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
|
/*
* 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 log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Interfaces;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Framework.Communications.Cache;
namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
{
public class InventoryTransferModule : IInventoryTransferModule, IRegionModule
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
private List<Scene> m_Scenelist = new List<Scene>();
private Dictionary<UUID, Scene> m_AgentRegions =
new Dictionary<UUID, Scene>();
private IMessageTransferModule m_TransferModule = null;
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
if (config.Configs["Messaging"] != null)
{
// Allow disabling this module in config
//
if (config.Configs["Messaging"].GetString(
"InventoryTransferModule", "InventoryTransferModule") !=
"InventoryTransferModule")
return;
}
if (!m_Scenelist.Contains(scene))
{
if (m_Scenelist.Count == 0)
{
m_TransferModule = scene.RequestModuleInterface<IMessageTransferModule>();
if (m_TransferModule == null)
m_log.Error("[INVENTORY TRANSFER] No Message transfer module found, transfers will be local only");
}
m_Scenelist.Add(scene);
scene.RegisterModuleInterface<IInventoryTransferModule>(this);
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnClientClosed += ClientLoggedOut;
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "InventoryModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
#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)
{
if (!presence.IsChildAgent)
return scene;
}
}
}
return null;
}
private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
{
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]));
ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
UUID copyID;
// First byte is the asset type
AssetType assetType = (AssetType)im.binaryBucket[0];
// Temporarily disabled pending test of complex transfers (folders within folders, lots of items,
// empty folders, etc.)
if (AssetType.Folder == assetType)
return;
if (AssetType.Folder == assetType)
{
UUID folderID = new UUID(im.binaryBucket, 1);
m_log.DebugFormat("[AGENT INVENTORY]: Inserting original folder {0} "+
"into agent {1}'s inventory",
folderID, new UUID(im.toAgentID));
InventoryFolderImpl folderCopy
= scene.GiveInventoryFolder(new UUID(im.toAgentID), 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.IsChildAgent)
{
user.ControllingClient.SendBulkUpdateInventory(folderCopy);
}
}
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("[AGENT INVENTORY]: 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.IsChildAgent)
{
user.ControllingClient.SendBulkUpdateInventory(itemCopy);
}
}
// 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.IsChildAgent)
{
// And notify. Transaction ID is the item ID. We get that
// same ID back on the reply so we know what to act on
//
user.ControllingClient.SendInstantMessage(
new UUID(im.fromAgentID), im.message,
new UUID(im.toAgentID),
im.fromAgentName, im.dialog, im.timestamp,
copyID, false, im.binaryBucket);
return;
}
else
{
if (m_TransferModule != null)
m_TransferModule.SendInstantMessage(im, delegate(bool success) {} );
}
}
else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted)
{
ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
if (user != null) // Local
{
user.ControllingClient.SendInstantMessage(
new UUID(im.fromAgentID), im.message,
new UUID(im.toAgentID),
im.fromAgentName, im.dialog, im.timestamp,
UUID.Zero, false, im.binaryBucket);
}
else
{
if (m_TransferModule != null)
m_TransferModule.SendInstantMessage(im, delegate(bool success) {} );
}
}
else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
{
// 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
//
CachedUserInfo userInfo =
scene.CommsManager.UserProfileCacheService.
GetUserDetails(client.AgentId);
if (userInfo != null)
{
InventoryFolderImpl trashFolder =
userInfo.FindFolderForType((int)AssetType.TrashFolder);
UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
InventoryItemBase item = userInfo.RootFolder.FindItem(inventoryEntityID);
InventoryFolderBase folder = null;
if (item != null && trashFolder != null)
{
item.Folder = trashFolder.ID;
userInfo.DeleteItem(inventoryEntityID);
scene.AddInventoryItem(client, item);
}
else
{
folder = userInfo.RootFolder.FindFolder(inventoryEntityID);
if (folder != null & trashFolder != null)
{
userInfo.MoveFolder(inventoryEntityID, trashFolder.ID);
}
}
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);
}
}
ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
if (user != null) // Local
{
user.ControllingClient.SendInstantMessage(
new UUID(im.fromAgentID), im.message,
new UUID(im.toAgentID),
im.fromAgentName, im.dialog, im.timestamp,
UUID.Zero, false, im.binaryBucket);
}
else
{
if (m_TransferModule != null)
m_TransferModule.SendInstantMessage(im, delegate(bool success) {} );
}
}
}
public void SetRootAgentScene(UUID agentID, Scene scene)
{
m_AgentRegions[agentID] = scene;
}
public bool NeedSceneCacheClear(UUID agentID, Scene scene)
{
if (!m_AgentRegions.ContainsKey(agentID))
{
// Since we can get here two ways, we need to scan
// the scenes here. This is somewhat more expensive
// but helps avoid a nasty bug
//
foreach (Scene s in m_Scenelist)
{
ScenePresence presence;
if (s.TryGetAvatar(agentID, out presence))
{
// If the agent is in this scene, then we
// are being called twice in a single
// teleport. This is wasteful of cycles
// but harmless due to this 2nd level check
//
// If the agent is found in another scene
// then the list wasn't current
//
// If the agent is totally unknown, then what
// are we even doing here??
//
if (s == scene)
return true;
else
return false;
}
}
return true;
}
// The agent is left in current Scene, so we must be
// going to another instance
//
if (m_AgentRegions[agentID] == scene)
{
m_AgentRegions.Remove(agentID);
return true;
}
// Another region has claimed the agent
//
return false;
}
public void ClientLoggedOut(UUID agentID)
{
if (m_AgentRegions.ContainsKey(agentID))
m_AgentRegions.Remove(agentID);
}
}
}
|