/* * 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 OpenSim 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.Text; using libsecondlife; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules { public class AgentAssetTransactionModule : IRegionModule, IAgentAssetTransactions { private Dictionary<LLUUID, Scene> RegisteredScenes = new Dictionary<LLUUID, Scene>(); private Scene m_scene = null; private bool m_dumpAssetsToFile = false; private AgentAssetTransactionsManager m_transactionManager; public void Initialise(Scene scene, IConfigSource config) { if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID)) { RegisteredScenes.Add(scene.RegionInfo.RegionID, scene); scene.RegisterModuleInterface<IAgentAssetTransactions>(this); scene.EventManager.OnNewClient += NewClient; try { m_dumpAssetsToFile = config.Configs["StandAlone"].GetBoolean("dump_assets_to_file", false); } catch (Exception) { } } if (m_scene == null) { m_scene = scene; m_transactionManager = new AgentAssetTransactionsManager(m_scene, m_dumpAssetsToFile); } } public void PostInitialise() { } public void Close() { } public string Name { get { return "AgentTransactionModule"; } } public bool IsSharedModule { get { return true; } } public void NewClient(IClientAPI client) { client.OnAssetUploadRequest += m_transactionManager.HandleUDPUploadRequest; client.OnXferReceive += m_transactionManager.HandleXfer; } public void HandleItemCreationFromTransaction(IClientAPI remoteClient, LLUUID transactionID, LLUUID folderID, uint callbackID, string description, string name, sbyte invType, sbyte type, byte wearableType, uint nextOwnerMask) { m_transactionManager.HandleItemCreationFromTransaction(remoteClient, transactionID, folderID, callbackID, description, name, invType, type, wearableType, nextOwnerMask); } public void HandleItemUpdateFromTransaction(IClientAPI remoteClient, LLUUID transactionID, InventoryItemBase item) { m_transactionManager.HandleItemUpdateFromTransaction(remoteClient, transactionID, item); } public void RemoveAgentAssetTransactions(LLUUID userID) { m_transactionManager.RemoveAgentAssetTransactions(userID); } } //should merge this classes and clean up public class AgentAssetTransactionsManager { private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); // Fields public Scene MyScene; /// <summary> /// Each agent has its own singleton collection of transactions /// </summary> private Dictionary<LLUUID, AgentAssetTransactions> AgentTransactions = new Dictionary<LLUUID, AgentAssetTransactions>(); /// <summary> /// Should we dump uploaded assets to the filesystem? /// </summary> private bool m_dumpAssetsToFile; public AgentAssetTransactionsManager(Scene scene, bool dumpAssetsToFile) { MyScene = scene; m_dumpAssetsToFile = dumpAssetsToFile; } /// <summary> /// Get the collection of asset transactions for the given user. If one does not already exist, it /// is created. /// </summary> /// <param name="userID"></param> /// <returns></returns> private AgentAssetTransactions GetUserTransactions(LLUUID userID) { lock (AgentTransactions) { if (!AgentTransactions.ContainsKey(userID)) { AgentAssetTransactions transactions = new AgentAssetTransactions(userID, this, m_dumpAssetsToFile); AgentTransactions.Add(userID, transactions); } return AgentTransactions[userID]; } } /// <summary> /// 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). /// </summary> /// <param name="userID"></param> public void RemoveAgentAssetTransactions(LLUUID userID) { // m_log.DebugFormat("Removing agent asset transactions structure for agent {0}", userID); lock (AgentTransactions) { AgentTransactions.Remove(userID); } } /// <summary> /// 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. /// </summary> /// <param name="remoteClient"></param> /// <param name="transactionID"></param> /// <param name="folderID"></param> /// <param name="callbackID"></param> /// <param name="description"></param> /// <param name="name"></param> /// <param name="invType"></param> /// <param name="type"></param> /// <param name="wearableType"></param> /// <param name="nextOwnerMask"></param> public void HandleItemCreationFromTransaction(IClientAPI remoteClient, LLUUID transactionID, LLUUID 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); } /// <summary> /// 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. /// </summary> /// <param name="remoteClient"></param> /// <param name="transactionID"></param> /// <param name="item"></param> public void HandleItemUpdateFromTransaction(IClientAPI remoteClient, LLUUID transactionID, InventoryItemBase item) { m_log.DebugFormat( "[TRANSACTIONS MANAGER] Called HandleItemUpdateFromTransaction with item {0}", item.inventoryName); AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item); } /// <summary> /// Request that a client (agent) begin an asset transfer. /// </summary> /// <param name="remoteClient"></param> /// <param name="assetID"></param> /// <param name="transaction"></param> /// <param name="type"></param> /// <param name="data"></param></param> /// <param name="tempFile"></param> public void HandleUDPUploadRequest(IClientAPI remoteClient, LLUUID assetID, LLUUID transaction, sbyte type, byte[] data, bool storeLocal, bool tempFile) { // Console.WriteLine("asset upload of " + assetID); AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); AgentAssetTransactions.AssetXferUploader uploader = transactions.RequestXferUploader(transaction); if (uploader != null) { if (uploader.Initialise(remoteClient, assetID, transaction, type, data, storeLocal, tempFile)) { } } } /// <summary> /// Handle asset transfer data packets received in response to the asset upload request in /// HandleUDPUploadRequest() /// </summary> /// <param name="remoteClient"></param> /// <param name="xferID"></param> /// <param name="packetID"></param> /// <param name="data"></param> public void HandleXfer(IClientAPI remoteClient, ulong xferID, uint packetID, byte[] data) { AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); transactions.HandleXfer(xferID, packetID, data); } } }