/* * 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; using System.Collections.Generic; using System.Reflection; using OpenMetaverse; using log4net; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; using OpenSim.Framework.Communications.Cache; namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer { public class InventoryTransferModule : IInventoryTransferModule, IRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// private List m_Scenelist = new List(); private Dictionary m_AgentRegions = new Dictionary(); #region IRegionModule Members public void Initialise(Scene scene, IConfigSource config) { if (config.Configs["Messaging"] != null) { // Allow disabling this module in config // if (config.Configs["Messaging"].GetString( "InventoryTransferModule", "InventoryTransferModule") != "InventoryTransferModule") return; } if (!m_Scenelist.Contains(scene)) { m_Scenelist.Add(scene); scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; scene.EventManager.OnClientClosed += ClientLoggedOut; } } public void PostInitialise() { } public void Close() { } public string Name { get { return "InventoryModule"; } } public bool IsSharedModule { get { return true; } } #endregion private void OnNewClient(IClientAPI client) { // Inventory giving is conducted via instant message client.OnInstantMessage += OnInstantMessage; } private Scene FindClientScene(UUID agentId) { lock (m_Scenelist) { foreach (Scene scene in m_Scenelist) { ScenePresence presence = scene.GetScenePresence(agentId); if (presence != null) { if (!presence.IsChildAgent) return scene; } } } return null; } private void OnInstantMessage(IClientAPI client, GridInstantMessage im) { Scene scene = FindClientScene(client.AgentId); if (scene == null) // Something seriously wrong here. return; if (im.dialog == (byte) InstantMessageDialog.InventoryOffered) { ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); // First byte of the array is probably the item type // Next 16 bytes are the UUID UUID itemID = new UUID(im.binaryBucket, 1); m_log.DebugFormat("[AGENT INVENTORY]: Inserting item {0} "+ "into agent {1}'s inventory", itemID, new UUID(im.toAgentID)); InventoryItemBase itemCopy = scene.GiveInventoryItem( new UUID(im.toAgentID), client.AgentId, itemID); byte[] itemCopyID = itemCopy.ID.GetBytes(); Array.Copy(itemCopyID, 0, im.binaryBucket, 1, 16); // Send the IM to the recipient. The item is already // in their inventory, so it will not be lost if // they are offline. // if (user != null && !user.IsChildAgent) { // User is online. So, let's make the item visible // user.ControllingClient.SendBulkUpdateInventory(itemCopy); // And notify. Transaction ID is the item ID. We get that // same ID back on the reply so we know what to act on // user.ControllingClient.SendInstantMessage( new UUID(im.fromAgentID), im.message, new UUID(im.toAgentID), im.fromAgentName, im.dialog, im.timestamp, itemCopy.ID, false, im.binaryBucket); return; } else { // Send via grid services // // TODO: Implement grid sending } } else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) { ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); if (user != null) // Local { user.ControllingClient.SendInstantMessage( new UUID(im.fromAgentID), im.message, new UUID(im.toAgentID), im.fromAgentName, im.dialog, im.timestamp, UUID.Zero, false, im.binaryBucket); } else { // Send via grid // // TODO: Implement sending via grid } } else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) { UUID itemID = new UUID(im.imSessionID); // The item, back from it's trip // Here, the recipient is local and we can assume that the // inventory is loaded. Courtesy of the above bulk update, // It will have been pushed to the client, too // CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService. GetUserDetails(client.AgentId); if (userInfo != null) { InventoryFolderImpl trashFolder = userInfo.FindFolderForType((int)AssetType.TrashFolder); InventoryItemBase item = userInfo.RootFolder.FindItem(itemID); if (trashFolder != null && item != null) { item.Folder = trashFolder.ID; userInfo.DeleteItem(itemID); scene.AddInventoryItem(client, item); } else { string reason = ""; if (trashFolder == null) reason += " Trash folder not found."; if (item == null) reason += " Item not found."; client.SendAgentAlertMessage("Unable to delete "+ "received item"+reason, false); } } ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); if (user != null) // Local { user.ControllingClient.SendInstantMessage( new UUID(im.fromAgentID), im.message, new UUID(im.toAgentID), im.fromAgentName, im.dialog, im.timestamp, UUID.Zero, false, im.binaryBucket); } else { // Send via grid // // TODO: Implement sending via grid } } } public void SetRootAgentScene(UUID agentID, Scene scene) { m_AgentRegions[agentID] = scene; } public bool NeedSceneCacheClear(UUID agentID, Scene scene) { if (!m_AgentRegions.ContainsKey(agentID)) { // Since we can get here two ways, we need to scan // the scenes here. This is somewhat more expensive // but helps avoid a nasty bug // foreach (Scene s in m_Scenelist) { ScenePresence presence; if (s.TryGetAvatar(agentID, out presence)) { // If the agent is in this scene, then we // are being called twice in a single // teleport. This is wasteful of cycles // but harmless due to this 2nd level check // // If the agent is found in another scene // then the list wasn't current // // If the agent is totally unknown, then what // are we even doing here?? // if (s == scene) return true; else return false; } } return true; } // The agent is left in current Scene, so we must be // going to another instance // if (m_AgentRegions[agentID] == scene) { m_AgentRegions.Remove(agentID); return true; } // Another region has claimed the agent // return false; } public void ClientLoggedOut(UUID agentID) { if (m_AgentRegions.ContainsKey(agentID)) m_AgentRegions.Remove(agentID); } } }