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/*
* 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;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using Nwc.XmlRpc;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Services.Connectors.Friends;
using OpenSim.Server.Base;
using OpenSim.Framework.Servers.HttpServer;
using FriendInfo = OpenSim.Services.Interfaces.FriendInfo;
using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.CoreModules.Avatar.Friends
{
public class FriendsModule : ISharedRegionModule, IFriendsModule
{
protected class UserFriendData
{
public UUID PrincipalID;
public FriendInfo[] Friends;
public int Refcount;
public bool IsFriend(string friend)
{
foreach (FriendInfo fi in Friends)
{
if (fi.Friend == friend)
return true;
}
return false;
}
}
private static readonly FriendInfo[] EMPTY_FRIENDS = new FriendInfo[0];
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected List<Scene> m_Scenes = new List<Scene>();
protected IPresenceService m_PresenceService = null;
protected IFriendsService m_FriendsService = null;
protected FriendsSimConnector m_FriendsSimConnector;
protected Dictionary<UUID, UserFriendData> m_Friends =
new Dictionary<UUID, UserFriendData>();
protected HashSet<UUID> m_NeedsListOfFriends = new HashSet<UUID>();
protected IPresenceService PresenceService
{
get
{
if (m_PresenceService == null)
{
if (m_Scenes.Count > 0)
m_PresenceService = m_Scenes[0].RequestModuleInterface<IPresenceService>();
}
return m_PresenceService;
}
}
protected IFriendsService FriendsService
{
get
{
if (m_FriendsService == null)
{
if (m_Scenes.Count > 0)
m_FriendsService = m_Scenes[0].RequestModuleInterface<IFriendsService>();
}
return m_FriendsService;
}
}
protected IGridService GridService
{
get { return m_Scenes[0].GridService; }
}
public IUserAccountService UserAccountService
{
get { return m_Scenes[0].UserAccountService; }
}
public IScene Scene
{
get
{
if (m_Scenes.Count > 0)
return m_Scenes[0];
else
return null;
}
}
public void Initialise(IConfigSource config)
{
IConfig friendsConfig = config.Configs["Friends"];
if (friendsConfig != null)
{
int mPort = friendsConfig.GetInt("Port", 0);
string connector = friendsConfig.GetString("Connector", String.Empty);
Object[] args = new Object[] { config };
m_FriendsService = ServerUtils.LoadPlugin<IFriendsService>(connector, args);
m_FriendsSimConnector = new FriendsSimConnector();
// Instantiate the request handler
IHttpServer server = MainServer.GetHttpServer((uint)mPort);
server.AddStreamHandler(new FriendsRequestHandler(this));
}
if (m_FriendsService == null)
{
m_log.Error("[FRIENDS]: No Connector defined in section Friends, or failed to load, cannot continue");
throw new Exception("Connector load error");
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
m_Scenes.Add(scene);
scene.RegisterModuleInterface<IFriendsModule>(this);
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnClientClosed += OnClientClosed;
scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
scene.EventManager.OnClientLogin += OnClientLogin;
}
public void RegionLoaded(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
m_Scenes.Remove(scene);
}
public string Name
{
get { return "FriendsModule"; }
}
public Type ReplaceableInterface
{
get { return null; }
}
public uint GetFriendPerms(UUID principalID, UUID friendID)
{
FriendInfo[] friends = GetFriends(principalID);
foreach (FriendInfo fi in friends)
{
if (fi.Friend == friendID.ToString())
return (uint)fi.TheirFlags;
}
return 0;
}
private void OnNewClient(IClientAPI client)
{
client.OnInstantMessage += OnInstantMessage;
client.OnApproveFriendRequest += OnApproveFriendRequest;
client.OnDenyFriendRequest += OnDenyFriendRequest;
client.OnTerminateFriendship += OnTerminateFriendship;
client.OnGrantUserRights += OnGrantUserRights;
// Asynchronously fetch the friends list or increment the refcount for the existing
// friends list
Util.FireAndForget(
delegate(object o)
{
lock (m_Friends)
{
UserFriendData friendsData;
if (m_Friends.TryGetValue(client.AgentId, out friendsData))
{
friendsData.Refcount++;
}
else
{
friendsData = new UserFriendData();
friendsData.PrincipalID = client.AgentId;
friendsData.Friends = FriendsService.GetFriends(client.AgentId);
friendsData.Refcount = 1;
m_Friends[client.AgentId] = friendsData;
}
}
}
);
}
private void OnClientClosed(UUID agentID, Scene scene)
{
ScenePresence sp = scene.GetScenePresence(agentID);
if (sp != null && !sp.IsChildAgent)
{
// do this for root agents closing out
StatusChange(agentID, false);
}
lock (m_Friends)
{
UserFriendData friendsData;
if (m_Friends.TryGetValue(agentID, out friendsData))
{
friendsData.Refcount--;
if (friendsData.Refcount <= 0)
m_Friends.Remove(agentID);
}
}
}
private void OnMakeRootAgent(ScenePresence sp)
{
UUID agentID = sp.ControllingClient.AgentId;
UpdateFriendsCache(agentID);
}
private void OnClientLogin(IClientAPI client)
{
UUID agentID = client.AgentId;
// Inform the friends that this user is online
StatusChange(agentID, true);
// Register that we need to send the list of online friends to this user
lock (m_NeedsListOfFriends)
m_NeedsListOfFriends.Add(agentID);
}
public void SendFriendsOnlineIfNeeded(IClientAPI client)
{
UUID agentID = client.AgentId;
// Check if the online friends list is needed
lock (m_NeedsListOfFriends)
{
if (!m_NeedsListOfFriends.Remove(agentID))
return;
}
// Send the friends online
List<UUID> online = GetOnlineFriends(agentID);
if (online.Count > 0)
{
m_log.DebugFormat("[FRIENDS MODULE]: User {0} in region {1} has {2} friends online", client.AgentId, client.Scene.RegionInfo.RegionName, online.Count);
client.SendAgentOnline(online.ToArray());
}
// Send outstanding friendship offers
List<string> outstanding = new List<string>();
FriendInfo[] friends = GetFriends(agentID);
foreach (FriendInfo fi in friends)
{
if (fi.TheirFlags == -1)
outstanding.Add(fi.Friend);
}
GridInstantMessage im = new GridInstantMessage(client.Scene, UUID.Zero, String.Empty, agentID, (byte)InstantMessageDialog.FriendshipOffered,
"Will you be my friend?", true, Vector3.Zero);
foreach (string fid in outstanding)
{
UUID fromAgentID;
if (!UUID.TryParse(fid, out fromAgentID))
continue;
UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(client.Scene.RegionInfo.ScopeID, fromAgentID);
PresenceInfo presence = null;
PresenceInfo[] presences = PresenceService.GetAgents(new string[] { fid });
if (presences != null && presences.Length > 0)
presence = presences[0];
if (presence != null)
im.offline = 0;
im.fromAgentID = fromAgentID.Guid;
im.fromAgentName = account.FirstName + " " + account.LastName;
im.offline = (byte)((presence == null) ? 1 : 0);
im.imSessionID = im.fromAgentID;
// Finally
LocalFriendshipOffered(agentID, im);
}
}
List<UUID> GetOnlineFriends(UUID userID)
{
List<string> friendList = new List<string>();
List<UUID> online = new List<UUID>();
FriendInfo[] friends = GetFriends(userID);
foreach (FriendInfo fi in friends)
{
if (((fi.TheirFlags & 1) != 0) && (fi.TheirFlags != -1))
friendList.Add(fi.Friend);
}
if (friendList.Count > 0)
{
PresenceInfo[] presence = PresenceService.GetAgents(friendList.ToArray());
foreach (PresenceInfo pi in presence)
{
UUID presenceID;
if (UUID.TryParse(pi.UserID, out presenceID))
online.Add(presenceID);
}
}
return online;
}
/// <summary>
/// Find the client for a ID
/// </summary>
public IClientAPI LocateClientObject(UUID agentID)
{
Scene scene = GetClientScene(agentID);
if (scene != null)
{
ScenePresence presence = scene.GetScenePresence(agentID);
if (presence != null)
return presence.ControllingClient;
}
return null;
}
/// <summary>
/// Find the scene for an agent
/// </summary>
private Scene GetClientScene(UUID agentId)
{
lock (m_Scenes)
{
foreach (Scene scene in m_Scenes)
{
ScenePresence presence = scene.GetScenePresence(agentId);
if (presence != null && !presence.IsChildAgent)
return scene;
}
}
return null;
}
/// <summary>
/// Caller beware! Call this only for root agents.
/// </summary>
/// <param name="agentID"></param>
/// <param name="online"></param>
private void StatusChange(UUID agentID, bool online)
{
FriendInfo[] friends = GetFriends(agentID);
if (friends.Length > 0)
{
List<FriendInfo> friendList = new List<FriendInfo>();
foreach (FriendInfo fi in friends)
{
if (((fi.MyFlags & 1) != 0) && (fi.TheirFlags != -1))
friendList.Add(fi);
}
Util.FireAndForget(
delegate
{
foreach (FriendInfo fi in friendList)
{
//m_log.DebugFormat("[FRIENDS]: Notifying {0}", fi.PrincipalID);
// Notify about this user status
StatusNotify(fi, agentID, online);
}
}
);
}
}
private void StatusNotify(FriendInfo friend, UUID userID, bool online)
{
UUID friendID;
if (UUID.TryParse(friend.Friend, out friendID))
{
// Try local
if (LocalStatusNotification(userID, friendID, online))
return;
// The friend is not here [as root]. Let's forward.
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = null;
foreach (PresenceInfo pinfo in friendSessions)
if (pinfo.RegionID != UUID.Zero) // let's guard against sessions-gone-bad
{
friendSession = pinfo;
break;
}
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
//m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName);
m_FriendsSimConnector.StatusNotify(region, userID, friendID, online);
}
}
// Friend is not online. Ignore.
}
else
{
m_log.WarnFormat("[FRIENDS]: Error parsing friend ID {0}", friend.Friend);
}
}
private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
{
if ((InstantMessageDialog)im.dialog == InstantMessageDialog.FriendshipOffered)
{
// we got a friendship offer
UUID principalID = new UUID(im.fromAgentID);
UUID friendID = new UUID(im.toAgentID);
m_log.DebugFormat("[FRIENDS]: {0} ({1}) offered friendship to {2}", principalID, im.fromAgentName, friendID);
// This user wants to be friends with the other user.
// Let's add the relation backwards, in case the other is not online
FriendsService.StoreFriend(friendID, principalID.ToString(), 0);
// Now let's ask the other user to be friends with this user
ForwardFriendshipOffer(principalID, friendID, im);
}
}
private void ForwardFriendshipOffer(UUID agentID, UUID friendID, GridInstantMessage im)
{
// !!!!!!!! This is a hack so that we don't have to keep state (transactionID/imSessionID)
// We stick this agent's ID as imSession, so that it's directly available on the receiving end
im.imSessionID = im.fromAgentID;
// Try the local sim
UserAccount account = UserAccountService.GetUserAccount(UUID.Zero, agentID);
im.fromAgentName = (account == null) ? "Unknown" : account.FirstName + " " + account.LastName;
if (LocalFriendshipOffered(friendID, im))
return;
// The prospective friend is not here [as root]. Let's forward.
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
m_FriendsSimConnector.FriendshipOffered(region, agentID, friendID, im.message);
}
}
// If the prospective friend is not online, he'll get the message upon login.
}
private void OnApproveFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders)
{
m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", agentID, friendID);
FriendsService.StoreFriend(agentID, friendID.ToString(), 1);
FriendsService.StoreFriend(friendID, agentID.ToString(), 1);
// Update the local cache
UpdateFriendsCache(agentID);
//
// Notify the friend
//
// Try Local
if (LocalFriendshipApproved(agentID, client.Name, friendID))
{
client.SendAgentOnline(new UUID[] { friendID });
return;
}
// The friend is not here
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
m_FriendsSimConnector.FriendshipApproved(region, agentID, client.Name, friendID);
client.SendAgentOnline(new UUID[] { friendID });
}
}
}
private void OnDenyFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders)
{
m_log.DebugFormat("[FRIENDS]: {0} denied friendship to {1}", agentID, friendID);
FriendsService.Delete(agentID, friendID.ToString());
FriendsService.Delete(friendID, agentID.ToString());
//
// Notify the friend
//
// Try local
if (LocalFriendshipDenied(agentID, client.Name, friendID))
return;
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
if (region != null)
m_FriendsSimConnector.FriendshipDenied(region, agentID, client.Name, friendID);
else
m_log.WarnFormat("[FRIENDS]: Could not find region {0} in locating {1}", friendSession.RegionID, friendID);
}
}
}
private void OnTerminateFriendship(IClientAPI client, UUID agentID, UUID exfriendID)
{
FriendsService.Delete(agentID, exfriendID.ToString());
FriendsService.Delete(exfriendID, agentID.ToString());
// Update local cache
UpdateFriendsCache(agentID);
client.SendTerminateFriend(exfriendID);
//
// Notify the friend
//
// Try local
if (LocalFriendshipTerminated(exfriendID))
return;
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { exfriendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
m_FriendsSimConnector.FriendshipTerminated(region, agentID, exfriendID);
}
}
}
private void OnGrantUserRights(IClientAPI remoteClient, UUID requester, UUID target, int rights)
{
FriendInfo[] friends = GetFriends(remoteClient.AgentId);
if (friends.Length == 0)
return;
m_log.DebugFormat("[FRIENDS MODULE]: User {0} changing rights to {1} for friend {2}", requester, rights, target);
// Let's find the friend in this user's friend list
FriendInfo friend = null;
foreach (FriendInfo fi in friends)
{
if (fi.Friend == target.ToString())
friend = fi;
}
if (friend != null) // Found it
{
// Store it on the DB
FriendsService.StoreFriend(requester, target.ToString(), rights);
// Store it in the local cache
int myFlags = friend.MyFlags;
friend.MyFlags = rights;
// Always send this back to the original client
remoteClient.SendChangeUserRights(requester, target, rights);
//
// Notify the friend
//
// Try local
if (LocalGrantRights(requester, target, myFlags, rights))
return;
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { target.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
// TODO: You might want to send the delta to save the lookup
// on the other end!!
m_FriendsSimConnector.GrantRights(region, requester, target, myFlags, rights);
}
}
}
}
#region Local
public bool LocalFriendshipOffered(UUID toID, GridInstantMessage im)
{
IClientAPI friendClient = LocateClientObject(toID);
if (friendClient != null)
{
// the prospective friend in this sim as root agent
friendClient.SendInstantMessage(im);
// we're done
return true;
}
return false;
}
public bool LocalFriendshipApproved(UUID userID, string userName, UUID friendID)
{
IClientAPI friendClient = LocateClientObject(friendID);
if (friendClient != null)
{
// the prospective friend in this sim as root agent
GridInstantMessage im = new GridInstantMessage(Scene, userID, userName, friendID,
(byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
friendClient.SendInstantMessage(im);
// Update the local cache
UpdateFriendsCache(friendID);
// we're done
return true;
}
return false;
}
public bool LocalFriendshipDenied(UUID userID, string userName, UUID friendID)
{
IClientAPI friendClient = LocateClientObject(friendID);
if (friendClient != null)
{
// the prospective friend in this sim as root agent
GridInstantMessage im = new GridInstantMessage(Scene, userID, userName, friendID,
(byte)OpenMetaverse.InstantMessageDialog.FriendshipDeclined, userID.ToString(), false, Vector3.Zero);
friendClient.SendInstantMessage(im);
// we're done
return true;
}
return false;
}
public bool LocalFriendshipTerminated(UUID exfriendID)
{
IClientAPI friendClient = LocateClientObject(exfriendID);
if (friendClient != null)
{
// the friend in this sim as root agent
friendClient.SendTerminateFriend(exfriendID);
// update local cache
UpdateFriendsCache(exfriendID);
// we're done
return true;
}
return false;
}
public bool LocalGrantRights(UUID userID, UUID friendID, int userFlags, int rights)
{
IClientAPI friendClient = LocateClientObject(friendID);
if (friendClient != null)
{
bool onlineBitChanged = ((rights ^ userFlags) & (int)FriendRights.CanSeeOnline) != 0;
if (onlineBitChanged)
{
if ((rights & (int)FriendRights.CanSeeOnline) == 1)
friendClient.SendAgentOnline(new UUID[] { new UUID(userID) });
else
friendClient.SendAgentOffline(new UUID[] { new UUID(userID) });
}
else
{
bool canEditObjectsChanged = ((rights ^ userFlags) & (int)FriendRights.CanModifyObjects) != 0;
if (canEditObjectsChanged)
friendClient.SendChangeUserRights(userID, friendID, rights);
}
// Update local cache
lock (m_Friends)
{
FriendInfo[] friends = GetFriends(friendID);
foreach (FriendInfo finfo in friends)
{
if (finfo.Friend == userID.ToString())
finfo.TheirFlags = rights;
}
}
return true;
}
return false;
}
public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
{
IClientAPI friendClient = LocateClientObject(friendID);
if (friendClient != null)
{
//m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
// the friend in this sim as root agent
if (online)
friendClient.SendAgentOnline(new UUID[] { userID });
else
friendClient.SendAgentOffline(new UUID[] { userID });
// we're done
return true;
}
return false;
}
#endregion
private FriendInfo[] GetFriends(UUID agentID)
{
UserFriendData friendsData;
lock (m_Friends)
{
if (m_Friends.TryGetValue(agentID, out friendsData))
return friendsData.Friends;
}
return EMPTY_FRIENDS;
}
private void UpdateFriendsCache(UUID agentID)
{
lock (m_Friends)
{
UserFriendData friendsData;
if (m_Friends.TryGetValue(agentID, out friendsData))
friendsData.Friends = FriendsService.GetFriends(agentID);
}
}
}
}
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