/* * 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.IO; using System.Net.Sockets; using System.Threading; using System.Collections.Generic; using libsecondlife; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Utilities; using OpenSim.Framework.Console; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules { public class ChatModule : IRegionModule, ISimChat { private List m_scenes = new List(); private LogBase m_log; private string m_server = null; private int m_port = 6668; private string m_user = "USER OpenSimBot 8 * :I'm a OpenSim to irc bot"; private string m_nick = null; private string m_channel = null; private NetworkStream m_stream; private TcpClient m_irc; private StreamWriter m_ircWriter; private StreamReader m_ircReader; private Thread pingSender; private Thread listener; private bool m_enable_irc = false; private bool connected = false; public ChatModule() { m_nick = "OSimBot" + Util.RandomClass.Next(1, 99); m_irc = null; m_ircWriter = null; m_ircReader = null; m_log = OpenSim.Framework.Console.MainLog.Instance; } public void Initialise(Scene scene, Nini.Config.IConfigSource config) { try { m_server = config.Configs["IRC"].GetString("server"); m_nick = config.Configs["IRC"].GetString("nick"); m_channel = config.Configs["IRC"].GetString("channel"); m_port = config.Configs["IRC"].GetInt("port", m_port); m_user = config.Configs["IRC"].GetString("username", m_user); if (m_server != null && m_nick != null && m_channel != null) { m_enable_irc = true; } } catch (Exception e) { Console.WriteLine("No IRC config information, skipping IRC bridge configuration"); } if (!m_scenes.Contains(scene)) { m_scenes.Add(scene); scene.EventManager.OnNewClient += NewClient; scene.RegisterModuleInterface(this); } } public void PostInitialise() { if( m_enable_irc ) { try { m_irc = new TcpClient(m_server, m_port); m_stream = m_irc.GetStream(); m_ircReader = new StreamReader(m_stream); m_ircWriter = new StreamWriter(m_stream); pingSender = new Thread(new ThreadStart(this.PingRun)); pingSender.Start(); listener = new Thread(new ThreadStart(this.ListenerRun)); listener.Start(); m_ircWriter.WriteLine(m_user); m_ircWriter.Flush(); m_ircWriter.WriteLine("NICK " + m_nick); m_ircWriter.Flush(); m_ircWriter.WriteLine("JOIN " + m_channel); m_ircWriter.Flush(); connected = true; } catch (Exception e) { Console.WriteLine(e.ToString()); } } } public void Close() { m_ircWriter.Close(); m_ircReader.Close(); m_irc.Close(); } public string Name { get { return "ChatModule"; } } public bool IsSharedModule { get { return true; } } public void NewClient(IClientAPI client) { client.OnChatFromViewer += SimChat; } public void PingRun() { while (true) { m_ircWriter.WriteLine("PING :" + m_server); m_ircWriter.Flush(); Thread.Sleep(15000); } } public void ListenerRun() { string inputLine; LLVector3 pos = new LLVector3(128, 128, 20); while (true) { while ((inputLine = m_ircReader.ReadLine()) != null) { Console.WriteLine(inputLine); if (inputLine.Contains(m_channel)) { string mess = inputLine.Substring(inputLine.IndexOf(m_channel)); foreach (Scene m_scene in m_scenes) { m_scene.Broadcast(delegate(IClientAPI client) { client.SendChatMessage( Helpers.StringToField(mess), 255, pos, "IRC:", LLUUID.Zero); }); } } } } } public void SimChat(Object sender, ChatFromViewerArgs e) { ScenePresence avatar = null; //TODO: Move ForEachScenePresence and others into IScene. 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; string fromName = e.From; string message = e.Message; byte type = (byte)e.Type; LLUUID fromAgentID = LLUUID.Zero; if (e.Sender != null) avatar = scene.GetScenePresence(e.Sender.AgentId); if (avatar != null) { fromPos = avatar.AbsolutePosition; fromName = avatar.Firstname + " " + avatar.Lastname; fromAgentID = e.Sender.AgentId; avatar = null; } string typeName; switch (e.Type) { case ChatTypeEnum.Broadcast: typeName = "broadcasts"; break; case ChatTypeEnum.Say: typeName = "says"; break; case ChatTypeEnum.Shout: typeName = "shouts"; break; case ChatTypeEnum.Whisper: typeName = "whispers"; break; default: typeName = "unknown"; break; } m_log.Verbose("CHAT", fromName + " (" + e.Channel + " @ " + scene.RegionInfo.RegionName + ") " + typeName + ": " + e.Message); if (connected) { m_ircWriter.WriteLine("PRIVMSG " + m_channel + " :" + "<" + fromName + " in " + scene.RegionInfo.RegionName + ">: " + e.Message); m_ircWriter.Flush(); } if (e.Channel == 0) { scene.ForEachScenePresence(delegate(ScenePresence presence) { int dis = -1000; //err ??? the following code seems to be request a scenePresence when it already has a ref to it avatar = scene.GetScenePresence(presence.ControllingClient.AgentId); if (avatar != null) { dis = (int) avatar.AbsolutePosition.GetDistanceTo(fromPos); } switch (e.Type) { case ChatTypeEnum.Whisper: if ((dis < 10) && (dis > -10)) { //should change so the message is sent through the avatar rather than direct to the ClientView presence.ControllingClient.SendChatMessage(message, type, fromPos, fromName, fromAgentID); } break; case ChatTypeEnum.Say: if ((dis < 30) && (dis > -30)) { //Console.WriteLine("sending chat"); presence.ControllingClient.SendChatMessage(message, type, fromPos, fromName, fromAgentID); } break; case ChatTypeEnum.Shout: if ((dis < 100) && (dis > -100)) { presence.ControllingClient.SendChatMessage(message, type, fromPos, fromName, fromAgentID); } break; case ChatTypeEnum.Broadcast: presence.ControllingClient.SendChatMessage(message, type, fromPos, fromName, fromAgentID); break; } }); } } } }