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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 OpenSim 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 OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using Nini.Config;
using Nwc.XmlRpc;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers;
using OpenSim.Region.Interfaces;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.Avatar.Friends
{
/*
This module handles adding/removing friends, and the the presence
notification process for login/logoff of friends.
The presence notification works as follows:
- After the user initially connects to a region (so we now have a UDP
connection to work with), this module fetches the friends of user
(those are cached), their on-/offline status, and info about the
region they are in from the MessageServer.
- (*) It then informs the user about the on-/offline status of her friends.
- It then informs all online friends currently on this region-server about
user's new online status (this will save some network traffic, as local
messages don't have to be transferred inter-region, and it will be all
that has to be done in Standalone Mode).
- For the rest of the online friends (those not on this region-server),
this module uses the provided region-information to map users to
regions, and sends one notification to every region containing the
friends to inform on that server.
- The region-server will handle that in the following way:
- If it finds the friend, it informs her about the user being online.
- If it doesn't find the friend (maybe she TPed away in the meantime),
it stores that information.
- After it processed all friends, it returns the list of friends it
couldn't find.
- If this list isn't empty, the FriendsModule re-requests information
about those online friends that have been missed and starts at (*)
again until all friends have been found, or until it tried 3 times
(to prevent endless loops due to some uncaught error).
NOTE: Online/Offline notifications don't need to be sent on region change.
We implement two XMLRpc handlers here, handling all the inter-region things
we have to handle:
- On-/Offline-Notifications (bulk)
- Terminate Friendship messages (single)
*/
public class FriendsModule : IRegionModule
{
private class Transaction
{
public UUID agentID;
public string agentName;
public uint count;
public Transaction(UUID agentID, string agentName)
{
this.agentID = agentID;
this.agentName = agentName;
this.count = 1;
}
}
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Cache m_friendLists = new Cache(CacheFlags.AllowUpdate);
private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
private Dictionary<UUID, UUID> m_pendingCallingcardRequests = new Dictionary<UUID,UUID>();
private Scene m_initialScene; // saves a lookup if we don't have a specific scene
private Dictionary<ulong, Scene> m_scenes = new Dictionary<ulong,Scene>();
private IMessageTransferModule m_TransferModule = null;
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
lock (m_scenes)
{
if (m_scenes.Count == 0)
{
scene.AddXmlRPCHandler("presence_update_bulk", processPresenceUpdateBulk);
scene.AddXmlRPCHandler("terminate_friend", processTerminateFriend);
m_friendLists.DefaultTTL = new TimeSpan(1, 0, 0); // store entries for one hour max
m_initialScene = scene;
}
if (!m_scenes.ContainsKey(scene.RegionInfo.RegionHandle))
m_scenes[scene.RegionInfo.RegionHandle] = scene;
}
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
scene.EventManager.OnMakeChildAgent += MakeChildAgent;
scene.EventManager.OnClientClosed += ClientClosed;
}
public void PostInitialise()
{
if (m_scenes.Count > 0)
{
m_TransferModule = m_initialScene.RequestModuleInterface<IMessageTransferModule>();
}
if (m_TransferModule == null)
m_log.Error("[FRIENDS]: Unable to find a message transfer module, friendship offers will not work");
}
public void Close()
{
}
public string Name
{
get { return "FriendsModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
#endregion
public XmlRpcResponse processPresenceUpdateBulk(XmlRpcRequest req)
{
Hashtable requestData = (Hashtable)req.Params[0];
List<UUID> friendsNotHere = new List<UUID>();
// this is called with the expectation that all the friends in the request are on this region-server.
// But as some time passed since we checked (on the other region-server, via the MessagingServer),
// some of the friends might have teleported away.
// Actually, even now, between this line and the sending below, some people could TP away. So,
// we'll have to lock the m_rootAgents list for the duration to prevent/delay that.
lock (m_rootAgents)
{
List<ScenePresence> friendsHere = new List<ScenePresence>();
try
{
UUID agentID = new UUID((string)requestData["agentID"]);
bool agentOnline = (bool)requestData["agentOnline"];
int count = (int)requestData["friendCount"];
for (int i = 0; i < count; ++i)
{
UUID uuid;
if (UUID.TryParse((string)requestData["friendID_" + i], out uuid))
{
if (m_rootAgents.ContainsKey(uuid)) friendsHere.Add(GetRootPresenceFromAgentID(uuid));
else friendsNotHere.Add(uuid);
}
}
// now send, as long as they are still here...
UUID[] agentUUID = new UUID[] { agentID };
if (agentOnline)
{
foreach (ScenePresence agent in friendsHere)
{
agent.ControllingClient.SendAgentOnline(agentUUID);
}
}
else
{
foreach (ScenePresence agent in friendsHere)
{
agent.ControllingClient.SendAgentOffline(agentUUID);
}
}
}
catch(Exception e)
{
m_log.Warn("[FRIENDS]: Got exception while parsing presence_update_bulk request:", e);
}
}
// no need to lock anymore; if TPs happen now, worst case is that we have an additional agent in this region,
// which should be caught on the next iteration...
Hashtable result = new Hashtable();
int idx = 0;
foreach (UUID uuid in friendsNotHere)
{
result["friendID_" + idx++] = uuid.ToString();
}
result["friendCount"] = idx;
XmlRpcResponse response = new XmlRpcResponse();
response.Value = result;
return response;
}
public XmlRpcResponse processTerminateFriend(XmlRpcRequest req)
{
Hashtable requestData = (Hashtable)req.Params[0];
bool success = false;
UUID agentID;
UUID friendID;
if (requestData.ContainsKey("agentID") && UUID.TryParse((string)requestData["agentID"], out agentID) &&
requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID))
{
// try to find it and if it is there, prevent it to vanish before we sent the message
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(agentID))
{
m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", friendID, agentID);
GetRootPresenceFromAgentID(agentID).ControllingClient.SendTerminateFriend(friendID);
success = true;
}
}
}
// return whether we were successful
Hashtable result = new Hashtable();
result["success"] = success;
XmlRpcResponse response = new XmlRpcResponse();
response.Value = result;
return response;
}
private void OnNewClient(IClientAPI client)
{
// All friends establishment protocol goes over instant message
// There's no way to send a message from the sim
// to a user to 'add a friend' without causing dialog box spam
// Subscribe to instant messages
client.OnInstantMessage += OnInstantMessage;
// Friend list management
client.OnApproveFriendRequest += OnApproveFriendRequest;
client.OnDenyFriendRequest += OnDenyFriendRequest;
client.OnTerminateFriendship += OnTerminateFriendship;
// ... calling card handling...
client.OnOfferCallingCard += OnOfferCallingCard;
client.OnAcceptCallingCard += OnAcceptCallingCard;
client.OnDeclineCallingCard += OnDeclineCallingCard;
// we need this one exactly once per agent session (see comments in the handler below)
client.OnEconomyDataRequest += OnEconomyDataRequest;
// if it leaves, we want to know, too
client.OnLogout += OnLogout;
}
private void ClientClosed(UUID AgentId)
{
// agent's client was closed. As we handle logout in OnLogout, this here has only to handle
// TPing away (root agent is closed) or TPing/crossing in a region far enough away (client
// agent is closed).
// NOTE: In general, this doesn't mean that the agent logged out, just that it isn't around
// in one of the regions here anymore.
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(AgentId))
{
m_rootAgents.Remove(AgentId);
m_log.Info("[FRIEND]: Removing " + AgentId + ". Agent was closed.");
}
}
}
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
{
lock (m_rootAgents)
{
m_rootAgents[avatar.UUID] = avatar.RegionHandle;
m_log.Info("[FRIEND]: Claiming " + avatar.Firstname + " " + avatar.Lastname + " in region:" + avatar.RegionHandle + ".");
// Claim User! my user! Mine mine mine!
}
}
private void MakeChildAgent(ScenePresence avatar)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
// only delete if the region matches. As this is a shared module, the avatar could be
// root agent in another region on this server.
if (m_rootAgents[avatar.UUID] == avatar.RegionHandle)
{
m_rootAgents.Remove(avatar.UUID);
m_log.Info("[FRIEND]: Removing " + avatar.Firstname + " " + avatar.Lastname + " as a root agent");
}
}
}
}
private ScenePresence GetRootPresenceFromAgentID(UUID AgentID)
{
ScenePresence returnAgent = null;
lock (m_scenes)
{
ScenePresence queryagent = null;
foreach (Scene scene in m_scenes.Values)
{
queryagent = scene.GetScenePresence(AgentID);
if (queryagent != null)
{
if (!queryagent.IsChildAgent)
{
returnAgent = queryagent;
break;
}
}
}
}
return returnAgent;
}
private ScenePresence GetAnyPresenceFromAgentID(UUID AgentID)
{
ScenePresence returnAgent = null;
lock (m_scenes)
{
ScenePresence queryagent = null;
foreach (Scene scene in m_scenes.Values)
{
queryagent = scene.GetScenePresence(AgentID);
if (queryagent != null)
{
returnAgent = queryagent;
break;
}
}
}
return returnAgent;
}
#region FriendRequestHandling
private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
{
// Friend Requests go by Instant Message.. using the dialog param
// https://wiki.secondlife.com/wiki/ImprovedInstantMessage
UUID fromAgentID = new UUID(im.fromAgentID);
UUID toAgentID = new UUID(im.toAgentID);
if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38
{
// this is triggered by the initiating agent:
// A local agent offers friendship to some possibly remote friend.
// A IM is triggered, processed here and sent to the friend (possibly in a remote region).
// some properties are misused here:
// fromAgentName is the *destination* name (the friend we offer friendship to)
m_log.InfoFormat("[FRIEND]: Offer(38) - From: {0}, FromName: {1} To: {2}, Session: {3}, Message: {4}, Offline {5}",
im.fromAgentID, im.fromAgentName, im.toAgentID, im.imSessionID, im.message, im.offline);
// 1.20 protocol sends an UUID in the message field, instead of the friendship offer text.
// For interoperability, we have to clear that
if (Util.isUUID(im.message)) im.message = "";
// be sneeky and use the initiator-UUID as transactionID. This means we can be stateless.
// we have to look up the agent name on friendship-approval, though.
im.imSessionID = im.fromAgentID;
im.fromAgentName = client.Name;
if (m_TransferModule != null)
{
// Send it to whoever is the destination.
// If new friend is local, it will send an IM to the viewer.
// If new friend is remote, it will cause a OnGridInstantMessage on the remote server
m_TransferModule.SendInstantMessage(im,
delegate(bool success) {
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
}
);
}
}
else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39
{
m_log.DebugFormat("[FRIEND]: 39 - from client {0}, agent {2} {3}, imsession {4} to {5}: {6} (dialog {7})",
client.AgentId, im.fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
}
else if (im.dialog == (byte)InstantMessageDialog.FriendshipDeclined) // 40
{
// declining the friendship offer causes a type 40 IM being sent to the (possibly remote) initiator
// toAgentID is initiator, fromAgentID declined friendship
m_log.DebugFormat("[FRIEND]: 40 - from client {0}, agent {1} {2}, imsession {3} to {4}: {5} (dialog {6})",
client != null ? client.AgentId.ToString() : "<null>",
fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
// Send the decline to whoever is the destination.
GridInstantMessage msg = new GridInstantMessage(client.Scene, fromAgentID, client.Name, toAgentID,
im.dialog, im.message, im.offline != 0, im.Position);
// If new friend is local, it will send an IM to the viewer.
// If new friend is remote, it will cause a OnGridInstantMessage on the remote server
m_TransferModule.SendInstantMessage(msg,
delegate(bool success) {
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
}
);
}
}
private void OnGridInstantMessage(GridInstantMessage msg)
{
// This event won't be raised unless we have that agent,
// so we can depend on the above not trying to send
// via grid again
m_log.DebugFormat("[FRIEND]: Got GridIM from {0}, to {1}, imSession {2}, message {3}, dialog {4}",
msg.fromAgentID, msg.toAgentID, msg.imSessionID, msg.message, msg.dialog);
if (msg.dialog == (byte)InstantMessageDialog.FriendshipOffered ||
msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted ||
msg.dialog == (byte)InstantMessageDialog.FriendshipDeclined)
{
// this should succeed as we *know* the root agent is here.
m_TransferModule.SendInstantMessage(msg,
delegate(bool success) {
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
}
);
}
if (msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted)
{
// for accept friendship, we have to do a bit more
approveFriendship(new UUID(msg.fromAgentID), new UUID(msg.toAgentID), msg.fromAgentName);
}
}
private void approveFriendship(UUID fromAgentID, UUID toAgentID, string fromName)
{
m_log.DebugFormat("[FRIEND]: Approve friendship from {0} (ID: {1}) to {2}",
fromAgentID, fromName, toAgentID);
// a new friend was added in the initiator's and friend's data, so the cache entries are wrong now.
lock (m_friendLists)
{
m_friendLists.Invalidate(fromAgentID);
m_friendLists.Invalidate(toAgentID);
}
// now send presence update and add a calling card for the new friend
ScenePresence initiator = GetAnyPresenceFromAgentID(toAgentID);
if (initiator == null)
{
// quite wrong. Shouldn't happen.
m_log.WarnFormat("[FRIEND]: Coudn't find initiator of friend request {0}", toAgentID);
return;
}
m_log.DebugFormat("[FRIEND]: Tell {0} that {1} is online",
initiator.Name, fromName);
// tell initiator that friend is online
initiator.ControllingClient.SendAgentOnline(new UUID[] { fromAgentID });
// find the folder for the friend...
InventoryFolderImpl folder =
initiator.Scene.CommsManager.UserProfileCacheService.GetUserDetails(toAgentID).FindFolderForType((int)InventoryType.CallingCard);
if (folder != null)
{
// ... and add the calling card
CreateCallingCard(initiator.ControllingClient, fromAgentID, folder.ID, fromName);
}
}
private void OnApproveFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders)
{
m_log.DebugFormat("[FRIEND]: Got approve friendship from {0} {1}, agentID {2}, tid {3}",
client.Name, client.AgentId, agentID, friendID);
// store the new friend persistently for both avatars
m_initialScene.StoreAddFriendship(friendID, agentID, (uint) FriendRights.CanSeeOnline);
// The cache entries aren't valid anymore either, as we just added a friend to both sides.
lock (m_friendLists)
{
m_friendLists.Invalidate(agentID);
m_friendLists.Invalidate(friendID);
}
// if it's a local friend, we don't have to do the lookup
ScenePresence friendPresence = GetAnyPresenceFromAgentID(friendID);
if (friendPresence != null)
{
m_log.Debug("[FRIEND]: Local agent detected.");
// create calling card
CreateCallingCard(client, friendID, callingCardFolders[0], friendPresence.Name);
// local message means OnGridInstantMessage won't be triggered, so do the work here.
friendPresence.ControllingClient.SendInstantMessage(agentID, agentID.ToString(), friendID, client.Name,
(byte)InstantMessageDialog.FriendshipAccepted,
(uint)Util.UnixTimeSinceEpoch());
approveFriendship(agentID, friendID, client.Name);
}
else
{
m_log.Debug("[FRIEND]: Remote agent detected.");
// fetch the friend's name for the calling card.
CachedUserInfo info = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(friendID);
// create calling card
CreateCallingCard(client, friendID, callingCardFolders[0],
info.UserProfile.FirstName + " " + info.UserProfile.SurName);
// Compose (remote) response to friend.
GridInstantMessage msg = new GridInstantMessage(client.Scene, agentID, client.Name, friendID,
(byte)InstantMessageDialog.FriendshipAccepted,
agentID.ToString(), false, Vector3.Zero);
if (m_TransferModule != null)
{
m_TransferModule.SendInstantMessage(msg,
delegate(bool success) {
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
}
);
}
}
// tell client that new friend is online
client.SendAgentOnline(new UUID[] { friendID });
}
private void OnDenyFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders)
{
m_log.DebugFormat("[FRIEND]: Got deny friendship from {0} {1}, agentID {2}, tid {3}",
client.Name, client.AgentId, agentID, friendID);
// Compose response to other agent.
GridInstantMessage msg = new GridInstantMessage(client.Scene, agentID, client.Name, friendID,
(byte)InstantMessageDialog.FriendshipDeclined,
agentID.ToString(), false, Vector3.Zero);
// send decline to initiator
if (m_TransferModule != null)
{
m_TransferModule.SendInstantMessage(msg,
delegate(bool success) {
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
}
);
}
}
private void OnTerminateFriendship(IClientAPI client, UUID agentID, UUID exfriendID)
{
// client.AgentId == agentID!
// this removes the friends from the stored friendlists. After the next login, they will be gone...
m_initialScene.StoreRemoveFriendship(agentID, exfriendID);
// ... now tell the two involved clients that they aren't friends anymore.
// I don't know why we have to tell <agent>, as this was caused by her, but that's how it works in SL...
client.SendTerminateFriend(exfriendID);
// now send the friend, if online
ScenePresence presence = GetAnyPresenceFromAgentID(exfriendID);
if (presence != null)
{
m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", agentID, exfriendID);
presence.ControllingClient.SendTerminateFriend(agentID);
}
else
{
// retry 3 times, in case the agent TPed from the last known region...
for (int retry = 0; retry < 3; ++retry)
{
// wasn't sent, so ex-friend wasn't around on this region-server. Fetch info and try to send
UserAgentData data = m_initialScene.CommsManager.UserService.GetAgentByUUID(exfriendID);
if (!data.AgentOnline)
{
m_log.DebugFormat("[FRIEND]: {0} is offline, so not sending TerminateFriend", exfriendID);
break; // if ex-friend isn't online, we don't need to send
}
m_log.DebugFormat("[FRIEND]: Sending remote terminate friend {0} to agent {1}@{2}",
agentID, exfriendID, data.Handle);
// try to send to foreign region, retry if it fails (friend TPed away, for example)
if (m_initialScene.TriggerTerminateFriend(data.Handle, exfriendID, agentID)) break;
}
}
// clean up cache: FriendList is wrong now...
lock (m_friendLists)
{
m_friendLists.Invalidate(agentID);
m_friendLists.Invalidate(exfriendID);
}
}
#endregion
#region CallingCards
private void OnOfferCallingCard(IClientAPI client, UUID destID, UUID transactionID)
{
m_log.DebugFormat("[CALLING CARD]: got offer from {0} for {1}, transaction {2}",
client.AgentId, destID, transactionID);
// This might be slightly wrong. On a multi-region server, we might get the child-agent instead of the root-agent
// (or the root instead of the child)
ScenePresence destAgent = GetAnyPresenceFromAgentID(destID);
if (destAgent == null)
{
client.SendAlertMessage("The person you have offered a card to can't be found anymore.");
return;
}
lock (m_pendingCallingcardRequests)
{
m_pendingCallingcardRequests[transactionID] = client.AgentId;
}
// inform the destination agent about the offer
destAgent.ControllingClient.SendOfferCallingCard(client.AgentId, transactionID);
}
private void CreateCallingCard(IClientAPI client, UUID creator, UUID folder, string name)
{
InventoryItemBase item = new InventoryItemBase();
item.AssetID = UUID.Zero;
item.AssetType = (int)AssetType.CallingCard;
item.BasePermissions = (uint)PermissionMask.Copy;
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Creator = creator;
item.CurrentPermissions = item.BasePermissions;
item.Description = "";
item.EveryOnePermissions = (uint)PermissionMask.None;
item.Flags = 0;
item.Folder = folder;
item.GroupID = UUID.Zero;
item.GroupOwned = false;
item.ID = UUID.Random();
item.InvType = (int)InventoryType.CallingCard;
item.Name = name;
item.NextPermissions = item.EveryOnePermissions;
item.Owner = client.AgentId;
item.SalePrice = 10;
item.SaleType = (byte)SaleType.Not;
((Scene)client.Scene).AddInventoryItem(client, item);
}
private void OnAcceptCallingCard(IClientAPI client, UUID transactionID, UUID folderID)
{
m_log.DebugFormat("[CALLING CARD]: User {0} ({1} {2}) accepted tid {3}, folder {4}",
client.AgentId,
client.FirstName, client.LastName,
transactionID, folderID);
UUID destID;
lock (m_pendingCallingcardRequests)
{
if (!m_pendingCallingcardRequests.TryGetValue(transactionID, out destID))
{
m_log.WarnFormat("[CALLING CARD]: Got a AcceptCallingCard from {0} without an offer before.",
client.Name);
return;
}
// else found pending calling card request with that transaction.
m_pendingCallingcardRequests.Remove(transactionID);
}
ScenePresence destAgent = GetAnyPresenceFromAgentID(destID);
// inform sender of the card that destination declined the offer
if (destAgent != null) destAgent.ControllingClient.SendAcceptCallingCard(transactionID);
// put a calling card into the inventory of receiver
CreateCallingCard(client, destID, folderID, destAgent.Name);
}
private void OnDeclineCallingCard(IClientAPI client, UUID transactionID)
{
m_log.DebugFormat("[CALLING CARD]: User {0} (ID:{1}) declined card, tid {2}",
client.Name, client.AgentId, transactionID);
UUID destID;
lock (m_pendingCallingcardRequests)
{
if (!m_pendingCallingcardRequests.TryGetValue(transactionID, out destID))
{
m_log.WarnFormat("[CALLING CARD]: Got a AcceptCallingCard from {0} without an offer before.",
client.Name);
return;
}
// else found pending calling card request with that transaction.
m_pendingCallingcardRequests.Remove(transactionID);
}
ScenePresence destAgent = GetAnyPresenceFromAgentID(destID);
// inform sender of the card that destination declined the offer
if (destAgent != null) destAgent.ControllingClient.SendDeclineCallingCard(transactionID);
}
private void SendPresenceState(IClientAPI client, List<FriendListItem> friendList, bool iAmOnline)
{
m_log.DebugFormat("[FRIEND]: {0} logged {1}; sending presence updates", client.Name, iAmOnline ? "in" : "out");
if (friendList == null || friendList.Count == 0)
{
m_log.DebugFormat("[FRIEND]: {0} doesn't have friends.", client.Name);
return; // nothing we can do if she doesn't have friends...
}
// collect sets of friendIDs; to send to (online and offline), and to receive from
// TODO: If we ever switch to .NET >= 3, replace those Lists with HashSets.
// I can't believe that we have Dictionaries, but no Sets, considering Java introduced them years ago...
List<UUID> friendIDsToSendTo = new List<UUID>();
List<UUID> friendIDsToReceiveFromOffline = new List<UUID>();
List<UUID> friendIDsToReceiveFromOnline = new List<UUID>();
foreach (FriendListItem item in friendList)
{
if (((item.FriendListOwnerPerms | item.FriendPerms) & (uint)FriendRights.CanSeeOnline) != 0)
{
// friend is allowed to see my presence => add
if ((item.FriendListOwnerPerms & (uint)FriendRights.CanSeeOnline) != 0) friendIDsToSendTo.Add(item.Friend);
// I'm allowed to see friend's presence => add as offline, we might reconsider in a momnet...
if ((item.FriendPerms & (uint)FriendRights.CanSeeOnline) != 0) friendIDsToReceiveFromOffline.Add(item.Friend);
}
}
// we now have a list of "interesting" friends (which we have to find out on-/offline state for),
// friends we want to send our online state to (if *they* are online, too), and
// friends we want to receive online state for (currently unknown whether online or not)
// as this processing might take some time and friends might TP away, we try up to three times to
// reach them. Most of the time, we *will* reach them, and this loop won't loop
int retry = 0;
do
{
// build a list of friends to look up region-information and on-/offline-state for
List<UUID> friendIDsToLookup = new List<UUID>(friendIDsToSendTo);
foreach (UUID uuid in friendIDsToReceiveFromOffline)
{
if (!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid);
}
m_log.DebugFormat("[FRIEND]: {0} to lookup, {1} to send to, {2} to receive from for agent {3}",
friendIDsToLookup.Count, friendIDsToSendTo.Count, friendIDsToReceiveFromOffline.Count, client.Name);
// we have to fetch FriendRegionInfos, as the (cached) FriendListItems don't
// necessarily contain the correct online state...
Dictionary<UUID, FriendRegionInfo> friendRegions = m_initialScene.GetFriendRegionInfos(friendIDsToLookup);
m_log.DebugFormat("[FRIEND]: Found {0} regionInfos for {1} friends of {2}",
friendRegions.Count, friendIDsToLookup.Count, client.Name);
// argument for SendAgentOn/Offline; we shouldn't generate that repeatedly within loops.
UUID[] agentArr = new UUID[] { client.AgentId };
// first, send to friend presence state to me, if I'm online...
if (iAmOnline)
{
for (int i = friendIDsToReceiveFromOffline.Count - 1; i >= 0; --i)
{
UUID uuid = friendIDsToReceiveFromOffline[i];
FriendRegionInfo info;
if (friendRegions.TryGetValue(uuid, out info) && info != null && info.isOnline)
{
friendIDsToReceiveFromOffline.RemoveAt(i);
friendIDsToReceiveFromOnline.Add(uuid);
}
}
m_log.DebugFormat("[FRIEND]: Sending {0} offline and {1} online friends to {2}",
friendIDsToReceiveFromOffline.Count, friendIDsToReceiveFromOnline.Count, client.Name);
if (friendIDsToReceiveFromOffline.Count > 0) client.SendAgentOffline(friendIDsToReceiveFromOffline.ToArray());
if (friendIDsToReceiveFromOnline.Count > 0) client.SendAgentOnline(friendIDsToReceiveFromOnline.ToArray());
// clear them for a possible second iteration; we don't have to repeat this
friendIDsToReceiveFromOffline.Clear();
friendIDsToReceiveFromOnline.Clear();
}
// now, send my presence state to my friends
for (int i = friendIDsToSendTo.Count - 1; i >= 0; --i)
{
UUID uuid = friendIDsToSendTo[i];
FriendRegionInfo info;
if (friendRegions.TryGetValue(uuid, out info) && info != null && info.isOnline)
{
// any client is good enough, root or child...
ScenePresence agent = GetAnyPresenceFromAgentID(uuid);
if (agent != null)
{
m_log.DebugFormat("[FRIEND]: Found local agent {0}", agent.Name);
// friend is online and on this server...
if (iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr);
else agent.ControllingClient.SendAgentOffline(agentArr);
// done, remove it
friendIDsToSendTo.RemoveAt(i);
}
}
else
{
m_log.DebugFormat("[FRIEND]: Friend {0} ({1}) is offline; not sending.", uuid, i);
// friend is offline => no need to try sending
friendIDsToSendTo.RemoveAt(i);
}
}
m_log.DebugFormat("[FRIEND]: Have {0} friends to contact via inter-region comms.", friendIDsToSendTo.Count);
// we now have all the friends left that are online (we think), but not on this region-server
if (friendIDsToSendTo.Count > 0)
{
// sort them into regions
Dictionary<ulong, List<UUID>> friendsInRegion = new Dictionary<ulong,List<UUID>>();
foreach (UUID uuid in friendIDsToSendTo)
{
ulong handle = friendRegions[uuid].regionHandle; // this can't fail as we filtered above already
List<UUID> friends;
if (!friendsInRegion.TryGetValue(handle, out friends))
{
friends = new List<UUID>();
friendsInRegion[handle] = friends;
}
friends.Add(uuid);
}
m_log.DebugFormat("[FRIEND]: Found {0} regions to send to.", friendRegions.Count);
// clear uuids list and collect missed friends in it for the next retry
friendIDsToSendTo.Clear();
// send bulk updates to the region
foreach (KeyValuePair<ulong, List<UUID>> pair in friendsInRegion)
{
m_log.DebugFormat("[FRIEND]: Inform {0} friends in region {1} that user {2} is {3}line",
pair.Value.Count, pair.Key, client.Name, iAmOnline ? "on" : "off");
friendIDsToSendTo.AddRange(m_initialScene.InformFriendsInOtherRegion(client.AgentId, pair.Key, pair.Value, iAmOnline));
}
}
// now we have in friendIDsToSendTo only the agents left that TPed away while we tried to contact them.
// In most cases, it will be empty, and it won't loop here. But sometimes, we have to work harder and try again...
}
while (++retry < 3 && friendIDsToSendTo.Count > 0);
}
private void OnEconomyDataRequest(UUID agentID)
{
// KLUDGE: This is the only way I found to get a message (only) after login was completed and the
// client is connected enough to receive UDP packets).
// This packet seems to be sent only once, just after connection was established to the first
// region after login.
// We use it here to trigger a presence update; the old update-on-login was never be heard by
// the freshly logged in viewer, as it wasn't connected to the region at that time.
// TODO: Feel free to replace this by a better solution if you find one.
// get the agent. This should work every time, as we just got a packet from it
//ScenePresence agent = GetRootPresenceFromAgentID(agentID);
// KLUDGE 2: As this is sent quite early, the avatar isn't here as root agent yet. So, we have to cheat a bit
ScenePresence agent = GetAnyPresenceFromAgentID(agentID);
// just to be paranoid...
if (agent == null)
{
m_log.ErrorFormat("[FRIEND]: Got a packet from agent {0} who can't be found anymore!?", agentID);
return;
}
List<FriendListItem> fl;
lock (m_friendLists)
{
fl = (List<FriendListItem>)m_friendLists.Get(agent.ControllingClient.AgentId,
m_initialScene.GetFriendList);
}
// tell everyone that we are online
SendPresenceState(agent.ControllingClient, fl, true);
}
private void OnLogout(IClientAPI remoteClient)
{
m_log.ErrorFormat("[FRIEND]: Client {0} logged out", remoteClient.Name);
List<FriendListItem> fl;
lock (m_friendLists)
{
fl = (List<FriendListItem>)m_friendLists.Get(remoteClient.AgentId,
m_initialScene.GetFriendList);
}
// tell everyone that we are offline
SendPresenceState(remoteClient, fl, false);
}
}
#endregion
}
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