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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;
- using System.Collections.Generic;
- using System.Linq;
- using System.Reflection;
- using System.Threading;
- using log4net;
- using Nini.Config;
- using Nwc.XmlRpc;
- using OpenMetaverse;
- using Mono.Addins;
- using OpenSim.Framework;
- using OpenSim.Framework.Servers.HttpServer;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Servers;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- using OpenSim.Services.Connectors.Friends;
- using OpenSim.Server.Base;
- using FriendInfo = OpenSim.Services.Interfaces.FriendInfo;
- using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo;
- using GridRegion = OpenSim.Services.Interfaces.GridRegion;
- namespace OpenSim.Region.CoreModules.Avatar.Friends
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "FriendsModule")]
- public class FriendsModule : ISharedRegionModule, IFriendsModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected bool m_Enabled = false;
- protected class UserFriendData
- {
- public UUID PrincipalID;
- public FriendInfo[] Friends;
- public int Refcount;
- public bool IsFriend(string friend)
- {
- foreach (FriendInfo fi in Friends)
- {
- if (fi.Friend == friend)
- return true;
- }
- return false;
- }
- }
- protected static readonly FriendInfo[] EMPTY_FRIENDS = new FriendInfo[0];
- protected List<Scene> m_Scenes = new List<Scene>();
- protected IPresenceService m_PresenceService = null;
- protected IFriendsService m_FriendsService = null;
- protected FriendsSimConnector m_FriendsSimConnector;
- /// <summary>
- /// Cache friends lists for users.
- /// </summary>
- /// <remarks>
- /// This is a complex and error-prone thing to do. At the moment, we assume that the efficiency gained in
- /// permissions checks outweighs the disadvantages of that complexity.
- /// </remarks>
- protected Dictionary<UUID, UserFriendData> m_Friends = new Dictionary<UUID, UserFriendData>();
- /// <summary>
- /// Maintain a record of viewers that need to be sent notifications for friends that are online. This only
- /// needs to be done on login. Subsequent online/offline friend changes are sent by a different mechanism.
- /// </summary>
- protected HashSet<UUID> m_NeedsListOfOnlineFriends = new HashSet<UUID>();
- protected IPresenceService PresenceService
- {
- get
- {
- if (m_PresenceService == null)
- {
- if (m_Scenes.Count > 0)
- m_PresenceService = m_Scenes[0].RequestModuleInterface<IPresenceService>();
- }
- return m_PresenceService;
- }
- }
- public IFriendsService FriendsService
- {
- get
- {
- if (m_FriendsService == null)
- {
- if (m_Scenes.Count > 0)
- m_FriendsService = m_Scenes[0].RequestModuleInterface<IFriendsService>();
- }
- return m_FriendsService;
- }
- }
- protected IGridService GridService
- {
- get { return m_Scenes[0].GridService; }
- }
- public IUserAccountService UserAccountService
- {
- get { return m_Scenes[0].UserAccountService; }
- }
- public IScene Scene
- {
- get
- {
- if (m_Scenes.Count > 0)
- return m_Scenes[0];
- else
- return null;
- }
- }
- #region ISharedRegionModule
- public void Initialise(IConfigSource config)
- {
- IConfig moduleConfig = config.Configs["Modules"];
- if (moduleConfig != null)
- {
- string name = moduleConfig.GetString("FriendsModule", "FriendsModule");
- if (name == Name)
- {
- InitModule(config);
- m_Enabled = true;
- m_log.DebugFormat("[FRIENDS MODULE]: {0} enabled.", Name);
- }
- }
- }
- protected virtual void InitModule(IConfigSource config)
- {
- IConfig friendsConfig = config.Configs["Friends"];
- if (friendsConfig != null)
- {
- int mPort = friendsConfig.GetInt("Port", 0);
- string connector = friendsConfig.GetString("Connector", String.Empty);
- Object[] args = new Object[] { config };
- m_FriendsService = ServerUtils.LoadPlugin<IFriendsService>(connector, args);
- m_FriendsSimConnector = new FriendsSimConnector();
- // Instantiate the request handler
- IHttpServer server = MainServer.GetHttpServer((uint)mPort);
- if (server != null)
- server.AddStreamHandler(new FriendsRequestHandler(this));
- }
- if (m_FriendsService == null)
- {
- m_log.Error("[FRIENDS]: No Connector defined in section Friends, or failed to load, cannot continue");
- throw new Exception("Connector load error");
- }
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- }
- public virtual void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- // m_log.DebugFormat("[FRIENDS MODULE]: AddRegion on {0}", Name);
- m_Scenes.Add(scene);
- scene.RegisterModuleInterface<IFriendsModule>(this);
- scene.EventManager.OnNewClient += OnNewClient;
- scene.EventManager.OnClientClosed += OnClientClosed;
- scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
- scene.EventManager.OnClientLogin += OnClientLogin;
- }
- public virtual void RegionLoaded(Scene scene) {}
- public void RemoveRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_Scenes.Remove(scene);
- }
- public virtual string Name
- {
- get { return "FriendsModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- #endregion
- public virtual int GetRightsGrantedByFriend(UUID principalID, UUID friendID)
- {
- FriendInfo[] friends = GetFriendsFromCache(principalID);
- FriendInfo finfo = GetFriend(friends, friendID);
- if (finfo != null)
- {
- return finfo.TheirFlags;
- }
- return 0;
- }
- private void OnNewClient(IClientAPI client)
- {
- client.OnInstantMessage += OnInstantMessage;
- client.OnApproveFriendRequest += OnApproveFriendRequest;
- client.OnDenyFriendRequest += OnDenyFriendRequest;
- client.OnTerminateFriendship += RemoveFriendship;
- client.OnGrantUserRights += GrantRights;
- // We need to cache information for child agents as well as root agents so that friend edit/move/delete
- // permissions will work across borders where both regions are on different simulators.
- //
- // Do not do this asynchronously. If we do, then subsequent code can outrace CacheFriends() and
- // return misleading results from the still empty friends cache.
- // If we absolutely need to do this asynchronously, then a signalling mechanism is needed so that calls
- // to GetFriends() will wait until CacheFriends() completes. Locks are insufficient.
- CacheFriends(client);
- }
- /// <summary>
- /// Cache the friends list or increment the refcount for the existing friends list.
- /// </summary>
- /// <param name="client">
- /// </param>
- /// <returns>
- /// Returns true if the list was fetched, false if it wasn't
- /// </returns>
- protected virtual bool CacheFriends(IClientAPI client)
- {
- UUID agentID = client.AgentId;
- lock (m_Friends)
- {
- UserFriendData friendsData;
- if (m_Friends.TryGetValue(agentID, out friendsData))
- {
- friendsData.Refcount++;
- return false;
- }
- else
- {
- friendsData = new UserFriendData();
- friendsData.PrincipalID = agentID;
- friendsData.Friends = GetFriendsFromService(client);
- friendsData.Refcount = 1;
- m_Friends[agentID] = friendsData;
- return true;
- }
- }
- }
- private void OnClientClosed(UUID agentID, Scene scene)
- {
- ScenePresence sp = scene.GetScenePresence(agentID);
- if (sp != null && !sp.IsChildAgent)
- {
- // do this for root agents closing out
- StatusChange(agentID, false);
- }
- lock (m_Friends)
- {
- UserFriendData friendsData;
- if (m_Friends.TryGetValue(agentID, out friendsData))
- {
- friendsData.Refcount--;
- if (friendsData.Refcount <= 0)
- m_Friends.Remove(agentID);
- }
- }
- }
- private void OnMakeRootAgent(ScenePresence sp)
- {
- RecacheFriends(sp.ControllingClient);
- }
- private void OnClientLogin(IClientAPI client)
- {
- UUID agentID = client.AgentId;
- //m_log.DebugFormat("[XXX]: OnClientLogin!");
- // Inform the friends that this user is online
- StatusChange(agentID, true);
- // Register that we need to send the list of online friends to this user
- lock (m_NeedsListOfOnlineFriends)
- m_NeedsListOfOnlineFriends.Add(agentID);
- }
- public virtual bool SendFriendsOnlineIfNeeded(IClientAPI client)
- {
- UUID agentID = client.AgentId;
- // Check if the online friends list is needed
- lock (m_NeedsListOfOnlineFriends)
- {
- if (!m_NeedsListOfOnlineFriends.Remove(agentID))
- return false;
- }
- // Send the friends online
- List<UUID> online = GetOnlineFriends(agentID);
- if (online.Count > 0)
- client.SendAgentOnline(online.ToArray());
- // Send outstanding friendship offers
- List<string> outstanding = new List<string>();
- FriendInfo[] friends = GetFriendsFromCache(agentID);
- foreach (FriendInfo fi in friends)
- {
- if (fi.TheirFlags == -1)
- outstanding.Add(fi.Friend);
- }
- GridInstantMessage im = new GridInstantMessage(client.Scene, UUID.Zero, String.Empty, agentID, (byte)InstantMessageDialog.FriendshipOffered,
- "Will you be my friend?", true, Vector3.Zero);
- foreach (string fid in outstanding)
- {
- UUID fromAgentID;
- string firstname = "Unknown", lastname = "User";
- if (!GetAgentInfo(client.Scene.RegionInfo.ScopeID, fid, out fromAgentID, out firstname, out lastname))
- {
- m_log.DebugFormat("[FRIENDS MODULE]: skipping malformed friend {0}", fid);
- continue;
- }
- im.offline = 0;
- im.fromAgentID = fromAgentID.Guid;
- im.fromAgentName = firstname + " " + lastname;
- im.imSessionID = im.fromAgentID;
- im.message = FriendshipMessage(fid);
- LocalFriendshipOffered(agentID, im);
- }
- return true;
- }
- protected virtual string FriendshipMessage(string friendID)
- {
- return "Will you be my friend?";
- }
- protected virtual bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last)
- {
- first = "Unknown"; last = "User";
- if (!UUID.TryParse(fid, out agentID))
- return false;
- UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(scopeID, agentID);
- if (account != null)
- {
- first = account.FirstName;
- last = account.LastName;
- }
- return true;
- }
- List<UUID> GetOnlineFriends(UUID userID)
- {
- List<string> friendList = new List<string>();
- FriendInfo[] friends = GetFriendsFromCache(userID);
- foreach (FriendInfo fi in friends)
- {
- if (((fi.TheirFlags & (int)FriendRights.CanSeeOnline) != 0) && (fi.TheirFlags != -1))
- friendList.Add(fi.Friend);
- }
- List<UUID> online = new List<UUID>();
- if (friendList.Count > 0)
- GetOnlineFriends(userID, friendList, online);
- // m_log.DebugFormat(
- // "[FRIENDS MODULE]: User {0} has {1} friends online", userID, online.Count);
- return online;
- }
- protected virtual void GetOnlineFriends(UUID userID, List<string> friendList, /*collector*/ List<UUID> online)
- {
- // m_log.DebugFormat(
- // "[FRIENDS MODULE]: Looking for online presence of {0} users for {1}", friendList.Count, userID);
- PresenceInfo[] presence = PresenceService.GetAgents(friendList.ToArray());
- foreach (PresenceInfo pi in presence)
- {
- UUID presenceID;
- if (UUID.TryParse(pi.UserID, out presenceID))
- online.Add(presenceID);
- }
- }
- /// <summary>
- /// Find the client for a ID
- /// </summary>
- public IClientAPI LocateClientObject(UUID agentID)
- {
- lock (m_Scenes)
- {
- foreach (Scene scene in m_Scenes)
- {
- ScenePresence presence = scene.GetScenePresence(agentID);
- if (presence != null && !presence.IsChildAgent)
- return presence.ControllingClient;
- }
- }
- return null;
- }
- /// <summary>
- /// Caller beware! Call this only for root agents.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="online"></param>
- private void StatusChange(UUID agentID, bool online)
- {
- FriendInfo[] friends = GetFriendsFromCache(agentID);
- if (friends.Length > 0)
- {
- List<FriendInfo> friendList = new List<FriendInfo>();
- foreach (FriendInfo fi in friends)
- {
- if (((fi.MyFlags & (int)FriendRights.CanSeeOnline) != 0) && (fi.TheirFlags != -1))
- friendList.Add(fi);
- }
- Util.FireAndForget(
- delegate
- {
- // m_log.DebugFormat(
- // "[FRIENDS MODULE]: Notifying {0} friends of {1} of online status {2}",
- // friendList.Count, agentID, online);
- // Notify about this user status
- StatusNotify(friendList, agentID, online);
- }
- );
- }
- }
- protected virtual void StatusNotify(List<FriendInfo> friendList, UUID userID, bool online)
- {
- List<string> friendStringIds = friendList.ConvertAll<string>(friend => friend.Friend);
- List<string> remoteFriendStringIds = new List<string>();
- foreach (string friendStringId in friendStringIds)
- {
- UUID friendUuid;
- if (UUID.TryParse(friendStringId, out friendUuid))
- {
- if (LocalStatusNotification(userID, friendUuid, online))
- continue;
- remoteFriendStringIds.Add(friendStringId);
- }
- else
- {
- m_log.WarnFormat("[FRIENDS]: Error parsing friend ID {0}", friendStringId);
- }
- }
- // We do this regrouping so that we can efficiently send a single request rather than one for each
- // friend in what may be a very large friends list.
- PresenceInfo[] friendSessions = PresenceService.GetAgents(remoteFriendStringIds.ToArray());
- foreach (PresenceInfo friendSession in friendSessions)
- {
- // let's guard against sessions-gone-bad
- if (friendSession.RegionID != UUID.Zero)
- {
- GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
- //m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName);
- m_FriendsSimConnector.StatusNotify(region, userID, friendSession.UserID, online);
- }
- }
- }
- protected virtual void OnInstantMessage(IClientAPI client, GridInstantMessage im)
- {
- if ((InstantMessageDialog)im.dialog == InstantMessageDialog.FriendshipOffered)
- {
- // we got a friendship offer
- UUID principalID = new UUID(im.fromAgentID);
- UUID friendID = new UUID(im.toAgentID);
- m_log.DebugFormat("[FRIENDS]: {0} ({1}) offered friendship to {2} ({3})", principalID, client.FirstName + client.LastName, friendID, im.fromAgentName);
- // Check that the friendship doesn't exist yet
- FriendInfo[] finfos = GetFriendsFromCache(principalID);
- if (finfos != null)
- {
- FriendInfo f = GetFriend(finfos, friendID);
- if (f != null)
- {
- client.SendAgentAlertMessage("This person is already your friend. Please delete it first if you want to reestablish the friendship.", false);
- return;
- }
- }
- // This user wants to be friends with the other user.
- // Let's add the relation backwards, in case the other is not online
- StoreBackwards(friendID, principalID);
- // Now let's ask the other user to be friends with this user
- ForwardFriendshipOffer(principalID, friendID, im);
- }
- }
- protected virtual bool ForwardFriendshipOffer(UUID agentID, UUID friendID, GridInstantMessage im)
- {
- // !!!!!!!! This is a hack so that we don't have to keep state (transactionID/imSessionID)
- // We stick this agent's ID as imSession, so that it's directly available on the receiving end
- im.imSessionID = im.fromAgentID;
- im.fromAgentName = GetFriendshipRequesterName(agentID);
- // Try the local sim
- if (LocalFriendshipOffered(friendID, im))
- return true;
- // The prospective friend is not here [as root]. Let's forward.
- PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
- if (friendSessions != null && friendSessions.Length > 0)
- {
- PresenceInfo friendSession = friendSessions[0];
- if (friendSession != null)
- {
- GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
- m_FriendsSimConnector.FriendshipOffered(region, agentID, friendID, im.message);
- return true;
- }
- }
- // If the prospective friend is not online, he'll get the message upon login.
- return false;
- }
- protected virtual string GetFriendshipRequesterName(UUID agentID)
- {
- UserAccount account = UserAccountService.GetUserAccount(UUID.Zero, agentID);
- return (account == null) ? "Unknown" : account.FirstName + " " + account.LastName;
- }
- protected virtual void OnApproveFriendRequest(IClientAPI client, UUID friendID, List<UUID> callingCardFolders)
- {
- m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID);
- AddFriendship(client, friendID);
- }
- public void AddFriendship(IClientAPI client, UUID friendID)
- {
- StoreFriendships(client.AgentId, friendID);
- ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
- if (ccm != null)
- {
- ccm.CreateCallingCard(client.AgentId, friendID, UUID.Zero);
- }
- // Update the local cache.
- RecacheFriends(client);
- //
- // Notify the friend
- //
- // Try Local
- if (LocalFriendshipApproved(client.AgentId, client.Name, friendID))
- {
- client.SendAgentOnline(new UUID[] { friendID });
- return;
- }
- // The friend is not here
- PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
- if (friendSessions != null && friendSessions.Length > 0)
- {
- PresenceInfo friendSession = friendSessions[0];
- if (friendSession != null)
- {
- GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
- m_FriendsSimConnector.FriendshipApproved(region, client.AgentId, client.Name, friendID);
- client.SendAgentOnline(new UUID[] { friendID });
- }
- }
- }
- private void OnDenyFriendRequest(IClientAPI client, UUID friendID, List<UUID> callingCardFolders)
- {
- m_log.DebugFormat("[FRIENDS]: {0} denied friendship to {1}", client.AgentId, friendID);
- DeleteFriendship(client.AgentId, friendID);
- //
- // Notify the friend
- //
- // Try local
- if (LocalFriendshipDenied(client.AgentId, client.Name, friendID))
- return;
- PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
- if (friendSessions != null && friendSessions.Length > 0)
- {
- PresenceInfo friendSession = friendSessions[0];
- if (friendSession != null)
- {
- GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
- if (region != null)
- m_FriendsSimConnector.FriendshipDenied(region, client.AgentId, client.Name, friendID);
- else
- m_log.WarnFormat("[FRIENDS]: Could not find region {0} in locating {1}", friendSession.RegionID, friendID);
- }
- }
- }
-
- public void RemoveFriendship(IClientAPI client, UUID exfriendID)
- {
- if (!DeleteFriendship(client.AgentId, exfriendID))
- client.SendAlertMessage("Unable to terminate friendship on this sim.");
- // Update local cache
- RecacheFriends(client);
- client.SendTerminateFriend(exfriendID);
- //
- // Notify the friend
- //
- // Try local
- if (LocalFriendshipTerminated(exfriendID))
- return;
- PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { exfriendID.ToString() });
- if (friendSessions != null && friendSessions.Length > 0)
- {
- PresenceInfo friendSession = friendSessions[0];
- if (friendSession != null)
- {
- GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
- m_FriendsSimConnector.FriendshipTerminated(region, client.AgentId, exfriendID);
- }
- }
- }
- public void GrantRights(IClientAPI remoteClient, UUID friendID, int rights)
- {
- UUID requester = remoteClient.AgentId;
- m_log.DebugFormat(
- "[FRIENDS MODULE]: User {0} changing rights to {1} for friend {2}",
- requester, rights, friendID);
- FriendInfo[] friends = GetFriendsFromCache(requester);
- if (friends.Length == 0)
- {
- return;
- }
- // Let's find the friend in this user's friend list
- FriendInfo friend = GetFriend(friends, friendID);
- if (friend != null) // Found it
- {
- // Store it on the DB
- if (!StoreRights(requester, friendID, rights))
- {
- remoteClient.SendAlertMessage("Unable to grant rights.");
- return;
- }
- // Store it in the local cache
- int myFlags = friend.MyFlags;
- friend.MyFlags = rights;
- // Always send this back to the original client
- remoteClient.SendChangeUserRights(requester, friendID, rights);
- //
- // Notify the friend
- //
- // Try local
- if (LocalGrantRights(requester, friendID, myFlags, rights))
- return;
- PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
- if (friendSessions != null && friendSessions.Length > 0)
- {
- PresenceInfo friendSession = friendSessions[0];
- if (friendSession != null)
- {
- GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
- // TODO: You might want to send the delta to save the lookup
- // on the other end!!
- m_FriendsSimConnector.GrantRights(region, requester, friendID, myFlags, rights);
- }
- }
- }
- else
- {
- m_log.DebugFormat("[FRIENDS MODULE]: friend {0} not found for {1}", friendID, requester);
- }
- }
- protected virtual FriendInfo GetFriend(FriendInfo[] friends, UUID friendID)
- {
- foreach (FriendInfo fi in friends)
- {
- if (fi.Friend == friendID.ToString())
- return fi;
- }
- return null;
- }
- #region Local
- public virtual bool LocalFriendshipOffered(UUID toID, GridInstantMessage im)
- {
- IClientAPI friendClient = LocateClientObject(toID);
- if (friendClient != null)
- {
- // the prospective friend in this sim as root agent
- friendClient.SendInstantMessage(im);
- // we're done
- return true;
- }
- return false;
- }
- public bool LocalFriendshipApproved(UUID userID, string userName, UUID friendID)
- {
- IClientAPI friendClient = LocateClientObject(friendID);
- if (friendClient != null)
- {
- // the prospective friend in this sim as root agent
- GridInstantMessage im = new GridInstantMessage(Scene, userID, userName, friendID,
- (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
- friendClient.SendInstantMessage(im);
- ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
- if (ccm != null)
- {
- ccm.CreateCallingCard(friendID, userID, UUID.Zero);
- }
- // Update the local cache
- RecacheFriends(friendClient);
- // we're done
- return true;
- }
- return false;
- }
- public bool LocalFriendshipDenied(UUID userID, string userName, UUID friendID)
- {
- IClientAPI friendClient = LocateClientObject(friendID);
- if (friendClient != null)
- {
- // the prospective friend in this sim as root agent
- GridInstantMessage im = new GridInstantMessage(Scene, userID, userName, friendID,
- (byte)OpenMetaverse.InstantMessageDialog.FriendshipDeclined, userID.ToString(), false, Vector3.Zero);
- friendClient.SendInstantMessage(im);
- // we're done
- return true;
- }
- return false;
- }
- public bool LocalFriendshipTerminated(UUID exfriendID)
- {
- IClientAPI friendClient = LocateClientObject(exfriendID);
- if (friendClient != null)
- {
- // the friend in this sim as root agent
- friendClient.SendTerminateFriend(exfriendID);
- // update local cache
- RecacheFriends(friendClient);
- // we're done
- return true;
- }
- return false;
- }
- public bool LocalGrantRights(UUID userID, UUID friendID, int userFlags, int rights)
- {
- IClientAPI friendClient = LocateClientObject(friendID);
- if (friendClient != null)
- {
- bool onlineBitChanged = ((rights ^ userFlags) & (int)FriendRights.CanSeeOnline) != 0;
- if (onlineBitChanged)
- {
- if ((rights & (int)FriendRights.CanSeeOnline) == 1)
- friendClient.SendAgentOnline(new UUID[] { userID });
- else
- friendClient.SendAgentOffline(new UUID[] { userID });
- }
- else
- {
- bool canEditObjectsChanged = ((rights ^ userFlags) & (int)FriendRights.CanModifyObjects) != 0;
- if (canEditObjectsChanged)
- friendClient.SendChangeUserRights(userID, friendID, rights);
- }
- // Update local cache
- UpdateLocalCache(userID, friendID, rights);
- return true;
- }
- return false;
- }
- public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
- {
- //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
- IClientAPI friendClient = LocateClientObject(friendID);
- if (friendClient != null)
- {
- // the friend in this sim as root agent
- if (online)
- friendClient.SendAgentOnline(new UUID[] { userID });
- else
- friendClient.SendAgentOffline(new UUID[] { userID });
- // we're done
- return true;
- }
- return false;
- }
- #endregion
- #region Get / Set friends in several flavours
- public FriendInfo[] GetFriendsFromCache(UUID userID)
- {
- UserFriendData friendsData;
- lock (m_Friends)
- {
- if (m_Friends.TryGetValue(userID, out friendsData))
- return friendsData.Friends;
- }
- return EMPTY_FRIENDS;
- }
- /// <summary>
- /// Update local cache only
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="friendID"></param>
- /// <param name="rights"></param>
- protected void UpdateLocalCache(UUID userID, UUID friendID, int rights)
- {
- // Update local cache
- lock (m_Friends)
- {
- FriendInfo[] friends = GetFriendsFromCache(friendID);
- FriendInfo finfo = GetFriend(friends, userID);
- finfo.TheirFlags = rights;
- }
- }
- public virtual FriendInfo[] GetFriendsFromService(IClientAPI client)
- {
- return FriendsService.GetFriends(client.AgentId);
- }
- protected void RecacheFriends(IClientAPI client)
- {
- // FIXME: Ideally, we want to avoid doing this here since it sits the EventManager.OnMakeRootAgent event
- // is on the critical path for transferring an avatar from one region to another.
- UUID agentID = client.AgentId;
- lock (m_Friends)
- {
- UserFriendData friendsData;
- if (m_Friends.TryGetValue(agentID, out friendsData))
- friendsData.Friends = GetFriendsFromService(client);
- }
- }
- public bool AreFriendsCached(UUID userID)
- {
- lock (m_Friends)
- return m_Friends.ContainsKey(userID);
- }
- protected virtual bool StoreRights(UUID agentID, UUID friendID, int rights)
- {
- FriendsService.StoreFriend(agentID.ToString(), friendID.ToString(), rights);
- return true;
- }
- protected virtual void StoreBackwards(UUID friendID, UUID agentID)
- {
- FriendsService.StoreFriend(friendID.ToString(), agentID.ToString(), 0);
- }
- protected virtual void StoreFriendships(UUID agentID, UUID friendID)
- {
- FriendsService.StoreFriend(agentID.ToString(), friendID.ToString(), (int)FriendRights.CanSeeOnline);
- FriendsService.StoreFriend(friendID.ToString(), agentID.ToString(), (int)FriendRights.CanSeeOnline);
- }
- protected virtual bool DeleteFriendship(UUID agentID, UUID exfriendID)
- {
- FriendsService.Delete(agentID, exfriendID.ToString());
- FriendsService.Delete(exfriendID, agentID.ToString());
- return true;
- }
- #endregion
- }
- }
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