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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.IO;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using libsecondlife;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Utilities;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Framework.Servers;
using Nwc.XmlRpc;
using System.Collections;
using System.Collections.Generic;
using Nini.Config;
/*****************************************************
*
* WorldCommModule
*
*
* Holding place for world comms - basically llListen
* function implementation.
*
* lLListen(integer channel, string name, key id, string msg)
* The name, id, and msg arguments specify the filtering
* criteria. You can pass the empty string
* (or NULL_KEY for id) for these to set a completely
* open filter; this causes the listen() event handler to be
* invoked for all chat on the channel. To listen only
* for chat spoken by a specific object or avatar,
* specify the name and/or id arguments. To listen
* only for a specific command, specify the
* (case-sensitive) msg argument. If msg is not empty,
* listener will only hear strings which are exactly equal
* to msg. You can also use all the arguments to establish
* the most restrictive filtering criteria.
*
* It might be useful for each listener to maintain a message
* digest, with a list of recent messages by UUID. This can
* be used to prevent in-world repeater loops. However, the
* linden functions do not have this capability, so for now
* thats the way it works.
*
* **************************************************/
namespace OpenSim.Region.Environment.Modules
{
public class WorldCommModule : IRegionModule, IWorldComm
{
private Scene m_scene;
private object CommListLock = new object();
private string m_name = "WorldCommModule";
private ListenerManager m_listenerManager;
private Queue<ListenerInfo> m_pending;
public WorldCommModule()
{
}
public void Initialise(Scene scene, IConfigSource config)
{
m_scene = scene;
m_scene.RegisterModuleInterface<IWorldComm>(this);
m_listenerManager = new ListenerManager();
m_pending = new Queue<ListenerInfo>();
m_scene.EventManager.OnNewClient += NewClient;
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return m_name; }
}
public bool IsSharedModule
{
get { return false; }
}
public void NewClient(IClientAPI client)
{
client.OnChatFromViewer += DeliverClientMessage;
}
private void DeliverClientMessage(Object sender, ChatFromViewerArgs e)
{
DeliverMessage(e.Sender.AgentId.ToString(),
(int)e.Type, e.Channel,
e.Sender.FirstName + " " + e.Sender.LastName,
e.Message);
}
public int Listen(uint localID, LLUUID itemID, LLUUID hostID, int channel, string name, string id, string msg)
{
return m_listenerManager.AddListener(localID, itemID, hostID, channel, name, id, msg);
}
public void ListenControl(int handle, int active)
{
if ( active == 1 )
m_listenerManager.Activate(handle);
else if ( active == 0 )
m_listenerManager.Dectivate(handle);
}
public void ListenRemove(int handle)
{
m_listenerManager.Remove(handle);
}
// This method scans nearby objects and determines if they are listeners,
// and if so if this message fits the filter. If it does, then
// enqueue the message for delivery to the objects listen event handler.
// Objects that do an llSay have their messages delivered here, and for
// nearby avatards, the SimChat function is used.
public void DeliverMessage(string sourceItemID, int type, int channel, string name, string msg)
{
SceneObjectPart source = null;
ScenePresence avatar = null;
source = m_scene.GetSceneObjectPart(new LLUUID(sourceItemID));
if (source == null)
{
avatar = m_scene.GetScenePresence(new LLUUID(sourceItemID));
}
if( (avatar != null) || (source != null) )
{
// Loop through the objects in the scene
// If they are in proximity, then if they are
// listeners, if so add them to the pending queue
foreach (LLUUID eb in m_scene.Entities.Keys)
{
EntityBase sPart;
m_scene.Entities.TryGetValue(eb, out sPart);
// Dont process if this message is from itself!
if (eb.ToString().Equals(sourceItemID) ||
sPart.UUID.ToString().Equals(sourceItemID) )
continue;
double dis = 0;
if (source != null)
dis = sPart.AbsolutePosition.GetDistanceTo(source.AbsolutePosition);
else
dis = sPart.AbsolutePosition.GetDistanceTo(avatar.AbsolutePosition);
switch (type)
{
case 0: // Whisper
if ((dis < 10) && (dis > -10))
{
ListenerInfo isListener = m_listenerManager.IsListenerMatch(
sourceItemID, sPart.UUID, channel, name, msg
);
if (isListener != null)
{
m_pending.Enqueue(isListener);
}
}
break;
case 1: // Say
if ((dis < 30) && (dis > -30))
{
ListenerInfo isListener = m_listenerManager.IsListenerMatch(
sourceItemID, sPart.UUID, channel, name, msg
);
if (isListener != null)
{
m_pending.Enqueue(isListener);
}
}
break;
case 2: // Shout
if ((dis < 100) && (dis > -100))
{
ListenerInfo isListener = m_listenerManager.IsListenerMatch(
sourceItemID, sPart.UUID, channel, name, msg
);
if (isListener != null)
{
m_pending.Enqueue(isListener);
}
}
break;
case 0xff: // Broadcast
ListenerInfo isListen = m_listenerManager.IsListenerMatch(sourceItemID, eb, channel, name, msg);
if (isListen != null)
{
ListenerInfo isListener = m_listenerManager.IsListenerMatch(
sourceItemID, sPart.UUID, channel, name, msg
);
if (isListener != null)
{
m_pending.Enqueue(isListener);
}
}
break;
}
};
}
}
public bool HasMessages()
{
return (m_pending.Count > 0);
}
public ListenerInfo GetNextMessage()
{
ListenerInfo li = null;
lock (CommListLock)
{
li = m_pending.Dequeue();
}
return li;
}
}
// hostID: the ID of the ScenePart
// itemID: the ID of the script host engine
// localID: local ID of host engine
public class ListenerManager
{
private Dictionary<int, ListenerInfo> m_listeners;
private object ListenersLock = new object();
private int m_MaxListeners = 100;
public ListenerManager()
{
m_listeners = new Dictionary<int, ListenerInfo>();
}
public int AddListener(uint localID, LLUUID itemID, LLUUID hostID, int channel, string name, string id, string msg)
{
if ( m_listeners.Count < m_MaxListeners )
{
ListenerInfo isListener = IsListenerMatch(LLUUID.Zero.ToString(), itemID, channel, name, msg);
if(isListener == null)
{
int newHandle = GetNewHandle();
if (newHandle > -1)
{
ListenerInfo li = new ListenerInfo(localID, newHandle, itemID, hostID, channel, name, id, msg);
lock (ListenersLock)
{
m_listeners.Add(newHandle, li);
}
return newHandle;
}
}
}
return -1;
}
public void Remove(int handle)
{
m_listeners.Remove(handle);
}
private int GetNewHandle()
{
for (int i = 0; i < int.MaxValue - 1; i++)
{
if (!m_listeners.ContainsKey(i))
return i;
}
return -1;
}
public bool IsListener(LLUUID hostID)
{
foreach (ListenerInfo li in m_listeners.Values)
{
if (li.GetHostID().Equals(hostID))
return true;
}
return false;
}
public void Activate(int handle)
{
ListenerInfo li;
if( m_listeners.TryGetValue(handle, out li) )
{
li.Activate();
}
}
public void Dectivate(int handle)
{
ListenerInfo li;
if( m_listeners.TryGetValue(handle, out li) )
{
li.Deactivate();
}
}
// Theres probably a more clever and efficient way to
// do this, maybe with regex.
public ListenerInfo IsListenerMatch(string sourceItemID, LLUUID listenerKey, int channel, string name, string msg)
{
bool isMatch = true;
foreach (ListenerInfo li in m_listeners.Values)
{
if (li.GetHostID().Equals(listenerKey))
{
if ( li.IsActive() )
{
if ( channel == li.GetChannel() )
{
if ( (li.GetID().ToString().Length > 0) &&
(!li.GetID().Equals(LLUUID.Zero)) )
{
if (!li.GetID().ToString().Equals(sourceItemID))
{
isMatch = false;
}
}
if ( isMatch && (li.GetName().Length > 0) )
{
if ( li.GetName().Equals(name) )
{
isMatch = false;
}
}
if ( isMatch )
{
return new ListenerInfo(
li.GetLocalID(), li.GetHandle(), li.GetItemID(), li.GetHostID(),
li.GetChannel(), name, li.GetID(), msg, new LLUUID(sourceItemID)
);
}
}
}
}
}
return null;
}
}
public class ListenerInfo
{
private LLUUID m_itemID; // ID of the host script engine
private LLUUID m_hostID; // ID of the host/scene part
private LLUUID m_sourceItemID; // ID of the scenePart or avatar source of the message
private int m_channel; // Channel
private int m_handle; // Assigned handle of this listener
private uint m_localID; // Local ID from script engine
private string m_name; // Object name to filter messages from
private LLUUID m_id; // ID to filter messages from
private string m_message; // The message
private bool m_active; // Listener is active or not
public ListenerInfo(uint localID, int handle, LLUUID ItemID, LLUUID hostID, int channel, string name, LLUUID id, string message)
{
Initialise(localID, handle, ItemID, hostID, channel, name, id, message);
}
public ListenerInfo(uint localID, int handle, LLUUID ItemID, LLUUID hostID, int channel, string name, LLUUID id, string message, LLUUID sourceItemID)
{
Initialise(localID, handle, ItemID, hostID, channel, name, id, message);
m_sourceItemID = sourceItemID;
}
private void Initialise(uint localID, int handle, LLUUID ItemID, LLUUID hostID, int channel, string name, LLUUID id, string message)
{
m_handle = handle;
m_channel = channel;
m_itemID = ItemID;
m_hostID = hostID;
m_name = name;
m_id = id;
m_message = message;
m_active = true;
m_localID = localID;
}
public LLUUID GetItemID()
{
return m_itemID;
}
public LLUUID GetHostID()
{
return m_hostID;
}
public LLUUID GetSourceItemID()
{
return m_sourceItemID;
}
public int GetChannel()
{
return m_channel;
}
public uint GetLocalID()
{
return m_localID;
}
public int GetHandle()
{
return m_handle;
}
public string GetMessage()
{
return m_message;
}
public string GetName()
{
return m_name;
}
public bool IsActive()
{
return m_active;
}
public void Deactivate()
{
m_active = false;
}
public void Activate()
{
m_active = true;
}
public LLUUID GetID()
{
return m_id;
}
}
}
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