/* * 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; using System.Collections.Generic; using System.IO; using System.Net.Sockets; using System.Reflection; using System.Text.RegularExpressions; using System.Threading; using libsecondlife; using log4net; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules.Avatar.Chat { public class ChatModule : IRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private const int DEBUG_CHANNEL = 2147483647; private int m_saydistance = 30; private int m_shoutdistance = 100; private int m_whisperdistance = 10; private List m_scenes = new List(); internal object m_syncInit = new object(); #region IRegionModule Members public void Initialise(Scene scene, IConfigSource config) { lock (m_syncInit) { if (!m_scenes.Contains(scene)) { m_scenes.Add(scene); scene.EventManager.OnNewClient += NewClient; scene.EventManager.OnChatFromWorld += SimChat; scene.EventManager.OnChatBroadcast += SimBroadcast; } // wrap this in a try block so that defaults will work if // the config file doesn't specify otherwise. try { m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); } catch (Exception) { } m_log.InfoFormat("[CHAT] initialized for {0} w:{1} s:{2} S:{3}", scene.RegionInfo.RegionName, m_whisperdistance, m_saydistance, m_shoutdistance); } } public void PostInitialise() { } public void Close() { } public string Name { get { return "ChatModule"; } } public bool IsSharedModule { get { return true; } } #endregion #region ISimChat Members public void SimBroadcast(Object sender, ChatFromViewerArgs c) { // We only want to relay stuff on channel 0 and on the debug channel if (c.Channel != 0 && c.Channel != DEBUG_CHANNEL) return; if (c.Channel == DEBUG_CHANNEL) c.Type = ChatTypeEnum.DebugChannel; // chat works by redistributing every incoming chat // message to each avatar in the scene LLVector3 pos = new LLVector3(128, 128, 30); ((Scene)c.Scene).ForEachScenePresence(delegate(ScenePresence presence) { if (presence.IsChildAgent) return; IClientAPI client = presence.ControllingClient; if ((c.Type == ChatTypeEnum.Owner) && (null != c.SenderObject) && (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) return; if (null == c.SenderObject) client.SendChatMessage(c.Message, (byte)c.Type, pos, c.From, LLUUID.Zero, (byte)ChatSourceType.Agent, (byte)ChatAudibleLevel.Fully); else client.SendChatMessage(c.Message, (byte)c.Type, pos, c.From, LLUUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully); }); } public void SimChat(Object sender, ChatFromViewerArgs e) { // early return if not on public or debug channel if (e.Channel != 0 && e.Channel != DEBUG_CHANNEL) return; ScenePresence avatar = null; Scene scene = (Scene) e.Scene; //TODO: Remove the need for this check if (scene == null) scene = m_scenes[0]; // Filled in since it's easier than rewriting right now. LLVector3 fromPos = e.Position; LLVector3 regionPos = new LLVector3(scene.RegionInfo.RegionLocX * Constants.RegionSize, scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); string fromName = e.From; string message = e.Message; LLUUID fromID = e.SenderUUID; if (e.Sender != null) { avatar = scene.GetScenePresence(e.Sender.AgentId); } if (avatar != null) { fromPos = avatar.AbsolutePosition; regionPos = new LLVector3(scene.RegionInfo.RegionLocX * Constants.RegionSize, scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); fromName = avatar.Firstname + " " + avatar.Lastname; fromID = e.Sender.AgentId; } if (e.Channel == DEBUG_CHANNEL) e.Type = ChatTypeEnum.DebugChannel; // chat works by redistributing every incoming chat // message to each avatar in the scene foreach (Scene s in m_scenes) { s.ForEachScenePresence(delegate(ScenePresence presence) { if (e.Channel == DEBUG_CHANNEL) { TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, e.Type, message, ChatSourceType.Object); } else { TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, e.Type, message, ChatSourceType.Agent); } }); } } #endregion public void NewClient(IClientAPI client) { try { client.OnChatFromViewer += SimChat; } catch (Exception ex) { m_log.Error("[CHAT]: NewClient exception trap:" + ex.ToString()); } } private void TrySendChatMessage(ScenePresence presence, LLVector3 fromPos, LLVector3 regionPos, LLUUID fromAgentID, string fromName, ChatTypeEnum type, string message, ChatSourceType src) { // don't send stuff to child agents if (presence.IsChildAgent) return; LLVector3 fromRegionPos = fromPos + regionPos; LLVector3 toRegionPos = presence.AbsolutePosition + regionPos; int dis = Math.Abs((int) Util.GetDistanceTo(toRegionPos, fromRegionPos)); if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance || type == ChatTypeEnum.Say && dis > m_saydistance || type == ChatTypeEnum.Shout && dis > m_shoutdistance) { return; } // TODO: should change so the message is sent through the avatar rather than direct to the ClientView presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); } } }