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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 log4net;
using Nini.Config;
using Nwc.XmlRpc;
using Mono.Addins;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Services.Connectors.Hypergrid;
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 HGFriendsModule : FriendsModule, ISharedRegionModule, IFriendsModule, IFriendsSimConnector
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region ISharedRegionModule
public override string Name
{
get { return "HGFriendsModule"; }
}
public override void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
base.AddRegion(scene);
scene.RegisterModuleInterface<IFriendsSimConnector>(this);
}
#endregion
#region IFriendsSimConnector
/// <summary>
/// Notify the user that the friend's status changed
/// </summary>
/// <param name="userID">user to be notified</param>
/// <param name="friendID">friend whose status changed</param>
/// <param name="online">status</param>
/// <returns></returns>
public bool StatusNotify(UUID friendID, UUID userID, bool online)
{
return LocalStatusNotification(friendID, userID, online);
}
#endregion
protected override bool FetchFriendslist(IClientAPI client)
{
if (base.FetchFriendslist(client))
{
UUID agentID = client.AgentId;
// we do this only for the root agent
if (m_Friends[agentID].Refcount == 1)
{
// We need to preload the user management cache with the names
// of foreign friends, just like we do with SOPs' creators
foreach (FriendInfo finfo in m_Friends[agentID].Friends)
{
if (finfo.TheirFlags != -1)
{
UUID id;
if (!UUID.TryParse(finfo.Friend, out id))
{
string url = string.Empty, first = string.Empty, last = string.Empty, tmp = string.Empty;
if (Util.ParseUniversalUserIdentifier(finfo.Friend, out id, out url, out first, out last, out tmp))
{
IUserManagement uMan = m_Scenes[0].RequestModuleInterface<IUserManagement>();
uMan.AddUser(id, url + ";" + first + " " + last);
}
}
}
}
return true;
}
}
return false;
}
public override bool SendFriendsOnlineIfNeeded(IClientAPI client)
{
if (base.SendFriendsOnlineIfNeeded(client))
{
AgentCircuitData aCircuit = ((Scene)client.Scene).AuthenticateHandler.GetAgentCircuitData(client.AgentId);
if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
{
UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(client.Scene.RegionInfo.ScopeID, client.AgentId);
if (account == null) // foreign
{
FriendInfo[] friends = GetFriends(client.AgentId);
foreach (FriendInfo f in friends)
{
client.SendChangeUserRights(new UUID(f.Friend), client.AgentId, f.TheirFlags);
}
}
}
}
return false;
}
protected override void GetOnlineFriends(UUID userID, List<string> friendList, /*collector*/ List<UUID> online)
{
List<string> fList = new List<string>();
foreach (string s in friendList)
fList.Add(s.Substring(0, 36));
PresenceInfo[] presence = PresenceService.GetAgents(fList.ToArray());
foreach (PresenceInfo pi in presence)
{
UUID presenceID;
if (UUID.TryParse(pi.UserID, out presenceID))
online.Add(presenceID);
}
}
//protected override void GetOnlineFriends(UUID userID, List<string> friendList, /*collector*/ List<UUID> online)
//{
// // Let's single out the UUIs
// List<string> localFriends = new List<string>();
// List<string> foreignFriends = new List<string>();
// string tmp = string.Empty;
// foreach (string s in friendList)
// {
// UUID id;
// if (UUID.TryParse(s, out id))
// localFriends.Add(s);
// else if (Util.ParseUniversalUserIdentifier(s, out id, out tmp, out tmp, out tmp, out tmp))
// {
// foreignFriends.Add(s);
// // add it here too, who knows maybe the foreign friends happens to be on this grid
// localFriends.Add(id.ToString());
// }
// }
// // OK, see who's present on this grid
// List<string> toBeRemoved = new List<string>();
// PresenceInfo[] presence = PresenceService.GetAgents(localFriends.ToArray());
// foreach (PresenceInfo pi in presence)
// {
// UUID presenceID;
// if (UUID.TryParse(pi.UserID, out presenceID))
// {
// online.Add(presenceID);
// foreach (string s in foreignFriends)
// if (s.StartsWith(pi.UserID))
// toBeRemoved.Add(s);
// }
// }
// foreach (string s in toBeRemoved)
// foreignFriends.Remove(s);
// // OK, let's send this up the stack, and leave a closure here
// // collecting online friends in other grids
// Util.FireAndForget(delegate { CollectOnlineFriendsElsewhere(userID, foreignFriends); });
//}
private void CollectOnlineFriendsElsewhere(UUID userID, List<string> foreignFriends)
{
// let's divide the friends on a per-domain basis
Dictionary<string, List<string>> friendsPerDomain = new Dictionary<string, List<string>>();
foreach (string friend in foreignFriends)
{
UUID friendID;
if (!UUID.TryParse(friend, out friendID))
{
// it's a foreign friend
string url = string.Empty, tmp = string.Empty;
if (Util.ParseUniversalUserIdentifier(friend, out friendID, out url, out tmp, out tmp, out tmp))
{
if (!friendsPerDomain.ContainsKey(url))
friendsPerDomain[url] = new List<string>();
friendsPerDomain[url].Add(friend);
}
}
}
// Now, call those worlds
foreach (KeyValuePair<string, List<string>> kvp in friendsPerDomain)
{
List<string> ids = new List<string>();
foreach (string f in kvp.Value)
ids.Add(f);
UserAgentServiceConnector uConn = new UserAgentServiceConnector(kvp.Key);
List<UUID> online = uConn.GetOnlineFriends(userID, ids);
// Finally send the notifications to the user
// this whole process may take a while, so let's check at every
// iteration that the user is still here
IClientAPI client = LocateClientObject(userID);
if (client != null)
client.SendAgentOnline(online.ToArray());
else
break;
}
}
protected override void StatusNotify(List<FriendInfo> friendList, UUID userID, bool online)
{
// First, let's divide the friends on a per-domain basis
Dictionary<string, List<FriendInfo>> friendsPerDomain = new Dictionary<string, List<FriendInfo>>();
foreach (FriendInfo friend in friendList)
{
UUID friendID;
if (UUID.TryParse(friend.Friend, out friendID))
{
if (!friendsPerDomain.ContainsKey("local"))
friendsPerDomain["local"] = new List<FriendInfo>();
friendsPerDomain["local"].Add(friend);
}
else
{
// it's a foreign friend
string url = string.Empty, tmp = string.Empty;
if (Util.ParseUniversalUserIdentifier(friend.Friend, out friendID, out url, out tmp, out tmp, out tmp))
{
// Let's try our luck in the local sim. Who knows, maybe it's here
if (LocalStatusNotification(userID, friendID, online))
continue;
if (!friendsPerDomain.ContainsKey(url))
friendsPerDomain[url] = new List<FriendInfo>();
friendsPerDomain[url].Add(friend);
}
}
}
// For the local friends, just call the base method
// Let's do this first of all
if (friendsPerDomain.ContainsKey("local"))
base.StatusNotify(friendsPerDomain["local"], userID, online);
foreach (KeyValuePair<string, List<FriendInfo>> kvp in friendsPerDomain)
{
if (kvp.Key != "local")
{
// For the others, call the user agent service
List<string> ids = new List<string>();
foreach (FriendInfo f in kvp.Value)
ids.Add(f.Friend);
UserAgentServiceConnector uConn = new UserAgentServiceConnector(kvp.Key, false);
List<UUID> friendsOnline = uConn.StatusNotification(ids, userID, online);
// need to debug this here
if (online)
{
IClientAPI client = LocateClientObject(userID);
if (client != null)
client.SendAgentOnline(friendsOnline.ToArray());
}
}
}
}
protected override bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last)
{
first = "Unknown"; last = "User";
if (base.GetAgentInfo(scopeID, fid, out agentID, out first, out last))
return true;
// fid is not a UUID...
string url = string.Empty, tmp = string.Empty;
if (Util.ParseUniversalUserIdentifier(fid, out agentID, out url, out first, out last, out tmp))
{
IUserManagement userMan = m_Scenes[0].RequestModuleInterface<IUserManagement>();
userMan.AddUser(agentID, url + ";" + first + " " + last);
try // our best
{
string[] parts = userMan.GetUserName(agentID).Split();
first = parts[0];
last = parts[1];
}
catch { }
return true;
}
return false;
}
protected override string GetFriendshipRequesterName(UUID agentID)
{
// For the time being we assume that HG friendship requests can only happen
// when avies are on the same region.
IClientAPI client = LocateClientObject(agentID);
if (client != null)
return client.FirstName + " " + client.LastName;
else
return base.GetFriendshipRequesterName(agentID);
}
protected override string FriendshipMessage(string friendID)
{
UUID id;
if (UUID.TryParse(friendID, out id))
return base.FriendshipMessage(friendID);
return "Please confirm this friendship you made while you were away.";
}
protected override FriendInfo GetFriend(FriendInfo[] friends, UUID friendID)
{
foreach (FriendInfo fi in friends)
{
if (fi.Friend.StartsWith(friendID.ToString()))
return fi;
}
return null;
}
protected override FriendInfo[] GetFriendsFromService(IClientAPI client)
{
UserAccount account1 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, client.AgentId);
if (account1 != null)
return base.GetFriendsFromService(client);
FriendInfo[] finfos = new FriendInfo[0];
// Foreigner
AgentCircuitData agentClientCircuit = ((Scene)(client.Scene)).AuthenticateHandler.GetAgentCircuitData(client.CircuitCode);
if (agentClientCircuit != null)
{
string agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit);
finfos = FriendsService.GetFriends(agentUUI);
m_log.DebugFormat("[HGFRIENDS MODULE]: Fetched {0} local friends for visitor {1}", finfos.Length, agentUUI);
}
return finfos;
}
protected override bool StoreRights(UUID agentID, UUID friendID, int rights)
{
UserAccount account1 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, agentID);
UserAccount account2 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, friendID);
// Are they both local users?
if (account1 != null && account2 != null)
{
// local grid users
return base.StoreRights(agentID, friendID, rights);
}
if (account1 != null) // agent is local, friend is foreigner
{
FriendInfo[] finfos = GetFriends(agentID);
FriendInfo finfo = GetFriend(finfos, friendID);
if (finfo != null)
{
FriendsService.StoreFriend(agentID.ToString(), finfo.Friend, rights);
return true;
}
}
if (account2 != null) // agent is foreigner, friend is local
{
string agentUUI = GetUUI(friendID, agentID);
if (agentUUI != string.Empty)
{
FriendsService.StoreFriend(agentUUI, friendID.ToString(), rights);
return true;
}
}
return false;
}
protected override void StoreBackwards(UUID friendID, UUID agentID)
{
UserAccount account1 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, agentID);
UserAccount account2 = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, friendID);
// Are they both local users?
if (account1 != null && account2 != null)
{
// local grid users
m_log.DebugFormat("[HGFRIENDS MODULE]: Users are both local");
base.StoreBackwards(friendID, agentID);
return;
}
// no provision for this temporary friendship state
//FriendsService.StoreFriend(friendID.ToString(), agentID.ToString(), 0);
}
protected override void StoreFriendships(UUID agentID, UUID friendID)
{
UserAccount agentAccount = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, agentID);
UserAccount friendAccount = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, friendID);
// Are they both local users?
if (agentAccount != null && friendAccount != null)
{
// local grid users
m_log.DebugFormat("[HGFRIENDS MODULE]: Users are both local");
base.StoreFriendships(agentID, friendID);
return;
}
// ok, at least one of them is foreigner, let's get their data
IClientAPI agentClient = LocateClientObject(agentID);
IClientAPI friendClient = LocateClientObject(friendID);
AgentCircuitData agentClientCircuit = null;
AgentCircuitData friendClientCircuit = null;
string agentUUI = string.Empty;
string friendUUI = string.Empty;
string agentFriendService = string.Empty;
string friendFriendService = string.Empty;
if (agentClient != null)
{
agentClientCircuit = ((Scene)(agentClient.Scene)).AuthenticateHandler.GetAgentCircuitData(agentClient.CircuitCode);
agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit);
agentFriendService = agentClientCircuit.ServiceURLs["FriendsServerURI"].ToString();
}
if (friendClient != null)
{
friendClientCircuit = ((Scene)(friendClient.Scene)).AuthenticateHandler.GetAgentCircuitData(friendClient.CircuitCode);
friendUUI = Util.ProduceUserUniversalIdentifier(friendClientCircuit);
friendFriendService = friendClientCircuit.ServiceURLs["FriendsServerURI"].ToString();
}
m_log.DebugFormat("[HGFRIENDS MODULE] HG Friendship! thisUUI={0}; friendUUI={1}; foreignThisFriendService={2}; foreignFriendFriendService={3}",
agentUUI, friendUUI, agentFriendService, friendFriendService);
// Generate a random 8-character hex number that will sign this friendship
string secret = UUID.Random().ToString().Substring(0, 8);
if (agentAccount != null) // agent is local, 'friend' is foreigner
{
// This may happen when the agent returned home, in which case the friend is not there
// We need to look for its information in the friends list itself
bool confirming = false;
if (friendUUI == string.Empty)
{
FriendInfo[] finfos = GetFriends(agentID);
foreach (FriendInfo finfo in finfos)
{
if (finfo.TheirFlags == -1)
{
if (finfo.Friend.StartsWith(friendID.ToString()))
{
friendUUI = finfo.Friend;
confirming = true;
}
}
}
}
// If it's confirming the friendship, we already have the full friendUUI with the secret
string theFriendUUID = confirming ? friendUUI : friendUUI + ";" + secret;
// store in the local friends service a reference to the foreign friend
FriendsService.StoreFriend(agentID.ToString(), theFriendUUID, 1);
// and also the converse
FriendsService.StoreFriend(theFriendUUID, agentID.ToString(), 1);
if (!confirming && friendClientCircuit != null)
{
// store in the foreign friends service a reference to the local agent
HGFriendsServicesConnector friendsConn = new HGFriendsServicesConnector(friendFriendService, friendClientCircuit.SessionID, friendClientCircuit.ServiceSessionID);
friendsConn.NewFriendship(friendID, agentUUI + ";" + secret);
}
}
else if (friendAccount != null) // 'friend' is local, agent is foreigner
{
// store in the local friends service a reference to the foreign agent
FriendsService.StoreFriend(friendID.ToString(), agentUUI + ";" + secret, 1);
// and also the converse
FriendsService.StoreFriend(agentUUI + ";" + secret, friendID.ToString(), 1);
if (agentClientCircuit != null)
{
// store in the foreign friends service a reference to the local agent
HGFriendsServicesConnector friendsConn = new HGFriendsServicesConnector(agentFriendService, agentClientCircuit.SessionID, agentClientCircuit.ServiceSessionID);
friendsConn.NewFriendship(agentID, friendUUI + ";" + secret);
}
}
else // They're both foreigners!
{
HGFriendsServicesConnector friendsConn;
if (agentClientCircuit != null)
{
friendsConn = new HGFriendsServicesConnector(agentFriendService, agentClientCircuit.SessionID, agentClientCircuit.ServiceSessionID);
friendsConn.NewFriendship(agentID, friendUUI + ";" + secret);
}
if (friendClientCircuit != null)
{
friendsConn = new HGFriendsServicesConnector(friendFriendService, friendClientCircuit.SessionID, friendClientCircuit.ServiceSessionID);
friendsConn.NewFriendship(friendID, agentUUI + ";" + secret);
}
}
// my brain hurts now
}
protected override bool DeleteFriendship(UUID agentID, UUID exfriendID)
{
UserAccount agentAccount = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, agentID);
UserAccount friendAccount = UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, exfriendID);
// Are they both local users?
if (agentAccount != null && friendAccount != null)
{
// local grid users
return base.DeleteFriendship(agentID, exfriendID);
}
// ok, at least one of them is foreigner, let's get their data
string agentUUI = string.Empty;
string friendUUI = string.Empty;
if (agentAccount != null) // agent is local, 'friend' is foreigner
{
// We need to look for its information in the friends list itself
FriendInfo[] finfos = GetFriends(agentID);
FriendInfo finfo = GetFriend(finfos, exfriendID);
if (finfo != null)
{
friendUUI = finfo.Friend;
// delete in the local friends service the reference to the foreign friend
FriendsService.Delete(agentID, friendUUI);
// and also the converse
FriendsService.Delete(friendUUI, agentID.ToString());
// notify the exfriend's service
Util.FireAndForget(delegate { Delete(exfriendID, agentID, friendUUI); });
m_log.DebugFormat("[HGFRIENDS MODULE]: {0} terminated {1}", agentID, friendUUI);
return true;
}
}
else if (friendAccount != null) // agent is foreigner, 'friend' is local
{
agentUUI = GetUUI(exfriendID, agentID);
if (agentUUI != string.Empty)
{
// delete in the local friends service the reference to the foreign agent
FriendsService.Delete(exfriendID, agentUUI);
// and also the converse
FriendsService.Delete(agentUUI, exfriendID.ToString());
// notify the agent's service?
Util.FireAndForget(delegate { Delete(agentID, exfriendID, agentUUI); });
m_log.DebugFormat("[HGFRIENDS MODULE]: {0} terminated {1}", agentUUI, exfriendID);
return true;
}
}
//else They're both foreigners! Can't handle this
return false;
}
private string GetUUI(UUID localUser, UUID foreignUser)
{
// Let's see if the user is here by any chance
FriendInfo[] finfos = GetFriends(localUser);
if (finfos != EMPTY_FRIENDS) // friend is here, cool
{
FriendInfo finfo = GetFriend(finfos, foreignUser);
if (finfo != null)
{
return finfo.Friend;
}
}
else // user is not currently on this sim, need to get from the service
{
finfos = FriendsService.GetFriends(localUser);
foreach (FriendInfo finfo in finfos)
{
if (finfo.Friend.StartsWith(foreignUser.ToString())) // found it!
{
return finfo.Friend;
}
}
}
return string.Empty;
}
private void Delete(UUID foreignUser, UUID localUser, string uui)
{
UUID id;
string url = string.Empty, secret = string.Empty, tmp = string.Empty;
if (Util.ParseUniversalUserIdentifier(uui, out id, out url, out tmp, out tmp, out secret))
{
m_log.DebugFormat("[HGFRIENDS MODULE]: Deleting friendship from {0}", url);
HGFriendsServicesConnector friendConn = new HGFriendsServicesConnector(url);
friendConn.DeleteFriendship(foreignUser, localUser, secret);
}
}
}
}
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