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|
/*
* 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 System.Threading;
using log4net;
using Nini.Config;
using Nwc.XmlRpc;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Services.Connectors.Friends;
using OpenSim.Server.Base;
using FriendInfo = OpenSim.Services.Interfaces.FriendInfo;
using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.CoreModules.Avatar.Friends
{
public class FriendsModule : ISharedRegionModule, IFriendsModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected bool m_Enabled = false;
protected class UserFriendData
{
public UUID PrincipalID;
public FriendInfo[] Friends;
public int Refcount;
public bool IsFriend(string friend)
{
foreach (FriendInfo fi in Friends)
{
if (fi.Friend == friend)
return true;
}
return false;
}
}
protected static readonly FriendInfo[] EMPTY_FRIENDS = new FriendInfo[0];
protected List<Scene> m_Scenes = new List<Scene>();
protected IPresenceService m_PresenceService = null;
protected IFriendsService m_FriendsService = null;
protected FriendsSimConnector m_FriendsSimConnector;
/// <summary>
/// Cache friends lists for users.
/// </summary>
/// <remarks>
/// This is a complex and error-prone thing to do. At the moment, we assume that the efficiency gained in
/// permissions checks outweighs the disadvantages of that complexity.
/// </remarks>
protected Dictionary<UUID, UserFriendData> m_Friends = new Dictionary<UUID, UserFriendData>();
/// <summary>
/// Maintain a record of viewers that need to be sent notifications for friends that are online. This only
/// needs to be done on login. Subsequent online/offline friend changes are sent by a different mechanism.
/// </summary>
protected HashSet<UUID> m_NeedsListOfOnlineFriends = new HashSet<UUID>();
protected IPresenceService PresenceService
{
get
{
if (m_PresenceService == null)
{
if (m_Scenes.Count > 0)
m_PresenceService = m_Scenes[0].RequestModuleInterface<IPresenceService>();
}
return m_PresenceService;
}
}
public IFriendsService FriendsService
{
get
{
if (m_FriendsService == null)
{
if (m_Scenes.Count > 0)
m_FriendsService = m_Scenes[0].RequestModuleInterface<IFriendsService>();
}
return m_FriendsService;
}
}
protected IGridService GridService
{
get { return m_Scenes[0].GridService; }
}
public IUserAccountService UserAccountService
{
get { return m_Scenes[0].UserAccountService; }
}
public IScene Scene
{
get
{
if (m_Scenes.Count > 0)
return m_Scenes[0];
else
return null;
}
}
#region ISharedRegionModule
public void Initialise(IConfigSource config)
{
IConfig moduleConfig = config.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("FriendsModule", "FriendsModule");
if (name == Name)
{
InitModule(config);
m_Enabled = true;
m_log.DebugFormat("[FRIENDS MODULE]: {0} enabled.", Name);
}
}
}
protected virtual void InitModule(IConfigSource config)
{
IConfig friendsConfig = config.Configs["Friends"];
if (friendsConfig != null)
{
int mPort = friendsConfig.GetInt("Port", 0);
string connector = friendsConfig.GetString("Connector", String.Empty);
Object[] args = new Object[] { config };
m_FriendsService = ServerUtils.LoadPlugin<IFriendsService>(connector, args);
m_FriendsSimConnector = new FriendsSimConnector();
// Instantiate the request handler
IHttpServer server = MainServer.GetHttpServer((uint)mPort);
if (server != null)
server.AddStreamHandler(new FriendsRequestHandler(this));
}
if (m_FriendsService == null)
{
m_log.Error("[FRIENDS]: No Connector defined in section Friends, or failed to load, cannot continue");
throw new Exception("Connector load error");
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public virtual void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
// m_log.DebugFormat("[FRIENDS MODULE]: AddRegion on {0}", Name);
m_Scenes.Add(scene);
scene.RegisterModuleInterface<IFriendsModule>(this);
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnClientClosed += OnClientClosed;
scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
scene.EventManager.OnClientLogin += OnClientLogin;
}
public virtual void RegionLoaded(Scene scene) {}
public void RemoveRegion(Scene scene)
{
if (!m_Enabled)
return;
m_Scenes.Remove(scene);
}
public virtual string Name
{
get { return "FriendsModule"; }
}
public Type ReplaceableInterface
{
get { return null; }
}
#endregion
public virtual int GetRightsGrantedByFriend(UUID principalID, UUID friendID)
{
FriendInfo[] friends = GetFriendsFromCache(principalID);
FriendInfo finfo = GetFriend(friends, friendID);
if (finfo != null)
{
return finfo.TheirFlags;
}
return 0;
}
private void OnNewClient(IClientAPI client)
{
client.OnInstantMessage += OnInstantMessage;
client.OnApproveFriendRequest += OnApproveFriendRequest;
client.OnDenyFriendRequest += OnDenyFriendRequest;
client.OnTerminateFriendship += RemoveFriendship;
client.OnGrantUserRights += GrantRights;
// We need to cache information for child agents as well as root agents so that friend edit/move/delete
// permissions will work across borders where both regions are on different simulators.
//
// Do not do this asynchronously. If we do, then subsequent code can outrace CacheFriends() and
// return misleading results from the still empty friends cache.
// If we absolutely need to do this asynchronously, then a signalling mechanism is needed so that calls
// to GetFriends() will wait until CacheFriends() completes. Locks are insufficient.
CacheFriends(client);
}
/// <summary>
/// Cache the friends list or increment the refcount for the existing friends list.
/// </summary>
/// <param name="client">
/// </param>
/// <returns>
/// Returns true if the list was fetched, false if it wasn't
/// </returns>
protected virtual bool CacheFriends(IClientAPI client)
{
UUID agentID = client.AgentId;
lock (m_Friends)
{
UserFriendData friendsData;
if (m_Friends.TryGetValue(agentID, out friendsData))
{
friendsData.Refcount++;
return false;
}
else
{
friendsData = new UserFriendData();
friendsData.PrincipalID = agentID;
friendsData.Friends = GetFriendsFromService(client);
friendsData.Refcount = 1;
m_Friends[agentID] = friendsData;
return true;
}
}
}
private void OnClientClosed(UUID agentID, Scene scene)
{
ScenePresence sp = scene.GetScenePresence(agentID);
if (sp != null && !sp.IsChildAgent)
{
// do this for root agents closing out
StatusChange(agentID, false);
}
lock (m_Friends)
{
UserFriendData friendsData;
if (m_Friends.TryGetValue(agentID, out friendsData))
{
friendsData.Refcount--;
if (friendsData.Refcount <= 0)
m_Friends.Remove(agentID);
}
}
}
private void OnMakeRootAgent(ScenePresence sp)
{
RecacheFriends(sp.ControllingClient);
}
private void OnClientLogin(IClientAPI client)
{
UUID agentID = client.AgentId;
//m_log.DebugFormat("[XXX]: OnClientLogin!");
// Inform the friends that this user is online
StatusChange(agentID, true);
// Register that we need to send the list of online friends to this user
lock (m_NeedsListOfOnlineFriends)
m_NeedsListOfOnlineFriends.Add(agentID);
}
public virtual bool SendFriendsOnlineIfNeeded(IClientAPI client)
{
UUID agentID = client.AgentId;
// Check if the online friends list is needed
lock (m_NeedsListOfOnlineFriends)
{
if (!m_NeedsListOfOnlineFriends.Remove(agentID))
return false;
}
// Send the friends online
List<UUID> online = GetOnlineFriends(agentID);
if (online.Count > 0)
client.SendAgentOnline(online.ToArray());
// Send outstanding friendship offers
List<string> outstanding = new List<string>();
FriendInfo[] friends = GetFriendsFromCache(agentID);
foreach (FriendInfo fi in friends)
{
if (fi.TheirFlags == -1)
outstanding.Add(fi.Friend);
}
GridInstantMessage im = new GridInstantMessage(client.Scene, UUID.Zero, String.Empty, agentID, (byte)InstantMessageDialog.FriendshipOffered,
"Will you be my friend?", true, Vector3.Zero);
foreach (string fid in outstanding)
{
UUID fromAgentID;
string firstname = "Unknown", lastname = "User";
if (!GetAgentInfo(client.Scene.RegionInfo.ScopeID, fid, out fromAgentID, out firstname, out lastname))
{
m_log.DebugFormat("[FRIENDS MODULE]: skipping malformed friend {0}", fid);
continue;
}
im.offline = 0;
im.fromAgentID = fromAgentID.Guid;
im.fromAgentName = firstname + " " + lastname;
im.imSessionID = im.fromAgentID;
im.message = FriendshipMessage(fid);
LocalFriendshipOffered(agentID, im);
}
return true;
}
protected virtual string FriendshipMessage(string friendID)
{
return "Will you be my friend?";
}
protected virtual bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last)
{
first = "Unknown"; last = "User";
if (!UUID.TryParse(fid, out agentID))
return false;
UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(scopeID, agentID);
if (account != null)
{
first = account.FirstName;
last = account.LastName;
}
return true;
}
List<UUID> GetOnlineFriends(UUID userID)
{
List<string> friendList = new List<string>();
FriendInfo[] friends = GetFriendsFromCache(userID);
foreach (FriendInfo fi in friends)
{
if (((fi.TheirFlags & (int)FriendRights.CanSeeOnline) != 0) && (fi.TheirFlags != -1))
friendList.Add(fi.Friend);
}
List<UUID> online = new List<UUID>();
if (friendList.Count > 0)
GetOnlineFriends(userID, friendList, online);
// m_log.DebugFormat(
// "[FRIENDS MODULE]: User {0} has {1} friends online", userID, online.Count);
return online;
}
protected virtual void GetOnlineFriends(UUID userID, List<string> friendList, /*collector*/ List<UUID> online)
{
// m_log.DebugFormat(
// "[FRIENDS MODULE]: Looking for online presence of {0} users for {1}", friendList.Count, userID);
PresenceInfo[] presence = PresenceService.GetAgents(friendList.ToArray());
foreach (PresenceInfo pi in presence)
{
UUID presenceID;
if (UUID.TryParse(pi.UserID, out presenceID))
online.Add(presenceID);
}
}
/// <summary>
/// Find the client for a ID
/// </summary>
public IClientAPI LocateClientObject(UUID agentID)
{
Scene scene = GetClientScene(agentID);
if (scene != null)
{
ScenePresence presence = scene.GetScenePresence(agentID);
if (presence != null)
return presence.ControllingClient;
}
return null;
}
/// <summary>
/// Find the scene for an agent
/// </summary>
private Scene GetClientScene(UUID agentId)
{
lock (m_Scenes)
{
foreach (Scene scene in m_Scenes)
{
ScenePresence presence = scene.GetScenePresence(agentId);
if (presence != null && !presence.IsChildAgent)
return scene;
}
}
return null;
}
/// <summary>
/// Caller beware! Call this only for root agents.
/// </summary>
/// <param name="agentID"></param>
/// <param name="online"></param>
private void StatusChange(UUID agentID, bool online)
{
FriendInfo[] friends = GetFriendsFromCache(agentID);
if (friends.Length > 0)
{
List<FriendInfo> friendList = new List<FriendInfo>();
foreach (FriendInfo fi in friends)
{
if (((fi.MyFlags & (int)FriendRights.CanSeeOnline) != 0) && (fi.TheirFlags != -1))
friendList.Add(fi);
}
Util.FireAndForget(
delegate
{
m_log.DebugFormat(
"[FRIENDS MODULE]: Notifying {0} friends of {1} of online status {2}",
friendList.Count, agentID, online);
// Notify about this user status
StatusNotify(friendList, agentID, online);
}
);
}
}
protected virtual void StatusNotify(List<FriendInfo> friendList, UUID userID, bool online)
{
foreach (FriendInfo friend in friendList)
{
UUID friendID;
if (UUID.TryParse(friend.Friend, out friendID))
{
// Try local
if (LocalStatusNotification(userID, friendID, online))
continue;
// The friend is not here [as root]. Let's forward.
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = null;
foreach (PresenceInfo pinfo in friendSessions)
{
if (pinfo.RegionID != UUID.Zero) // let's guard against sessions-gone-bad
{
friendSession = pinfo;
break;
}
}
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
//m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName);
m_FriendsSimConnector.StatusNotify(region, userID, friendID, online);
}
}
// Friend is not online. Ignore.
}
else
{
m_log.WarnFormat("[FRIENDS]: Error parsing friend ID {0}", friend.Friend);
}
}
}
protected virtual void OnInstantMessage(IClientAPI client, GridInstantMessage im)
{
if ((InstantMessageDialog)im.dialog == InstantMessageDialog.FriendshipOffered)
{
// we got a friendship offer
UUID principalID = new UUID(im.fromAgentID);
UUID friendID = new UUID(im.toAgentID);
m_log.DebugFormat("[FRIENDS]: {0} ({1}) offered friendship to {2} ({3})", principalID, client.FirstName + client.LastName, friendID, im.fromAgentName);
// Check that the friendship doesn't exist yet
FriendInfo[] finfos = GetFriendsFromCache(principalID);
if (finfos != null)
{
FriendInfo f = GetFriend(finfos, friendID);
if (f != null)
{
client.SendAgentAlertMessage("This person is already your friend. Please delete it first if you want to reestablish the friendship.", false);
return;
}
}
// This user wants to be friends with the other user.
// Let's add the relation backwards, in case the other is not online
StoreBackwards(friendID, principalID);
// Now let's ask the other user to be friends with this user
ForwardFriendshipOffer(principalID, friendID, im);
}
}
protected virtual bool ForwardFriendshipOffer(UUID agentID, UUID friendID, GridInstantMessage im)
{
// !!!!!!!! This is a hack so that we don't have to keep state (transactionID/imSessionID)
// We stick this agent's ID as imSession, so that it's directly available on the receiving end
im.imSessionID = im.fromAgentID;
im.fromAgentName = GetFriendshipRequesterName(agentID);
// Try the local sim
if (LocalFriendshipOffered(friendID, im))
return true;
// The prospective friend is not here [as root]. Let's forward.
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
m_FriendsSimConnector.FriendshipOffered(region, agentID, friendID, im.message);
return true;
}
}
// If the prospective friend is not online, he'll get the message upon login.
return false;
}
protected virtual string GetFriendshipRequesterName(UUID agentID)
{
UserAccount account = UserAccountService.GetUserAccount(UUID.Zero, agentID);
return (account == null) ? "Unknown" : account.FirstName + " " + account.LastName;
}
protected virtual void OnApproveFriendRequest(IClientAPI client, UUID friendID, List<UUID> callingCardFolders)
{
m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID);
AddFriendship(client, friendID);
}
public void AddFriendship(IClientAPI client, UUID friendID)
{
StoreFriendships(client.AgentId, friendID);
ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
if (ccm != null)
{
ccm.CreateCallingCard(client.AgentId, friendID, UUID.Zero);
}
// Update the local cache.
RecacheFriends(client);
//
// Notify the friend
//
// Try Local
if (LocalFriendshipApproved(client.AgentId, client.Name, friendID))
{
client.SendAgentOnline(new UUID[] { friendID });
return;
}
// The friend is not here
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
m_FriendsSimConnector.FriendshipApproved(region, client.AgentId, client.Name, friendID);
client.SendAgentOnline(new UUID[] { friendID });
}
}
}
private void OnDenyFriendRequest(IClientAPI client, UUID friendID, List<UUID> callingCardFolders)
{
m_log.DebugFormat("[FRIENDS]: {0} denied friendship to {1}", client.AgentId, friendID);
DeleteFriendship(client.AgentId, friendID);
//
// Notify the friend
//
// Try local
if (LocalFriendshipDenied(client.AgentId, client.Name, friendID))
return;
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
if (region != null)
m_FriendsSimConnector.FriendshipDenied(region, client.AgentId, client.Name, friendID);
else
m_log.WarnFormat("[FRIENDS]: Could not find region {0} in locating {1}", friendSession.RegionID, friendID);
}
}
}
public void RemoveFriendship(IClientAPI client, UUID exfriendID)
{
if (!DeleteFriendship(client.AgentId, exfriendID))
client.SendAlertMessage("Unable to terminate friendship on this sim.");
// Update local cache
RecacheFriends(client);
client.SendTerminateFriend(exfriendID);
//
// Notify the friend
//
// Try local
if (LocalFriendshipTerminated(exfriendID))
return;
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { exfriendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
m_FriendsSimConnector.FriendshipTerminated(region, client.AgentId, exfriendID);
}
}
}
public void GrantRights(IClientAPI remoteClient, UUID friendID, int rights)
{
UUID requester = remoteClient.AgentId;
m_log.DebugFormat(
"[FRIENDS MODULE]: User {0} changing rights to {1} for friend {2}",
requester, rights, friendID);
FriendInfo[] friends = GetFriendsFromCache(requester);
if (friends.Length == 0)
{
return;
}
// Let's find the friend in this user's friend list
FriendInfo friend = GetFriend(friends, friendID);
if (friend != null) // Found it
{
// Store it on the DB
if (!StoreRights(requester, friendID, rights))
{
remoteClient.SendAlertMessage("Unable to grant rights.");
return;
}
// Store it in the local cache
int myFlags = friend.MyFlags;
friend.MyFlags = rights;
// Always send this back to the original client
remoteClient.SendChangeUserRights(requester, friendID, rights);
//
// Notify the friend
//
// Try local
if (LocalGrantRights(requester, friendID, myFlags, rights))
return;
PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
if (friendSessions != null && friendSessions.Length > 0)
{
PresenceInfo friendSession = friendSessions[0];
if (friendSession != null)
{
GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
// TODO: You might want to send the delta to save the lookup
// on the other end!!
m_FriendsSimConnector.GrantRights(region, requester, friendID, myFlags, rights);
}
}
}
else
{
m_log.DebugFormat("[FRIENDS MODULE]: friend {0} not found for {1}", friendID, requester);
}
}
protected virtual FriendInfo GetFriend(FriendInfo[] friends, UUID friendID)
{
foreach (FriendInfo fi in friends)
{
if (fi.Friend == friendID.ToString())
return fi;
}
return null;
}
#region Local
public virtual bool LocalFriendshipOffered(UUID toID, GridInstantMessage im)
{
IClientAPI friendClient = LocateClientObject(toID);
if (friendClient != null)
{
// the prospective friend in this sim as root agent
friendClient.SendInstantMessage(im);
// we're done
return true;
}
return false;
}
public bool LocalFriendshipApproved(UUID userID, string userName, UUID friendID)
{
IClientAPI friendClient = LocateClientObject(friendID);
if (friendClient != null)
{
// the prospective friend in this sim as root agent
GridInstantMessage im = new GridInstantMessage(Scene, userID, userName, friendID,
(byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
friendClient.SendInstantMessage(im);
ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
if (ccm != null)
{
ccm.CreateCallingCard(friendID, userID, UUID.Zero);
}
// Update the local cache
RecacheFriends(friendClient);
// we're done
return true;
}
return false;
}
public bool LocalFriendshipDenied(UUID userID, string userName, UUID friendID)
{
IClientAPI friendClient = LocateClientObject(friendID);
if (friendClient != null)
{
// the prospective friend in this sim as root agent
GridInstantMessage im = new GridInstantMessage(Scene, userID, userName, friendID,
(byte)OpenMetaverse.InstantMessageDialog.FriendshipDeclined, userID.ToString(), false, Vector3.Zero);
friendClient.SendInstantMessage(im);
// we're done
return true;
}
return false;
}
public bool LocalFriendshipTerminated(UUID exfriendID)
{
IClientAPI friendClient = LocateClientObject(exfriendID);
if (friendClient != null)
{
// the friend in this sim as root agent
friendClient.SendTerminateFriend(exfriendID);
// update local cache
RecacheFriends(friendClient);
// we're done
return true;
}
return false;
}
public bool LocalGrantRights(UUID userID, UUID friendID, int userFlags, int rights)
{
IClientAPI friendClient = LocateClientObject(friendID);
if (friendClient != null)
{
bool onlineBitChanged = ((rights ^ userFlags) & (int)FriendRights.CanSeeOnline) != 0;
if (onlineBitChanged)
{
if ((rights & (int)FriendRights.CanSeeOnline) == 1)
friendClient.SendAgentOnline(new UUID[] { userID });
else
friendClient.SendAgentOffline(new UUID[] { userID });
}
else
{
bool canEditObjectsChanged = ((rights ^ userFlags) & (int)FriendRights.CanModifyObjects) != 0;
if (canEditObjectsChanged)
friendClient.SendChangeUserRights(userID, friendID, rights);
}
// Update local cache
UpdateLocalCache(userID, friendID, rights);
return true;
}
return false;
}
public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
{
//m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
IClientAPI friendClient = LocateClientObject(friendID);
if (friendClient != null)
{
// the friend in this sim as root agent
if (online)
friendClient.SendAgentOnline(new UUID[] { userID });
else
friendClient.SendAgentOffline(new UUID[] { userID });
// we're done
return true;
}
return false;
}
#endregion
#region Get / Set friends in several flavours
public FriendInfo[] GetFriendsFromCache(UUID userID)
{
UserFriendData friendsData;
lock (m_Friends)
{
if (m_Friends.TryGetValue(userID, out friendsData))
return friendsData.Friends;
}
return EMPTY_FRIENDS;
}
/// <summary>
/// Update local cache only
/// </summary>
/// <param name="userID"></param>
/// <param name="friendID"></param>
/// <param name="rights"></param>
protected void UpdateLocalCache(UUID userID, UUID friendID, int rights)
{
// Update local cache
lock (m_Friends)
{
FriendInfo[] friends = GetFriendsFromCache(friendID);
FriendInfo finfo = GetFriend(friends, userID);
finfo.TheirFlags = rights;
}
}
public virtual FriendInfo[] GetFriendsFromService(IClientAPI client)
{
return FriendsService.GetFriends(client.AgentId);
}
protected void RecacheFriends(IClientAPI client)
{
// FIXME: Ideally, we want to avoid doing this here since it sits the EventManager.OnMakeRootAgent event
// is on the critical path for transferring an avatar from one region to another.
UUID agentID = client.AgentId;
lock (m_Friends)
{
UserFriendData friendsData;
if (m_Friends.TryGetValue(agentID, out friendsData))
friendsData.Friends = GetFriendsFromService(client);
}
}
public bool AreFriendsCached(UUID userID)
{
lock (m_Friends)
return m_Friends.ContainsKey(userID);
}
protected virtual bool StoreRights(UUID agentID, UUID friendID, int rights)
{
FriendsService.StoreFriend(agentID.ToString(), friendID.ToString(), rights);
return true;
}
protected virtual void StoreBackwards(UUID friendID, UUID agentID)
{
FriendsService.StoreFriend(friendID.ToString(), agentID.ToString(), 0);
}
protected virtual void StoreFriendships(UUID agentID, UUID friendID)
{
FriendsService.StoreFriend(agentID.ToString(), friendID.ToString(), (int)FriendRights.CanSeeOnline);
FriendsService.StoreFriend(friendID.ToString(), agentID.ToString(), (int)FriendRights.CanSeeOnline);
}
protected virtual bool DeleteFriendship(UUID agentID, UUID exfriendID)
{
FriendsService.Delete(agentID, exfriendID.ToString());
FriendsService.Delete(exfriendID, agentID.ToString());
return true;
}
#endregion
}
}
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