/*
* 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.Collections.Generic;
//using System.Reflection;
//using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Environment.Modules.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)
{
//System.Console.WriteLine("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;
}
}
}
//Console.WriteLine("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)
{
//System.Console.WriteLine("xferID: " + xferID + " packetID: " + packetID + " data!");
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
transactions.HandleXfer(xferID, packetID, data);
}
}
*/
}