/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using Mono.Addins;
namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AssetTransactionModule")]
public class AssetTransactionModule : INonSharedRegionModule,
IAgentAssetTransactions
{
// private static readonly ILog m_log = LogManager.GetLogger(
// MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_Scene;
private bool m_dumpAssetsToFile = false;
///
/// Each agent has its own singleton collection of transactions
///
private Dictionary AgentTransactions =
new Dictionary();
#region IRegionModule Members
public void Initialise(IConfigSource config)
{
}
public void AddRegion(Scene scene)
{
m_Scene = scene;
scene.RegisterModuleInterface(this);
scene.EventManager.OnNewClient += NewClient;
}
public void RegionLoaded(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
}
public void Close()
{
}
public string Name
{
get { return "AgentTransactionModule"; }
}
public Type ReplaceableInterface
{
get { return typeof(IAgentAssetTransactions); }
}
#endregion
public void NewClient(IClientAPI client)
{
client.OnAssetUploadRequest += HandleUDPUploadRequest;
client.OnXferReceive += HandleXfer;
}
#region AgentAssetTransactions
///
/// Get the collection of asset transactions for the given user.
/// If one does not already exist, it is created.
///
///
///
private AgentAssetTransactions GetUserTransactions(UUID userID)
{
lock (AgentTransactions)
{
if (!AgentTransactions.ContainsKey(userID))
{
AgentAssetTransactions transactions =
new AgentAssetTransactions(userID, m_Scene,
m_dumpAssetsToFile);
AgentTransactions.Add(userID, transactions);
}
return AgentTransactions[userID];
}
}
///
/// Remove the given agent asset transactions. This should be called
/// when a client is departing from a scene (and hence won't be making
/// any more transactions here).
///
///
public void RemoveAgentAssetTransactions(UUID userID)
{
// m_log.DebugFormat("Removing agent asset transactions structure for agent {0}", userID);
lock (AgentTransactions)
{
AgentTransactions.Remove(userID);
}
}
///
/// Create an inventory item from data that has been received through
/// a transaction.
/// This is called when new clothing or body parts are created.
/// It may also be called in other situations.
///
///
///
///
///
///
///
///
///
///
///
public void HandleItemCreationFromTransaction(IClientAPI remoteClient,
UUID transactionID, UUID folderID, uint callbackID,
string description, string name, sbyte invType,
sbyte type, byte wearableType, uint nextOwnerMask)
{
// m_log.DebugFormat(
// "[TRANSACTIONS MANAGER] Called HandleItemCreationFromTransaction with item {0}", name);
AgentAssetTransactions transactions =
GetUserTransactions(remoteClient.AgentId);
transactions.RequestCreateInventoryItem(remoteClient, transactionID,
folderID, callbackID, description, name, invType, type,
wearableType, nextOwnerMask);
}
///
/// Update an inventory item with data that has been received through a
/// transaction.
///
///
/// This is called when clothing or body parts are updated (for
/// instance, with new textures or colours). It may also be called in
/// other situations.
///
///
///
///
public void HandleItemUpdateFromTransaction(IClientAPI remoteClient,
UUID transactionID, InventoryItemBase item)
{
// m_log.DebugFormat(
// "[ASSET TRANSACTION MODULE]: Called HandleItemUpdateFromTransaction with item {0}",
// item.Name);
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item);
}
///
/// Update a task inventory item with data that has been received
/// through a transaction.
///
/// This is currently called when, for instance, a notecard in a prim
/// is saved. The data is sent up through a single AssetUploadRequest.
/// A subsequent UpdateTaskInventory then references the transaction
/// and comes through this method.
///
///
///
///
public void HandleTaskItemUpdateFromTransaction(IClientAPI remoteClient,
SceneObjectPart part, UUID transactionID,
TaskInventoryItem item)
{
// m_log.DebugFormat(
// "[TRANSACTIONS MANAGER] Called HandleTaskItemUpdateFromTransaction with item {0}",
// item.Name);
AgentAssetTransactions transactions =
GetUserTransactions(remoteClient.AgentId);
transactions.RequestUpdateTaskInventoryItem(remoteClient, part,
transactionID, item);
}
///
/// Request that a client (agent) begin an asset transfer.
///
///
///
///
///
///
///
public void HandleUDPUploadRequest(IClientAPI remoteClient,
UUID assetID, UUID transaction, sbyte type, byte[] data,
bool storeLocal, bool tempFile)
{
// m_log.Debug("HandleUDPUploadRequest - assetID: " + assetID.ToString() + " transaction: " + transaction.ToString() + " type: " + type.ToString() + " storelocal: " + storeLocal + " tempFile: " + tempFile);
if (((AssetType)type == AssetType.Texture ||
(AssetType)type == AssetType.Sound ||
(AssetType)type == AssetType.TextureTGA ||
(AssetType)type == AssetType.Animation) &&
tempFile == false)
{
Scene scene = (Scene)remoteClient.Scene;
IMoneyModule mm = scene.RequestModuleInterface();
if (mm != null)
{
if (!mm.UploadCovered(remoteClient.AgentId, mm.UploadCharge))
{
remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false);
return;
}
}
}
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
AssetXferUploader uploader = transactions.RequestXferUploader(transaction, assetID);
if (uploader != null)
{
uploader.Initialise(remoteClient, assetID, transaction, type,
data, storeLocal, tempFile);
}
}
///
/// Handle asset transfer data packets received in response to the
/// asset upload request in HandleUDPUploadRequest()
///
///
///
///
///
public void HandleXfer(IClientAPI remoteClient, ulong xferID,
uint packetID, byte[] data)
{
// m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data length " + data.Length);
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
transactions.HandleXfer(xferID, packetID, data);
}
#endregion
}
}