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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 OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Connectors.Hypergrid;
using OpenSim.Services.Interfaces;
using OpenSim.Server.Base;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using log4net;
using Nini.Config;
using Mono.Addins;
namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "HGInventoryAccessModule")]
public class HGInventoryAccessModule : BasicInventoryAccessModule, INonSharedRegionModule, IInventoryAccessModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static HGAssetMapper m_assMapper;
public static HGAssetMapper AssetMapper
{
get { return m_assMapper; }
}
private string m_HomeURI;
private bool m_OutboundPermission;
private string m_ThisGatekeeper;
private bool m_RestrictInventoryAccessAbroad;
private bool m_bypassPermissions = true;
// This simple check makes it possible to support grids in which all the simulators
// share all central services of the Robust server EXCEPT assets. In other words,
// grids where the simulators' assets are kept in one DB and the users' inventory assets
// are kept on another. When users rez items from inventory or take objects from world,
// an HG-like asset copy takes place between the 2 servers, the world asset server and
// the user's asset server.
private bool m_CheckSeparateAssets = false;
private string m_LocalAssetsURL = string.Empty;
// private bool m_Initialized = false;
#region INonSharedRegionModule
public override string Name
{
get { return "HGInventoryAccessModule"; }
}
public override void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("InventoryAccessModule", "");
if (name == Name)
{
m_Enabled = true;
InitialiseCommon(source);
m_log.InfoFormat("[HG INVENTORY ACCESS MODULE]: {0} enabled.", Name);
IConfig thisModuleConfig = source.Configs["HGInventoryAccessModule"];
if (thisModuleConfig != null)
{
m_HomeURI = Util.GetConfigVarFromSections<string>(source, "HomeURI",
new string[] { "Startup", "Hypergrid", "HGInventoryAccessModule" }, String.Empty);
m_ThisGatekeeper = Util.GetConfigVarFromSections<string>(source, "GatekeeperURI",
new string[] { "Startup", "Hypergrid", "HGInventoryAccessModule" }, String.Empty);
// Legacy. Renove soon!
m_ThisGatekeeper = thisModuleConfig.GetString("Gatekeeper", m_ThisGatekeeper);
m_OutboundPermission = thisModuleConfig.GetBoolean("OutboundPermission", true);
m_RestrictInventoryAccessAbroad = thisModuleConfig.GetBoolean("RestrictInventoryAccessAbroad", true);
m_CheckSeparateAssets = thisModuleConfig.GetBoolean("CheckSeparateAssets", false);
m_LocalAssetsURL = thisModuleConfig.GetString("RegionHGAssetServerURI", string.Empty);
m_LocalAssetsURL = m_LocalAssetsURL.Trim(new char[] { '/' });
}
else
m_log.Warn("[HG INVENTORY ACCESS MODULE]: HGInventoryAccessModule configs not found. ProfileServerURI not set!");
m_bypassPermissions = !Util.GetConfigVarFromSections<bool>(source, "serverside_object_permissions",
new string[] { "Startup", "Permissions" }, true);
}
}
}
public override void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
base.AddRegion(scene);
m_assMapper = new HGAssetMapper(scene, m_HomeURI);
scene.EventManager.OnNewInventoryItemUploadComplete += PostInventoryAsset;
scene.EventManager.OnTeleportStart += TeleportStart;
scene.EventManager.OnTeleportFail += TeleportFail;
// We're fgoing to enforce some stricter permissions if Outbound is false
scene.Permissions.OnTakeObject += CanTakeObject;
scene.Permissions.OnTakeCopyObject += CanTakeObject;
scene.Permissions.OnTransferUserInventory += OnTransferUserInventory;
}
#endregion
#region Event handlers
protected override void OnNewClient(IClientAPI client)
{
base.OnNewClient(client);
client.OnCompleteMovementToRegion += new Action<IClientAPI, bool>(OnCompleteMovementToRegion);
}
protected void OnCompleteMovementToRegion(IClientAPI client, bool arg2)
{
//m_log.DebugFormat("[HG INVENTORY ACCESS MODULE]: OnCompleteMovementToRegion of user {0}", client.Name);
object sp = null;
if (client.Scene.TryGetScenePresence(client.AgentId, out sp))
{
if (sp is ScenePresence)
{
AgentCircuitData aCircuit = ((ScenePresence)sp).Scene.AuthenticateHandler.GetAgentCircuitData(client.AgentId);
if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
{
if (m_RestrictInventoryAccessAbroad)
{
IUserManagement uMan = m_Scene.RequestModuleInterface<IUserManagement>();
if (uMan.IsLocalGridUser(client.AgentId))
ProcessInventoryForComingHome(client);
else
ProcessInventoryForArriving(client);
}
}
}
}
}
protected void TeleportStart(IClientAPI client, GridRegion destination, GridRegion finalDestination, uint teleportFlags, bool gridLogout)
{
if (gridLogout && m_RestrictInventoryAccessAbroad)
{
IUserManagement uMan = m_Scene.RequestModuleInterface<IUserManagement>();
if (uMan != null && uMan.IsLocalGridUser(client.AgentId))
{
// local grid user
ProcessInventoryForHypergriding(client);
}
else
{
// Foreigner
ProcessInventoryForLeaving(client);
}
}
}
protected void TeleportFail(IClientAPI client, bool gridLogout)
{
if (gridLogout && m_RestrictInventoryAccessAbroad)
{
IUserManagement uMan = m_Scene.RequestModuleInterface<IUserManagement>();
if (uMan.IsLocalGridUser(client.AgentId))
{
ProcessInventoryForComingHome(client);
}
else
{
ProcessInventoryForArriving(client);
}
}
}
private void PostInventoryAsset(InventoryItemBase item, int userlevel)
{
InventoryFolderBase f = m_Scene.InventoryService.GetFolderForType(item.Owner, FolderType.Trash);
if (f == null || (f != null && item.Folder != f.ID))
PostInventoryAsset(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel);
}
private void PostInventoryAsset(UUID avatarID, AssetType type, UUID assetID, string name, int userlevel)
{
if (type == AssetType.Link)
return;
string userAssetServer = string.Empty;
if (IsForeignUser(avatarID, out userAssetServer) && userAssetServer != string.Empty && m_OutboundPermission)
{
m_assMapper.Post(assetID, avatarID, userAssetServer);
}
}
#endregion
#region Overrides of Basic Inventory Access methods
protected override string GenerateLandmark(ScenePresence presence, out string prefix, out string suffix)
{
if (UserManagementModule != null && !UserManagementModule.IsLocalGridUser(presence.UUID))
prefix = "HG ";
else
prefix = string.Empty;
suffix = " @ " + m_ThisGatekeeper;
Vector3 pos = presence.AbsolutePosition;
return String.Format("Landmark version 2\nregion_id {0}\nlocal_pos {1} {2} {3}\nregion_handle {4}\ngatekeeper {5}\n",
presence.Scene.RegionInfo.RegionID,
pos.X, pos.Y, pos.Z,
presence.RegionHandle,
m_ThisGatekeeper);
}
///
/// CapsUpdateInventoryItemAsset
///
public override UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data)
{
UUID newAssetID = base.CapsUpdateInventoryItemAsset(remoteClient, itemID, data);
// We need to construct this here to satisfy the calling convention.
// Better this in two places than five formal params in all others.
InventoryItemBase item = new InventoryItemBase();
item.Owner = remoteClient.AgentId;
item.AssetType = (int)AssetType.Unknown;
item.AssetID = newAssetID;
item.Name = String.Empty;
PostInventoryAsset(item, 0);
return newAssetID;
}
///
/// UpdateInventoryItemAsset
///
public override bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset)
{
if (base.UpdateInventoryItemAsset(ownerID, item, asset))
{
PostInventoryAsset(item, 0);
return true;
}
return false;
}
///
/// Used in DeleteToInventory
///
protected override void ExportAsset(UUID agentID, UUID assetID)
{
if (!assetID.Equals(UUID.Zero))
{
InventoryItemBase item = new InventoryItemBase();
item.Owner = agentID;
item.AssetType = (int)AssetType.Unknown;
item.AssetID = assetID;
item.Name = String.Empty;
PostInventoryAsset(item, 0);
}
else
{
m_log.Debug("[HGScene]: Scene.Inventory did not create asset");
}
}
///
/// RezObject
///
// compatibility do not use
public override SceneObjectGroup RezObject(
IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
{
return RezObject(remoteClient, itemID, UUID.Zero, RayEnd, RayStart,
RayTargetID, BypassRayCast, RayEndIsIntersection,
RezSelected, RemoveItem, fromTaskID, attachment);
}
public override SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID,
UUID groupID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
{
m_log.DebugFormat("[HGScene]: RezObject itemID={0} fromTaskID={1}", itemID, fromTaskID);
//if (fromTaskID.Equals(UUID.Zero))
//{
InventoryItemBase item = m_Scene.InventoryService.GetItem(remoteClient.AgentId, itemID);
//if (item == null)
//{ // Fetch the item
// item = new InventoryItemBase();
// item.Owner = remoteClient.AgentId;
// item.ID = itemID;
// item = m_assMapper.Get(item, userInfo.RootFolder.ID, userInfo);
//}
string userAssetServer = string.Empty;
if (item != null && IsForeignUser(remoteClient.AgentId, out userAssetServer))
{
m_assMapper.Get(item.AssetID, remoteClient.AgentId, userAssetServer);
}
//}
// OK, we're done fetching. Pass it up to the default RezObject
SceneObjectGroup sog = base.RezObject(remoteClient, itemID, groupID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
RezSelected, RemoveItem, fromTaskID, attachment);
return sog;
}
public override void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver)
{
string senderAssetServer = string.Empty;
string receiverAssetServer = string.Empty;
bool isForeignSender, isForeignReceiver;
isForeignSender = IsForeignUser(sender, out senderAssetServer);
isForeignReceiver = IsForeignUser(receiver, out receiverAssetServer);
// They're both local. Nothing to do.
if (!isForeignSender && !isForeignReceiver)
return;
// At least one of them is foreign.
// If both users have the same asset server, no need to transfer the asset
if (senderAssetServer.Equals(receiverAssetServer))
{
m_log.DebugFormat("[HGScene]: Asset transfer between foreign users, but they have the same server. No transfer.");
return;
}
if (isForeignSender && senderAssetServer != string.Empty)
m_assMapper.Get(item.AssetID, sender, senderAssetServer);
if (isForeignReceiver && receiverAssetServer != string.Empty && m_OutboundPermission)
m_assMapper.Post(item.AssetID, receiver, receiverAssetServer);
}
public override bool IsForeignUser(UUID userID, out string assetServerURL)
{
assetServerURL = string.Empty;
if (UserManagementModule != null)
{
if (!m_CheckSeparateAssets)
{
if (!UserManagementModule.IsLocalGridUser(userID))
{ // foreign
ScenePresence sp = null;
if (m_Scene.TryGetScenePresence(userID, out sp))
{
AgentCircuitData aCircuit = m_Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
if (aCircuit != null && aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI"))
{
assetServerURL = aCircuit.ServiceURLs["AssetServerURI"].ToString();
assetServerURL = assetServerURL.Trim(new char[] { '/' });
}
}
else
{
assetServerURL = UserManagementModule.GetUserServerURL(userID, "AssetServerURI");
assetServerURL = assetServerURL.Trim(new char[] { '/' });
}
return true;
}
}
else
{
if (IsLocalInventoryAssetsUser(userID, out assetServerURL))
{
m_log.DebugFormat("[HGScene]: user {0} has local assets {1}", userID, assetServerURL);
return false;
}
else
{
m_log.DebugFormat("[HGScene]: user {0} has foreign assets {1}", userID, assetServerURL);
return true;
}
}
}
return false;
}
private bool IsLocalInventoryAssetsUser(UUID uuid, out string assetsURL)
{
assetsURL = UserManagementModule.GetUserServerURL(uuid, "AssetServerURI");
if (assetsURL == string.Empty)
{
AgentCircuitData agent = m_Scene.AuthenticateHandler.GetAgentCircuitData(uuid);
if (agent != null)
{
assetsURL = agent.ServiceURLs["AssetServerURI"].ToString();
assetsURL = assetsURL.Trim(new char[] { '/' });
}
}
return m_LocalAssetsURL.Equals(assetsURL);
}
protected override InventoryItemBase GetItem(UUID agentID, UUID itemID)
{
InventoryItemBase item = base.GetItem(agentID, itemID);
if (item == null)
return null;
string userAssetServer = string.Empty;
if (IsForeignUser(agentID, out userAssetServer))
m_assMapper.Get(item.AssetID, agentID, userAssetServer);
return item;
}
#endregion
#region Inventory manipulation upon arriving/leaving
//
// These 2 are for local and foreign users coming back, respectively
//
private void ProcessInventoryForComingHome(IClientAPI client)
{
m_log.DebugFormat("[HG INVENTORY ACCESS MODULE]: Restoring root folder for local user {0}", client.Name);
if (client is IClientCore)
{
IClientCore core = (IClientCore)client;
IClientInventory inv;
if (core.TryGet<IClientInventory>(out inv))
{
InventoryFolderBase root = m_Scene.InventoryService.GetRootFolder(client.AgentId);
InventoryCollection content = m_Scene.InventoryService.GetFolderContent(client.AgentId, root.ID);
List<InventoryFolderBase> keep = new List<InventoryFolderBase>();
foreach (InventoryFolderBase f in content.Folders)
{
if (f.Name != "My Suitcase" && f.Name != "Current Outfit")
keep.Add(f);
}
inv.SendBulkUpdateInventory(keep.ToArray(), content.Items.ToArray());
}
}
}
private void ProcessInventoryForArriving(IClientAPI client)
{
// No-op for now, but we may need to do something for freign users inventory
}
//
// These 2 are for local and foreign users going away respectively
//
private void ProcessInventoryForHypergriding(IClientAPI client)
{
if (client is IClientCore)
{
IClientCore core = (IClientCore)client;
IClientInventory inv;
if (core.TryGet<IClientInventory>(out inv))
{
InventoryFolderBase root = m_Scene.InventoryService.GetRootFolder(client.AgentId);
if (root != null)
{
m_log.DebugFormat("[HG INVENTORY ACCESS MODULE]: Changing root inventory for user {0}", client.Name);
InventoryCollection content = m_Scene.InventoryService.GetFolderContent(client.AgentId, root.ID);
List<InventoryFolderBase> keep = new List<InventoryFolderBase>();
foreach (InventoryFolderBase f in content.Folders)
{
if (f.Name != "My Suitcase" && f.Name != "Current Outfit")
{
f.Name = f.Name + " (Unavailable)";
keep.Add(f);
}
}
// items directly under the root folder
foreach (InventoryItemBase it in content.Items)
it.Name = it.Name + " (Unavailable)"; ;
// Send the new names
inv.SendBulkUpdateInventory(keep.ToArray(), content.Items.ToArray());
}
}
}
}
private void ProcessInventoryForLeaving(IClientAPI client)
{
// No-op for now
}
#endregion
#region Permissions
private bool CanTakeObject(UUID objectID, UUID stealer, Scene scene)
{
if (m_bypassPermissions) return true;
if (!m_OutboundPermission && !UserManagementModule.IsLocalGridUser(stealer))
{
SceneObjectGroup sog = null;
if (m_Scene.TryGetSceneObjectGroup(objectID, out sog) && sog.OwnerID == stealer)
return true;
return false;
}
return true;
}
private bool OnTransferUserInventory(UUID itemID, UUID userID, UUID recipientID)
{
if (m_bypassPermissions) return true;
if (!m_OutboundPermission && !UserManagementModule.IsLocalGridUser(recipientID))
return false;
return true;
}
#endregion
}
}
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