From f5c312bc3c2567449c7268a54a08a54119f58d53 Mon Sep 17 00:00:00 2001 From: Adam Frisby Date: Wed, 30 Apr 2008 21:16:36 +0000 Subject: * Refactored Environment/Modules directory - modules now reside in their own directory with any associated module-specific classes. * Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.) * This should be moved into a seperate project file. --- .../AssetTransaction/AssetTransactionModule.cs | 286 +++++++++++++++++++++ 1 file changed, 286 insertions(+) create mode 100644 OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AssetTransactionModule.cs (limited to 'OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AssetTransactionModule.cs') diff --git a/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AssetTransactionModule.cs b/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AssetTransactionModule.cs new file mode 100644 index 0000000..ef81625 --- /dev/null +++ b/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AssetTransactionModule.cs @@ -0,0 +1,286 @@ +/* + * 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.Reflection; +using libsecondlife; +using log4net; +using Nini.Config; +using OpenSim.Framework; +using OpenSim.Region.Environment.Interfaces; +using OpenSim.Region.Environment.Modules.Agent.AssetTransaction; +using OpenSim.Region.Environment.Scenes; + +namespace OpenSim.Region.Environment.Modules.Agent.AssetTransaction +{ + public class AssetTransactionModule : IRegionModule, IAgentAssetTransactions + { + private readonly Dictionary RegisteredScenes = new Dictionary(); + private Scene m_scene = null; + private bool m_dumpAssetsToFile = false; + + private AgentAssetTransactionsManager m_transactionManager; + + public AssetTransactionModule() + { + // System.Console.WriteLine("creating AgentAssetTransactionModule"); + } + + public void Initialise(Scene scene, IConfigSource config) + { + if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID)) + { + // System.Console.WriteLine("initialising AgentAssetTransactionModule"); + RegisteredScenes.Add(scene.RegionInfo.RegionID, scene); + scene.RegisterModuleInterface(this); + + scene.EventManager.OnNewClient += NewClient; + } + + if (m_scene == null) + { + m_scene = scene; + if (config.Configs["StandAlone"] != null) + { + try + { + m_dumpAssetsToFile = config.Configs["StandAlone"].GetBoolean("dump_assets_to_file", false); + m_transactionManager = new AgentAssetTransactionsManager(m_scene, m_dumpAssetsToFile); + } + catch (Exception) + { + m_transactionManager = new AgentAssetTransactionsManager(m_scene, false); + } + } + else + { + m_transactionManager = new AgentAssetTransactionsManager(m_scene, false); + } + + } + } + + 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); + } + } + + public class AgentAssetTransactionsManager + { + private static readonly ILog m_log + = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + // Fields + public Scene MyScene; + + /// + /// Each agent has its own singleton collection of transactions + /// + private Dictionary AgentTransactions = + new Dictionary(); + + /// + /// Should we dump uploaded assets to the filesystem? + /// + private bool m_dumpAssetsToFile; + + public AgentAssetTransactionsManager(Scene scene, bool dumpAssetsToFile) + { + MyScene = scene; + m_dumpAssetsToFile = dumpAssetsToFile; + } + + /// + /// Get the collection of asset transactions for the given user. If one does not already exist, it + /// is created. + /// + /// + /// + 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]; + } + } + + /// + /// 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(LLUUID 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, 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); + } + + /// + /// 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, LLUUID transactionID, + InventoryItemBase item) + { + m_log.DebugFormat( + "[TRANSACTIONS MANAGER] Called HandleItemUpdateFromTransaction with item {0}", + item.Name); + + AgentAssetTransactions transactions + = GetUserTransactions(remoteClient.AgentId); + + transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item); + } + + /// + /// Request that a client (agent) begin an asset transfer. + /// + /// + /// + /// + /// + /// + /// + 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)) + { + + } + } + } + + /// + /// 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) + { + AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); + + transactions.HandleXfer(xferID, packetID, data); + } + } +} \ No newline at end of file -- cgit v1.1