/* * 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 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 { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] public class HGFriendsModule : FriendsModule, ISharedRegionModule, IFriendsModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); #region ISharedRegionModule public override string Name { get { return "HGFriendsModule"; } } #endregion protected override bool FetchFriendslist(IClientAPI client) { if (base.FetchFriendslist(client)) { UUID agentID = client.AgentId; // 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; if (Util.ParseUniversalUserIdentifier(finfo.Friend, out id, out url, out first, out last)) { 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)) { 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 FriendInfo[] GetFriendsFromService(IClientAPI client) { UserAccount account1 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, client.AgentId); if (account1 != null) return base.GetFriendsFromService(client); // Foreigner AgentCircuitData agentClientCircuit = ((Scene)(client.Scene)).AuthenticateHandler.GetAgentCircuitData(client.CircuitCode); string agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit); FriendInfo[] finfos = FriendsService.GetFriends(agentUUI); m_log.DebugFormat("[HGFRIENDS MODULE]: Fetched {0} local friends for visitor {1}", finfos.Length, agentUUI); return finfos; } 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; if (Util.ParseUniversalUserIdentifier(fid, out agentID, out url, out first, out last)) { IUserManagement userMan = m_Scenes[0].RequestModuleInterface(); userMan.AddUser(agentID, url + ";" + first + " " + last); try // our best { string[] parts = userMan.GetUserName(agentID).Split(); first = parts[0]; last = parts[1]; } catch { } 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 bool SimpleStore(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.SimpleStore(agentID, friendID, rights); } if (account1 != null) { FriendInfo[] finfos = GetFriends(agentID); if (finfos.Length > 0) { FriendInfo finfo = GetFriend(finfos, friendID); FriendsService.StoreFriend(agentID.ToString(), finfo.Friend, rights); return true; } } if (account2 != null) { IClientAPI client = LocateClientObject(agentID); if (client != null) { AgentCircuitData acircuit = m_Scenes[0].AuthenticateHandler.GetAgentCircuitData(client.CircuitCode); if (acircuit != null) { FriendsService.StoreFriend(Util.ProduceUserUniversalIdentifier(acircuit), 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("[XXX] HG Friendship! thisUUI={0}; friendUUI={1}; foreignThisFriendService={2}; foreignFriendFriendService={3}", agentUUI, friendUUI, agentFriendService, friendFriendService); 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 llok for its information in the friends list itself 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; } } } // store in the local friends service a reference to the foreign friend FriendsService.StoreFriend(agentID.ToString(), friendUUI, 1); // and also the converse FriendsService.StoreFriend(friendUUI, agentID.ToString(), 1); if (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); } } 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, 1); // and also the converse FriendsService.StoreFriend(agentUUI, 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); } } else // They're both foreigners! { HGFriendsServicesConnector friendsConn; if (agentClientCircuit != null) { friendsConn = new HGFriendsServicesConnector(agentFriendService, agentClientCircuit.SessionID, agentClientCircuit.ServiceSessionID); friendsConn.NewFriendship(agentID, friendUUI); } if (friendClientCircuit != null) { friendsConn = new HGFriendsServicesConnector(friendFriendService, friendClientCircuit.SessionID, friendClientCircuit.ServiceSessionID); friendsConn.NewFriendship(friendID, agentUUI); } } // my brain hurts now } 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 void DeleteFriendship(UUID agentID, UUID exfriendID) { base.DeleteFriendship(agentID, exfriendID); // Maybe some of the base deletes will fail. // Let's delete the local friendship with foreign friend FriendInfo[] friends = GetFriends(agentID); foreach (FriendInfo finfo in friends) { if (finfo.Friend != exfriendID.ToString() && finfo.Friend.StartsWith(exfriendID.ToString())) { FriendsService.Delete(agentID, exfriendID.ToString()); // TODO: delete the friendship on the other side // Should use the homeurl given in finfo.Friend } } } } }