From 20318dba057a9a4c262cec1af43ba136ceba8e85 Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 1 Jan 2010 02:05:19 +0000 Subject: Finally restire the EMPTY friends module (what a mess) --- .../CoreModules/Avatar/Friends/FriendsModule.cs | 551 +-------------------- 1 file changed, 1 insertion(+), 550 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index fceca8e..123e2dd 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -58,530 +58,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends { } - public string Name - { - get { return "FriendsModule"; } - } - - public bool IsSharedModule - { - get { return true; } - } - - #endregion - - #region IInterregionFriendsComms - - public List InformFriendsInOtherRegion(UUID agentId, ulong destRegionHandle, List friends, bool online) - { - List tpdAway = new List(); - - // destRegionHandle is a region on another server - uint x = 0, y = 0; - Utils.LongToUInts(destRegionHandle, out x, out y); - GridRegion info = m_gridServices.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID, (int)x, (int)y); - if (info != null) - { - string httpServer = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/presence_update_bulk"; - - Hashtable reqParams = new Hashtable(); - reqParams["agentID"] = agentId.ToString(); - reqParams["agentOnline"] = online; - int count = 0; - foreach (UUID uuid in friends) - { - reqParams["friendID_" + count++] = uuid.ToString(); - } - reqParams["friendCount"] = count; - - IList parameters = new ArrayList(); - parameters.Add(reqParams); - try - { - XmlRpcRequest request = new XmlRpcRequest("presence_update_bulk", parameters); - XmlRpcResponse response = request.Send(httpServer, 5000); - Hashtable respData = (Hashtable)response.Value; - - count = (int)respData["friendCount"]; - for (int i = 0; i < count; ++i) - { - UUID uuid; - if (UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid); - } - } - catch (WebException e) - { - // Ignore connect failures, simulators come and go - // - if (!e.Message.Contains("ConnectFailure")) - { - m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e); - } - } - catch (Exception e) - { - m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e); - } - } - else m_log.WarnFormat("[OGS1 GRID SERVICES]: Couldn't find region {0}???", destRegionHandle); - - return tpdAway; - } - - public bool TriggerTerminateFriend(ulong destRegionHandle, UUID agentID, UUID exFriendID) - { - // destRegionHandle is a region on another server - uint x = 0, y = 0; - Utils.LongToUInts(destRegionHandle, out x, out y); - GridRegion info = m_gridServices.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID, (int)x, (int)y); - if (info == null) - { - m_log.WarnFormat("[OGS1 GRID SERVICES]: Couldn't find region {0}", destRegionHandle); - return false; // region not found??? - } - - string httpServer = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/presence_update_bulk"; - - Hashtable reqParams = new Hashtable(); - reqParams["agentID"] = agentID.ToString(); - reqParams["friendID"] = exFriendID.ToString(); - - IList parameters = new ArrayList(); - parameters.Add(reqParams); - try - { - XmlRpcRequest request = new XmlRpcRequest("terminate_friend", parameters); - XmlRpcResponse response = request.Send(httpServer, 5000); - Hashtable respData = (Hashtable)response.Value; - - return (bool)respData["success"]; - } - catch (Exception e) - { - m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e); - return false; - } - } - - #endregion - - #region Incoming XMLRPC messages - /// - /// Receive presence information changes about clients in other regions. - /// - /// - /// - public XmlRpcResponse processPresenceUpdateBulk(XmlRpcRequest req, IPEndPoint remoteClient) - { - Hashtable requestData = (Hashtable)req.Params[0]; - - List friendsNotHere = new List(); - - // this is called with the expectation that all the friends in the request are on this region-server. - // But as some time passed since we checked (on the other region-server, via the MessagingServer), - // some of the friends might have teleported away. - // Actually, even now, between this line and the sending below, some people could TP away. So, - // we'll have to lock the m_rootAgents list for the duration to prevent/delay that. - lock (m_rootAgents) - { - List friendsHere = new List(); - - try - { - UUID agentID = new UUID((string)requestData["agentID"]); - bool agentOnline = (bool)requestData["agentOnline"]; - int count = (int)requestData["friendCount"]; - for (int i = 0; i < count; ++i) - { - UUID uuid; - if (UUID.TryParse((string)requestData["friendID_" + i], out uuid)) - { - if (m_rootAgents.ContainsKey(uuid)) friendsHere.Add(GetRootPresenceFromAgentID(uuid)); - else friendsNotHere.Add(uuid); - } - } - - // now send, as long as they are still here... - UUID[] agentUUID = new UUID[] { agentID }; - if (agentOnline) - { - foreach (ScenePresence agent in friendsHere) - { - agent.ControllingClient.SendAgentOnline(agentUUID); - } - } - else - { - foreach (ScenePresence agent in friendsHere) - { - agent.ControllingClient.SendAgentOffline(agentUUID); - } - } - } - catch(Exception e) - { - m_log.Warn("[FRIENDS]: Got exception while parsing presence_update_bulk request:", e); - } - } - - // no need to lock anymore; if TPs happen now, worst case is that we have an additional agent in this region, - // which should be caught on the next iteration... - Hashtable result = new Hashtable(); - int idx = 0; - foreach (UUID uuid in friendsNotHere) - { - result["friendID_" + idx++] = uuid.ToString(); - } - result["friendCount"] = idx; - - XmlRpcResponse response = new XmlRpcResponse(); - response.Value = result; - - return response; - } - - public XmlRpcResponse processTerminateFriend(XmlRpcRequest req, IPEndPoint remoteClient) - { - Hashtable requestData = (Hashtable)req.Params[0]; - - bool success = false; - - UUID agentID; - UUID friendID; - if (requestData.ContainsKey("agentID") && UUID.TryParse((string)requestData["agentID"], out agentID) && - requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID)) - { - // try to find it and if it is there, prevent it to vanish before we sent the message - lock (m_rootAgents) - { - if (m_rootAgents.ContainsKey(agentID)) - { - m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", friendID, agentID); - GetRootPresenceFromAgentID(agentID).ControllingClient.SendTerminateFriend(friendID); - success = true; - } - } - } - - // return whether we were successful - Hashtable result = new Hashtable(); - result["success"] = success; - - XmlRpcResponse response = new XmlRpcResponse(); - response.Value = result; - return response; - } - - #endregion - - #region Scene events - - private void OnNewClient(IClientAPI client) - { - // All friends establishment protocol goes over instant message - // There's no way to send a message from the sim - // to a user to 'add a friend' without causing dialog box spam - - // Subscribe to instant messages - client.OnInstantMessage += OnInstantMessage; - - // Friend list management - client.OnApproveFriendRequest += OnApproveFriendRequest; - client.OnDenyFriendRequest += OnDenyFriendRequest; - client.OnTerminateFriendship += OnTerminateFriendship; - - // ... calling card handling... - client.OnOfferCallingCard += OnOfferCallingCard; - client.OnAcceptCallingCard += OnAcceptCallingCard; - client.OnDeclineCallingCard += OnDeclineCallingCard; - - // we need this one exactly once per agent session (see comments in the handler below) - client.OnEconomyDataRequest += OnEconomyDataRequest; - - // if it leaves, we want to know, too - client.OnLogout += OnLogout; - - client.OnGrantUserRights += GrantUserFriendRights; - client.OnTrackAgentEvent += FindAgent; - client.OnFindAgentEvent += FindAgent; - - } - - private void ClientClosed(UUID AgentId, Scene scene) - { - // agent's client was closed. As we handle logout in OnLogout, this here has only to handle - // TPing away (root agent is closed) or TPing/crossing in a region far enough away (client - // agent is closed). - // NOTE: In general, this doesn't mean that the agent logged out, just that it isn't around - // in one of the regions here anymore. - lock (m_rootAgents) - { - if (m_rootAgents.ContainsKey(AgentId)) - { - m_rootAgents.Remove(AgentId); - } - } - } - - private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID) - { - lock (m_rootAgents) - { - m_rootAgents[avatar.UUID] = avatar.RegionHandle; - // Claim User! my user! Mine mine mine! - } - } - - private void MakeChildAgent(ScenePresence avatar) - { - lock (m_rootAgents) - { - if (m_rootAgents.ContainsKey(avatar.UUID)) - { - // only delete if the region matches. As this is a shared module, the avatar could be - // root agent in another region on this server. - if (m_rootAgents[avatar.UUID] == avatar.RegionHandle) - { - m_rootAgents.Remove(avatar.UUID); -// m_log.Debug("[FRIEND]: Removing " + avatar.Firstname + " " + avatar.Lastname + " as a root agent"); - } - } - } - } - #endregion - - private ScenePresence GetRootPresenceFromAgentID(UUID AgentID) - { - ScenePresence returnAgent = null; - lock (m_scenes) - { - ScenePresence queryagent = null; - foreach (Scene scene in m_scenes.Values) - { - queryagent = scene.GetScenePresence(AgentID); - if (queryagent != null) - { - if (!queryagent.IsChildAgent) - { - returnAgent = queryagent; - break; - } - } - } - } - return returnAgent; - } - - private ScenePresence GetAnyPresenceFromAgentID(UUID AgentID) - { - ScenePresence returnAgent = null; - lock (m_scenes) - { - ScenePresence queryagent = null; - foreach (Scene scene in m_scenes.Values) - { - queryagent = scene.GetScenePresence(AgentID); - if (queryagent != null) - { - returnAgent = queryagent; - break; - } - } - } - return returnAgent; - } - - public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage) - { - CachedUserInfo userInfo = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(fromUserId); - - if (userInfo != null) - { - GridInstantMessage msg = new GridInstantMessage( - toUserClient.Scene, fromUserId, userInfo.UserProfile.Name, toUserClient.AgentId, - (byte)InstantMessageDialog.FriendshipOffered, offerMessage, false, Vector3.Zero); - - FriendshipOffered(msg); - } - else - { - m_log.ErrorFormat("[FRIENDS]: No user found for id {0} in OfferFriendship()", fromUserId); - } - } - - #region FriendRequestHandling - - private void OnInstantMessage(IClientAPI client, GridInstantMessage im) - { - // Friend Requests go by Instant Message.. using the dialog param - // https://wiki.secondlife.com/wiki/ImprovedInstantMessage - - if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38 - { - // fromAgentName is the *destination* name (the friend we offer friendship to) - ScenePresence initiator = GetAnyPresenceFromAgentID(new UUID(im.fromAgentID)); - im.fromAgentName = initiator != null ? initiator.Name : "(hippo)"; - - FriendshipOffered(im); - } - else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39 - { - FriendshipAccepted(client, im); - } - else if (im.dialog == (byte)InstantMessageDialog.FriendshipDeclined) // 40 - { - FriendshipDeclined(client, im); - } - } - - /// - /// Invoked when a user offers a friendship. - /// - /// - /// - /// - private void FriendshipOffered(GridInstantMessage im) - { - // this is triggered by the initiating agent: - // A local agent offers friendship to some possibly remote friend. - // A IM is triggered, processed here and sent to the friend (possibly in a remote region). - - m_log.DebugFormat("[FRIEND]: Offer(38) - From: {0}, FromName: {1} To: {2}, Session: {3}, Message: {4}, Offline {5}", - im.fromAgentID, im.fromAgentName, im.toAgentID, im.imSessionID, im.message, im.offline); - - // 1.20 protocol sends an UUID in the message field, instead of the friendship offer text. - // For interoperability, we have to clear that - if (Util.isUUID(im.message)) im.message = ""; - - // be sneeky and use the initiator-UUID as transactionID. This means we can be stateless. - // we have to look up the agent name on friendship-approval, though. - im.imSessionID = im.fromAgentID; - - if (m_TransferModule != null) - { - // Send it to whoever is the destination. - // If new friend is local, it will send an IM to the viewer. - // If new friend is remote, it will cause a OnGridInstantMessage on the remote server - m_TransferModule.SendInstantMessage( - im, - delegate(bool success) - { - m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success); - } - ); - } - } - - /// - /// Invoked when a user accepts a friendship offer. - /// - /// - /// - private void FriendshipAccepted(IClientAPI client, GridInstantMessage im) - { - m_log.DebugFormat("[FRIEND]: 39 - from client {0}, agent {2} {3}, imsession {4} to {5}: {6} (dialog {7})", - client.AgentId, im.fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog); - } - - /// - /// Invoked when a user declines a friendship offer. - /// - /// May not currently be used - see OnDenyFriendRequest() instead - /// - /// - private void FriendshipDeclined(IClientAPI client, GridInstantMessage im) - { - UUID fromAgentID = new UUID(im.fromAgentID); - UUID toAgentID = new UUID(im.toAgentID); - - // declining the friendship offer causes a type 40 IM being sent to the (possibly remote) initiator - // toAgentID is initiator, fromAgentID declined friendship - m_log.DebugFormat("[FRIEND]: 40 - from client {0}, agent {1} {2}, imsession {3} to {4}: {5} (dialog {6})", - client != null ? client.AgentId.ToString() : "", - fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog); - - // Send the decline to whoever is the destination. - GridInstantMessage msg - = new GridInstantMessage( - client.Scene, fromAgentID, client.Name, toAgentID, - im.dialog, im.message, im.offline != 0, im.Position); - - // If new friend is local, it will send an IM to the viewer. - // If new friend is remote, it will cause a OnGridInstantMessage on the remote server - m_TransferModule.SendInstantMessage(msg, - delegate(bool success) { - m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success); - } - ); - } - - private void OnGridInstantMessage(GridInstantMessage msg) - { - // This event won't be raised unless we have that agent, - // so we can depend on the above not trying to send - // via grid again - //m_log.DebugFormat("[FRIEND]: Got GridIM from {0}, to {1}, imSession {2}, message {3}, dialog {4}", - // msg.fromAgentID, msg.toAgentID, msg.imSessionID, msg.message, msg.dialog); - - if (msg.dialog == (byte)InstantMessageDialog.FriendshipOffered || - msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted || - msg.dialog == (byte)InstantMessageDialog.FriendshipDeclined) - { - // this should succeed as we *know* the root agent is here. - m_TransferModule.SendInstantMessage(msg, - delegate(bool success) { - //m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success); - } - ); - } - - if (msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted) - { - // for accept friendship, we have to do a bit more - ApproveFriendship(new UUID(msg.fromAgentID), new UUID(msg.toAgentID), msg.fromAgentName); - } - } - - private void ApproveFriendship(UUID fromAgentID, UUID toAgentID, string fromName) - { - m_log.DebugFormat("[FRIEND]: Approve friendship from {0} (ID: {1}) to {2}", - fromAgentID, fromName, toAgentID); - - // a new friend was added in the initiator's and friend's data, so the cache entries are wrong now. - lock (m_friendLists) - { - m_friendLists.Invalidate(fromAgentID.ToString()); - m_friendLists.Invalidate(toAgentID.ToString()); - } - - // now send presence update and add a calling card for the new friend - - ScenePresence initiator = GetAnyPresenceFromAgentID(toAgentID); - if (initiator == null) - { - // quite wrong. Shouldn't happen. - m_log.WarnFormat("[FRIEND]: Coudn't find initiator of friend request {0}", toAgentID); - return; - } - - m_log.DebugFormat("[FRIEND]: Tell {0} that {1} is online", - initiator.Name, fromName); - // tell initiator that friend is online - initiator.ControllingClient.SendAgentOnline(new UUID[] { fromAgentID }); - - // find the folder for the friend... - //InventoryFolderImpl folder = - // initiator.Scene.CommsManager.UserProfileCacheService.GetUserDetails(toAgentID).FindFolderForType((int)InventoryType.CallingCard); - IInventoryService invService = initiator.Scene.InventoryService; - InventoryFolderBase folder = invService.GetFolderForType(toAgentID, AssetType.CallingCard); - if (folder != null) - { - // ... and add the calling card - CreateCallingCard(initiator.ControllingClient, fromAgentID, folder.ID, fromName); - } ->>>>>>> master:OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs - } - public void AddRegion(Scene scene) { } @@ -594,10 +70,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends { } - public void Close() - { - } - public string Name { get { return "FriendsModule"; } @@ -608,29 +80,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends get { return null; } } - public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, - string offerMessage) - { - } - public void FindAgent(IClientAPI remoteClient, UUID hunter, UUID target) + public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage) { - List friendList = GetUserFriends(hunter); - foreach (FriendListItem item in friendList) - { - if(item.onlinestatus == true) - { - if(item.Friend == target && (item.FriendPerms & (uint)FriendRights.CanSeeOnMap) != 0) - { - ScenePresence SPTarget = ((Scene)remoteClient.Scene).GetScenePresence(target); - string regionname = SPTarget.Scene.RegionInfo.RegionName; - remoteClient.SendScriptTeleportRequest("FindAgent", regionname,new Vector3(SPTarget.AbsolutePosition),new Vector3(SPTarget.Lookat)); - } - } - else - { - remoteClient.SendAgentAlertMessage("The agent you are looking for is not online.", false); - } - } } public List GetUserFriends(UUID agentID) -- cgit v1.1