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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.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
- {
- /// <summary>
- /// Send chat to listeners.
- /// </summary>
- /// <param name='message'></param>
- /// <param name='type'>/param>
- /// <param name='channel'></param>
- /// <param name='fromPos'></param>
- /// <param name='fromName'></param>
- /// <param name='fromID'></param>
- /// <param name='targetID'></param>
- /// <param name='fromAgent'></param>
- /// <param name='broadcast'></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);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="message"></param>
- /// <param name="type"></param>
- /// <param name="fromPos"></param>
- /// <param name="fromName"></param>
- /// <param name="fromAgentID"></param>
- 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);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="message"></param>
- /// <param name="type"></param>
- /// <param name="fromPos"></param>
- /// <param name="fromName"></param>
- /// <param name="fromAgentID"></param>
- 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);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="message"></param>
- /// <param name="type"></param>
- /// <param name="channel"></param>
- /// <param name="fromPos"></param>
- /// <param name="fromName"></param>
- /// <param name="fromAgentID"></param>
- /// <param name="targetID"></param>
- 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);
- }
- /// <summary>
- /// Invoked when the client requests a prim.
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="remoteClient"></param>
- 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);
- }
- /// <summary>
- /// Invoked when the client selects a prim.
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="remoteClient"></param>
- public void SelectPrim(List<uint> 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);
- }
- }
- /// <summary>
- /// Handle the update of an object's user group.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="groupID"></param>
- /// <param name="objectLocalID"></param>
- /// <param name="Garbage"></param>
- 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();
- }
- }
- }
- /// <summary>
- /// Handle the deselection of a prim from the client.
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="remoteClient"></param>
- 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<SurfaceTouchEventArgs> 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<SurfaceTouchEventArgs> 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<SurfaceTouchEventArgs> 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);
- }
- }
- /// <summary>
- /// Start spinning the given object
- /// </summary>
- /// <param name="objectID"></param>
- /// <param name="rotation"></param>
- /// <param name="remoteClient"></param>
- public virtual void ProcessSpinStart(UUID objectID, IClientAPI remoteClient)
- {
- SceneObjectGroup group = GetGroupByPrim(objectID);
- if (group != null)
- {
- if (Permissions.CanMoveObject(group, remoteClient))// && PermissionsMngr.)
- {
- group.SpinStart(remoteClient);
- }
- }
- }
- /// <summary>
- /// Spin the given object
- /// </summary>
- /// <param name="objectID"></param>
- /// <param name="rotation"></param>
- /// <param name="remoteClient"></param>
- 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<ViewerEffectEventHandlerArg> 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<DescendentsRequestData> m_descendentsRequestQueue = new ConcurrentQueue<DescendentsRequestData>();
- static private Object m_descendentsRequestLock = new Object();
- static private bool m_descendentsRequestProcessing = false;
- /// <summary>
- /// Tell the client about the various child items and folders contained in the requested folder.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- /// <param name="ownerID"></param>
- /// <param name="fetchFolders"></param>
- /// <param name="fetchItems"></param>
- /// <param name="sortOrder"></param>
- 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<InventoryItemBase> its = fold.RequestListOfItems();
- List<InventoryFolderBase> 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;
- }
- }
- /// <summary>
- /// Handle an inventory folder creation request from the client.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- /// <param name="folderType"></param>
- /// <param name="folderName"></param>
- /// <param name="parentID"></param>
- 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);
- }
- }
- /// <summary>
- /// Handle a client request to update the inventory folder
- /// </summary>
- ///
- /// 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.
- ///
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- /// <param name="type"></param>
- /// <param name="name"></param>
- /// <param name="parentID"></param>
- 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);
- /// <summary>
- /// This should delete all the items and folders in the given directory.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- 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);
- }
- }
- }
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