/* * 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.Specialized; using System.Reflection; using System.IO; using System.Web; using Mono.Addins; using log4net; using Nini.Config; using OpenMetaverse; using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using Caps = OpenSim.Framework.Capabilities.Caps; using OpenSim.Framework.Capabilities; namespace OpenSim.Region.ClientStack.Linden { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] public class NewFileAgentInventoryVariablePriceModule : INonSharedRegionModule { // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; // private IAssetService m_assetService; private bool m_dumpAssetsToFile = false; private bool m_enabled = true; private int m_levelUpload = 0; #region IRegionModuleBase Members public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource source) { IConfig meshConfig = source.Configs["Mesh"]; if (meshConfig == null) return; m_enabled = meshConfig.GetBoolean("AllowMeshUpload", true); m_levelUpload = meshConfig.GetInt("LevelUpload", 0); } public void AddRegion(Scene pScene) { m_scene = pScene; } public void RemoveRegion(Scene scene) { m_scene.EventManager.OnRegisterCaps -= RegisterCaps; m_scene = null; } public void RegionLoaded(Scene scene) { // m_assetService = m_scene.RequestModuleInterface(); m_scene.EventManager.OnRegisterCaps += RegisterCaps; } #endregion #region IRegionModule Members public void Close() { } public string Name { get { return "NewFileAgentInventoryVariablePriceModule"; } } public void RegisterCaps(UUID agentID, Caps caps) { if(!m_enabled) return; UUID capID = UUID.Random(); // m_log.Debug("[NEW FILE AGENT INVENTORY VARIABLE PRICE]: /CAPS/" + capID); caps.RegisterHandler("NewFileAgentInventoryVariablePrice", new LLSDStreamhandler("POST", "/CAPS/" + capID.ToString(), delegate(LLSDAssetUploadRequest req) { return NewAgentInventoryRequest(req,agentID); })); } #endregion public LLSDNewFileAngentInventoryVariablePriceReplyResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID) { //TODO: The Mesh uploader uploads many types of content. If you're going to implement a Money based limit // You need to be aware of this and //if (llsdRequest.asset_type == "texture" || // llsdRequest.asset_type == "animation" || // llsdRequest.asset_type == "sound") // { // check user level ScenePresence avatar = null; IClientAPI client = null; m_scene.TryGetScenePresence(agentID, out avatar); if (avatar != null) { client = avatar.ControllingClient; if (avatar.UserLevel < m_levelUpload) { if (client != null) client.SendAgentAlertMessage("Unable to upload asset. Insufficient permissions.", false); LLSDNewFileAngentInventoryVariablePriceReplyResponse errorResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse(); errorResponse.rsvp = ""; errorResponse.state = "error"; return errorResponse; } } // check funds IMoneyModule mm = m_scene.RequestModuleInterface(); if (mm != null) { if (!mm.UploadCovered(agentID, mm.UploadCharge)) { if (client != null) client.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false); LLSDNewFileAngentInventoryVariablePriceReplyResponse errorResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse(); errorResponse.rsvp = ""; errorResponse.state = "error"; return errorResponse; } } // } string assetName = llsdRequest.name; string assetDes = llsdRequest.description; string capsBase = "/CAPS/NewFileAgentInventoryVariablePrice/"; UUID newAsset = UUID.Random(); UUID newInvItem = UUID.Random(); UUID parentFolder = llsdRequest.folder_id; string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000") + "/"; AssetUploader uploader = new AssetUploader(assetName, assetDes, newAsset, newInvItem, parentFolder, llsdRequest.inventory_type, llsdRequest.asset_type, capsBase + uploaderPath, MainServer.Instance, m_dumpAssetsToFile); MainServer.Instance.AddStreamHandler( new BinaryStreamHandler("POST", capsBase + uploaderPath, uploader.uploaderCaps)); string protocol = "http://"; if (MainServer.Instance.UseSSL) protocol = "https://"; string uploaderURL = protocol + m_scene.RegionInfo.ExternalHostName + ":" + MainServer.Instance.Port.ToString() + capsBase + uploaderPath; LLSDNewFileAngentInventoryVariablePriceReplyResponse uploadResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse(); uploadResponse.rsvp = uploaderURL; uploadResponse.state = "upload"; uploadResponse.resource_cost = 0; uploadResponse.upload_price = 0; uploader.OnUpLoad += //UploadCompleteHandler; delegate( string passetName, string passetDescription, UUID passetID, UUID pinventoryItem, UUID pparentFolder, byte[] pdata, string pinventoryType, string passetType) { UploadCompleteHandler(passetName, passetDescription, passetID, pinventoryItem, pparentFolder, pdata, pinventoryType, passetType,agentID); }; return uploadResponse; } public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID, UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, string assetType,UUID AgentID) { // m_log.DebugFormat( // "[NEW FILE AGENT INVENTORY VARIABLE PRICE MODULE]: Upload complete for {0}", inventoryItem); sbyte assType = 0; sbyte inType = 0; if (inventoryType == "sound") { inType = 1; assType = 1; } else if (inventoryType == "animation") { inType = 19; assType = 20; } else if (inventoryType == "wearable") { inType = 18; switch (assetType) { case "bodypart": assType = 13; break; case "clothing": assType = 5; break; } } else if (inventoryType == "mesh") { inType = (sbyte)InventoryType.Mesh; assType = (sbyte)AssetType.Mesh; } AssetBase asset; asset = new AssetBase(assetID, assetName, assType, AgentID.ToString()); asset.Data = data; if (m_scene.AssetService != null) m_scene.AssetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.Owner = AgentID; item.CreatorId = AgentID.ToString(); item.ID = inventoryItem; item.AssetID = asset.FullID; item.Description = assetDescription; item.Name = assetName; item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); item.BasePermissions = (uint)PermissionMask.All; item.EveryOnePermissions = 0; item.NextPermissions = (uint)PermissionMask.All; item.CreationDate = Util.UnixTimeSinceEpoch(); m_scene.AddInventoryItem(item); } } }