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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.Collections;
- using System.Collections.Generic;
- using System.Reflection;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using log4net;
- using Nini.Config;
- using Nwc.XmlRpc;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Servers;
- using OpenSim.Region.Interfaces;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.Environment.Modules.Avatar.Friends
- {
- /*
- This module handles adding/removing friends, and the the presence
- notification process for login/logoff of friends.
- The presence notification works as follows:
- - After the user initially connects to a region (so we now have a UDP
- connection to work with), this module fetches the friends of user
- (those are cached), their on-/offline status, and info about the
- region they are in from the MessageServer.
- - (*) It then informs the user about the on-/offline status of her friends.
- - It then informs all online friends currently on this region-server about
- user's new online status (this will save some network traffic, as local
- messages don't have to be transferred inter-region, and it will be all
- that has to be done in Standalone Mode).
- - For the rest of the online friends (those not on this region-server),
- this module uses the provided region-information to map users to
- regions, and sends one notification to every region containing the
- friends to inform on that server.
- - The region-server will handle that in the following way:
- - If it finds the friend, it informs her about the user being online.
- - If it doesn't find the friend (maybe she TPed away in the meantime),
- it stores that information.
- - After it processed all friends, it returns the list of friends it
- couldn't find.
- - If this list isn't empty, the FriendsModule re-requests information
- about those online friends that have been missed and starts at (*)
- again until all friends have been found, or until it tried 3 times
- (to prevent endless loops due to some uncaught error).
- NOTE: Online/Offline notifications don't need to be sent on region change.
- We implement two XMLRpc handlers here, handling all the inter-region things
- we have to handle:
- - On-/Offline-Notifications (bulk)
- - Terminate Friendship messages (single)
- */
- public class FriendsModule : IRegionModule, IFriendsModule
- {
- private class Transaction
- {
- public UUID agentID;
- public string agentName;
- public uint count;
- public Transaction(UUID agentID, string agentName)
- {
- this.agentID = agentID;
- this.agentName = agentName;
- this.count = 1;
- }
- }
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private Cache m_friendLists = new Cache(CacheFlags.AllowUpdate);
- private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
- private Dictionary<UUID, UUID> m_pendingCallingcardRequests = new Dictionary<UUID,UUID>();
- private Scene m_initialScene; // saves a lookup if we don't have a specific scene
- private Dictionary<ulong, Scene> m_scenes = new Dictionary<ulong,Scene>();
- private IMessageTransferModule m_TransferModule = null;
- #region IRegionModule Members
- public void Initialise(Scene scene, IConfigSource config)
- {
- lock (m_scenes)
- {
- if (m_scenes.Count == 0)
- {
- scene.AddXmlRPCHandler("presence_update_bulk", processPresenceUpdateBulk);
- scene.AddXmlRPCHandler("terminate_friend", processTerminateFriend);
- m_friendLists.DefaultTTL = new TimeSpan(1, 0, 0); // store entries for one hour max
- m_initialScene = scene;
- }
- if (!m_scenes.ContainsKey(scene.RegionInfo.RegionHandle))
- m_scenes[scene.RegionInfo.RegionHandle] = scene;
- }
-
- scene.RegisterModuleInterface<IFriendsModule>(this);
-
- scene.EventManager.OnNewClient += OnNewClient;
- scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
- scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
- scene.EventManager.OnMakeChildAgent += MakeChildAgent;
- scene.EventManager.OnClientClosed += ClientClosed;
- }
- public void PostInitialise()
- {
- if (m_scenes.Count > 0)
- {
- m_TransferModule = m_initialScene.RequestModuleInterface<IMessageTransferModule>();
- }
- if (m_TransferModule == null)
- m_log.Error("[FRIENDS]: Unable to find a message transfer module, friendship offers will not work");
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "FriendsModule"; }
- }
- public bool IsSharedModule
- {
- get { return true; }
- }
- #endregion
- /// <summary>
- /// Receive presence information changes about clients in other regions.
- /// </summary>
- /// <param name="req"></param>
- /// <returns></returns>
- public XmlRpcResponse processPresenceUpdateBulk(XmlRpcRequest req)
- {
- Hashtable requestData = (Hashtable)req.Params[0];
- List<UUID> friendsNotHere = new List<UUID>();
- // this is called with the expectation that all the friends in the request are on this region-server.
- // But as some time passed since we checked (on the other region-server, via the MessagingServer),
- // some of the friends might have teleported away.
- // Actually, even now, between this line and the sending below, some people could TP away. So,
- // we'll have to lock the m_rootAgents list for the duration to prevent/delay that.
- lock (m_rootAgents)
- {
- List<ScenePresence> friendsHere = new List<ScenePresence>();
-
- try
- {
- UUID agentID = new UUID((string)requestData["agentID"]);
- bool agentOnline = (bool)requestData["agentOnline"];
- int count = (int)requestData["friendCount"];
- for (int i = 0; i < count; ++i)
- {
- UUID uuid;
- if (UUID.TryParse((string)requestData["friendID_" + i], out uuid))
- {
- if (m_rootAgents.ContainsKey(uuid)) friendsHere.Add(GetRootPresenceFromAgentID(uuid));
- else friendsNotHere.Add(uuid);
- }
- }
- // now send, as long as they are still here...
- UUID[] agentUUID = new UUID[] { agentID };
- if (agentOnline)
- {
- foreach (ScenePresence agent in friendsHere)
- {
- agent.ControllingClient.SendAgentOnline(agentUUID);
- }
- }
- else
- {
- foreach (ScenePresence agent in friendsHere)
- {
- agent.ControllingClient.SendAgentOffline(agentUUID);
- }
- }
- }
- catch(Exception e)
- {
- m_log.Warn("[FRIENDS]: Got exception while parsing presence_update_bulk request:", e);
- }
- }
- // no need to lock anymore; if TPs happen now, worst case is that we have an additional agent in this region,
- // which should be caught on the next iteration...
- Hashtable result = new Hashtable();
- int idx = 0;
- foreach (UUID uuid in friendsNotHere)
- {
- result["friendID_" + idx++] = uuid.ToString();
- }
- result["friendCount"] = idx;
- XmlRpcResponse response = new XmlRpcResponse();
- response.Value = result;
- return response;
- }
- public XmlRpcResponse processTerminateFriend(XmlRpcRequest req)
- {
- Hashtable requestData = (Hashtable)req.Params[0];
- bool success = false;
- UUID agentID;
- UUID friendID;
- if (requestData.ContainsKey("agentID") && UUID.TryParse((string)requestData["agentID"], out agentID) &&
- requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID))
- {
- // try to find it and if it is there, prevent it to vanish before we sent the message
- lock (m_rootAgents)
- {
- if (m_rootAgents.ContainsKey(agentID))
- {
- m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", friendID, agentID);
- GetRootPresenceFromAgentID(agentID).ControllingClient.SendTerminateFriend(friendID);
- success = true;
- }
- }
- }
- // return whether we were successful
- Hashtable result = new Hashtable();
- result["success"] = success;
- XmlRpcResponse response = new XmlRpcResponse();
- response.Value = result;
- return response;
- }
- 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
- // Subscribe to instant messages
- client.OnInstantMessage += OnInstantMessage;
- // Friend list management
- client.OnApproveFriendRequest += OnApproveFriendRequest;
- client.OnDenyFriendRequest += OnDenyFriendRequest;
- client.OnTerminateFriendship += OnTerminateFriendship;
- // ... calling card handling...
- client.OnOfferCallingCard += OnOfferCallingCard;
- client.OnAcceptCallingCard += OnAcceptCallingCard;
- client.OnDeclineCallingCard += OnDeclineCallingCard;
- // we need this one exactly once per agent session (see comments in the handler below)
- client.OnEconomyDataRequest += OnEconomyDataRequest;
- // if it leaves, we want to know, too
- client.OnLogout += OnLogout;
- }
- private void ClientClosed(UUID AgentId)
- {
- // agent's client was closed. As we handle logout in OnLogout, this here has only to handle
- // TPing away (root agent is closed) or TPing/crossing in a region far enough away (client
- // agent is closed).
- // NOTE: In general, this doesn't mean that the agent logged out, just that it isn't around
- // in one of the regions here anymore.
- lock (m_rootAgents)
- {
- if (m_rootAgents.ContainsKey(AgentId))
- {
- m_rootAgents.Remove(AgentId);
- m_log.Info("[FRIEND]: Removing " + AgentId + ". Agent was closed.");
- }
- }
- }
- private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
- {
- lock (m_rootAgents)
- {
- 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!
- }
- }
- private void MakeChildAgent(ScenePresence avatar)
- {
- lock (m_rootAgents)
- {
- if (m_rootAgents.ContainsKey(avatar.UUID))
- {
- // only delete if the region matches. As this is a shared module, the avatar could be
- // root agent in another region on this server.
- 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");
- }
- }
- }
- }
- private ScenePresence GetRootPresenceFromAgentID(UUID AgentID)
- {
- ScenePresence returnAgent = null;
- lock (m_scenes)
- {
- ScenePresence queryagent = null;
- foreach (Scene scene in m_scenes.Values)
- {
- queryagent = scene.GetScenePresence(AgentID);
- if (queryagent != null)
- {
- if (!queryagent.IsChildAgent)
- {
- returnAgent = queryagent;
- break;
- }
- }
- }
- }
- return returnAgent;
- }
- private ScenePresence GetAnyPresenceFromAgentID(UUID AgentID)
- {
- ScenePresence returnAgent = null;
- lock (m_scenes)
- {
- ScenePresence queryagent = null;
- foreach (Scene scene in m_scenes.Values)
- {
- queryagent = scene.GetScenePresence(AgentID);
- if (queryagent != null)
- {
- returnAgent = queryagent;
- break;
- }
- }
- }
- return returnAgent;
- }
-
- public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage)
- {
- CachedUserInfo userInfo = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(fromUserId);
-
- if (userInfo != null)
- {
- GridInstantMessage msg = new GridInstantMessage(
- toUserClient.Scene, fromUserId, userInfo.UserProfile.Name, toUserClient.AgentId,
- (byte)InstantMessageDialog.FriendshipOffered, offerMessage, false, Vector3.Zero);
-
- FriendshipOffered(msg);
- }
- else
- {
- m_log.ErrorFormat("[FRIENDS]: No user found for id {0} in OfferFriendship()", fromUserId);
- }
- }
- #region FriendRequestHandling
- private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
- {
- // Friend Requests go by Instant Message.. using the dialog param
- // https://wiki.secondlife.com/wiki/ImprovedInstantMessage
- if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38
- {
- FriendshipOffered(im);
- }
- else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39
- {
- FriendshipAccepted(client, im);
- }
- else if (im.dialog == (byte)InstantMessageDialog.FriendshipDeclined) // 40
- {
- FriendshipDeclined(client, im);
- }
- }
-
- /// <summary>
- /// Invoked when a user offers a friendship.
- /// </summary>
- /// May not currently be used - see OnApproveFriendRequest() instead
- /// <param name="im"></param>
- /// <param name="client"></param>
- private void FriendshipOffered(GridInstantMessage im)
- {
- // this is triggered by the initiating agent:
- // A local agent offers friendship to some possibly remote friend.
- // A IM is triggered, processed here and sent to the friend (possibly in a remote region).
- // some properties are misused here:
- // fromAgentName is the *destination* name (the friend we offer friendship to)
- m_log.DebugFormat("[FRIEND]: Offer(38) - From: {0}, FromName: {1} To: {2}, Session: {3}, Message: {4}, Offline {5}",
- im.fromAgentID, im.fromAgentName, im.toAgentID, im.imSessionID, im.message, im.offline);
- // 1.20 protocol sends an UUID in the message field, instead of the friendship offer text.
- // For interoperability, we have to clear that
- if (Util.isUUID(im.message)) im.message = "";
- // be sneeky and use the initiator-UUID as transactionID. This means we can be stateless.
- // we have to look up the agent name on friendship-approval, though.
- im.imSessionID = im.fromAgentID;
- if (m_TransferModule != null)
- {
- // Send it to whoever is the destination.
- // If new friend is local, it will send an IM to the viewer.
- // If new friend is remote, it will cause a OnGridInstantMessage on the remote server
- m_TransferModule.SendInstantMessage(im,
- delegate(bool success)
- {
- m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
- }
- );
- }
- }
-
- /// <summary>
- /// Invoked when a user accepts a friendship offer.
- /// </summary>
- /// <param name="im"></param>
- /// <param name="client"></param>
- private void FriendshipAccepted(IClientAPI client, GridInstantMessage im)
- {
- m_log.DebugFormat("[FRIEND]: 39 - from client {0}, agent {2} {3}, imsession {4} to {5}: {6} (dialog {7})",
- client.AgentId, im.fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
- }
-
- /// <summary>
- /// Invoked when a user declines a friendship offer.
- /// </summary>
- /// May not currently be used - see OnDenyFriendRequest() instead
- /// <param name="im"></param>
- /// <param name="client"></param>
- private void FriendshipDeclined(IClientAPI client, GridInstantMessage im)
- {
- UUID fromAgentID = new UUID(im.fromAgentID);
- UUID toAgentID = new UUID(im.toAgentID);
-
- // declining the friendship offer causes a type 40 IM being sent to the (possibly remote) initiator
- // toAgentID is initiator, fromAgentID declined friendship
- m_log.DebugFormat("[FRIEND]: 40 - from client {0}, agent {1} {2}, imsession {3} to {4}: {5} (dialog {6})",
- client != null ? client.AgentId.ToString() : "<null>",
- fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
- // Send the decline to whoever is the destination.
- GridInstantMessage msg = new GridInstantMessage(client.Scene, fromAgentID, client.Name, toAgentID,
- im.dialog, im.message, im.offline != 0, im.Position);
-
- // If new friend is local, it will send an IM to the viewer.
- // If new friend is remote, it will cause a OnGridInstantMessage on the remote server
- m_TransferModule.SendInstantMessage(msg,
- delegate(bool success) {
- m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
- }
- );
- }
- private void OnGridInstantMessage(GridInstantMessage msg)
- {
- // This event won't be raised unless we have that agent,
- // so we can depend on the above not trying to send
- // via grid again
- m_log.DebugFormat("[FRIEND]: Got GridIM from {0}, to {1}, imSession {2}, message {3}, dialog {4}",
- msg.fromAgentID, msg.toAgentID, msg.imSessionID, msg.message, msg.dialog);
- if (msg.dialog == (byte)InstantMessageDialog.FriendshipOffered ||
- msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted ||
- msg.dialog == (byte)InstantMessageDialog.FriendshipDeclined)
- {
- // this should succeed as we *know* the root agent is here.
- m_TransferModule.SendInstantMessage(msg,
- delegate(bool success) {
- m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
- }
- );
- }
- if (msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted)
- {
- // for accept friendship, we have to do a bit more
- ApproveFriendship(new UUID(msg.fromAgentID), new UUID(msg.toAgentID), msg.fromAgentName);
- }
- }
- private void ApproveFriendship(UUID fromAgentID, UUID toAgentID, string fromName)
- {
- m_log.DebugFormat("[FRIEND]: Approve friendship from {0} (ID: {1}) to {2}",
- fromAgentID, fromName, toAgentID);
- // a new friend was added in the initiator's and friend's data, so the cache entries are wrong now.
- lock (m_friendLists)
- {
- m_friendLists.Invalidate(fromAgentID);
- m_friendLists.Invalidate(toAgentID);
- }
- // now send presence update and add a calling card for the new friend
- ScenePresence initiator = GetAnyPresenceFromAgentID(toAgentID);
- if (initiator == null)
- {
- // quite wrong. Shouldn't happen.
- m_log.WarnFormat("[FRIEND]: Coudn't find initiator of friend request {0}", toAgentID);
- return;
- }
- m_log.DebugFormat("[FRIEND]: Tell {0} that {1} is online",
- initiator.Name, fromName);
- // tell initiator that friend is online
- initiator.ControllingClient.SendAgentOnline(new UUID[] { fromAgentID });
- // find the folder for the friend...
- InventoryFolderImpl folder =
- initiator.Scene.CommsManager.UserProfileCacheService.GetUserDetails(toAgentID).FindFolderForType((int)InventoryType.CallingCard);
- if (folder != null)
- {
- // ... and add the calling card
- CreateCallingCard(initiator.ControllingClient, fromAgentID, folder.ID, fromName);
- }
- }
- private void OnApproveFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders)
- {
- m_log.DebugFormat("[FRIEND]: Got approve friendship from {0} {1}, agentID {2}, tid {3}",
- client.Name, client.AgentId, agentID, friendID);
- // store the new friend persistently for both avatars
- m_initialScene.StoreAddFriendship(friendID, agentID, (uint) FriendRights.CanSeeOnline);
- // The cache entries aren't valid anymore either, as we just added a friend to both sides.
- lock (m_friendLists)
- {
- m_friendLists.Invalidate(agentID);
- m_friendLists.Invalidate(friendID);
- }
- // if it's a local friend, we don't have to do the lookup
- ScenePresence friendPresence = GetAnyPresenceFromAgentID(friendID);
- if (friendPresence != null)
- {
- m_log.Debug("[FRIEND]: Local agent detected.");
- // create calling card
- CreateCallingCard(client, friendID, callingCardFolders[0], friendPresence.Name);
- // local message means OnGridInstantMessage won't be triggered, so do the work here.
- friendPresence.ControllingClient.SendInstantMessage(agentID, agentID.ToString(), friendID, client.Name,
- (byte)InstantMessageDialog.FriendshipAccepted,
- (uint)Util.UnixTimeSinceEpoch());
- ApproveFriendship(agentID, friendID, client.Name);
- }
- else
- {
- m_log.Debug("[FRIEND]: Remote agent detected.");
- // fetch the friend's name for the calling card.
- CachedUserInfo info = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(friendID);
- // create calling card
- CreateCallingCard(client, friendID, callingCardFolders[0],
- info.UserProfile.FirstName + " " + info.UserProfile.SurName);
- // Compose (remote) response to friend.
- GridInstantMessage msg = new GridInstantMessage(client.Scene, agentID, client.Name, friendID,
- (byte)InstantMessageDialog.FriendshipAccepted,
- agentID.ToString(), false, Vector3.Zero);
- if (m_TransferModule != null)
- {
- m_TransferModule.SendInstantMessage(msg,
- delegate(bool success) {
- m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
- }
- );
- }
- }
- // tell client that new friend is online
- client.SendAgentOnline(new UUID[] { friendID });
- }
- private void OnDenyFriendRequest(IClientAPI client, UUID agentID, UUID friendID, List<UUID> callingCardFolders)
- {
- m_log.DebugFormat("[FRIEND]: Got deny friendship from {0} {1}, agentID {2}, tid {3}",
- client.Name, client.AgentId, agentID, friendID);
- // Compose response to other agent.
- GridInstantMessage msg = new GridInstantMessage(client.Scene, agentID, client.Name, friendID,
- (byte)InstantMessageDialog.FriendshipDeclined,
- agentID.ToString(), false, Vector3.Zero);
- // send decline to initiator
- if (m_TransferModule != null)
- {
- m_TransferModule.SendInstantMessage(msg,
- delegate(bool success) {
- m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
- }
- );
- }
- }
- private void OnTerminateFriendship(IClientAPI client, UUID agentID, UUID exfriendID)
- {
- // client.AgentId == agentID!
- // this removes the friends from the stored friendlists. After the next login, they will be gone...
- m_initialScene.StoreRemoveFriendship(agentID, exfriendID);
- // ... now tell the two involved clients that they aren't friends anymore.
- // I don't know why we have to tell <agent>, as this was caused by her, but that's how it works in SL...
- client.SendTerminateFriend(exfriendID);
- // now send the friend, if online
- ScenePresence presence = GetAnyPresenceFromAgentID(exfriendID);
- if (presence != null)
- {
- m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", agentID, exfriendID);
- presence.ControllingClient.SendTerminateFriend(agentID);
- }
- else
- {
- // retry 3 times, in case the agent TPed from the last known region...
- for (int retry = 0; retry < 3; ++retry)
- {
- // wasn't sent, so ex-friend wasn't around on this region-server. Fetch info and try to send
- UserAgentData data = m_initialScene.CommsManager.UserService.GetAgentByUUID(exfriendID);
- if (!data.AgentOnline)
- {
- m_log.DebugFormat("[FRIEND]: {0} is offline, so not sending TerminateFriend", exfriendID);
- break; // if ex-friend isn't online, we don't need to send
- }
- m_log.DebugFormat("[FRIEND]: Sending remote terminate friend {0} to agent {1}@{2}",
- agentID, exfriendID, data.Handle);
- // try to send to foreign region, retry if it fails (friend TPed away, for example)
- if (m_initialScene.TriggerTerminateFriend(data.Handle, exfriendID, agentID)) break;
- }
- }
- // clean up cache: FriendList is wrong now...
- lock (m_friendLists)
- {
- m_friendLists.Invalidate(agentID);
- m_friendLists.Invalidate(exfriendID);
- }
- }
- #endregion
- #region CallingCards
- private void OnOfferCallingCard(IClientAPI client, UUID destID, UUID transactionID)
- {
- m_log.DebugFormat("[CALLING CARD]: got offer from {0} for {1}, transaction {2}",
- client.AgentId, destID, transactionID);
- // This might be slightly wrong. On a multi-region server, we might get the child-agent instead of the root-agent
- // (or the root instead of the child)
- ScenePresence destAgent = GetAnyPresenceFromAgentID(destID);
- if (destAgent == null)
- {
- client.SendAlertMessage("The person you have offered a card to can't be found anymore.");
- return;
- }
- lock (m_pendingCallingcardRequests)
- {
- m_pendingCallingcardRequests[transactionID] = client.AgentId;
- }
- // inform the destination agent about the offer
- destAgent.ControllingClient.SendOfferCallingCard(client.AgentId, transactionID);
- }
- private void CreateCallingCard(IClientAPI client, UUID creator, UUID folder, string name)
- {
- InventoryItemBase item = new InventoryItemBase();
- item.AssetID = UUID.Zero;
- item.AssetType = (int)AssetType.CallingCard;
- item.BasePermissions = (uint)PermissionMask.Copy;
- item.CreationDate = Util.UnixTimeSinceEpoch();
- item.Creator = creator;
- item.CurrentPermissions = item.BasePermissions;
- item.Description = "";
- item.EveryOnePermissions = (uint)PermissionMask.None;
- item.Flags = 0;
- item.Folder = folder;
- item.GroupID = UUID.Zero;
- item.GroupOwned = false;
- item.ID = UUID.Random();
- item.InvType = (int)InventoryType.CallingCard;
- item.Name = name;
- item.NextPermissions = item.EveryOnePermissions;
- item.Owner = client.AgentId;
- item.SalePrice = 10;
- item.SaleType = (byte)SaleType.Not;
- ((Scene)client.Scene).AddInventoryItem(client, item);
- }
- private void OnAcceptCallingCard(IClientAPI client, UUID transactionID, UUID folderID)
- {
- m_log.DebugFormat("[CALLING CARD]: User {0} ({1} {2}) accepted tid {3}, folder {4}",
- client.AgentId,
- client.FirstName, client.LastName,
- transactionID, folderID);
- UUID destID;
- lock (m_pendingCallingcardRequests)
- {
- if (!m_pendingCallingcardRequests.TryGetValue(transactionID, out destID))
- {
- m_log.WarnFormat("[CALLING CARD]: Got a AcceptCallingCard from {0} without an offer before.",
- client.Name);
- return;
- }
- // else found pending calling card request with that transaction.
- m_pendingCallingcardRequests.Remove(transactionID);
- }
- ScenePresence destAgent = GetAnyPresenceFromAgentID(destID);
- // inform sender of the card that destination declined the offer
- if (destAgent != null) destAgent.ControllingClient.SendAcceptCallingCard(transactionID);
- // put a calling card into the inventory of receiver
- CreateCallingCard(client, destID, folderID, destAgent.Name);
- }
- private void OnDeclineCallingCard(IClientAPI client, UUID transactionID)
- {
- m_log.DebugFormat("[CALLING CARD]: User {0} (ID:{1}) declined card, tid {2}",
- client.Name, client.AgentId, transactionID);
- UUID destID;
- lock (m_pendingCallingcardRequests)
- {
- if (!m_pendingCallingcardRequests.TryGetValue(transactionID, out destID))
- {
- m_log.WarnFormat("[CALLING CARD]: Got a AcceptCallingCard from {0} without an offer before.",
- client.Name);
- return;
- }
- // else found pending calling card request with that transaction.
- m_pendingCallingcardRequests.Remove(transactionID);
- }
- ScenePresence destAgent = GetAnyPresenceFromAgentID(destID);
- // inform sender of the card that destination declined the offer
- if (destAgent != null) destAgent.ControllingClient.SendDeclineCallingCard(transactionID);
- }
- /// <summary>
- /// Send presence information about a client to other clients in both this region and others.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="friendList"></param>
- /// <param name="iAmOnline"></param>
- private void SendPresenceState(IClientAPI client, List<FriendListItem> friendList, bool iAmOnline)
- {
- m_log.DebugFormat("[FRIEND]: {0} logged {1}; sending presence updates", client.Name, iAmOnline ? "in" : "out");
- if (friendList == null || friendList.Count == 0)
- {
- m_log.DebugFormat("[FRIEND]: {0} doesn't have friends.", client.Name);
- return; // nothing we can do if she doesn't have friends...
- }
- // collect sets of friendIDs; to send to (online and offline), and to receive from
- // TODO: If we ever switch to .NET >= 3, replace those Lists with HashSets.
- // I can't believe that we have Dictionaries, but no Sets, considering Java introduced them years ago...
- List<UUID> friendIDsToSendTo = new List<UUID>();
- List<UUID> candidateFriendIDsToReceive = new List<UUID>();
-
- foreach (FriendListItem item in friendList)
- {
- if (((item.FriendListOwnerPerms | item.FriendPerms) & (uint)FriendRights.CanSeeOnline) != 0)
- {
- // friend is allowed to see my presence => add
- if ((item.FriendListOwnerPerms & (uint)FriendRights.CanSeeOnline) != 0)
- friendIDsToSendTo.Add(item.Friend);
- if ((item.FriendPerms & (uint)FriendRights.CanSeeOnline) != 0)
- candidateFriendIDsToReceive.Add(item.Friend);
- }
- }
- // we now have a list of "interesting" friends (which we have to find out on-/offline state for),
- // friends we want to send our online state to (if *they* are online, too), and
- // friends we want to receive online state for (currently unknown whether online or not)
- // as this processing might take some time and friends might TP away, we try up to three times to
- // reach them. Most of the time, we *will* reach them, and this loop won't loop
- int retry = 0;
- do
- {
- // build a list of friends to look up region-information and on-/offline-state for
- List<UUID> friendIDsToLookup = new List<UUID>(friendIDsToSendTo);
- foreach (UUID uuid in candidateFriendIDsToReceive)
- {
- if (!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid);
- }
- m_log.DebugFormat(
- "[FRIEND]: {0} to lookup, {1} to send to, {2} candidates to receive from for agent {3}",
- friendIDsToLookup.Count, friendIDsToSendTo.Count, candidateFriendIDsToReceive.Count, client.Name);
- // we have to fetch FriendRegionInfos, as the (cached) FriendListItems don't
- // necessarily contain the correct online state...
- Dictionary<UUID, FriendRegionInfo> friendRegions = m_initialScene.GetFriendRegionInfos(friendIDsToLookup);
- m_log.DebugFormat(
- "[FRIEND]: Found {0} regionInfos for {1} friends of {2}",
- friendRegions.Count, friendIDsToLookup.Count, client.Name);
- // argument for SendAgentOn/Offline; we shouldn't generate that repeatedly within loops.
- UUID[] agentArr = new UUID[] { client.AgentId };
- // first, send to friend presence state to me, if I'm online...
- if (iAmOnline)
- {
- List<UUID> friendIDsToReceive = new List<UUID>();
-
- for (int i = candidateFriendIDsToReceive.Count - 1; i >= 0; --i)
- {
- UUID uuid = candidateFriendIDsToReceive[i];
- FriendRegionInfo info;
- if (friendRegions.TryGetValue(uuid, out info) && info != null && info.isOnline)
- {
- friendIDsToReceive.Add(uuid);
- }
- }
-
- m_log.DebugFormat(
- "[FRIEND]: Sending {0} online friends to {1}", friendIDsToReceive.Count, client.Name);
-
- if (friendIDsToReceive.Count > 0)
- client.SendAgentOnline(friendIDsToReceive.ToArray());
- // clear them for a possible second iteration; we don't have to repeat this
- candidateFriendIDsToReceive.Clear();
- }
- // now, send my presence state to my friends
- for (int i = friendIDsToSendTo.Count - 1; i >= 0; --i)
- {
- UUID uuid = friendIDsToSendTo[i];
- FriendRegionInfo info;
- if (friendRegions.TryGetValue(uuid, out info) && info != null && info.isOnline)
- {
- // any client is good enough, root or child...
- ScenePresence agent = GetAnyPresenceFromAgentID(uuid);
- if (agent != null)
- {
- m_log.DebugFormat("[FRIEND]: Found local agent {0}", agent.Name);
- // friend is online and on this server...
- if (iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr);
- else agent.ControllingClient.SendAgentOffline(agentArr);
- // done, remove it
- friendIDsToSendTo.RemoveAt(i);
- }
- }
- else
- {
- m_log.DebugFormat("[FRIEND]: Friend {0} ({1}) is offline; not sending.", uuid, i);
- // friend is offline => no need to try sending
- friendIDsToSendTo.RemoveAt(i);
- }
- }
- m_log.DebugFormat("[FRIEND]: Have {0} friends to contact via inter-region comms.", friendIDsToSendTo.Count);
- // we now have all the friends left that are online (we think), but not on this region-server
- if (friendIDsToSendTo.Count > 0)
- {
- // sort them into regions
- Dictionary<ulong, List<UUID>> friendsInRegion = new Dictionary<ulong,List<UUID>>();
- foreach (UUID uuid in friendIDsToSendTo)
- {
- ulong handle = friendRegions[uuid].regionHandle; // this can't fail as we filtered above already
- List<UUID> friends;
- if (!friendsInRegion.TryGetValue(handle, out friends))
- {
- friends = new List<UUID>();
- friendsInRegion[handle] = friends;
- }
- friends.Add(uuid);
- }
- m_log.DebugFormat("[FRIEND]: Found {0} regions to send to.", friendRegions.Count);
- // clear uuids list and collect missed friends in it for the next retry
- friendIDsToSendTo.Clear();
- // send bulk updates to the region
- foreach (KeyValuePair<ulong, List<UUID>> pair in friendsInRegion)
- {
- m_log.DebugFormat("[FRIEND]: Inform {0} friends in region {1} that user {2} is {3}line",
- pair.Value.Count, pair.Key, client.Name, iAmOnline ? "on" : "off");
- friendIDsToSendTo.AddRange(m_initialScene.InformFriendsInOtherRegion(client.AgentId, pair.Key, pair.Value, iAmOnline));
- }
- }
- // now we have in friendIDsToSendTo only the agents left that TPed away while we tried to contact them.
- // In most cases, it will be empty, and it won't loop here. But sometimes, we have to work harder and try again...
- }
- while (++retry < 3 && friendIDsToSendTo.Count > 0);
- }
- private void OnEconomyDataRequest(UUID agentID)
- {
- // KLUDGE: This is the only way I found to get a message (only) after login was completed and the
- // client is connected enough to receive UDP packets).
- // This packet seems to be sent only once, just after connection was established to the first
- // region after login.
- // We use it here to trigger a presence update; the old update-on-login was never be heard by
- // the freshly logged in viewer, as it wasn't connected to the region at that time.
- // TODO: Feel free to replace this by a better solution if you find one.
- // get the agent. This should work every time, as we just got a packet from it
- //ScenePresence agent = GetRootPresenceFromAgentID(agentID);
- // KLUDGE 2: As this is sent quite early, the avatar isn't here as root agent yet. So, we have to cheat a bit
- ScenePresence agent = GetAnyPresenceFromAgentID(agentID);
- // just to be paranoid...
- if (agent == null)
- {
- m_log.ErrorFormat("[FRIEND]: Got a packet from agent {0} who can't be found anymore!?", agentID);
- return;
- }
- List<FriendListItem> fl;
- lock (m_friendLists)
- {
- fl = (List<FriendListItem>)m_friendLists.Get(agent.ControllingClient.AgentId,
- m_initialScene.GetFriendList);
- }
- // tell everyone that we are online
- SendPresenceState(agent.ControllingClient, fl, true);
- }
- private void OnLogout(IClientAPI remoteClient)
- {
- m_log.DebugFormat("[FRIEND]: Client {0} logged out", remoteClient.Name);
- List<FriendListItem> fl;
- lock (m_friendLists)
- {
- fl = (List<FriendListItem>)m_friendLists.Get(remoteClient.AgentId,
- m_initialScene.GetFriendList);
- }
- // tell everyone that we are offline
- SendPresenceState(remoteClient, fl, false);
- }
- }
- #endregion
- }
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