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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.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 {1}",
// (InstantMessageDialog)im.dialog, client.Name);
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 receipientID = new UUID(im.toAgentID);
ScenePresence user = scene.GetScenePresence(receipientID);
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(receipientID, 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 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;
}
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));
InventoryItemBase itemCopy = scene.GiveInventoryItem(
new UUID(im.toAgentID),
client.AgentId, itemID);
if (itemCopy == null)
{
client.SendAgentAlertMessage("Can't find item to give. Nothing given.", 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;
}
// 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)
{
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) {
// justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
// and is apparently supposed to fix bulk inventory updates after accepting items. But
// instead it appears to cause two copies of an accepted folder for the receiving user in
// at least some cases. Folder/item update is already done when the offer is made (see code above)
// // Send BulkUpdateInventory
// IInventoryService invService = scene.InventoryService;
// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
//
// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
// folder = invService.GetFolder(folder);
//
// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
//
// // If the user has left the scene by the time the message comes back then we can't send
// // them the update.
// if (fromUser != null)
// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
});
}
}
// 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);
if (destinationFolder == null)
{
m_log.WarnFormat(
"[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist",
client.Name, scene.Name, destinationFolderID);
return;
}
IInventoryService invService = scene.InventoryService;
UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId);
item = invService.GetItem(item);
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 = new InventoryFolderBase(inventoryID, client.AgentId);
folder = invService.GetFolder(folder);
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
= new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId);
previousParentFolder = invService.GetFolder(previousParentFolder);
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, AssetType.TrashFolder);
UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId);
item = invService.GetItem(item);
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 = new InventoryFolderBase(inventoryID, client.AgentId);
folder = invService.GetFolder(folder);
if (folder != null & trashFolder != null)
{
previousParentFolderID = folder.ParentID;
folder.ParentID = trashFolder.ID;
invService.MoveFolder(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
= new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId);
previousParentFolder = invService.GetFolder(previousParentFolder);
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="msg"></param>
private void OnGridInstantMessage(GridInstantMessage msg)
{
// Check if this is ours to handle
//
Scene scene = FindClientScene(new UUID(msg.toAgentID));
if (scene == null)
return;
// Find agent to deliver to
//
ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID));
// Just forward to local handling
OnInstantMessage(user.ControllingClient, msg);
}
}
}
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