendIDsToReceive.ToArray()); | ||
995 | |||
996 | // clear them for a possible second iteration; we don't have to repeat this | ||
997 | candidateFriendIDsToReceive.Clear(); | ||
998 | } | ||
999 | |||
1000 | // now, send my presence state to my friends | ||
1001 | for (int i = friendIDsToSendTo.Count - 1; i >= 0; --i) | ||
1002 | { | ||
1003 | UUID uuid = friendIDsToSendTo[i]; | ||
1004 | FriendRegionInfo info; | ||
1005 | if (friendRegions.TryGetValue(uuid, out info) && info != null && info.isOnline) | ||
1006 | { | ||
1007 | // any client is good enough, root or child... | ||
1008 | ScenePresence agent = GetAnyPresenceFromAgentID(uuid); | ||
1009 | if (agent != null) | ||
1010 | { | ||
1011 | //m_log.DebugFormat("[FRIEND]: Found local agent {0}", agent.Name); | ||
1012 | |||
1013 | // friend is online and on this server... | ||
1014 | if (iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr); | ||
1015 | else agent.ControllingClient.SendAgentOffline(agentArr); | ||
1016 | |||
1017 | // done, remove it | ||
1018 | friendIDsToSendTo.RemoveAt(i); | ||
1019 | } | ||
1020 | } | ||
1021 | else | ||
1022 | { | ||
1023 | //m_log.DebugFormat("[FRIEND]: Friend {0} ({1}) is offline; not sending.", uuid, i); | ||
1024 | |||
1025 | // friend is offline => no need to try sending | ||
1026 | friendIDsToSendTo.RemoveAt(i); | ||
1027 | } | ||
1028 | } | ||
1029 | |||
1030 | m_log.DebugFormat("[FRIEND]: Have {0} friends to contact via inter-region comms.", friendIDsToSendTo.Count); | ||
1031 | |||
1032 | // we now have all the friends left that are online (we think), but not on this region-server | ||
1033 | if (friendIDsToSendTo.Count > 0) | ||
1034 | { | ||
1035 | // sort them into regions | ||
1036 | Dictionary<ulong, List<UUID>> friendsInRegion = new Dictionary<ulong,List<UUID>>(); | ||
1037 | foreach (UUID uuid in friendIDsToSendTo) | ||
1038 | { | ||
1039 | ulong handle = friendRegions[uuid].regionHandle; // this can't fail as we filtered above already | ||
1040 | List<UUID> friends; | ||
1041 | if (!friendsInRegion.TryGetValue(handle, out friends)) | ||
1042 | { | ||
1043 | friends = new List<UUID>(); | ||
1044 | friendsInRegion[handle] = friends; | ||
1045 | } | ||
1046 | friends.Add(uuid); | ||
1047 | } | ||
1048 | m_log.DebugFormat("[FRIEND]: Found {0} regions to send to.", friendRegions.Count); | ||
1049 | |||
1050 | // clear uuids list and collect missed friends in it for the next retry | ||
1051 | friendIDsToSendTo.Clear(); | ||
1052 | |||
1053 | // send bulk updates to the region | ||
1054 | foreach (KeyValuePair<ulong, List<UUID>> pair in friendsInRegion) | ||
1055 | { | ||
1056 | //m_log.DebugFormat("[FRIEND]: Inform {0} friends in region {1} that user {2} is {3}line", | ||
1057 | // pair.Value.Count, pair.Key, client.Name, iAmOnline ? "on" : "off"); | ||
1058 | |||
1059 | friendIDsToSendTo.AddRange(InformFriendsInOtherRegion(client.AgentId, pair.Key, pair.Value, iAmOnline)); | ||
1060 | } | ||
1061 | } | ||
1062 | // now we have in friendIDsToSendTo only the agents left that TPed away while we tried to contact them. | ||
1063 | // In most cases, it will be empty, and it won't loop here. But sometimes, we have to work harder and try again... | ||
1064 | } | ||
1065 | while (++retry < 3 && friendIDsToSendTo.Count > 0); | ||
1066 | } | 76 | } |
1067 | 77 | ||
1068 | private void OnEconomyDataRequest(UUID agentID) | 78 | public Type ReplaceableInterface |
1069 | { | 79 | { |
1070 | // KLUDGE: This is the only way I found to get a message (only) after login was completed and the | 80 | get { return null; } |
1071 | // client is connected enough to receive UDP packets). | ||
1072 | // This packet seems to be sent only once, just after connection was established to the first | ||
1073 | // region after login. | ||
1074 | // We use it here to trigger a presence update; the old update-on-login was never be heard by | ||
1075 | // the freshly logged in viewer, as it wasn't connected to the region at that time. | ||
1076 | // TODO: Feel free to replace this by a better solution if you find one. | ||
1077 | |||
1078 | // get the agent. This should work every time, as we just got a packet from it | ||
1079 | //ScenePresence agent = GetRootPresenceFromAgentID(agentID); | ||
1080 | // KLUDGE 2: As this is sent quite early, the avatar isn't here as root agent yet. So, we have to cheat a bit | ||
1081 | ScenePresence agent = GetAnyPresenceFromAgentID(agentID); | ||
1082 | |||
1083 | // just to be paranoid... | ||
1084 | if (agent == null) | ||
1085 | { | ||
1086 | m_log.ErrorFormat("[FRIEND]: Got a packet from agent {0} who can't be found anymore!?", agentID); | ||
1087 | return; | ||
1088 | } | ||
1089 | |||
1090 | List<FriendListItem> fl; | ||
1091 | lock (m_friendLists) | ||
1092 | { | ||
1093 | fl = (List<FriendListItem>)m_friendLists.Get(agent.ControllingClient.AgentId.ToString(), | ||
1094 | m_initialScene.GetFriendList); | ||
1095 | } | ||
1096 | |||
1097 | // tell everyone that we are online | ||
1098 | SendPresenceState(agent.ControllingClient, fl, true); | ||
1099 | } | 81 | } |
1100 | 82 | ||
1101 | private void OnLogout(IClientAPI remoteClient) | 83 | public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, |
84 | string offerMessage) | ||
1102 | { | 85 | { |
1103 | List<FriendListItem> fl; | ||
1104 | lock (m_friendLists) | ||
1105 | { | ||
1106 | fl = (List<FriendListItem>)m_friendLists.Get(remoteClient.AgentId.ToString(), | ||
1107 | m_initialScene.GetFriendList); | ||
1108 | } | ||
1109 | |||
1110 | // tell everyone that we are offline | ||
1111 | SendPresenceState(remoteClient, fl, false); | ||
1112 | } | ||
1113 | private void GrantUserFriendRights(IClientAPI remoteClient, UUID requester, UUID target, int rights) | ||
1114 | { | ||
1115 | ((Scene)remoteClient.Scene).CommsManager.UpdateUserFriendPerms(requester, target, (uint)rights); | ||
1116 | } | 86 | } |
1117 | 87 | ||
1118 | public List<FriendListItem> GetUserFriends(UUID agentID) | 88 | public List<FriendListItem> GetUserFriends(UUID agentID) |
1119 | { | 89 | { |
1120 | List<FriendListItem> fl; | 90 | return null; |
1121 | lock (m_friendLists) | ||
1122 | { | ||
1123 | fl = (List<FriendListItem>)m_friendLists.Get(agentID.ToString(), | ||
1124 | m_initialScene.GetFriendList); | ||
1125 | } | ||
1126 | |||
1127 | return fl; | ||
1128 | } | 91 | } |
1129 | } | 92 | } |
1130 | #endregion | ||
1131 | } | 93 | } |