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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 Nini.Config;
using System;
using System.Collections;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using libsecondlife;
using Nwc.XmlRpc;
namespace OpenSim.Region.Environment.Modules
{
public class FriendsModule : IRegionModule
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private List<Scene> m_scene = new List<Scene>();
Dictionary<LLUUID, ulong> m_rootAgents = new Dictionary<LLUUID, ulong>();
Dictionary<LLUUID, LLUUID> m_pendingFriendRequests = new Dictionary<LLUUID, LLUUID>();
public void Initialise(Scene scene, IConfigSource config)
{
lock (m_scene)
{
if (m_scene.Count == 0)
{
scene.AddXmlRPCHandler("presence_update", processPresenceUpdate);
}
if (!m_scene.Contains(scene))
m_scene.Add(scene);
}
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnGridInstantMessageToFriendsModule += OnGridInstantMessage;
scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
scene.EventManager.OnMakeChildAgent += MakeChildAgent;
scene.EventManager.OnClientClosed += ClientLoggedOut;
}
public XmlRpcResponse processPresenceUpdate(XmlRpcRequest req)
{
m_log.Info("[FRIENDS]: Got Notification about a user! OMG");
return new XmlRpcResponse();
}
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
//
// The base set of friends are added when the user signs on in their XMLRPC response
// Generated by LoginService. The friends are retreived from the database by the UserManager
// Subscribe to instant messages
client.OnInstantMessage += OnInstantMessage;
client.OnApproveFriendRequest += OnApprovedFriendRequest;
client.OnDenyFriendRequest += OnDenyFriendRequest;
client.OnTerminateFriendship += OnTerminateFriendship;
}
private void ClientLoggedOut(LLUUID AgentId)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(AgentId))
{
m_rootAgents.Remove(AgentId);
m_log.Info("[FRIEND]: Removing " + AgentId + ". Agent logged out.");
}
}
}
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, LLUUID regionID)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
if (avatar.RegionHandle != m_rootAgents[avatar.UUID])
{
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!
}
}
else
{
m_rootAgents.Add(avatar.UUID, avatar.RegionHandle);
m_log.Info("[FRIEND]: Claiming " + avatar.Firstname + " " + avatar.Lastname + " in region:" + avatar.RegionHandle + ".");
}
}
//m_log.Info("[FRIEND]: " + avatar.Name + " status:" + (!avatar.IsChildAgent).ToString());
}
private void MakeChildAgent(ScenePresence avatar)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
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 void OnInstantMessage(IClientAPI client,LLUUID fromAgentID,
LLUUID fromAgentSession, LLUUID toAgentID,
LLUUID imSessionID, uint timestamp, string fromAgentName,
string message, byte dialog, bool fromGroup, byte offline,
uint ParentEstateID, LLVector3 Position, LLUUID RegionID,
byte[] binaryBucket)
{
// Friend Requests go by Instant Message.. using the dialog param
// https://wiki.secondlife.com/wiki/ImprovedInstantMessage
// 38 == Offer friendship
if (dialog == (byte)38)
{
LLUUID friendTransactionID = LLUUID.Random();
m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
m_log.Info("[FRIEND]: 38 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
GridInstantMessage msg = new GridInstantMessage();
msg.fromAgentID = fromAgentID.UUID;
msg.fromAgentSession = fromAgentSession.UUID;
msg.toAgentID = toAgentID.UUID;
msg.imSessionID = friendTransactionID.UUID; // This is the item we're mucking with here
m_log.Info("[FRIEND]: Filling Session: " + msg.imSessionID.ToString());
msg.timestamp = timestamp;
if (client != null)
{
msg.fromAgentName = client.FirstName + " " + client.LastName;// fromAgentName;
}
else
{
msg.fromAgentName = "(hippos)";// Added for posterity. This means that we can't figure out who sent it
}
msg.message = message;
msg.dialog = dialog;
msg.fromGroup = fromGroup;
msg.offline = offline;
msg.ParentEstateID = ParentEstateID;
msg.Position = new sLLVector3(Position);
msg.RegionID = RegionID.UUID;
msg.binaryBucket = binaryBucket;
// We don't really care which scene we pipe it through.
m_scene[0].TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
}
// 39 == Accept Friendship
if (dialog == (byte)39)
{
m_log.Info("[FRIEND]: 39 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
}
// 40 == Decline Friendship
if (dialog == (byte)40)
{
m_log.Info("[FRIEND]: 40 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
}
}
private void OnApprovedFriendRequest(IClientAPI client, LLUUID agentID, LLUUID transactionID, List<LLUUID> callingCardFolders)
{
if (m_pendingFriendRequests.ContainsKey(transactionID))
{
// Found Pending Friend Request with that Transaction..
Scene SceneAgentIn = m_scene[0];
// Found Pending Friend Request with that Transaction..
ScenePresence agentpresence = GetPresenceFromAgentID(agentID);
if (agentpresence != null)
{
SceneAgentIn = agentpresence.Scene;
}
// Compose response to other agent.
GridInstantMessage msg = new GridInstantMessage();
msg.toAgentID = m_pendingFriendRequests[transactionID].UUID;
msg.fromAgentID = agentID.UUID;
msg.fromAgentName = client.FirstName + " " + client.LastName;
msg.fromAgentSession = client.SessionId.UUID;
msg.fromGroup = false;
msg.imSessionID = transactionID.UUID;
msg.message = agentID.UUID.ToString();
msg.ParentEstateID = 0;
msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
msg.RegionID = SceneAgentIn.RegionInfo.RegionID.UUID;
msg.dialog = (byte)39;// Approved friend request
msg.Position = new sLLVector3();
msg.offline = (byte)0;
msg.binaryBucket = new byte[0];
// We don't really care which scene we pipe it through, it goes to the shared IM Module and/or the database
SceneAgentIn.TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
SceneAgentIn.StoreAddFriendship(m_pendingFriendRequests[transactionID], agentID, (uint)1);
m_pendingFriendRequests.Remove(transactionID);
// TODO: Inform agent that the friend is online
}
}
private void OnDenyFriendRequest(IClientAPI client, LLUUID agentID, LLUUID transactionID, List<LLUUID> callingCardFolders)
{
if (m_pendingFriendRequests.ContainsKey(transactionID))
{
Scene SceneAgentIn = m_scene[0];
// Found Pending Friend Request with that Transaction..
ScenePresence agentpresence = GetPresenceFromAgentID(agentID);
if (agentpresence != null)
{
SceneAgentIn = agentpresence.Scene;
}
// Compose response to other agent.
GridInstantMessage msg = new GridInstantMessage();
msg.toAgentID = m_pendingFriendRequests[transactionID].UUID;
msg.fromAgentID = agentID.UUID;
msg.fromAgentName = client.FirstName + " " + client.LastName;
msg.fromAgentSession = client.SessionId.UUID;
msg.fromGroup = false;
msg.imSessionID = transactionID.UUID;
msg.message = agentID.UUID.ToString();
msg.ParentEstateID = 0;
msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
msg.RegionID = SceneAgentIn.RegionInfo.RegionID.UUID;
msg.dialog = (byte)40;// Deny friend request
msg.Position = new sLLVector3();
msg.offline = (byte)0;
msg.binaryBucket = new byte[0];
SceneAgentIn.TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
m_pendingFriendRequests.Remove(transactionID);
}
}
private void OnTerminateFriendship(IClientAPI client, LLUUID agent, LLUUID exfriendID)
{
m_scene[0].StoreRemoveFriendship(agent, exfriendID);
// TODO: Inform the client that the ExFriend is offline
}
private void OnGridInstantMessage(GridInstantMessage msg)
{
// Trigger the above event handler
OnInstantMessage(null,new LLUUID(msg.fromAgentID), new LLUUID(msg.fromAgentSession),
new LLUUID(msg.toAgentID), new LLUUID(msg.imSessionID), msg.timestamp, msg.fromAgentName,
msg.message, msg.dialog, msg.fromGroup, msg.offline, msg.ParentEstateID,
new LLVector3(msg.Position.x, msg.Position.y, msg.Position.z), new LLUUID(msg.RegionID),
msg.binaryBucket);
}
private ScenePresence GetPresenceFromAgentID(LLUUID AgentID)
{
ScenePresence returnAgent = null;
lock (m_scene)
{
ScenePresence queryagent = null;
for (int i = 0; i < m_scene.Count; i++)
{
queryagent = m_scene[i].GetScenePresence(AgentID);
if (queryagent != null)
{
if (!queryagent.IsChildAgent)
{
returnAgent = queryagent;
break;
}
}
}
}
return returnAgent;
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "FriendsModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
}
}
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