/* * 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 OpenMetaverse; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Servers.HttpServer; namespace OpenSim.Framework.Communications { /// /// This class manages references to OpenSim non-region services (asset, inventory, user, etc.) /// /// /// TODO: Service retrieval needs to be managed via plugin and interfaces requests, as happens for region /// modules from scene. Among other things, this will allow this class to be used in many different contexts /// (from a grid service executable, to provide services on a region) without lots of messy nulls and confusion. /// Also, a post initialize step on the plugins will be needed so that we don't get tortuous problems with /// circular dependencies between plugins. public class CommunicationsManager { //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Dictionary m_nameRequestCache = new Dictionary(); public IUserService UserService { get { return m_userService; } } protected IUserService m_userService; public IMessagingService MessageService { get { return m_messageService; } } protected IMessagingService m_messageService; public IGridServices GridService { get { return m_gridService; } } protected IGridServices m_gridService; public UserProfileCacheService UserProfileCacheService { get { return m_userProfileCacheService; } } protected UserProfileCacheService m_userProfileCacheService; public IAvatarService AvatarService { get { return m_avatarService; } } protected IAvatarService m_avatarService; public IInterServiceInventoryServices InterServiceInventoryService { get { return m_interServiceInventoryService; } } protected IInterServiceInventoryServices m_interServiceInventoryService; public NetworkServersInfo NetworkServersInfo { get { return m_networkServersInfo; } } protected NetworkServersInfo m_networkServersInfo; /// /// Interface to user service for administrating users. /// public IUserAdminService UserAdminService { get { return m_userAdminService; } } protected IUserAdminService m_userAdminService; /// /// OpenSimulator's built in HTTP server /// public IHttpServer HttpServer { get { return m_httpServer; } } protected IHttpServer m_httpServer; /// /// Constructor /// /// /// /// /// public CommunicationsManager(NetworkServersInfo serversInfo, IHttpServer httpServer, IAssetCache assetCache, bool dumpAssetsToFile, LibraryRootFolder libraryRootFolder) { m_networkServersInfo = serversInfo; m_userProfileCacheService = new UserProfileCacheService(this, libraryRootFolder); m_httpServer = httpServer; } #region Inventory protected string m_defaultInventoryHost = "default"; protected List m_inventoryServices = new List(); // protected IInventoryServices m_inventoryService; protected List m_secureinventoryServices = new List(); public ISecureInventoryService SecureInventoryService { get { if (m_secureinventoryServices.Count > 0) { // return m_inventoryServices[0]; ISecureInventoryService invService; if (TryGetSecureInventoryService(m_defaultInventoryHost, out invService)) { return invService; } } return null; } } public IInventoryServices InventoryService { get { if (m_inventoryServices.Count > 0) { // return m_inventoryServices[0]; IInventoryServices invService; if (TryGetInventoryService(m_defaultInventoryHost, out invService)) { return invService; } } return null; } } public bool TryGetSecureInventoryService(string host, out ISecureInventoryService inventoryService) { if ((host == string.Empty) || (host == "default")) { host = m_defaultInventoryHost; } lock (m_secureinventoryServices) { foreach (ISecureInventoryService service in m_secureinventoryServices) { if (service.Host == host) { inventoryService = service; return true; } } } inventoryService = null; return false; } public bool TryGetInventoryService(string host, out IInventoryServices inventoryService) { if ((host == string.Empty) || (host == "default")) { host = m_defaultInventoryHost; } lock (m_inventoryServices) { foreach (IInventoryServices service in m_inventoryServices) { if (service.Host == host) { inventoryService = service; return true; } } } inventoryService = null; return false; } public virtual void AddInventoryService(string hostUrl) { } public virtual void AddSecureInventoryService(string hostUrl) { } public virtual void AddSecureInventoryService(ISecureInventoryService service) { lock (m_secureinventoryServices) { m_secureinventoryServices.Add(service); } } public virtual void AddInventoryService(IInventoryServices service) { lock (m_inventoryServices) { m_inventoryServices.Add(service); } } #endregion #region Friend Methods /// /// Adds a new friend to the database for XUser /// /// The agent that who's friends list is being added to /// The agent that being added to the friends list of the friends list owner /// A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects public void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms) { m_userService.AddNewUserFriend(friendlistowner, friend, perms); } /// /// Logs off a user and does the appropriate communications /// /// /// /// /// /// public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat) { m_userService.LogOffUser(userid, regionid, regionhandle, position, lookat); } /// /// Logs off a user and does the appropriate communications (deprecated as of 2008-08-27) /// /// /// /// /// /// /// public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz) { m_userService.LogOffUser(userid, regionid, regionhandle, posx, posy, posz); } /// /// Delete friend on friendlistowner's friendlist. /// /// The agent that who's friends list is being updated /// The Ex-friend agent public void RemoveUserFriend(UUID friendlistowner, UUID friend) { m_userService.RemoveUserFriend(friendlistowner, friend); } /// /// Update permissions for friend on friendlistowner's friendlist. /// /// The agent that who's friends list is being updated /// The agent that is getting or loosing permissions /// A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects public void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms) { m_userService.UpdateUserFriendPerms(friendlistowner, friend, perms); } /// /// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship for UUID friendslistowner /// /// The agent that we're retreiving the friends Data. public List GetUserFriendList(UUID friendlistowner) { return m_userService.GetUserFriendList(friendlistowner); } public Dictionary GetFriendRegionInfos(List uuids) { return m_messageService.GetFriendRegionInfos(uuids); } #endregion #region Packet Handlers public void UpdateAvatarPropertiesRequest(IClientAPI remote_client, UserProfileData UserProfile) { m_userService.UpdateUserProfile(UserProfile); return; } public void HandleUUIDNameRequest(UUID uuid, IClientAPI remote_client) { if (uuid == m_userProfileCacheService.LibraryRoot.Owner) { remote_client.SendNameReply(uuid, "Mr", "OpenSim"); } else { string[] names = doUUIDNameRequest(uuid); if (names.Length == 2) { remote_client.SendNameReply(uuid, names[0], names[1]); } } } private string[] doUUIDNameRequest(UUID uuid) { string[] returnstring = new string[0]; bool doLookup = false; lock (m_nameRequestCache) { if (m_nameRequestCache.ContainsKey(uuid)) { returnstring = m_nameRequestCache[uuid]; } else { // we don't want to lock the dictionary while we're doing the lookup doLookup = true; } } if (doLookup) { UserProfileData profileData = m_userService.GetUserProfile(uuid); if (profileData != null) { returnstring = new string[2]; // UUID profileId = profileData.ID; returnstring[0] = profileData.FirstName; returnstring[1] = profileData.SurName; lock (m_nameRequestCache) { if (!m_nameRequestCache.ContainsKey(uuid)) m_nameRequestCache.Add(uuid, returnstring); } } } return returnstring; } public bool UUIDNameCachedTest(UUID uuid) { lock (m_nameRequestCache) return m_nameRequestCache.ContainsKey(uuid); } public string UUIDNameRequestString(UUID uuid) { string[] names = doUUIDNameRequest(uuid); if (names.Length == 2) { string firstname = names[0]; string lastname = names[1]; return firstname + " " + lastname; } return "(hippos)"; } public List GenerateAgentPickerRequestResponse(UUID queryID, string query) { List pickerlist = m_userService.GenerateAgentPickerRequestResponse(queryID, query); return pickerlist; } #endregion } }