aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
blob: 5d7f25c1476264b7f2ee6f870149ba434bedb94d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
/*
 * 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.Generic;
using System.Reflection;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;

namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
{
    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "InventoryTransferModule")]
    public class InventoryTransferModule : ISharedRegionModule
    {
        private static readonly ILog m_log
            = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        /// <summary>
        private List<Scene> m_Scenelist = new List<Scene>();

        private IMessageTransferModule m_TransferModule;
        private bool m_Enabled = true;

        #region Region Module interface

        public void Initialise(IConfigSource config)
        {
            if (config.Configs["Messaging"] != null)
            {
                // Allow disabling this module in config
                //
                if (config.Configs["Messaging"].GetString(
                        "InventoryTransferModule", "InventoryTransferModule") !=
                        "InventoryTransferModule")
                {
                    m_Enabled = false;
                    return;
                }
            }
        }

        public void AddRegion(Scene scene)
        {
            if (!m_Enabled)
                return;

            m_Scenelist.Add(scene);

//            scene.RegisterModuleInterface<IInventoryTransferModule>(this);

            scene.EventManager.OnNewClient += OnNewClient;
            scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
        }

        public void RegionLoaded(Scene scene)
        {
            if (m_TransferModule == null)
            {
                m_TransferModule = m_Scenelist[0].RequestModuleInterface<IMessageTransferModule>();
                if (m_TransferModule == null)
                {
                    m_log.Error("[INVENTORY TRANSFER]: No Message transfer module found, transfers will be local only");
                    m_Enabled = false;

//                    m_Scenelist.Clear();
//                    scene.EventManager.OnNewClient -= OnNewClient;
                    scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
                }
            }
        }

        public void RemoveRegion(Scene scene)
        {
            scene.EventManager.OnNewClient -= OnNewClient;
            scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
            m_Scenelist.Remove(scene);
        }

        public void PostInitialise()
        {
        }

        public void Close()
        {
        }

        public string Name
        {
            get { return "InventoryModule"; }
        }

        public Type ReplaceableInterface
        {
            get { return null; }
        }

        #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)
                        return scene;
                }
            }
            return null;
        }

        private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
        {
//            m_log.DebugFormat(
//                "[INVENTORY TRANSFER]: {0} IM type received from client {1}. From={2} ({3}), To={4}",
//                (InstantMessageDialog)im.dialog, client.Name,
//                im.fromAgentID, im.fromAgentName, im.toAgentID);

            Scene scene = FindClientScene(client.AgentId);

            if (scene == null) // Something seriously wrong here.
                return;

            if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
            {
                //m_log.DebugFormat("Asset type {0}", ((AssetType)im.binaryBucket[0]));

                if (im.binaryBucket.Length < 17) // Invalid
                    return;

                UUID recipientID = new UUID(im.toAgentID);
                ScenePresence user = scene.GetScenePresence(recipientID);
                UUID copyID;

                // First byte is the asset type
                AssetType assetType = (AssetType)im.binaryBucket[0];

                if (AssetType.Folder == assetType)
                {
                    UUID folderID = new UUID(im.binaryBucket, 1);

                    m_log.DebugFormat(
                        "[INVENTORY TRANSFER]: Inserting original folder {0} into agent {1}'s inventory",
                        folderID, new UUID(im.toAgentID));

                    InventoryFolderBase folderCopy
                        = scene.GiveInventoryFolder(client, recipientID, client.AgentId, folderID, UUID.Zero);

                    if (folderCopy == null)
                    {
                        client.SendAgentAlertMessage("Can't find folder to give. Nothing given.", false);
                        return;
                    }

                    // The outgoing binary bucket should contain only the byte which signals an asset folder is
                    // being copied and the following bytes for the copied folder's UUID
                    copyID = folderCopy.ID;
                    byte[] copyIDBytes = copyID.GetBytes();
                    im.binaryBucket = new byte[1 + copyIDBytes.Length];
                    im.binaryBucket[0] = (byte)AssetType.Folder;
                    Array.Copy(copyIDBytes, 0, im.binaryBucket, 1, copyIDBytes.Length);

                    if (user != null)
                        user.ControllingClient.SendBulkUpdateInventory(folderCopy);

                    // HACK!!
                    // Insert the ID of the copied folder into the IM so that we know which item to move to trash if it
                    // is rejected.
                    // XXX: This is probably a misuse of the session ID slot.
                    im.imSessionID = copyID.Guid;
                }
                else
                {
                    // 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("[INVENTORY TRANSFER]: (giving) Inserting item {0} "+
                            "into agent {1}'s inventory",
                            itemID, new UUID(im.toAgentID));

                    string message;
                    InventoryItemBase itemCopy = scene.GiveInventoryItem(new UUID(im.toAgentID), client.AgentId, itemID, out message);

                    if (itemCopy == null)
                    {
                        client.SendAgentAlertMessage(message, false);
                        return;
                    }

                    copyID = itemCopy.ID;
                    Array.Copy(copyID.GetBytes(), 0, im.binaryBucket, 1, 16);

                    if (user != null)
                        user.ControllingClient.SendBulkUpdateInventory(itemCopy);

                    // HACK!!
                    // Insert the ID of the copied item into the IM so that we know which item to move to trash if it
                    // is rejected.
                    // XXX: This is probably a misuse of the session ID slot.
                    im.imSessionID = copyID.Guid;
                }

                im.offline = 0;

                // 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.ControllingClient.SendInstantMessage(im);
                    return;
                }
                else
                {
                    if (m_TransferModule != null)
                        m_TransferModule.SendInstantMessage(im, delegate(bool success)
                        {
                            if (!success)
                                client.SendAlertMessage("User not online. Inventory has been saved");
                        });
                }
            }
            else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
                     im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
            {
                UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
                IInventoryService invService = scene.InventoryService;

                // Special case: folder redirect.
                // RLV uses this
                if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
                {
                    InventoryFolderBase folder = invService.GetFolder(client.AgentId, inventoryID);

                    if (folder != null)
                    {
                        if (im.binaryBucket.Length >= 16)
                        {
                            UUID destFolderID = new UUID(im.binaryBucket, 0);
                            if (destFolderID != UUID.Zero)
                            {
                                InventoryFolderBase destFolder = invService.GetFolder(client.AgentId, destFolderID);
                                if (destFolder != null)
                                {
                                    if (folder.ParentID != destFolder.ID)
                                    {
                                        folder.ParentID = destFolder.ID;
                                        invService.MoveFolder(folder);
                                        client.SendBulkUpdateInventory(folder);
                                    }
                                }
                            }
                        }
                    }
                }

                ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));

                if (user != null) // Local
                {
                    user.ControllingClient.SendInstantMessage(im);
                }
                else
                {
                    if (m_TransferModule != null)
                        m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
                }
            }

            // XXX: This code was placed here to try and accomodate RLV which moves given folders named #RLV/~<name>
            // to the requested folder, which in this case is #RLV.  However, it is the viewer that appears to be
            // response from renaming the #RLV/~example folder to ~example.  For some reason this is not yet
            // happening, possibly because we are not sending the correct inventory update messages with the correct
            // transaction IDs
            else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
            {
                UUID destinationFolderID = UUID.Zero;

                if (im.binaryBucket != null && im.binaryBucket.Length >= 16)
                {
                    destinationFolderID = new UUID(im.binaryBucket, 0);
                }

                if (destinationFolderID != UUID.Zero)
                {
                    InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId);
                    IInventoryService invService = scene.InventoryService;

                    UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip

                    InventoryItemBase item = invService.GetItem(client.AgentId, inventoryID);
                    InventoryFolderBase folder = null;
                    UUID? previousParentFolderID = null;

                    if (item != null) // It's an item
                    {
                        previousParentFolderID = item.Folder;
                        item.Folder = destinationFolderID;

                        invService.DeleteItems(item.Owner, new List<UUID>() { item.ID });
                        scene.AddInventoryItem(client, item);
                    }
                    else
                    {
                        folder = invService.GetFolder(client.AgentId, inventoryID);

                        if (folder != null) // It's a folder
                        {
                            previousParentFolderID = folder.ParentID;
                            folder.ParentID = destinationFolderID;
                            invService.MoveFolder(folder);
                        }
                    }

                    // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code).
                    if (previousParentFolderID != null)
                    {
                        InventoryFolderBase previousParentFolder = invService.GetFolder(client.AgentId, (UUID)previousParentFolderID);
                        scene.SendInventoryUpdate(client, previousParentFolder, true, true);

                        scene.SendInventoryUpdate(client, destinationFolder, true, true);
                    }
                }
            }
            else if (
                im.dialog == (byte)InstantMessageDialog.InventoryDeclined
                || im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined)
            {
                // 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
                //
                IInventoryService invService = scene.InventoryService;

                InventoryFolderBase trashFolder =
                    invService.GetFolderForType(client.AgentId, FolderType.Trash);

                UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip

                InventoryItemBase item = invService.GetItem(client.AgentId, inventoryID);
                InventoryFolderBase folder = null;
                UUID? previousParentFolderID = null;

                if (item != null && trashFolder != null)
                {
                    previousParentFolderID = item.Folder;
                    item.Folder = trashFolder.ID;

                    // Diva comment: can't we just update this item???
                    List<UUID> uuids = new List<UUID>();
                    uuids.Add(item.ID);
                    invService.DeleteItems(item.Owner, uuids);
                    scene.AddInventoryItem(client, item);
                }
                else
                {
                    folder = invService.GetFolder(client.AgentId, inventoryID);

                    if (folder != null & trashFolder != null)
                    {
                        previousParentFolderID = folder.ParentID;
                        folder.ParentID = trashFolder.ID;
                        invService.MoveFolder(folder);
                        client.SendBulkUpdateInventory(folder);
                    }
                }

                if ((null == item && null == folder) | null == trashFolder)
                {
                    string reason = String.Empty;

                    if (trashFolder == null)
                        reason += " Trash folder not found.";
                    if (item == null)
                        reason += " Item not found.";
                    if (folder == null)
                        reason += " Folder not found.";

                    client.SendAgentAlertMessage("Unable to delete "+
                            "received inventory" + reason, false);
                }
                // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code).
                else if (previousParentFolderID != null)
                {
                    InventoryFolderBase previousParentFolder = invService.GetFolder(client.AgentId, (UUID)previousParentFolderID);
                    scene.SendInventoryUpdate(client, previousParentFolder, true, true);

                    scene.SendInventoryUpdate(client, trashFolder, true, true);
                }

                if (im.dialog == (byte)InstantMessageDialog.InventoryDeclined)
                {
                    ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));

                    if (user != null) // Local
                    {
                        user.ControllingClient.SendInstantMessage(im);
                    }
                    else
                    {
                        if (m_TransferModule != null)
                            m_TransferModule.SendInstantMessage(im, delegate(bool success) { });
                    }
                }
            }
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="im"></param>
        private void OnGridInstantMessage(GridInstantMessage im)
        {
            // Check if this is ours to handle
            //
            Scene scene = FindClientScene(new UUID(im.toAgentID));

            if (scene == null)
                return;

            // Find agent to deliver to
            //
            ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
            if (user == null)
                return;

            // This requires a little bit of processing because we have to make the
            // new item visible in the recipient's inventory here
            //
            if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
            {
                if (im.binaryBucket.Length < 17) // Invalid
                    return;

                UUID recipientID = new UUID(im.toAgentID);

                // First byte is the asset type
                AssetType assetType = (AssetType)im.binaryBucket[0];

                if (AssetType.Folder == assetType)
                {
                    UUID folderID = new UUID(im.binaryBucket, 1);

                    InventoryFolderBase folder =
                            scene.InventoryService.GetFolder(recipientID, folderID);

                    if (folder != null)
                        user.ControllingClient.SendBulkUpdateInventory(folder);
                }
                else
                {
                    UUID itemID = new UUID(im.binaryBucket, 1);

                    InventoryItemBase item =
                            scene.InventoryService.GetItem(recipientID, itemID);

                    if (item != null)
                    {
                        user.ControllingClient.SendBulkUpdateInventory(item);
                    }
                }
                user.ControllingClient.SendInstantMessage(im);
            }
            if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
            {
                if (im.binaryBucket.Length < 1) // Invalid
                    return;

                UUID recipientID = new UUID(im.toAgentID);

                // Bucket is the asset type
                AssetType assetType = (AssetType)im.binaryBucket[0];

                if (AssetType.Folder == assetType)
                {
                    UUID folderID = new UUID(im.imSessionID);

                    InventoryFolderBase folder =
                            scene.InventoryService.GetFolder(recipientID, folderID);

                    if (folder != null)
                        user.ControllingClient.SendBulkUpdateInventory(folder);
                }
                else
                {
                    UUID itemID = new UUID(im.imSessionID);

                    InventoryItemBase item =
                            scene.InventoryService.GetItem(recipientID, itemID);

                    if (item != null)
                    {
                        user.ControllingClient.SendBulkUpdateInventory(item);
                    }
                }

                // Fix up binary bucket since this may be 17 chars long here
                Byte[] bucket = new Byte[1];
                bucket[0] = im.binaryBucket[0];
                im.binaryBucket = bucket;

                user.ControllingClient.SendInstantMessage(im);
            }
            else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
                     im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
                     im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
                     im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
            {
                user.ControllingClient.SendInstantMessage(im);
            }
        }
    }
}