Scene.PacketHandlers.cs 30 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Threading;
  30. using OpenMetaverse;
  31. using OpenMetaverse.Packets;
  32. using OpenSim.Framework;
  33. using OpenSim.Services.Interfaces;
  34. namespace OpenSim.Region.Framework.Scenes
  35. {
  36. public partial class Scene
  37. {
  38. /// <summary>
  39. /// Send chat to listeners.
  40. /// </summary>
  41. /// <param name='message'></param>
  42. /// <param name='type'>/param>
  43. /// <param name='channel'></param>
  44. /// <param name='fromPos'></param>
  45. /// <param name='fromName'></param>
  46. /// <param name='fromID'></param>
  47. /// <param name='targetID'></param>
  48. /// <param name='fromAgent'></param>
  49. /// <param name='broadcast'></param>
  50. public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
  51. UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
  52. {
  53. OSChatMessage args = new OSChatMessage();
  54. args.Message = Utils.BytesToString(message);
  55. args.Channel = channel;
  56. args.Type = type;
  57. args.Position = fromPos;
  58. args.SenderUUID = fromID;
  59. args.Scene = this;
  60. args.Destination = targetID;
  61. if (fromAgent)
  62. {
  63. ScenePresence user = GetScenePresence(fromID);
  64. if (user != null)
  65. args.Sender = user.ControllingClient;
  66. }
  67. else
  68. {
  69. SceneObjectPart obj = GetSceneObjectPart(fromID);
  70. args.SenderObject = obj;
  71. }
  72. args.From = fromName;
  73. //args.
  74. // m_log.DebugFormat(
  75. // "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
  76. // args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast);
  77. if (broadcast)
  78. EventManager.TriggerOnChatBroadcast(this, args);
  79. else
  80. EventManager.TriggerOnChatFromWorld(this, args);
  81. }
  82. protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
  83. UUID fromID, bool fromAgent, bool broadcast)
  84. {
  85. SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast);
  86. }
  87. /// <summary>
  88. ///
  89. /// </summary>
  90. /// <param name="message"></param>
  91. /// <param name="type"></param>
  92. /// <param name="fromPos"></param>
  93. /// <param name="fromName"></param>
  94. /// <param name="fromAgentID"></param>
  95. public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
  96. UUID fromID, bool fromAgent)
  97. {
  98. SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false);
  99. }
  100. public void SimChat(string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
  101. {
  102. SimChat(Utils.StringToBytes(message), type, 0, fromPos, fromName, fromID, fromAgent);
  103. }
  104. public void SimChat(string message, string fromName)
  105. {
  106. SimChat(message, ChatTypeEnum.Broadcast, Vector3.Zero, fromName, UUID.Zero, false);
  107. }
  108. /// <summary>
  109. ///
  110. /// </summary>
  111. /// <param name="message"></param>
  112. /// <param name="type"></param>
  113. /// <param name="fromPos"></param>
  114. /// <param name="fromName"></param>
  115. /// <param name="fromAgentID"></param>
  116. public void SimChatBroadcast(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
  117. UUID fromID, bool fromAgent)
  118. {
  119. SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
  120. }
  121. /// <summary>
  122. ///
  123. /// </summary>
  124. /// <param name="message"></param>
  125. /// <param name="type"></param>
  126. /// <param name="channel"></param>
  127. /// <param name="fromPos"></param>
  128. /// <param name="fromName"></param>
  129. /// <param name="fromAgentID"></param>
  130. /// <param name="targetID"></param>
  131. public void SimChatToAgent(UUID targetID, byte[] message, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
  132. {
  133. SimChat(message, ChatTypeEnum.Region, channel, fromPos, fromName, fromID, targetID, fromAgent, false);
  134. }
  135. /// <summary>
  136. /// Invoked when the client requests a prim.
  137. /// </summary>
  138. /// <param name="primLocalID"></param>
  139. /// <param name="remoteClient"></param>
  140. public void RequestPrim(uint primLocalID, IClientAPI remoteClient)
  141. {
  142. SceneObjectPart part = GetSceneObjectPart(primLocalID);
  143. if (part != null)
  144. {
  145. SceneObjectGroup sog = part.ParentGroup;
  146. if(!sog.IsDeleted)
  147. {
  148. PrimUpdateFlags update = PrimUpdateFlags.FullUpdate;
  149. if (sog.RootPart.Shape.MeshFlagEntry)
  150. update = PrimUpdateFlags.FullUpdatewithAnim;
  151. part.SendUpdate(remoteClient, update);
  152. }
  153. }
  154. //SceneObjectGroup sog = GetGroupByPrim(primLocalID);
  155. //if (sog != null)
  156. //sog.SendFullAnimUpdateToClient(remoteClient);
  157. }
  158. /// <summary>
  159. /// Invoked when the client selects a prim.
  160. /// </summary>
  161. /// <param name="primLocalID"></param>
  162. /// <param name="remoteClient"></param>
  163. public void SelectPrim(List<uint> primIDs, IClientAPI remoteClient)
  164. {
  165. foreach(uint primLocalID in primIDs)
  166. {
  167. SceneObjectPart part = GetSceneObjectPart(primLocalID);
  168. if (part == null)
  169. continue;
  170. SceneObjectGroup sog = part.ParentGroup;
  171. if (sog == null)
  172. continue;
  173. // waste of time because properties do not send prim flags as they should
  174. // if a friend got or lost edit rights after login, a full update is needed
  175. if(sog.OwnerID != remoteClient.AgentId)
  176. part.SendFullUpdate(remoteClient);
  177. // A prim is only tainted if it's allowed to be edited by the person clicking it.
  178. if (Permissions.CanChangeSelectedState(part, (ScenePresence)remoteClient.SceneAgent))
  179. {
  180. bool oldsel = part.IsSelected;
  181. part.IsSelected = true;
  182. if(!oldsel)
  183. EventManager.TriggerParcelPrimCountTainted();
  184. }
  185. part.SendPropertiesToClient(remoteClient);
  186. }
  187. }
  188. /// <summary>
  189. /// Handle the update of an object's user group.
  190. /// </summary>
  191. /// <param name="remoteClient"></param>
  192. /// <param name="groupID"></param>
  193. /// <param name="objectLocalID"></param>
  194. /// <param name="Garbage"></param>
  195. private void HandleObjectGroupUpdate(
  196. IClientAPI remoteClient, UUID groupID, uint objectLocalID, UUID Garbage)
  197. {
  198. if (m_groupsModule == null)
  199. return;
  200. // XXX: Might be better to get rid of this special casing and have GetMembershipData return something
  201. // reasonable for a UUID.Zero group.
  202. if (groupID != UUID.Zero)
  203. {
  204. GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId);
  205. if (gmd == null)
  206. {
  207. // m_log.WarnFormat(
  208. // "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group",
  209. // remoteClient.Name, GroupID, objectLocalID);
  210. return;
  211. }
  212. }
  213. SceneObjectGroup so = ((Scene)remoteClient.Scene).GetGroupByPrim(objectLocalID);
  214. if (so != null)
  215. {
  216. if (so.OwnerID == remoteClient.AgentId)
  217. {
  218. so.SetGroup(groupID, remoteClient);
  219. EventManager.TriggerParcelPrimCountTainted();
  220. }
  221. }
  222. }
  223. /// <summary>
  224. /// Handle the deselection of a prim from the client.
  225. /// </summary>
  226. /// <param name="primLocalID"></param>
  227. /// <param name="remoteClient"></param>
  228. public void DeselectPrim(uint primLocalID, IClientAPI remoteClient)
  229. {
  230. SceneObjectPart part = GetSceneObjectPart(primLocalID);
  231. if (part == null)
  232. return;
  233. bool oldgprSelect = part.ParentGroup.IsSelected;
  234. bool oldSelect = part.IsSelected;
  235. part.IsSelected = false;
  236. if (oldgprSelect != part.ParentGroup.IsSelected)
  237. {
  238. if (!part.ParentGroup.IsAttachment )
  239. EventManager.TriggerParcelPrimCountTainted();
  240. }
  241. // restore targetOmega
  242. if (oldSelect && part.AngularVelocity != Vector3.Zero)
  243. part.ScheduleTerseUpdate();
  244. }
  245. public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
  246. int transactiontype, string description)
  247. {
  248. EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount,
  249. transactiontype, description);
  250. EventManager.TriggerMoneyTransfer(this, args);
  251. }
  252. public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned,
  253. bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated)
  254. {
  255. EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned,
  256. removeContribution, parcelLocalID, parcelArea,
  257. parcelPrice, authenticated);
  258. // First, allow all validators a stab at it
  259. m_eventManager.TriggerValidateLandBuy(this, args);
  260. // Then, check validation and transfer
  261. m_eventManager.TriggerLandBuy(this, args);
  262. }
  263. public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
  264. {
  265. SceneObjectPart part = GetSceneObjectPart(localID);
  266. if (part == null)
  267. return;
  268. SceneObjectGroup obj = part.ParentGroup;
  269. SurfaceTouchEventArgs surfaceArg = null;
  270. if (surfaceArgs != null && surfaceArgs.Count > 0)
  271. surfaceArg = surfaceArgs[0];
  272. // Currently only grab/touch for the single prim
  273. // the client handles rez correctly
  274. obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
  275. // If the touched prim handles touches, deliver it
  276. if ((part.ScriptEvents & scriptEvents.touch_start) != 0)
  277. EventManager.TriggerObjectGrab(part.LocalId, 0, offsetPos, remoteClient, surfaceArg);
  278. // Deliver to the root prim if the touched prim doesn't handle touches
  279. // or if we're meant to pass on touches anyway.
  280. if (((part.ScriptEvents & scriptEvents.touch_start) == 0) ||
  281. (part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
  282. {
  283. EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, offsetPos, remoteClient, surfaceArg);
  284. }
  285. }
  286. public virtual void ProcessObjectGrabUpdate(
  287. UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
  288. {
  289. SceneObjectPart part = GetSceneObjectPart(objectID);
  290. if (part == null)
  291. return;
  292. SceneObjectGroup group = part.ParentGroup;
  293. if(group == null || group.IsDeleted)
  294. return;
  295. if (Permissions.CanMoveObject(group, remoteClient))
  296. {
  297. group.GrabMovement(objectID, offset, pos, remoteClient);
  298. }
  299. // This is outside the above permissions condition
  300. // so that if the object is locked the client moving the object
  301. // get's it's position on the simulator even if it was the same as before
  302. // This keeps the moving user's client in sync with the rest of the world.
  303. group.SendGroupTerseUpdate();
  304. SurfaceTouchEventArgs surfaceArg = null;
  305. if (surfaceArgs != null && surfaceArgs.Count > 0)
  306. surfaceArg = surfaceArgs[0];
  307. Vector3 grabOffset = pos - part.AbsolutePosition;
  308. // If the touched prim handles touches, deliver it
  309. if ((part.ScriptEvents & scriptEvents.touch) != 0)
  310. EventManager.TriggerObjectGrabbing(part.LocalId, 0, grabOffset, remoteClient, surfaceArg);
  311. // Deliver to the root prim if the touched prim doesn't handle touches
  312. // or if we're meant to pass on touches anyway.
  313. if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
  314. (part.PassTouches && (part.LocalId != group.RootPart.LocalId)))
  315. EventManager.TriggerObjectGrabbing(group.RootPart.LocalId, part.LocalId, grabOffset, remoteClient, surfaceArg);
  316. }
  317. public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
  318. {
  319. SceneObjectPart part = GetSceneObjectPart(localID);
  320. if (part == null)
  321. return;
  322. SceneObjectGroup grp = part.ParentGroup;
  323. SurfaceTouchEventArgs surfaceArg = null;
  324. if (surfaceArgs != null && surfaceArgs.Count > 0)
  325. surfaceArg = surfaceArgs[0];
  326. // If the touched prim handles touches, deliver it
  327. if ((part.ScriptEvents & scriptEvents.touch_end) != 0)
  328. EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg);
  329. // if not or PassTouchs, send it also to root.
  330. if (((part.ScriptEvents & scriptEvents.touch_end) == 0) ||
  331. (part.PassTouches && (part.LocalId != grp.RootPart.LocalId)))
  332. {
  333. EventManager.TriggerObjectDeGrab(grp.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg);
  334. }
  335. }
  336. /// <summary>
  337. /// Start spinning the given object
  338. /// </summary>
  339. /// <param name="objectID"></param>
  340. /// <param name="rotation"></param>
  341. /// <param name="remoteClient"></param>
  342. public virtual void ProcessSpinStart(UUID objectID, IClientAPI remoteClient)
  343. {
  344. SceneObjectGroup group = GetGroupByPrim(objectID);
  345. if (group != null)
  346. {
  347. if (Permissions.CanMoveObject(group, remoteClient))// && PermissionsMngr.)
  348. {
  349. group.SpinStart(remoteClient);
  350. }
  351. }
  352. }
  353. /// <summary>
  354. /// Spin the given object
  355. /// </summary>
  356. /// <param name="objectID"></param>
  357. /// <param name="rotation"></param>
  358. /// <param name="remoteClient"></param>
  359. public virtual void ProcessSpinObject(UUID objectID, Quaternion rotation, IClientAPI remoteClient)
  360. {
  361. SceneObjectGroup group = GetGroupByPrim(objectID);
  362. if (group != null)
  363. {
  364. if (Permissions.CanMoveObject(group, remoteClient))// && PermissionsMngr.)
  365. {
  366. group.SpinMovement(rotation, remoteClient);
  367. }
  368. // This is outside the above permissions condition
  369. // so that if the object is locked the client moving the object
  370. // get's it's position on the simulator even if it was the same as before
  371. // This keeps the moving user's client in sync with the rest of the world.
  372. group.SendGroupTerseUpdate();
  373. }
  374. }
  375. public virtual void ProcessSpinObjectStop(UUID objectID, IClientAPI remoteClient)
  376. {
  377. /* no op for now
  378. SceneObjectGroup group = GetGroupByPrim(objectID);
  379. if (group != null)
  380. {
  381. if (Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
  382. {
  383. // group.SpinMovement(rotation, remoteClient);
  384. }
  385. group.SendGroupTerseUpdate();
  386. }
  387. */
  388. }
  389. public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID,
  390. UUID itemID)
  391. {
  392. SceneObjectPart part=GetSceneObjectPart(objectID);
  393. if (part == null)
  394. return;
  395. if (Permissions.CanResetScript(objectID, itemID, remoteClient.AgentId))
  396. {
  397. EventManager.TriggerScriptReset(part.LocalId, itemID);
  398. }
  399. }
  400. void ProcessViewerEffect(IClientAPI remoteClient, List<ViewerEffectEventHandlerArg> args)
  401. {
  402. // TODO: don't create new blocks if recycling an old packet
  403. bool discardableEffects = true;
  404. ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count];
  405. for (int i = 0; i < args.Count; i++)
  406. {
  407. ViewerEffectPacket.EffectBlock effect = new ViewerEffectPacket.EffectBlock();
  408. effect.AgentID = args[i].AgentID;
  409. effect.Color = args[i].Color;
  410. effect.Duration = args[i].Duration;
  411. effect.ID = args[i].ID;
  412. effect.Type = args[i].Type;
  413. effect.TypeData = args[i].TypeData;
  414. effectBlockArray[i] = effect;
  415. if ((EffectType)effect.Type != EffectType.LookAt && (EffectType)effect.Type != EffectType.Beam)
  416. discardableEffects = false;
  417. //m_log.DebugFormat("[YYY]: VE {0} {1} {2}", effect.AgentID, effect.Duration, (EffectType)effect.Type);
  418. }
  419. ForEachScenePresence(sp =>
  420. {
  421. if (sp.ControllingClient.AgentId != remoteClient.AgentId)
  422. {
  423. if (!discardableEffects ||
  424. (discardableEffects && ShouldSendDiscardableEffect(remoteClient, sp)))
  425. {
  426. //m_log.DebugFormat("[YYY]: Sending to {0}", sp.UUID);
  427. sp.ControllingClient.SendViewerEffect(effectBlockArray);
  428. }
  429. //else
  430. // m_log.DebugFormat("[YYY]: Not sending to {0}", sp.UUID);
  431. }
  432. });
  433. }
  434. private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
  435. {
  436. return Vector3.DistanceSquared(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 100;
  437. }
  438. private class DescendentsRequestData
  439. {
  440. public IClientAPI RemoteClient;
  441. public UUID FolderID;
  442. public UUID OwnerID;
  443. public bool FetchFolders;
  444. public bool FetchItems;
  445. public int SortOrder;
  446. }
  447. private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
  448. private Object m_descendentsRequestLock = new Object();
  449. private bool m_descendentsRequestProcessing = false;
  450. /// <summary>
  451. /// Tell the client about the various child items and folders contained in the requested folder.
  452. /// </summary>
  453. /// <param name="remoteClient"></param>
  454. /// <param name="folderID"></param>
  455. /// <param name="ownerID"></param>
  456. /// <param name="fetchFolders"></param>
  457. /// <param name="fetchItems"></param>
  458. /// <param name="sortOrder"></param>
  459. public void HandleFetchInventoryDescendents(IClientAPI remoteClient, UUID folderID, UUID ownerID,
  460. bool fetchFolders, bool fetchItems, int sortOrder)
  461. {
  462. // m_log.DebugFormat(
  463. // "[USER INVENTORY]: HandleFetchInventoryDescendents() for {0}, folder={1}, fetchFolders={2}, fetchItems={3}, sortOrder={4}",
  464. // remoteClient.Name, folderID, fetchFolders, fetchItems, sortOrder);
  465. if (folderID == UUID.Zero)
  466. return;
  467. // FIXME MAYBE: We're not handling sortOrder!
  468. // TODO: This code for looking in the folder for the library should be folded somewhere else
  469. // so that this class doesn't have to know the details (and so that multiple libraries, etc.
  470. // can be handled transparently).
  471. InventoryFolderImpl fold = null;
  472. if (LibraryService != null && LibraryService.LibraryRootFolder != null)
  473. {
  474. if ((fold = LibraryService.LibraryRootFolder.FindFolder(folderID)) != null)
  475. {
  476. remoteClient.SendInventoryFolderDetails(
  477. fold.Owner, folderID, fold.RequestListOfItems(),
  478. fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
  479. return;
  480. }
  481. }
  482. lock (m_descendentsRequestLock)
  483. {
  484. if (!m_descendentsRequestProcessing)
  485. {
  486. m_descendentsRequestProcessing = true;
  487. // We're going to send the reply async, because there may be
  488. // an enormous quantity of packets -- basically the entire inventory!
  489. // We don't want to block the client thread while all that is happening.
  490. SendInventoryDelegate d = SendInventoryAsync;
  491. d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
  492. return;
  493. }
  494. DescendentsRequestData req = new DescendentsRequestData();
  495. req.RemoteClient = remoteClient;
  496. req.FolderID = folderID;
  497. req.OwnerID = ownerID;
  498. req.FetchFolders = fetchFolders;
  499. req.FetchItems = fetchItems;
  500. req.SortOrder = sortOrder;
  501. m_descendentsRequestQueue.Enqueue(req);
  502. }
  503. }
  504. delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
  505. void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
  506. {
  507. try
  508. {
  509. SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
  510. }
  511. catch (Exception e)
  512. {
  513. m_log.Error(
  514. string.Format(
  515. "[AGENT INVENTORY]: Error in SendInventoryAsync() for {0} with folder ID {1}. Exception ", e, folderID));
  516. }
  517. Thread.Sleep(20);
  518. }
  519. void SendInventoryComplete(IAsyncResult iar)
  520. {
  521. SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
  522. d.EndInvoke(iar);
  523. lock (m_descendentsRequestLock)
  524. {
  525. if (m_descendentsRequestQueue.Count > 0)
  526. {
  527. DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
  528. d = SendInventoryAsync;
  529. d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
  530. return;
  531. }
  532. m_descendentsRequestProcessing = false;
  533. }
  534. }
  535. /// <summary>
  536. /// Handle an inventory folder creation request from the client.
  537. /// </summary>
  538. /// <param name="remoteClient"></param>
  539. /// <param name="folderID"></param>
  540. /// <param name="folderType"></param>
  541. /// <param name="folderName"></param>
  542. /// <param name="parentID"></param>
  543. public void HandleCreateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort folderType,
  544. string folderName, UUID parentID)
  545. {
  546. InventoryFolderBase folder = new InventoryFolderBase(folderID, folderName, remoteClient.AgentId, (short)folderType, parentID, 1);
  547. if (!InventoryService.AddFolder(folder))
  548. {
  549. m_log.WarnFormat(
  550. "[AGENT INVENTORY]: Failed to create folder for user {0} {1}",
  551. remoteClient.Name, remoteClient.AgentId);
  552. }
  553. }
  554. /// <summary>
  555. /// Handle a client request to update the inventory folder
  556. /// </summary>
  557. ///
  558. /// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE
  559. /// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing,
  560. /// and needs to be changed.
  561. ///
  562. /// <param name="remoteClient"></param>
  563. /// <param name="folderID"></param>
  564. /// <param name="type"></param>
  565. /// <param name="name"></param>
  566. /// <param name="parentID"></param>
  567. public void HandleUpdateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort type, string name,
  568. UUID parentID)
  569. {
  570. // m_log.DebugFormat(
  571. // "[AGENT INVENTORY]: Updating inventory folder {0} {1} for {2} {3}", folderID, name, remoteClient.Name, remoteClient.AgentId);
  572. InventoryFolderBase folder = InventoryService.GetFolder(remoteClient.AgentId, folderID);
  573. if (folder != null)
  574. {
  575. folder.Name = name;
  576. folder.Type = (short)type;
  577. folder.ParentID = parentID;
  578. if (!InventoryService.UpdateFolder(folder))
  579. {
  580. m_log.ErrorFormat(
  581. "[AGENT INVENTORY]: Failed to update folder for user {0} {1}",
  582. remoteClient.Name, remoteClient.AgentId);
  583. }
  584. }
  585. }
  586. public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID)
  587. {
  588. InventoryFolderBase folder = InventoryService.GetFolder(remoteClient.AgentId, folderID);
  589. if (folder != null)
  590. {
  591. folder.ParentID = parentID;
  592. if (!InventoryService.MoveFolder(folder))
  593. m_log.WarnFormat("[AGENT INVENTORY]: could not move folder {0}", folderID);
  594. else
  595. m_log.DebugFormat("[AGENT INVENTORY]: folder {0} moved to parent {1}", folderID, parentID);
  596. }
  597. else
  598. {
  599. m_log.WarnFormat("[AGENT INVENTORY]: request to move folder {0} but folder not found", folderID);
  600. }
  601. }
  602. delegate void PurgeFolderDelegate(UUID userID, UUID folder);
  603. /// <summary>
  604. /// This should delete all the items and folders in the given directory.
  605. /// </summary>
  606. /// <param name="remoteClient"></param>
  607. /// <param name="folderID"></param>
  608. public void HandlePurgeInventoryDescendents(IClientAPI remoteClient, UUID folderID)
  609. {
  610. PurgeFolderDelegate d = PurgeFolderAsync;
  611. try
  612. {
  613. d.BeginInvoke(remoteClient.AgentId, folderID, PurgeFolderCompleted, d);
  614. }
  615. catch (Exception e)
  616. {
  617. m_log.WarnFormat("[AGENT INVENTORY]: Exception on purge folder for user {0}: {1}", remoteClient.AgentId, e.Message);
  618. }
  619. }
  620. private void PurgeFolderAsync(UUID userID, UUID folderID)
  621. {
  622. InventoryFolderBase folder = new InventoryFolderBase(folderID, userID);
  623. try
  624. {
  625. if (InventoryService.PurgeFolder(folder))
  626. m_log.DebugFormat("[AGENT INVENTORY]: folder {0} purged successfully", folderID);
  627. else
  628. m_log.WarnFormat("[AGENT INVENTORY]: could not purge folder {0}", folderID);
  629. }
  630. catch (Exception e)
  631. {
  632. m_log.WarnFormat("[AGENT INVENTORY]: Exception on async purge folder for user {0}: {1}", userID, e.Message);
  633. }
  634. }
  635. private void PurgeFolderCompleted(IAsyncResult iar)
  636. {
  637. PurgeFolderDelegate d = (PurgeFolderDelegate)iar.AsyncState;
  638. d.EndInvoke(iar);
  639. }
  640. }
  641. }