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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.IO;
- using System.Reflection;
- using System.Text;
- using System.Collections.Generic;
- using OpenMetaverse;
- using OpenMetaverse.StructuredData;
- using OpenSim;
- using OpenSim.Region;
- using OpenSim.Region.Framework;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Framework;
- using OpenSim.Framework.Servers;
- using OpenSim.Framework.Servers.HttpServer;
- using Nini.Config;
- using log4net;
- using Mono.Addins;
- using Caps = OpenSim.Framework.Capabilities.Caps;
- using OSDMap = OpenMetaverse.StructuredData.OSDMap;
- namespace OpenSim.Region.OptionalModules.ViewerSupport
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DynamicFloater")]
- public class DynamicFloaterModule : INonSharedRegionModule, IDynamicFloaterModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private Scene m_scene;
- private Dictionary<UUID, Dictionary<int, FloaterData>> m_floaters = new Dictionary<UUID, Dictionary<int, FloaterData>>();
- public string Name
- {
- get { return "DynamicFloaterModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- public void Initialise(IConfigSource config)
- {
- }
- public void Close()
- {
- }
- public void AddRegion(Scene scene)
- {
- m_scene = scene;
- scene.EventManager.OnNewClient += OnNewClient;
- scene.EventManager.OnClientClosed += OnClientClosed;
- m_scene.RegisterModuleInterface<IDynamicFloaterModule>(this);
- }
- public void RegionLoaded(Scene scene)
- {
- }
- public void RemoveRegion(Scene scene)
- {
- }
- private void OnNewClient(IClientAPI client)
- {
- client.OnChatFromClient += OnChatFromClient;
- }
- private void OnClientClosed(UUID agentID, Scene scene)
- {
- m_floaters.Remove(agentID);
- }
- private void SendToClient(ScenePresence sp, string msg)
- {
- sp.ControllingClient.SendChatMessage(msg,
- (byte)ChatTypeEnum.Owner,
- sp.AbsolutePosition,
- "Server",
- UUID.Zero,
- UUID.Zero,
- (byte)ChatSourceType.Object,
- (byte)ChatAudibleLevel.Fully);
- }
- public void DoUserFloater(UUID agentID, FloaterData dialogData, string configuration)
- {
- ScenePresence sp = m_scene.GetScenePresence(agentID);
- if (sp == null || sp.IsChildAgent)
- return;
- if (!m_floaters.ContainsKey(agentID))
- m_floaters[agentID] = new Dictionary<int, FloaterData>();
- if (m_floaters[agentID].ContainsKey(dialogData.Channel))
- return;
- m_floaters[agentID].Add(dialogData.Channel, dialogData);
- string xml;
- if (dialogData.XmlText != null && dialogData.XmlText != String.Empty)
- {
- xml = dialogData.XmlText;
- }
- else
- {
- using (FileStream fs = File.Open(dialogData.XmlName + ".xml", FileMode.Open, FileAccess.Read))
- {
- using (StreamReader sr = new StreamReader(fs))
- xml = sr.ReadToEnd().Replace("\n", "");
- }
- }
- List<string> xparts = new List<string>();
- while (xml.Length > 0)
- {
- string x = xml;
- if (x.Length > 600)
- {
- x = x.Substring(0, 600);
- xml = xml.Substring(600);
- }
- else
- {
- xml = String.Empty;
- }
- xparts.Add(x);
- }
- for (int i = 0 ; i < xparts.Count ; i++)
- SendToClient(sp, String.Format("># floater {2} create {0}/{1} " + xparts[i], i + 1, xparts.Count, dialogData.FloaterName));
- SendToClient(sp, String.Format("># floater {0} {{notify:1}} {{channel: {1}}} {{node:cancel {{notify:1}}}} {{node:ok {{notify:1}}}} {2}", dialogData.FloaterName, (uint)dialogData.Channel, configuration));
- }
- private void OnChatFromClient(object sender, OSChatMessage msg)
- {
- if (msg.Sender == null)
- return;
- //m_log.DebugFormat("chan {0} msg {1}", msg.Channel, msg.Message);
- IClientAPI client = msg.Sender;
- if (!m_floaters.ContainsKey(client.AgentId))
- return;
- string[] parts = msg.Message.Split(new char[] {':'});
- if (parts.Length == 0)
- return;
- ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
- if (sp == null || sp.IsChildAgent)
- return;
- Dictionary<int, FloaterData> d = m_floaters[client.AgentId];
- // Work around a viewer bug - VALUE from any
- // dialog can appear on this channel and needs to
- // be dispatched to ALL open dialogs for the user
- if (msg.Channel == 427169570)
- {
- if (parts[0] == "VALUE")
- {
- foreach (FloaterData dd in d.Values)
- {
- if(dd.Handler(client, dd, parts))
- {
- m_floaters[client.AgentId].Remove(dd.Channel);
- SendToClient(sp, String.Format("># floater {0} destroy", dd.FloaterName));
- break;
- }
- }
- }
- return;
- }
- if (!d.ContainsKey(msg.Channel))
- return;
- FloaterData data = d[msg.Channel];
- if (parts[0] == "NOTIFY")
- {
- if (parts[1] == "cancel" || parts[1] == data.FloaterName)
- {
- m_floaters[client.AgentId].Remove(data.Channel);
- SendToClient(sp, String.Format("># floater {0} destroy", data.FloaterName));
- }
- }
- if (data.Handler != null && data.Handler(client, data, parts))
- {
- m_floaters[client.AgentId].Remove(data.Channel);
- SendToClient(sp, String.Format("># floater {0} destroy", data.FloaterName));
- }
- }
- public void FloaterControl(ScenePresence sp, FloaterData d, string msg)
- {
- string sendData = String.Format("># floater {0} {1}", d.FloaterName, msg);
- SendToClient(sp, sendData);
- }
- }
- }
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