/* * 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.Generic; using System.Reflection; using System.Threading; using log4net; using Nini.Config; using Nwc.XmlRpc; using Mono.Addins; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using OpenSim.Services.Connectors.Hypergrid; using FriendInfo = OpenSim.Services.Interfaces.FriendInfo; using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.CoreModules.Avatar.Friends { public class HGFriendsModule : FriendsModule, ISharedRegionModule, IFriendsModule, IFriendsSimConnector { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); #region ISharedRegionModule public override string Name { get { return "HGFriendsModule"; } } public override void AddRegion(Scene scene) { if (!m_Enabled) return; base.AddRegion(scene); scene.RegisterModuleInterface(this); } #endregion #region IFriendsSimConnector /// /// Notify the user that the friend's status changed /// /// user to be notified /// friend whose status changed /// status /// public bool StatusNotify(UUID friendID, UUID userID, bool online) { return LocalStatusNotification(friendID, userID, online); } #endregion protected override bool CacheFriends(IClientAPI client) { if (base.CacheFriends(client)) { UUID agentID = client.AgentId; // we do this only for the root agent if (m_Friends[agentID].Refcount == 1) { // We need to preload the user management cache with the names // of foreign friends, just like we do with SOPs' creators foreach (FriendInfo finfo in m_Friends[agentID].Friends) { if (finfo.TheirFlags != -1) { UUID id; if (!UUID.TryParse(finfo.Friend, out id)) { string url = string.Empty, first = string.Empty, last = string.Empty, tmp = string.Empty; if (Util.ParseUniversalUserIdentifier(finfo.Friend, out id, out url, out first, out last, out tmp)) { IUserManagement uMan = m_Scenes[0].RequestModuleInterface(); uMan.AddUser(id, url + ";" + first + " " + last); } } } } return true; } } return false; } public override bool SendFriendsOnlineIfNeeded(IClientAPI client) { if (base.SendFriendsOnlineIfNeeded(client)) { AgentCircuitData aCircuit = ((Scene)client.Scene).AuthenticateHandler.GetAgentCircuitData(client.AgentId); if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) { UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(client.Scene.RegionInfo.ScopeID, client.AgentId); if (account == null) // foreign { FriendInfo[] friends = GetFriends(client.AgentId); foreach (FriendInfo f in friends) { client.SendChangeUserRights(new UUID(f.Friend), client.AgentId, f.TheirFlags); } } } } return false; } protected override void GetOnlineFriends(UUID userID, List friendList, /*collector*/ List online) { List fList = new List(); foreach (string s in friendList) { if (s.Length < 36) m_log.WarnFormat( "[HGFRIENDS MODULE]: Ignoring friend {0} ({1} chars) for {2} since identifier too short", s, s.Length, userID); else fList.Add(s.Substring(0, 36)); } PresenceInfo[] presence = PresenceService.GetAgents(fList.ToArray()); foreach (PresenceInfo pi in presence) { UUID presenceID; if (UUID.TryParse(pi.UserID, out presenceID)) online.Add(presenceID); } } //protected override void GetOnlineFriends(UUID userID, List friendList, /*collector*/ List online) //{ // // Let's single out the UUIs // List localFriends = new List(); // List foreignFriends = new List(); // string tmp = string.Empty; // foreach (string s in friendList) // { // UUID id; // if (UUID.TryParse(s, out id)) // localFriends.Add(s); // else if (Util.ParseUniversalUserIdentifier(s, out id, out tmp, out tmp, out tmp, out tmp)) // { // foreignFriends.Add(s); // // add it here too, who knows maybe the foreign friends happens to be on this grid // localFriends.Add(id.ToString()); // } // } // // OK, see who's present on this grid // List toBeRemoved = new List(); // PresenceInfo[] presence = PresenceService.GetAgents(localFriends.ToArray()); // foreach (PresenceInfo pi in presence) // { // UUID presenceID; // if (UUID.TryParse(pi.UserID, out presenceID)) // { // online.Add(presenceID); // foreach (string s in foreignFriends) // if (s.StartsWith(pi.UserID)) // toBeRemoved.Add(s); // } // } // foreach (string s in toBeRemoved) // foreignFriends.Remove(s); // // OK, let's send this up the stack, and leave a closure here // // collecting online friends in other grids // Util.FireAndForget(delegate { CollectOnlineFriendsElsewhere(userID, foreignFriends); }); //} //private void CollectOnlineFriendsElsewhere(UUID userID, List foreignFriends) //{ // // let's divide the friends on a per-domain basis // Dictionary> friendsPerDomain = new Dictionary>(); // foreach (string friend in foreignFriends) // { // UUID friendID; // if (!UUID.TryParse(friend, out friendID)) // { // // it's a foreign friend // string url = string.Empty, tmp = string.Empty; // if (Util.ParseUniversalUserIdentifier(friend, out friendID, out url, out tmp, out tmp, out tmp)) // { // if (!friendsPerDomain.ContainsKey(url)) // friendsPerDomain[url] = new List(); // friendsPerDomain[url].Add(friend); // } // } // } // // Now, call those worlds // foreach (KeyValuePair> kvp in friendsPerDomain) // { // List ids = new List(); // foreach (string f in kvp.Value) // ids.Add(f); // UserAgentServiceConnector uConn = new UserAgentServiceConnector(kvp.Key); // List online = uConn.GetOnlineFriends(userID, ids); // // Finally send the notifications to the user // // this whole process may take a while, so let's check at every // // iteration that the user is still here // IClientAPI client = LocateClientObject(userID); // if (client != null) // client.SendAgentOnline(online.ToArray()); // else // break; // } //} protected override void StatusNotify(List friendList, UUID userID, bool online) { // First, let's divide the friends on a per-domain basis Dictionary> friendsPerDomain = new Dictionary>(); foreach (FriendInfo friend in friendList) { UUID friendID; if (UUID.TryParse(friend.Friend, out friendID)) { if (!friendsPerDomain.ContainsKey("local")) friendsPerDomain["local"] = new List(); friendsPerDomain["local"].Add(friend); } else { // it's a foreign friend string url = string.Empty, tmp = string.Empty; if (Util.ParseUniversalUserIdentifier(friend.Friend, out friendID, out url, out tmp, out tmp, out tmp)) { // Let's try our luck in the local sim. Who knows, maybe it's here if (LocalStatusNotification(userID, friendID, online)) continue; if (!friendsPerDomain.ContainsKey(url)) friendsPerDomain[url] = new List(); friendsPerDomain[url].Add(friend); } } } // For the local friends, just call the base method // Let's do this first of all if (friendsPerDomain.ContainsKey("local")) base.StatusNotify(friendsPerDomain["local"], userID, online); foreach (KeyValuePair> kvp in friendsPerDomain) { if (kvp.Key != "local") { // For the others, call the user agent service List ids = new List(); foreach (FriendInfo f in kvp.Value) ids.Add(f.Friend); UserAgentServiceConnector uConn = new UserAgentServiceConnector(kvp.Key); List friendsOnline = uConn.StatusNotification(ids, userID, online); if (online && friendsOnline.Count > 0) { IClientAPI client = LocateClientObject(userID); if (client != null) client.SendAgentOnline(friendsOnline.ToArray()); } } } } protected override bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last) { first = "Unknown"; last = "User"; if (base.GetAgentInfo(scopeID, fid, out agentID, out first, out last)) return true; // fid is not a UUID... string url = string.Empty, tmp = string.Empty; if (Util.ParseUniversalUserIdentifier(fid, out agentID, out url, out first, out last, out tmp)) { IUserManagement userMan = m_Scenes[0].RequestModuleInterface(); userMan.AddUser(agentID, first, last, url); return true; } return false; } protected override string GetFriendshipRequesterName(UUID agentID) { // For the time being we assume that HG friendship requests can only happen // when avies are on the same region. IClientAPI client = LocateClientObject(agentID); if (client != null) return client.FirstName + " " + client.LastName; else return base.GetFriendshipRequesterName(agentID); } protected override string FriendshipMessage(string friendID) { UUID id; if (UUID.TryParse(friendID, out id)) return base.FriendshipMessage(friendID); return "Please confirm this friendship you made while you were away."; } protected override FriendInfo GetFriend(FriendInfo[] friends, UUID friendID) { foreach (FriendInfo fi in friends) { if (fi.Friend.StartsWith(friendID.ToString())) return fi; } return null; } protected override FriendInfo[] GetFriendsFromService(IClientAPI client) { UserAccount account1 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, client.AgentId); if (account1 != null) return base.GetFriendsFromService(client); FriendInfo[] finfos = new FriendInfo[0]; // Foreigner AgentCircuitData agentClientCircuit = ((Scene)(client.Scene)).AuthenticateHandler.GetAgentCircuitData(client.CircuitCode); if (agentClientCircuit != null) { string agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit); finfos = FriendsService.GetFriends(agentUUI); m_log.DebugFormat("[HGFRIENDS MODULE]: Fetched {0} local friends for visitor {1}", finfos.Length, agentUUI); } return finfos; } protected override bool StoreRights(UUID agentID, UUID friendID, int rights) { UserAccount account1 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, agentID); UserAccount account2 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, friendID); // Are they both local users? if (account1 != null && account2 != null) { // local grid users return base.StoreRights(agentID, friendID, rights); } if (account1 != null) // agent is local, friend is foreigner { FriendInfo[] finfos = GetFriends(agentID); FriendInfo finfo = GetFriend(finfos, friendID); if (finfo != null) { FriendsService.StoreFriend(agentID.ToString(), finfo.Friend, rights); return true; } } if (account2 != null) // agent is foreigner, friend is local { string agentUUI = GetUUI(friendID, agentID); if (agentUUI != string.Empty) { FriendsService.StoreFriend(agentUUI, friendID.ToString(), rights); return true; } } return false; } protected override void StoreBackwards(UUID friendID, UUID agentID) { UserAccount account1 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, agentID); UserAccount account2 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, friendID); // Are they both local users? if (account1 != null && account2 != null) { // local grid users m_log.DebugFormat("[HGFRIENDS MODULE]: Users are both local"); base.StoreBackwards(friendID, agentID); return; } // no provision for this temporary friendship state //FriendsService.StoreFriend(friendID.ToString(), agentID.ToString(), 0); } protected override void StoreFriendships(UUID agentID, UUID friendID) { UserAccount agentAccount = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, agentID); UserAccount friendAccount = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, friendID); // Are they both local users? if (agentAccount != null && friendAccount != null) { // local grid users m_log.DebugFormat("[HGFRIENDS MODULE]: Users are both local"); base.StoreFriendships(agentID, friendID); return; } // ok, at least one of them is foreigner, let's get their data IClientAPI agentClient = LocateClientObject(agentID); IClientAPI friendClient = LocateClientObject(friendID); AgentCircuitData agentClientCircuit = null; AgentCircuitData friendClientCircuit = null; string agentUUI = string.Empty; string friendUUI = string.Empty; string agentFriendService = string.Empty; string friendFriendService = string.Empty; if (agentClient != null) { agentClientCircuit = ((Scene)(agentClient.Scene)).AuthenticateHandler.GetAgentCircuitData(agentClient.CircuitCode); agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit); agentFriendService = agentClientCircuit.ServiceURLs["FriendsServerURI"].ToString(); } if (friendClient != null) { friendClientCircuit = ((Scene)(friendClient.Scene)).AuthenticateHandler.GetAgentCircuitData(friendClient.CircuitCode); friendUUI = Util.ProduceUserUniversalIdentifier(friendClientCircuit); friendFriendService = friendClientCircuit.ServiceURLs["FriendsServerURI"].ToString(); } m_log.DebugFormat("[HGFRIENDS MODULE] HG Friendship! thisUUI={0}; friendUUI={1}; foreignThisFriendService={2}; foreignFriendFriendService={3}", agentUUI, friendUUI, agentFriendService, friendFriendService); // Generate a random 8-character hex number that will sign this friendship string secret = UUID.Random().ToString().Substring(0, 8); if (agentAccount != null) // agent is local, 'friend' is foreigner { // This may happen when the agent returned home, in which case the friend is not there // We need to look for its information in the friends list itself bool confirming = false; if (friendUUI == string.Empty) { FriendInfo[] finfos = GetFriends(agentID); foreach (FriendInfo finfo in finfos) { if (finfo.TheirFlags == -1) { if (finfo.Friend.StartsWith(friendID.ToString())) { friendUUI = finfo.Friend; confirming = true; } } } } // If it's confirming the friendship, we already have the full friendUUI with the secret string theFriendUUID = confirming ? friendUUI : friendUUI + ";" + secret; // store in the local friends service a reference to the foreign friend FriendsService.StoreFriend(agentID.ToString(), theFriendUUID, 1); // and also the converse FriendsService.StoreFriend(theFriendUUID, agentID.ToString(), 1); if (!confirming && friendClientCircuit != null) { // store in the foreign friends service a reference to the local agent HGFriendsServicesConnector friendsConn = new HGFriendsServicesConnector(friendFriendService, friendClientCircuit.SessionID, friendClientCircuit.ServiceSessionID); friendsConn.NewFriendship(friendID, agentUUI + ";" + secret); } } else if (friendAccount != null) // 'friend' is local, agent is foreigner { // store in the local friends service a reference to the foreign agent FriendsService.StoreFriend(friendID.ToString(), agentUUI + ";" + secret, 1); // and also the converse FriendsService.StoreFriend(agentUUI + ";" + secret, friendID.ToString(), 1); if (agentClientCircuit != null) { // store in the foreign friends service a reference to the local agent HGFriendsServicesConnector friendsConn = new HGFriendsServicesConnector(agentFriendService, agentClientCircuit.SessionID, agentClientCircuit.ServiceSessionID); friendsConn.NewFriendship(agentID, friendUUI + ";" + secret); } } else // They're both foreigners! { HGFriendsServicesConnector friendsConn; if (agentClientCircuit != null) { friendsConn = new HGFriendsServicesConnector(agentFriendService, agentClientCircuit.SessionID, agentClientCircuit.ServiceSessionID); friendsConn.NewFriendship(agentID, friendUUI + ";" + secret); } if (friendClientCircuit != null) { friendsConn = new HGFriendsServicesConnector(friendFriendService, friendClientCircuit.SessionID, friendClientCircuit.ServiceSessionID); friendsConn.NewFriendship(friendID, agentUUI + ";" + secret); } } // my brain hurts now } protected override bool DeleteFriendship(UUID agentID, UUID exfriendID) { UserAccount agentAccount = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, agentID); UserAccount friendAccount = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, exfriendID); // Are they both local users? if (agentAccount != null && friendAccount != null) { // local grid users return base.DeleteFriendship(agentID, exfriendID); } // ok, at least one of them is foreigner, let's get their data string agentUUI = string.Empty; string friendUUI = string.Empty; if (agentAccount != null) // agent is local, 'friend' is foreigner { // We need to look for its information in the friends list itself FriendInfo[] finfos = GetFriends(agentID); FriendInfo finfo = GetFriend(finfos, exfriendID); if (finfo != null) { friendUUI = finfo.Friend; // delete in the local friends service the reference to the foreign friend FriendsService.Delete(agentID, friendUUI); // and also the converse FriendsService.Delete(friendUUI, agentID.ToString()); // notify the exfriend's service Util.FireAndForget(delegate { Delete(exfriendID, agentID, friendUUI); }); m_log.DebugFormat("[HGFRIENDS MODULE]: {0} terminated {1}", agentID, friendUUI); return true; } } else if (friendAccount != null) // agent is foreigner, 'friend' is local { agentUUI = GetUUI(exfriendID, agentID); if (agentUUI != string.Empty) { // delete in the local friends service the reference to the foreign agent FriendsService.Delete(exfriendID, agentUUI); // and also the converse FriendsService.Delete(agentUUI, exfriendID.ToString()); // notify the agent's service? Util.FireAndForget(delegate { Delete(agentID, exfriendID, agentUUI); }); m_log.DebugFormat("[HGFRIENDS MODULE]: {0} terminated {1}", agentUUI, exfriendID); return true; } } //else They're both foreigners! Can't handle this return false; } private string GetUUI(UUID localUser, UUID foreignUser) { // Let's see if the user is here by any chance FriendInfo[] finfos = GetFriends(localUser); if (finfos != EMPTY_FRIENDS) // friend is here, cool { FriendInfo finfo = GetFriend(finfos, foreignUser); if (finfo != null) { return finfo.Friend; } } else // user is not currently on this sim, need to get from the service { finfos = FriendsService.GetFriends(localUser); foreach (FriendInfo finfo in finfos) { if (finfo.Friend.StartsWith(foreignUser.ToString())) // found it! { return finfo.Friend; } } } return string.Empty; } private void Delete(UUID foreignUser, UUID localUser, string uui) { UUID id; string url = string.Empty, secret = string.Empty, tmp = string.Empty; if (Util.ParseUniversalUserIdentifier(uui, out id, out url, out tmp, out tmp, out secret)) { m_log.DebugFormat("[HGFRIENDS MODULE]: Deleting friendship from {0}", url); HGFriendsServicesConnector friendConn = new HGFriendsServicesConnector(url); friendConn.DeleteFriendship(foreignUser, localUser, secret); } } } }