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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 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.Reflection;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using Mono.Addins;
- namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AssetTransactionModule")]
- public class AssetTransactionModule : INonSharedRegionModule,
- IAgentAssetTransactions
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected Scene m_Scene;
- private bool m_dumpAssetsToFile = false;
- private int m_levelUpload = 0;
- /// <summary>
- /// Each agent has its own singleton collection of transactions
- /// </summary>
- private Dictionary<UUID, AgentAssetTransactions> AgentTransactions =
- new Dictionary<UUID, AgentAssetTransactions>();
- #region Region Module interface
- public void Initialise(IConfigSource source)
- {
- IConfig sconfig = source.Configs["Startup"];
- if (sconfig != null)
- {
- m_levelUpload = sconfig.GetInt("LevelUpload", 0);
- }
- }
- public void AddRegion(Scene scene)
- {
- m_Scene = scene;
- scene.RegisterModuleInterface<IAgentAssetTransactions>(this);
- scene.EventManager.OnNewClient += NewClient;
- }
- public void RegionLoaded(Scene scene)
- {
- }
- public void RemoveRegion(Scene scene)
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "AgentTransactionModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return typeof(IAgentAssetTransactions); }
- }
- #endregion
- public void NewClient(IClientAPI client)
- {
- client.OnAssetUploadRequest += HandleUDPUploadRequest;
- client.OnXferReceive += HandleXfer;
- }
- #region AgentAssetTransactions
- /// <summary>
- /// Get the collection of asset transactions for the given user.
- /// If one does not already exist, it is created.
- /// </summary>
- /// <param name="userID"></param>
- /// <returns></returns>
- private AgentAssetTransactions GetUserTransactions(UUID userID)
- {
- lock (AgentTransactions)
- {
- if (!AgentTransactions.ContainsKey(userID))
- {
- AgentAssetTransactions transactions =
- new AgentAssetTransactions(userID, m_Scene,
- m_dumpAssetsToFile);
- AgentTransactions.Add(userID, transactions);
- }
- return AgentTransactions[userID];
- }
- }
- /// <summary>
- /// Remove the given agent asset transactions. This should be called
- /// when a client is departing from a scene (and hence won't be making
- /// any more transactions here).
- /// </summary>
- /// <param name="userID"></param>
- public void RemoveAgentAssetTransactions(UUID userID)
- {
- // m_log.DebugFormat("Removing agent asset transactions structure for agent {0}", userID);
- lock (AgentTransactions)
- {
- AgentTransactions.Remove(userID);
- }
- }
- /// <summary>
- /// Create an inventory item from data that has been received through
- /// a transaction.
- /// This is called when new clothing or body parts are created.
- /// It may also be called in other situations.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="transactionID"></param>
- /// <param name="folderID"></param>
- /// <param name="callbackID"></param>
- /// <param name="description"></param>
- /// <param name="name"></param>
- /// <param name="invType"></param>
- /// <param name="type"></param>
- /// <param name="wearableType"></param>
- /// <param name="nextOwnerMask"></param>
- public bool HandleItemCreationFromTransaction(IClientAPI remoteClient,
- UUID transactionID, UUID folderID, uint callbackID,
- string description, string name, sbyte invType,
- sbyte type, byte wearableType, uint nextOwnerMask)
- {
- // m_log.DebugFormat(
- // "[TRANSACTIONS MANAGER] Called HandleItemCreationFromTransaction with item {0}", name);
- AgentAssetTransactions transactions =
- GetUserTransactions(remoteClient.AgentId);
- return transactions.RequestCreateInventoryItem(remoteClient, transactionID,
- folderID, callbackID, description, name, invType, type,
- wearableType, nextOwnerMask);
- }
- /// <summary>
- /// Update an inventory item with data that has been received through a
- /// transaction.
- /// </summary>
- /// <remarks>
- /// This is called when clothing or body parts are updated (for
- /// instance, with new textures or colours). It may also be called in
- /// other situations.
- /// </remarks>
- /// <param name="remoteClient"></param>
- /// <param name="transactionID"></param>
- /// <param name="item"></param>
- public void HandleItemUpdateFromTransaction(IClientAPI remoteClient,
- UUID transactionID, InventoryItemBase item)
- {
- // m_log.DebugFormat(
- // "[ASSET TRANSACTION MODULE]: Called HandleItemUpdateFromTransaction with item {0}",
- // item.Name);
- AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
- transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item);
- }
- /// <summary>
- /// Update a task inventory item with data that has been received
- /// through a transaction.
- ///
- /// This is currently called when, for instance, a notecard in a prim
- /// is saved. The data is sent up through a single AssetUploadRequest.
- /// A subsequent UpdateTaskInventory then references the transaction
- /// and comes through this method.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="part"></param>
- /// <param name="transactionID"></param>
- /// <param name="item"></param>
- public void HandleTaskItemUpdateFromTransaction(
- IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item)
- {
- // m_log.DebugFormat(
- // "[ASSET TRANSACTION MODULE]: Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}",
- // item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName);
- AgentAssetTransactions transactions =
- GetUserTransactions(remoteClient.AgentId);
- transactions.RequestUpdateTaskInventoryItem(remoteClient, part,
- transactionID, item);
- }
- /// <summary>
- /// Request that a client (agent) begin an asset transfer.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="assetID"></param>
- /// <param name="transactionID"></param>
- /// <param name="type"></param>
- /// <param name="data"></param></param>
- /// <param name="tempFile"></param>
- public void HandleUDPUploadRequest(IClientAPI remoteClient,
- UUID assetID, UUID transactionID, sbyte type, byte[] data,
- bool storeLocal, bool tempFile)
- {
- // m_log.DebugFormat(
- // "[ASSET TRANSACTION MODULE]: HandleUDPUploadRequest - assetID: {0}, transaction {1}, type {2}, storeLocal {3}, tempFile {4}, data.Length {5}",
- // assetID, transactionID, type, storeLocal, tempFile, data.Length);
- if (((AssetType)type == AssetType.Texture ||
- (AssetType)type == AssetType.Sound ||
- (AssetType)type == AssetType.TextureTGA ||
- (AssetType)type == AssetType.Animation) &&
- tempFile == false)
- {
- ScenePresence avatar = null;
- Scene scene = (Scene)remoteClient.Scene;
- scene.TryGetScenePresence(remoteClient.AgentId, out avatar);
- // check user level
- if (avatar != null)
- {
- if (avatar.GodController.UserLevel < m_levelUpload)
- {
- remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient permissions.", false);
- return;
- }
- }
- // check funds
- IMoneyModule mm = scene.RequestModuleInterface<IMoneyModule>();
- if (mm != null)
- {
- if (!mm.UploadCovered(remoteClient.AgentId, mm.UploadCharge))
- {
- remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false);
- return;
- }
- }
- }
- AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
- AssetXferUploader uploader = transactions.RequestXferUploader(transactionID);
- uploader.StartUpload(remoteClient, assetID, transactionID, type, data, storeLocal, tempFile);
- }
- /// <summary>
- /// Handle asset transfer data packets received in response to the
- /// asset upload request in HandleUDPUploadRequest()
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="xferID"></param>
- /// <param name="packetID"></param>
- /// <param name="data"></param>
- public void HandleXfer(IClientAPI remoteClient, ulong xferID,
- uint packetID, byte[] data)
- {
- // m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data length " + data.Length);
- AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
- transactions.HandleXfer(xferID, packetID, data);
- }
- #endregion
- }
- }
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