* You can add and remove a friend in standalone now within the same simulator. It saves.

* You can add and remove a friend in grid mode now within the same simulator.  It doesn't save yet.
* I got rid of Mr. OpenSim as a friend..   he bothers me /:b...
This commit is contained in:
Teravus Ovares
2008-01-01 06:12:04 +00:00
parent b8975ecbd9
commit b4c9b6bd19
17 changed files with 590 additions and 51 deletions

View File

@@ -35,52 +35,179 @@ using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using libsecondlife;
using libsecondlife.Packets;
namespace OpenSim.Region.Environment.Modules
{
public class FriendsModule : IRegionModule
{
private List<Scene> m_scenes = new List<Scene>();
private LogBase m_log;
private Scene m_scene;
Dictionary<LLUUID, LLUUID> m_pendingFriendRequests = new Dictionary<LLUUID, LLUUID>();
public void Initialise(Scene scene, IConfigSource config)
{
m_log = MainLog.Instance;
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
scene.EventManager.OnNewClient += OnNewClient;
}
m_scene = scene;
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnGridInstantMessageToFriendsModule += OnGridInstantMessage;
}
private void OnNewClient(IClientAPI client)
{
//FormFriendship(client,new Guid("c43a67ab-b196-4d62-936c-b40369547dee"));
//FormFriendship(client, new Guid("0a2f777b-f44c-4662-8b22-c90ae038a3e6"));
// All friends establishment protocol goes over instant message
// There's no way to send a message from the sim
// to a user to 'add a friend' without causing dialog box spam
//
// The base set of friends are added when the user signs on in their XMLRPC response
// Generated by LoginService. The friends are retreived from the database by the UserManager
// Subscribe to instant messages
client.OnInstantMessage += OnInstantMessage;
client.OnApproveFriendRequest += OnApprovedFriendRequest;
client.OnDenyFriendRequest += OnDenyFriendRequest;
client.OnTerminateFriendship += OnTerminateFriendship;
}
private void OnInstantMessage(LLUUID fromAgentID,
LLUUID fromAgentSession, LLUUID toAgentID,
LLUUID imSessionID, uint timestamp, string fromAgentName,
string message, byte dialog, bool fromGroup, byte offline,
uint ParentEstateID, LLVector3 Position, LLUUID RegionID,
byte[] binaryBucket)
{
// Friend Requests go by Instant Message.. using the dialog param
// https://wiki.secondlife.com/wiki/ImprovedInstantMessage
// 38 == Offer friendship
if (dialog == (byte)38)
{
LLUUID friendTransactionID = LLUUID.Random();
m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
m_log.Verbose("FRIEND", "38 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
GridInstantMessage msg = new GridInstantMessage();
msg.fromAgentID = fromAgentID.UUID;
msg.fromAgentSession = fromAgentSession.UUID;
msg.toAgentID = toAgentID.UUID;
msg.imSessionID = friendTransactionID.UUID; // This is the item we're mucking with here
m_log.Verbose("FRIEND","Filling Session: " + msg.imSessionID.ToString());
msg.timestamp = timestamp;
msg.fromAgentName = fromAgentName;
msg.message = message;
msg.dialog = dialog;
msg.fromGroup = fromGroup;
msg.offline = offline;
msg.ParentEstateID = ParentEstateID;
msg.Position = new sLLVector3(Position);
msg.RegionID = RegionID.UUID;
msg.binaryBucket = binaryBucket;
m_scene.TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
}
if (dialog == (byte)39)
{
m_log.Verbose("FRIEND", "38 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
}
if (dialog == (byte)40)
{
m_log.Verbose("FRIEND", "38 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
}
// 39 == Accept Friendship
// 40 == Decline Friendship
}
private void OnApprovedFriendRequest(IClientAPI client, LLUUID agentID, LLUUID transactionID, List<LLUUID> callingCardFolders)
{
if (m_pendingFriendRequests.ContainsKey(transactionID))
{
// Found Pending Friend Request with that Transaction..
// Compose response to other agent.
GridInstantMessage msg = new GridInstantMessage();
msg.toAgentID = m_pendingFriendRequests[transactionID].UUID;
msg.fromAgentID = agentID.UUID;
msg.fromAgentName = client.FirstName + " " + client.LastName;
msg.fromAgentSession = client.SessionId.UUID;
msg.fromGroup = false;
msg.imSessionID = transactionID.UUID;
msg.message = agentID.UUID.ToString();
msg.ParentEstateID = 0;
msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
msg.RegionID = m_scene.RegionInfo.RegionID.UUID;
msg.dialog = (byte)39;// Approved friend request
msg.Position = new sLLVector3();
msg.offline = (byte)0;
msg.binaryBucket = new byte[0];
m_scene.TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
m_scene.StoreAddFriendship(m_pendingFriendRequests[transactionID], agentID, (uint)1);
m_pendingFriendRequests.Remove(transactionID);
// TODO: Inform agent that the friend is online
}
}
private void OnDenyFriendRequest(IClientAPI client, LLUUID agentID, LLUUID transactionID, List<LLUUID> callingCardFolders)
{
if (m_pendingFriendRequests.ContainsKey(transactionID))
{
// Found Pending Friend Request with that Transaction..
// Compose response to other agent.
GridInstantMessage msg = new GridInstantMessage();
msg.toAgentID = m_pendingFriendRequests[transactionID].UUID;
msg.fromAgentID = agentID.UUID;
msg.fromAgentName = client.FirstName + " " + client.LastName;
msg.fromAgentSession = client.SessionId.UUID;
msg.fromGroup = false;
msg.imSessionID = transactionID.UUID;
msg.message = agentID.UUID.ToString();
msg.ParentEstateID = 0;
msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
msg.RegionID = m_scene.RegionInfo.RegionID.UUID;
msg.dialog = (byte)40;// Deny friend request
msg.Position = new sLLVector3();
msg.offline = (byte)0;
msg.binaryBucket = new byte[0];
m_scene.TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
m_pendingFriendRequests.Remove(transactionID);
}
}
private void OnTerminateFriendship(IClientAPI client, LLUUID agent, LLUUID exfriendID)
{
m_scene.StoreRemoveFriendship(agent, exfriendID);
// TODO: Inform the client that the ExFriend is offline
}
private void OnGridInstantMessage(GridInstantMessage msg)
{
// Trigger the above event handler
OnInstantMessage(new LLUUID(msg.fromAgentID), new LLUUID(msg.fromAgentSession),
new LLUUID(msg.toAgentID), new LLUUID(msg.imSessionID), msg.timestamp, msg.fromAgentName,
msg.message, msg.dialog, msg.fromGroup, msg.offline, msg.ParentEstateID,
new LLVector3(msg.Position.x, msg.Position.y, msg.Position.z), new LLUUID(msg.RegionID),
msg.binaryBucket);
}
public void PostInitialise()
{
}
private void FormFriendship(IClientAPI client, Guid friend)
{
foreach (Scene scene in m_scenes)
{
if (scene.Entities.ContainsKey(client.AgentId) && scene.Entities[client.AgentId] is ScenePresence)
{
OnlineNotificationPacket ONPack = new OnlineNotificationPacket();
OnlineNotificationPacket.AgentBlockBlock[] AgentBlock = new OnlineNotificationPacket.AgentBlockBlock[1];
AgentBlock[0] = new OnlineNotificationPacket.AgentBlockBlock();
AgentBlock[0].AgentID = new LLUUID(friend);
ONPack.AgentBlock = AgentBlock;
client.OutPacket(ONPack,ThrottleOutPacketType.Task);
}
}
}
public void Close()
{
@@ -93,7 +220,7 @@ namespace OpenSim.Region.Environment.Modules
public bool IsSharedModule
{
get { return true; }
get { return false; }
}
}
}