/* * 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 System.Reflection; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using Mono.Addins; namespace OpenSim.Region.CoreModules.Agent.AssetTransaction { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AssetTransactionModule")] public class AssetTransactionModule : INonSharedRegionModule, IAgentAssetTransactions { // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Scene m_Scene; private bool m_dumpAssetsToFile = false; private int m_levelUpload = 0; /// /// Each agent has its own singleton collection of transactions /// private Dictionary AgentTransactions = new Dictionary(); #region Region Module interface public void Initialise(IConfigSource source) { IConfig sconfig = source.Configs["Startup"]; if (sconfig != null) { m_levelUpload = sconfig.GetInt("LevelUpload", 0); } } public void AddRegion(Scene scene) { m_Scene = scene; scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += NewClient; } public void RegionLoaded(Scene scene) { } public void RemoveRegion(Scene scene) { } public void Close() { } public string Name { get { return "AgentTransactionModule"; } } public Type ReplaceableInterface { get { return typeof(IAgentAssetTransactions); } } #endregion public void NewClient(IClientAPI client) { client.OnAssetUploadRequest += HandleUDPUploadRequest; client.OnXferReceive += HandleXfer; } #region AgentAssetTransactions /// /// 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 = new AgentAssetTransactions(userID, m_Scene, 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 bool 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); return 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( // "[ASSET TRANSACTION MODULE]: 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( // "[ASSET TRANSACTION MODULE]: Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}", // item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName); 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 transactionID, sbyte type, byte[] data, bool storeLocal, bool tempFile) { // m_log.DebugFormat( // "[ASSET TRANSACTION MODULE]: HandleUDPUploadRequest - assetID: {0}, transaction {1}, type {2}, storeLocal {3}, tempFile {4}, data.Length {5}", // assetID, transactionID, type, storeLocal, tempFile, data.Length); if (((AssetType)type == AssetType.Texture || (AssetType)type == AssetType.Sound || (AssetType)type == AssetType.TextureTGA || (AssetType)type == AssetType.Animation) && tempFile == false) { ScenePresence avatar = null; Scene scene = (Scene)remoteClient.Scene; scene.TryGetScenePresence(remoteClient.AgentId, out avatar); // check user level if (avatar != null) { if (avatar.GodController.UserLevel < m_levelUpload) { remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient permissions.", false); return; } } // check funds IMoneyModule mm = scene.RequestModuleInterface(); if (mm != null) { if (!mm.UploadCovered(remoteClient.AgentId, mm.UploadCharge)) { remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false); return; } } } AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); AssetXferUploader uploader = transactions.RequestXferUploader(transactionID); uploader.StartUpload(remoteClient, assetID, transactionID, 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 length " + data.Length); AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); transactions.HandleXfer(xferID, packetID, data); } #endregion } }