/* * 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.Reflection; //using log4net; namespace OpenSim.Region.CoreModules.Agent.AssetTransaction { /* public class AgentAssetTransactionsManager { //private static readonly ILog m_log // = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// 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 Scene MyScene; 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(UUID userID) { lock (AgentTransactions) { if (!AgentTransactions.ContainsKey(userID)) { AgentAssetTransactions transactions = null; //= 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(UUID 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, UUID transactionID, UUID 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, UUID 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); } /// /// Update a task inventory item with data that has been received through a transaction. /// /// This is currently called when, for instance, a notecard in a prim is saved. The data is sent /// up through a single AssetUploadRequest. A subsequent UpdateTaskInventory then references the transaction /// and comes through this method. /// /// /// /// public void HandleTaskItemUpdateFromTransaction( IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item) { // m_log.DebugFormat( // "[TRANSACTIONS MANAGER] Called HandleTaskItemUpdateFromTransaction with item {0}", // item.Name); AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); transactions.RequestUpdateTaskInventoryItem(remoteClient, part, transactionID, item); } /// /// Request that a client (agent) begin an asset transfer. /// /// /// /// /// /// /// public void HandleUDPUploadRequest(IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal, bool tempFile) { //m_log.Debug("HandleUDPUploadRequest - assetID: " + assetID.ToString() + " transaction: " + transaction.ToString() + " type: " + type.ToString() + " storelocal: " + storeLocal + " tempFile: " + tempFile); if (((AssetType)type == AssetType.Texture || (AssetType)type == AssetType.Sound || (AssetType)type == AssetType.TextureTGA || (AssetType)type == AssetType.Animation) && tempFile == false) { Scene scene = (Scene)remoteClient.Scene; IMoneyModule mm = scene.RequestModuleInterface(); if (mm != null) { if (!mm.UploadCovered(remoteClient)) { remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false); return; } } } //m_log.Debug("asset upload of " + assetID); AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); AssetXferUploader uploader = transactions.RequestXferUploader(transaction); if (uploader != null) { 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) { //m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data!"); AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); transactions.HandleXfer(xferID, packetID, data); } } */ }