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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using log4net;
- using Mono.Addins;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "InventoryTransferModule")]
- public class InventoryTransferModule : ISharedRegionModule
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- private List<Scene> m_Scenelist = new List<Scene>();
- private IMessageTransferModule m_TransferModule;
- private bool m_Enabled = true;
- #region Region Module interface
- public void Initialise(IConfigSource config)
- {
- if (config.Configs["Messaging"] != null)
- {
- // Allow disabling this module in config
- //
- if (config.Configs["Messaging"].GetString(
- "InventoryTransferModule", "InventoryTransferModule") !=
- "InventoryTransferModule")
- {
- m_Enabled = false;
- return;
- }
- }
- }
- public void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_Scenelist.Add(scene);
- // scene.RegisterModuleInterface<IInventoryTransferModule>(this);
- scene.EventManager.OnNewClient += OnNewClient;
- scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
- }
- public void RegionLoaded(Scene scene)
- {
- if (m_TransferModule == null)
- {
- m_TransferModule = m_Scenelist[0].RequestModuleInterface<IMessageTransferModule>();
- if (m_TransferModule == null)
- {
- m_log.Error("[INVENTORY TRANSFER]: No Message transfer module found, transfers will be local only");
- m_Enabled = false;
- // m_Scenelist.Clear();
- // scene.EventManager.OnNewClient -= OnNewClient;
- scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
- }
- }
- }
- public void RemoveRegion(Scene scene)
- {
- scene.EventManager.OnNewClient -= OnNewClient;
- scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
- m_Scenelist.Remove(scene);
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "InventoryModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- #endregion
- private void OnNewClient(IClientAPI client)
- {
- // Inventory giving is conducted via instant message
- client.OnInstantMessage += OnInstantMessage;
- }
- private Scene FindClientScene(UUID agentId)
- {
- lock (m_Scenelist)
- {
- foreach (Scene scene in m_Scenelist)
- {
- ScenePresence presence = scene.GetScenePresence(agentId);
- if (presence != null)
- return scene;
- }
- }
- return null;
- }
- private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
- {
- // m_log.DebugFormat(
- // "[INVENTORY TRANSFER]: {0} IM type received from {1}",
- // (InstantMessageDialog)im.dialog, client.Name);
-
- Scene scene = FindClientScene(client.AgentId);
- if (scene == null) // Something seriously wrong here.
- return;
- if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
- {
- //m_log.DebugFormat("Asset type {0}", ((AssetType)im.binaryBucket[0]));
- if (im.binaryBucket.Length < 17) // Invalid
- return;
-
- UUID receipientID = new UUID(im.toAgentID);
- ScenePresence user = scene.GetScenePresence(receipientID);
- UUID copyID;
- // First byte is the asset type
- AssetType assetType = (AssetType)im.binaryBucket[0];
-
- if (AssetType.Folder == assetType)
- {
- UUID folderID = new UUID(im.binaryBucket, 1);
-
- m_log.DebugFormat(
- "[INVENTORY TRANSFER]: Inserting original folder {0} into agent {1}'s inventory",
- folderID, new UUID(im.toAgentID));
-
- InventoryFolderBase folderCopy
- = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero);
-
- if (folderCopy == null)
- {
- client.SendAgentAlertMessage("Can't find folder to give. Nothing given.", false);
- return;
- }
-
- // The outgoing binary bucket should contain only the byte which signals an asset folder is
- // being copied and the following bytes for the copied folder's UUID
- copyID = folderCopy.ID;
- byte[] copyIDBytes = copyID.GetBytes();
- im.binaryBucket = new byte[1 + copyIDBytes.Length];
- im.binaryBucket[0] = (byte)AssetType.Folder;
- Array.Copy(copyIDBytes, 0, im.binaryBucket, 1, copyIDBytes.Length);
-
- if (user != null)
- user.ControllingClient.SendBulkUpdateInventory(folderCopy);
- // HACK!!
- // Insert the ID of the copied folder into the IM so that we know which item to move to trash if it
- // is rejected.
- // XXX: This is probably a misuse of the session ID slot.
- im.imSessionID = copyID.Guid;
- }
- else
- {
- // First byte of the array is probably the item type
- // Next 16 bytes are the UUID
- UUID itemID = new UUID(im.binaryBucket, 1);
- m_log.DebugFormat("[INVENTORY TRANSFER]: (giving) Inserting item {0} "+
- "into agent {1}'s inventory",
- itemID, new UUID(im.toAgentID));
- InventoryItemBase itemCopy = scene.GiveInventoryItem(
- new UUID(im.toAgentID),
- client.AgentId, itemID);
- if (itemCopy == null)
- {
- client.SendAgentAlertMessage("Can't find item to give. Nothing given.", false);
- return;
- }
-
- copyID = itemCopy.ID;
- Array.Copy(copyID.GetBytes(), 0, im.binaryBucket, 1, 16);
-
- if (user != null)
- user.ControllingClient.SendBulkUpdateInventory(itemCopy);
- // HACK!!
- // Insert the ID of the copied item into the IM so that we know which item to move to trash if it
- // is rejected.
- // XXX: This is probably a misuse of the session ID slot.
- im.imSessionID = copyID.Guid;
- }
- // Send the IM to the recipient. The item is already
- // in their inventory, so it will not be lost if
- // they are offline.
- //
- if (user != null)
- {
- user.ControllingClient.SendInstantMessage(im);
- return;
- }
- else
- {
- if (m_TransferModule != null)
- m_TransferModule.SendInstantMessage(im, delegate(bool success)
- {
- if (!success)
- client.SendAlertMessage("User not online. Inventory has been saved");
- });
- }
- }
- else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted)
- {
- ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
- if (user != null) // Local
- {
- user.ControllingClient.SendInstantMessage(im);
- }
- else
- {
- if (m_TransferModule != null)
- m_TransferModule.SendInstantMessage(im, delegate(bool success) {
- // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
- // and is apparently supposed to fix bulk inventory updates after accepting items. But
- // instead it appears to cause two copies of an accepted folder for the receiving user in
- // at least some cases. Folder/item update is already done when the offer is made (see code above)
- // // Send BulkUpdateInventory
- // IInventoryService invService = scene.InventoryService;
- // UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
- //
- // InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
- // folder = invService.GetFolder(folder);
- //
- // ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
- //
- // // If the user has left the scene by the time the message comes back then we can't send
- // // them the update.
- // if (fromUser != null)
- // fromUser.ControllingClient.SendBulkUpdateInventory(folder);
- });
- }
- }
- // XXX: This code was placed here to try and accomodate RLV which moves given folders named #RLV/~<name>
- // to the requested folder, which in this case is #RLV. However, it is the viewer that appears to be
- // response from renaming the #RLV/~example folder to ~example. For some reason this is not yet
- // happening, possibly because we are not sending the correct inventory update messages with the correct
- // transaction IDs
- else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
- {
- UUID destinationFolderID = UUID.Zero;
- if (im.binaryBucket != null && im.binaryBucket.Length >= 16)
- {
- destinationFolderID = new UUID(im.binaryBucket, 0);
- }
- if (destinationFolderID != UUID.Zero)
- {
- InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId);
- if (destinationFolder == null)
- {
- m_log.WarnFormat(
- "[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist",
- client.Name, scene.Name, destinationFolderID);
- return;
- }
- IInventoryService invService = scene.InventoryService;
- UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
- InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId);
- item = invService.GetItem(item);
- InventoryFolderBase folder = null;
- UUID? previousParentFolderID = null;
- if (item != null) // It's an item
- {
- previousParentFolderID = item.Folder;
- item.Folder = destinationFolderID;
- invService.DeleteItems(item.Owner, new List<UUID>() { item.ID });
- scene.AddInventoryItem(client, item);
- }
- else
- {
- folder = new InventoryFolderBase(inventoryID, client.AgentId);
- folder = invService.GetFolder(folder);
- if (folder != null) // It's a folder
- {
- previousParentFolderID = folder.ParentID;
- folder.ParentID = destinationFolderID;
- invService.MoveFolder(folder);
- }
- }
- // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code).
- if (previousParentFolderID != null)
- {
- InventoryFolderBase previousParentFolder
- = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId);
- previousParentFolder = invService.GetFolder(previousParentFolder);
- scene.SendInventoryUpdate(client, previousParentFolder, true, true);
- scene.SendInventoryUpdate(client, destinationFolder, true, true);
- }
- }
- }
- else if (
- im.dialog == (byte)InstantMessageDialog.InventoryDeclined
- || im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined)
- {
- // Here, the recipient is local and we can assume that the
- // inventory is loaded. Courtesy of the above bulk update,
- // It will have been pushed to the client, too
- //
- IInventoryService invService = scene.InventoryService;
- InventoryFolderBase trashFolder =
- invService.GetFolderForType(client.AgentId, AssetType.TrashFolder);
- UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
- InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId);
- item = invService.GetItem(item);
- InventoryFolderBase folder = null;
- UUID? previousParentFolderID = null;
-
- if (item != null && trashFolder != null)
- {
- previousParentFolderID = item.Folder;
- item.Folder = trashFolder.ID;
- // Diva comment: can't we just update this item???
- List<UUID> uuids = new List<UUID>();
- uuids.Add(item.ID);
- invService.DeleteItems(item.Owner, uuids);
- scene.AddInventoryItem(client, item);
- }
- else
- {
- folder = new InventoryFolderBase(inventoryID, client.AgentId);
- folder = invService.GetFolder(folder);
- if (folder != null & trashFolder != null)
- {
- previousParentFolderID = folder.ParentID;
- folder.ParentID = trashFolder.ID;
- invService.MoveFolder(folder);
- }
- }
-
- if ((null == item && null == folder) | null == trashFolder)
- {
- string reason = String.Empty;
-
- if (trashFolder == null)
- reason += " Trash folder not found.";
- if (item == null)
- reason += " Item not found.";
- if (folder == null)
- reason += " Folder not found.";
-
- client.SendAgentAlertMessage("Unable to delete "+
- "received inventory" + reason, false);
- }
- // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code).
- else if (previousParentFolderID != null)
- {
- InventoryFolderBase previousParentFolder
- = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId);
- previousParentFolder = invService.GetFolder(previousParentFolder);
- scene.SendInventoryUpdate(client, previousParentFolder, true, true);
- scene.SendInventoryUpdate(client, trashFolder, true, true);
- }
- if (im.dialog == (byte)InstantMessageDialog.InventoryDeclined)
- {
- ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
- if (user != null) // Local
- {
- user.ControllingClient.SendInstantMessage(im);
- }
- else
- {
- if (m_TransferModule != null)
- m_TransferModule.SendInstantMessage(im, delegate(bool success) { });
- }
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="msg"></param>
- private void OnGridInstantMessage(GridInstantMessage msg)
- {
- // Check if this is ours to handle
- //
- Scene scene = FindClientScene(new UUID(msg.toAgentID));
- if (scene == null)
- return;
- // Find agent to deliver to
- //
- ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID));
- // Just forward to local handling
- OnInstantMessage(user.ControllingClient, msg);
- }
- }
- }
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