/* * 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 OpenSimulator 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.Generic; using System.Collections.Concurrent; using System.Threading; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Services.Interfaces; namespace OpenSim.Region.Framework.Scenes { public partial class Scene { /// /// Send chat to listeners. /// /// /// /param> /// /// /// /// /// /// /// public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, UUID targetID, bool fromAgent, bool broadcast) { OSChatMessage args = new OSChatMessage(); args.Message = Utils.BytesToString(message); args.Channel = channel; args.Type = type; args.Position = fromPos; args.SenderUUID = fromID; args.Scene = this; args.Destination = targetID; if (fromAgent) { ScenePresence user = GetScenePresence(fromID); if (user != null) args.Sender = user.ControllingClient; } else { SceneObjectPart obj = GetSceneObjectPart(fromID); args.SenderObject = obj; } args.From = fromName; //args. // m_log.DebugFormat( // "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", // args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast); if (broadcast) EventManager.TriggerOnChatBroadcast(this, args); else EventManager.TriggerOnChatFromWorld(this, args); } protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent, bool broadcast) { SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast); } /// /// /// /// /// /// /// /// public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false); } public void SimChat(string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(Utils.StringToBytes(message), type, 0, fromPos, fromName, fromID, fromAgent); } public void SimChat(string message, string fromName) { SimChat(message, ChatTypeEnum.Broadcast, Vector3.Zero, fromName, UUID.Zero, false); } /// /// /// /// /// /// /// /// public void SimChatBroadcast(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); } /// /// /// /// /// /// /// /// /// /// public void SimChatToAgent(UUID targetID, byte[] message, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(message, ChatTypeEnum.Region, channel, fromPos, fromName, fromID, targetID, fromAgent, false); } /// /// Invoked when the client requests a prim. /// /// /// public void RequestPrim(uint primLocalID, IClientAPI remoteClient) { SceneObjectPart part = GetSceneObjectPart(primLocalID); if (part != null) { SceneObjectGroup sog = part.ParentGroup; if(!sog.IsDeleted) { PrimUpdateFlags update = PrimUpdateFlags.FullUpdate; if (sog.RootPart.Shape.MeshFlagEntry) update = PrimUpdateFlags.FullUpdatewithAnim; part.SendUpdate(remoteClient, update); } } //SceneObjectGroup sog = GetGroupByPrim(primLocalID); //if (sog != null) //sog.SendFullAnimUpdateToClient(remoteClient); } /// /// Invoked when the client selects a prim. /// /// /// public void SelectPrim(List primIDs, IClientAPI remoteClient) { foreach(uint primLocalID in primIDs) { SceneObjectPart part = GetSceneObjectPart(primLocalID); if (part == null) continue; SceneObjectGroup sog = part.ParentGroup; if (sog == null) continue; // waste of time because properties do not send prim flags as they should // if a friend got or lost edit rights after login, a full update is needed if(sog.OwnerID != remoteClient.AgentId) part.SendFullUpdate(remoteClient); // A prim is only tainted if it's allowed to be edited by the person clicking it. if (Permissions.CanChangeSelectedState(part, (ScenePresence)remoteClient.SceneAgent)) { bool oldsel = part.IsSelected; part.IsSelected = true; if(!oldsel) EventManager.TriggerParcelPrimCountTainted(); } part.SendPropertiesToClient(remoteClient); } } /// /// Handle the update of an object's user group. /// /// /// /// /// private void HandleObjectGroupUpdate( IClientAPI remoteClient, UUID groupID, uint objectLocalID, UUID Garbage) { if (m_groupsModule == null) return; // XXX: Might be better to get rid of this special casing and have GetMembershipData return something // reasonable for a UUID.Zero group. if (groupID != UUID.Zero) { GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId); if (gmd == null) { // m_log.WarnFormat( // "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group", // remoteClient.Name, GroupID, objectLocalID); return; } } SceneObjectGroup so = ((Scene)remoteClient.Scene).GetGroupByPrim(objectLocalID); if (so != null) { if (so.OwnerID == remoteClient.AgentId) { so.SetGroup(groupID, remoteClient); EventManager.TriggerParcelPrimCountTainted(); } } } /// /// Handle the deselection of a prim from the client. /// /// /// public void DeselectPrim(uint primLocalID, IClientAPI remoteClient) { SceneObjectPart part = GetSceneObjectPart(primLocalID); if (part == null) return; bool oldgprSelect = part.ParentGroup.IsSelected; part.IsSelected = false; if (oldgprSelect != part.ParentGroup.IsSelected) { if (!part.ParentGroup.IsAttachment ) EventManager.TriggerParcelPrimCountTainted(); } // restore targetOmega if (part.AngularVelocity != Vector3.Zero) part.ScheduleTerseUpdate(); } public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, int transactiontype, string description) { EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount, transactiontype, description); EventManager.TriggerMoneyTransfer(this, args); } public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated) { EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned, removeContribution, parcelLocalID, parcelArea, parcelPrice, authenticated); // First, allow all validators a stab at it m_eventManager.TriggerValidateLandBuy(this, args); // Then, check validation and transfer m_eventManager.TriggerLandBuy(this, args); } public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List surfaceArgs) { SceneObjectPart part = GetSceneObjectPart(localID); if (part == null) return; SceneObjectGroup obj = part.ParentGroup; SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; // Currently only grab/touch for the single prim // the client handles rez correctly obj.ObjectGrabHandler(localID, offsetPos, remoteClient); uint partLocalId = part.LocalId; // If the touched prim handles touches, deliver it if ((part.ScriptEvents & scriptEvents.touch_start) != 0) { EventManager.TriggerObjectGrab(partLocalId, 0, offsetPos, remoteClient, surfaceArg); if(!part.PassTouches) return; } // Deliver to the root prim if the touched prim doesn't handle touches // or if we're meant to pass on touches anyway. uint rootLocalId = obj.RootPart.LocalId; if (partLocalId != rootLocalId && (obj.RootPart.ScriptEvents & scriptEvents.touch_start) != 0) { EventManager.TriggerObjectGrab(rootLocalId, partLocalId, offsetPos, remoteClient, surfaceArg); } } public virtual void ProcessObjectGrabUpdate( UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List surfaceArgs) { SceneObjectPart part = GetSceneObjectPart(objectID); if (part == null) return; SceneObjectGroup group = part.ParentGroup; if(group == null || group.IsDeleted) return; if (Permissions.CanMoveObject(group, remoteClient)) { group.GrabMovement(objectID, offset, pos, remoteClient); } // This is outside the above permissions condition // so that if the object is locked the client moving the object // get's it's position on the simulator even if it was the same as before // This keeps the moving user's client in sync with the rest of the world. group.SendGroupTerseUpdate(); SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; Vector3 grabOffset = pos - part.AbsolutePosition; // If the touched prim handles touches, deliver it uint partLocalId = part.LocalId; if ((part.ScriptEvents & scriptEvents.touch) != 0) { EventManager.TriggerObjectGrabbing(partLocalId, 0, grabOffset, remoteClient, surfaceArg); if(!part.PassTouches) return; } uint rootLocalId = group.RootPart.LocalId; // Deliver to the root prim if the touched prim doesn't handle touches // or if we're meant to pass on touches anyway. if (partLocalId != rootLocalId && (group.RootPart.ScriptEvents & scriptEvents.touch) != 0) { EventManager.TriggerObjectGrabbing(rootLocalId, partLocalId, grabOffset, remoteClient, surfaceArg); } } public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List surfaceArgs) { SceneObjectPart part = GetSceneObjectPart(localID); if (part == null) return; SceneObjectGroup grp = part.ParentGroup; SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; uint partLocalId = part.LocalId; // If the touched prim handles touches, deliver it if ((part.ScriptEvents & scriptEvents.touch_end) != 0) { EventManager.TriggerObjectDeGrab(partLocalId, 0, remoteClient, surfaceArg); if(!part.PassTouches) return; } uint rootPartLocalId = grp.RootPart.LocalId; if (partLocalId != rootPartLocalId && (grp.RootPart.ScriptEvents & scriptEvents.touch_end) != 0) { EventManager.TriggerObjectDeGrab(rootPartLocalId, partLocalId, remoteClient, surfaceArg); } } /// /// Start spinning the given object /// /// /// /// public virtual void ProcessSpinStart(UUID objectID, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(objectID); if (group != null) { if (Permissions.CanMoveObject(group, remoteClient))// && PermissionsMngr.) { group.SpinStart(remoteClient); } } } /// /// Spin the given object /// /// /// /// public virtual void ProcessSpinObject(UUID objectID, Quaternion rotation, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(objectID); if (group != null) { if (Permissions.CanMoveObject(group, remoteClient))// && PermissionsMngr.) { group.SpinMovement(rotation, remoteClient); } // This is outside the above permissions condition // so that if the object is locked the client moving the object // get's it's position on the simulator even if it was the same as before // This keeps the moving user's client in sync with the rest of the world. group.SendGroupTerseUpdate(); } } public virtual void ProcessSpinObjectStop(UUID objectID, IClientAPI remoteClient) { /* no op for now SceneObjectGroup group = GetGroupByPrim(objectID); if (group != null) { if (Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.) { // group.SpinMovement(rotation, remoteClient); } group.SendGroupTerseUpdate(); } */ } public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID, UUID itemID) { SceneObjectPart part=GetSceneObjectPart(objectID); if (part == null) return; if (Permissions.CanResetScript(objectID, itemID, remoteClient.AgentId)) { EventManager.TriggerScriptReset(part.LocalId, itemID); } } void ProcessViewerEffect(IClientAPI remoteClient, List args) { // TODO: don't create new blocks if recycling an old packet bool discardableEffects = true; ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count]; for (int i = 0; i < args.Count; i++) { ViewerEffectPacket.EffectBlock effect = new ViewerEffectPacket.EffectBlock(); effect.AgentID = args[i].AgentID; effect.Color = args[i].Color; effect.Duration = args[i].Duration; effect.ID = args[i].ID; effect.Type = args[i].Type; effect.TypeData = args[i].TypeData; effectBlockArray[i] = effect; if ((EffectType)effect.Type != EffectType.LookAt && (EffectType)effect.Type != EffectType.Beam) discardableEffects = false; //m_log.DebugFormat("[YYY]: VE {0} {1} {2}", effect.AgentID, effect.Duration, (EffectType)effect.Type); } ForEachScenePresence(sp => { if (sp.ControllingClient.AgentId != remoteClient.AgentId) { if (!discardableEffects || (discardableEffects && ShouldSendDiscardableEffect(remoteClient, sp))) { //m_log.DebugFormat("[YYY]: Sending to {0}", sp.UUID); sp.ControllingClient.SendViewerEffect(effectBlockArray); } //else // m_log.DebugFormat("[YYY]: Not sending to {0}", sp.UUID); } }); } private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) { return Vector3.DistanceSquared(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 100; } private class DescendentsRequestData { public IClientAPI RemoteClient; public UUID FolderID; //public UUID OwnerID; public bool FetchFolders; public bool FetchItems; //public int SortOrder; } static private ConcurrentQueue m_descendentsRequestQueue = new ConcurrentQueue(); static private Object m_descendentsRequestLock = new Object(); static private bool m_descendentsRequestProcessing = false; /// /// Tell the client about the various child items and folders contained in the requested folder. /// /// /// /// /// /// /// public void HandleFetchInventoryDescendents(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) { // m_log.DebugFormat( // "[USER INVENTORY]: HandleFetchInventoryDescendents() for {0}, folder={1}, fetchFolders={2}, fetchItems={3}, sortOrder={4}", // remoteClient.Name, folderID, fetchFolders, fetchItems, sortOrder); if (folderID == UUID.Zero) return; // FIXME MAYBE: We're not handling sortOrder! // TODO: This code for looking in the folder for the library should be folded somewhere else // so that this class doesn't have to know the details (and so that multiple libraries, etc. // can be handled transparently). InventoryFolderImpl fold = null; if (LibraryService != null && LibraryService.LibraryRootFolder != null) { if ((fold = LibraryService.LibraryRootFolder.FindFolder(folderID)) != null) { List its = fold.RequestListOfItems(); List fds = fold.RequestListOfFolders(); remoteClient.SendInventoryFolderDetails( fold.Owner, folderID, its, fds, fold.Version, its.Count + fds.Count, fetchFolders, fetchItems); return; } } DescendentsRequestData req = new DescendentsRequestData(); req.RemoteClient = remoteClient; req.FolderID = folderID; //req.OwnerID = ownerID; req.FetchFolders = fetchFolders; req.FetchItems = fetchItems; //req.SortOrder = sortOrder; m_descendentsRequestQueue.Enqueue(req); if (Monitor.TryEnter(m_descendentsRequestLock)) { if (!m_descendentsRequestProcessing) { m_descendentsRequestProcessing = true; Util.FireAndForget(x => SendInventoryAsync()); } Monitor.Exit(m_descendentsRequestLock); } } void SendInventoryAsync() { lock(m_descendentsRequestLock) { try { while(m_descendentsRequestQueue.TryDequeue(out DescendentsRequestData req)) { if(!req.RemoteClient.IsActive) continue; SendInventoryUpdate(req.RemoteClient, new InventoryFolderBase(req.FolderID), req.FetchFolders, req.FetchItems); Thread.Sleep(50); } } catch (Exception e) { m_log.ErrorFormat("[AGENT INVENTORY]: Error in SendInventoryAsync(). Exception {0}", e); } m_descendentsRequestProcessing = false; } } /// /// Handle an inventory folder creation request from the client. /// /// /// /// /// /// public void HandleCreateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort folderType, string folderName, UUID parentID) { InventoryFolderBase folder = new InventoryFolderBase(folderID, folderName, remoteClient.AgentId, (short)folderType, parentID, 1); if (!InventoryService.AddFolder(folder)) { m_log.WarnFormat( "[AGENT INVENTORY]: Failed to create folder for user {0} {1}", remoteClient.Name, remoteClient.AgentId); } } /// /// Handle a client request to update the inventory folder /// /// /// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE /// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing, /// and needs to be changed. /// /// /// /// /// /// public void HandleUpdateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort type, string name, UUID parentID) { // m_log.DebugFormat( // "[AGENT INVENTORY]: Updating inventory folder {0} {1} for {2} {3}", folderID, name, remoteClient.Name, remoteClient.AgentId); InventoryFolderBase folder = InventoryService.GetFolder(remoteClient.AgentId, folderID); if (folder != null) { folder.Name = name; folder.Type = (short)type; folder.ParentID = parentID; if (!InventoryService.UpdateFolder(folder)) { m_log.ErrorFormat( "[AGENT INVENTORY]: Failed to update folder for user {0} {1}", remoteClient.Name, remoteClient.AgentId); } } } public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID) { InventoryFolderBase folder = InventoryService.GetFolder(remoteClient.AgentId, folderID); if (folder != null) { folder.ParentID = parentID; if (!InventoryService.MoveFolder(folder)) m_log.WarnFormat("[AGENT INVENTORY]: could not move folder {0}", folderID); else m_log.DebugFormat("[AGENT INVENTORY]: folder {0} moved to parent {1}", folderID, parentID); } else { m_log.WarnFormat("[AGENT INVENTORY]: request to move folder {0} but folder not found", folderID); } } delegate void PurgeFolderDelegate(UUID userID, UUID folder); /// /// This should delete all the items and folders in the given directory. /// /// /// public void HandlePurgeInventoryDescendents(IClientAPI remoteClient, UUID folderID) { PurgeFolderDelegate d = PurgeFolderAsync; try { d.BeginInvoke(remoteClient.AgentId, folderID, PurgeFolderCompleted, d); } catch (Exception e) { m_log.WarnFormat("[AGENT INVENTORY]: Exception on purge folder for user {0}: {1}", remoteClient.AgentId, e.Message); } } private void PurgeFolderAsync(UUID userID, UUID folderID) { InventoryFolderBase folder = new InventoryFolderBase(folderID, userID); try { if (InventoryService.PurgeFolder(folder)) m_log.DebugFormat("[AGENT INVENTORY]: folder {0} purged successfully", folderID); else m_log.WarnFormat("[AGENT INVENTORY]: could not purge folder {0}", folderID); } catch (Exception e) { m_log.WarnFormat("[AGENT INVENTORY]: Exception on async purge folder for user {0}: {1}", userID, e.Message); } } private void PurgeFolderCompleted(IAsyncResult iar) { PurgeFolderDelegate d = (PurgeFolderDelegate)iar.AsyncState; d.EndInvoke(iar); } } }