/* * 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; using System.Collections.Generic; using System.Reflection; using log4net; using Nini.Config; using Nwc.XmlRpc; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using OpenSim.Server.Base; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using Mono.Addins; namespace OpenSim.Region.CoreModules.World.Estate { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EstateModule")] public class EstateModule : ISharedRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected List m_Scenes = new List(); protected bool m_InInfoUpdate = false; private string token = "7db8eh2gvgg45jj"; protected bool m_enabled = false; public bool InInfoUpdate { get { return m_InInfoUpdate; } set { m_InInfoUpdate = value; } } public List Scenes { get { return m_Scenes; } } protected EstateConnector m_EstateConnector; public void Initialise(IConfigSource config) { uint port = MainServer.Instance.Port; IConfig estateConfig = config.Configs["Estates"]; if (estateConfig != null) { if (estateConfig.GetString("EstateCommunicationsHandler", Name) == Name) m_enabled = true; else return; port = (uint)estateConfig.GetInt("Port", 0); // this will need to came from somewhere else token = estateConfig.GetString("Token", token); } else { m_enabled = true; } m_EstateConnector = new EstateConnector(this, token, port); if(port == 0) port = MainServer.Instance.Port; // Instantiate the request handler IHttpServer server = MainServer.GetHttpServer(port); server.AddSimpleStreamHandler(new EstateSimpleRequestHandler(this, token)); } public void PostInitialise() { } public void Close() { } public void AddRegion(Scene scene) { if (!m_enabled) return; lock (m_Scenes) m_Scenes.Add(scene); } public void RegionLoaded(Scene scene) { if (!m_enabled) return; IEstateModule em = scene.RequestModuleInterface(); em.OnRegionInfoChange += OnRegionInfoChange; em.OnEstateInfoChange += OnEstateInfoChange; em.OnEstateMessage += OnEstateMessage; em.OnEstateTeleportOneUserHomeRequest += OnEstateTeleportOneUserHomeRequest; em.OnEstateTeleportAllUsersHomeRequest += OnEstateTeleportAllUsersHomeRequest; } public void RemoveRegion(Scene scene) { if (!m_enabled) return; lock (m_Scenes) m_Scenes.Remove(scene); } public string Name { get { return "EstateModule"; } } public Type ReplaceableInterface { get { return null; } } private Scene FindScene(UUID RegionID) { foreach (Scene s in m_Scenes) { if (s.RegionInfo.RegionID.Equals(RegionID)) return s; } return null; } private void OnRegionInfoChange(UUID RegionID) { Scene s = FindScene(RegionID); if (s == null) return; if (!m_InInfoUpdate) m_EstateConnector.SendUpdateCovenant(s.RegionInfo.EstateSettings.EstateID, s.RegionInfo.RegionSettings.Covenant); } private void OnEstateInfoChange(UUID RegionID) { Scene s = FindScene(RegionID); if (s == null) return; if (!m_InInfoUpdate) m_EstateConnector.SendUpdateEstate(s.RegionInfo.EstateSettings.EstateID); } private void OnEstateMessage(UUID RegionID, UUID FromID, string FromName, string Message) { Scene senderScenes = FindScene(RegionID); if (senderScenes == null) return; uint estateID = senderScenes.RegionInfo.EstateSettings.EstateID; foreach (Scene s in m_Scenes) { if (s.RegionInfo.EstateSettings.EstateID == estateID) { IDialogModule dm = s.RequestModuleInterface(); if (dm != null) { dm.SendNotificationToUsersInRegion(FromID, FromName, Message); } } } if (!m_InInfoUpdate) m_EstateConnector.SendEstateMessage(estateID, FromID, FromName, Message); } private void OnEstateTeleportOneUserHomeRequest(IClientAPI client, UUID invoice, UUID senderID, UUID prey, bool kick) { if (prey.IsZero()) return; Scene scene = client.Scene as Scene; if (scene == null) return; if (!scene.Permissions.CanIssueEstateCommand(client.AgentId, false)) return; uint estateID = scene.RegionInfo.EstateSettings.EstateID; foreach (Scene s in m_Scenes) { if (s.RegionInfo.EstateSettings.EstateID != estateID) continue; ScenePresence p = scene.GetScenePresence(prey); if (p != null && !p.IsChildAgent && !p.IsDeleted && !p.IsInTransit) { if (kick) { p.ControllingClient.Kick("You have been kicked out"); s.CloseAgent(p.UUID, false); } else { p.ControllingClient.SendTeleportStart(16); if (!s.TeleportClientHome(prey, client)) { p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed"); s.CloseAgent(p.UUID, false); } } return; } } m_EstateConnector.SendTeleportHomeOneUser(estateID, prey); } private void OnEstateTeleportAllUsersHomeRequest(IClientAPI client, UUID invoice, UUID senderID) { Scene scene = client.Scene as Scene; if(scene == null) return; if (!scene.Permissions.CanIssueEstateCommand(client.AgentId, false)) return; uint estateID = scene.RegionInfo.EstateSettings.EstateID; foreach (Scene s in m_Scenes) { if (s.RegionInfo.EstateSettings.EstateID != estateID) continue; scene.ForEachScenePresence(delegate(ScenePresence p) { if (p != null && !p.IsChildAgent && !p.IsDeleted && !p.IsInTransit) { p.ControllingClient.SendTeleportStart(16); scene.TeleportClientHome(p.ControllingClient.AgentId, client); if (!s.TeleportClientHome(p.ControllingClient.AgentId, client)) { p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out."); s.CloseAgent(p.UUID, false); } } }); } m_EstateConnector.SendTeleportHomeAllUsers(estateID); } } }