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path: root/OpenSim/Region/Environment/Modules/FriendsModule.cs
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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.Collections.Generic;
using libsecondlife;
using Nini.Config;
using Nwc.XmlRpc;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;

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");
                    }

                }
            }

        }
        #region FriendRequestHandling
        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);
        }
        #endregion
        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; }
        }
    }
}