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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
425 lines
16 KiB
C#
425 lines
16 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text.RegularExpressions;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Environment.Modules.Avatar.Chat
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{
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// An instance of this class exists for every active region
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internal class RegionState
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly OpenMetaverse.Vector3 CenterOfRegion = new OpenMetaverse.Vector3(128, 128, 20);
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private const int DEBUG_CHANNEL = 2147483647;
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private static int _idk_ = 0;
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// Runtime variables; these values are assigned when the
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// IrcState is created and remain constant thereafter.
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internal string Region = String.Empty;
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internal string Host = String.Empty;
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internal string LocX = String.Empty;
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internal string LocY = String.Empty;
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internal string MA1 = String.Empty;
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internal string MA2 = String.Empty;
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internal string IDK = String.Empty;
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// System values - used only be the IRC classes themselves
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internal ChannelState cs = null; // associated IRC configuration
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internal Scene scene = null; // associated scene
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internal IConfig config = null; // configuration file reference
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internal bool enabled = true;
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// This list is used to keep track of who is here, and by
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// implication, who is not.
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internal List<IClientAPI> clients = new List<IClientAPI>();
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// Setup runtime variable values
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public RegionState(Scene p_scene, IConfig p_config)
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{
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scene = p_scene;
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config = p_config;
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Region = scene.RegionInfo.RegionName;
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Host = scene.RegionInfo.ExternalHostName;
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LocX = Convert.ToString(scene.RegionInfo.RegionLocX);
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LocY = Convert.ToString(scene.RegionInfo.RegionLocY);
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MA1 = scene.RegionInfo.MasterAvatarFirstName;
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MA2 = scene.RegionInfo.MasterAvatarLastName;
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IDK = Convert.ToString(_idk_++);
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// OpenChannel conditionally establishes a connection to the
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// IRC server. The request will either succeed, or it will
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// throw an exception.
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ChannelState.OpenChannel(this, config);
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// Connect channel to world events
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scene.EventManager.OnChatFromWorld += OnSimChat;
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scene.EventManager.OnChatFromClient += OnSimChat;
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scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
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scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
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m_log.InfoFormat("[IRC-Region {0}] Initialization complete", Region);
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}
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// Auto cleanup when abandoned
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~RegionState()
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{
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if (cs != null)
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cs.RemoveRegion(this);
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}
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// Called by PostInitialize after all regions have been created
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public void Open()
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{
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cs.Open(this);
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enabled = true;
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}
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// Called by IRCBridgeModule.Close immediately prior to unload
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// of the module for this region. This happens when the region
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// is being removed or the server is terminating. The IRC
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// BridgeModule will remove the region from the region list
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// when control returns.
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public void Close()
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{
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enabled = false;
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cs.Close(this);
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}
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// The agent has disconnected, cleanup associated resources
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private void OnClientLoggedOut(IClientAPI client)
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{
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try
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{
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if (clients.Contains(client))
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{
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if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting))
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{
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m_log.InfoFormat("[IRC-Region {0}]: {1} has left", Region, client.Name);
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cs.irc.PrivMsg(cs.NoticeMessageFormat, cs.irc.Nick, Region, String.Format("{0} has left", client.Name));
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}
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client.OnLogout -= OnClientLoggedOut;
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client.OnConnectionClosed -= OnClientLoggedOut;
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clients.Remove(client);
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}
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}
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catch (Exception ex)
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{
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m_log.ErrorFormat("[IRC-Region {0}]: ClientLoggedOut exception: {1}", Region, ex.Message);
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m_log.Debug(ex);
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}
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}
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// This event indicates that the agent has left the building. We should treat that the same
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// as if the agent has logged out (we don't want cross-region noise - or do we?)
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private void OnMakeChildAgent(ScenePresence presence)
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{
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IClientAPI client = presence.ControllingClient;
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try
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{
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if (clients.Contains(client))
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{
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if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting))
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{
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string clientName = String.Format("{0} {1}", presence.Firstname, presence.Lastname);
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m_log.DebugFormat("[IRC-Region {0}] {1} has left", Region, clientName);
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cs.irc.PrivMsg(cs.NoticeMessageFormat, cs.irc.Nick, Region, String.Format("{0} has left", clientName));
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}
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client.OnLogout -= OnClientLoggedOut;
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client.OnConnectionClosed -= OnClientLoggedOut;
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clients.Remove(client);
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}
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}
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catch (Exception ex)
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{
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m_log.ErrorFormat("[IRC-Region {0}]: MakeChildAgent exception: {1}", Region, ex.Message);
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m_log.Debug(ex);
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}
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}
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// An agent has entered the region (from another region). Add the client to the locally
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// known clients list
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private void OnMakeRootAgent(ScenePresence presence)
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{
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IClientAPI client = presence.ControllingClient;
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try
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{
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if (!clients.Contains(client))
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{
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client.OnLogout += OnClientLoggedOut;
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client.OnConnectionClosed += OnClientLoggedOut;
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clients.Add(client);
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if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting))
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{
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string clientName = String.Format("{0} {1}", presence.Firstname, presence.Lastname);
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m_log.DebugFormat("[IRC-Region {0}] {1} has arrived", Region, clientName);
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cs.irc.PrivMsg(cs.NoticeMessageFormat, cs.irc.Nick, Region, String.Format("{0} has arrived", clientName));
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}
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}
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}
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catch (Exception ex)
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{
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m_log.ErrorFormat("[IRC-Region {0}]: MakeRootAgent exception: {1}", Region, ex.Message);
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m_log.Debug(ex);
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}
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}
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// This handler detects chat events int he virtual world.
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public void OnSimChat(Object sender, OSChatMessage msg)
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{
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// early return if this comes from the IRC forwarder
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if (cs.irc.Equals(sender)) return;
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// early return if nothing to forward
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if (msg.Message.Length == 0) return;
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// check for commands coming from avatars or in-world
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// object (if commands are enabled)
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if (cs.CommandsEnabled && msg.Channel == cs.CommandChannel)
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{
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m_log.DebugFormat("[IRC-Region {0}] command on channel {1}: {2}", Region, msg.Channel, msg.Message);
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string[] messages = msg.Message.Split(' ');
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string command = messages[0].ToLower();
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try
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{
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switch (command)
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{
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// These commands potentially require a change in the
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// underlying ChannelState.
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case "server":
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cs.Close(this);
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cs = cs.UpdateServer(this, messages[1]);
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cs.Open(this);
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break;
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case "port":
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cs.Close(this);
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cs = cs.UpdatePort(this, messages[1]);
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cs.Open(this);
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break;
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case "channel":
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cs.Close(this);
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cs = cs.UpdateChannel(this, messages[1]);
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cs.Open(this);
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break;
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case "nick":
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cs.Close(this);
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cs = cs.UpdateNickname(this, messages[1]);
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cs.Open(this);
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break;
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// These may also (but are less likely) to require a
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// change in ChannelState.
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case "client-reporting":
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cs = cs.UpdateClientReporting(this, messages[1]);
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break;
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case "in-channel":
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cs = cs.UpdateRelayIn(this, messages[1]);
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break;
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case "out-channel":
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cs = cs.UpdateRelayOut(this, messages[1]);
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break;
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// These are all taken to be temporary changes in state
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// so the underlying connector remains intact. But note
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// that with regions sharing a connector, there could
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// be interference.
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case "close":
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enabled = false;
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cs.Close(this);
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break;
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case "connect":
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enabled = true;
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cs.Open(this);
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break;
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case "reconnect":
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enabled = true;
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cs.Close(this);
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cs.Open(this);
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break;
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// This one is harmless as far as we can judge from here.
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// If it is not, then the complaints will eventually make
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// that evident.
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default:
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m_log.DebugFormat("[IRC-Region {0}] Forwarding unrecognized command to IRC : {1}",
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Region, msg.Message);
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cs.irc.Send(msg.Message);
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break;
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}
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}
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catch (Exception ex)
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{
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m_log.WarnFormat("[IRC-Region {0}] error processing in-world command channel input: {1}",
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Region, ex.Message);
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m_log.Debug(ex);
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}
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return;
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}
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// The command channel remains enabled, even if we have otherwise disabled the IRC
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// interface.
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if (!enabled)
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return;
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// drop messages unless they are on a valid in-world
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// channel as configured in the ChannelState
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if (!cs.ValidInWorldChannels.Contains(msg.Channel))
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{
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m_log.DebugFormat("[IRC-Region {0}] dropping message {1} on channel {2}", Region, msg, msg.Channel);
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return;
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}
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ScenePresence avatar = null;
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string fromName = msg.From;
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if (msg.Sender != null)
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{
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avatar = scene.GetScenePresence(msg.Sender.AgentId);
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if (avatar != null) fromName = avatar.Name;
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}
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if (!cs.irc.Connected)
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{
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m_log.WarnFormat("[IRC-Region {0}] IRCConnector not connected: dropping message from {1}", Region, fromName);
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return;
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}
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m_log.DebugFormat("[IRC-Region {0}] heard on channel {1} : {2}", Region, msg.Channel, msg.Message);
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if (null != avatar && cs.RelayChat && (msg.Channel == 0 || msg.Channel == DEBUG_CHANNEL))
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{
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string txt = msg.Message;
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if (txt.StartsWith("/me "))
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txt = String.Format("{0} {1}", fromName, msg.Message.Substring(4));
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cs.irc.PrivMsg(cs.PrivateMessageFormat, fromName, Region, txt);
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return;
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}
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if (null == avatar && cs.RelayPrivateChannels && null != cs.AccessPassword &&
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msg.Channel == cs.RelayChannelOut)
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{
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Match m = cs.AccessPasswordRegex.Match(msg.Message);
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if (null != m)
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{
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m_log.DebugFormat("[IRC] relaying message from {0}: {1}", m.Groups["avatar"].ToString(),
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m.Groups["message"].ToString());
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cs.irc.PrivMsg(cs.PrivateMessageFormat, m.Groups["avatar"].ToString(),
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scene.RegionInfo.RegionName, m.Groups["message"].ToString());
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}
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}
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}
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// This method gives the region an opportunity to interfere with
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// message delivery. For now we just enforce the enable/disable
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// flag.
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internal void OSChat(Object irc, OSChatMessage msg)
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{
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if (enabled)
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{
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// m_log.DebugFormat("[IRC-OSCHAT] Region {0} being sent message", region.Region);
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msg.Scene = scene;
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scene.EventManager.TriggerOnChatBroadcast(irc, msg);
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}
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}
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// This supports any local message traffic that might be needed in
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// support of command processing. At present there is none.
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internal void LocalChat(string msg)
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{
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if (enabled)
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{
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OSChatMessage osm = new OSChatMessage();
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osm.From = "IRC Agent";
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osm.Message = msg;
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osm.Type = ChatTypeEnum.Region;
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osm.Position = CenterOfRegion;
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osm.Sender = null;
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osm.SenderUUID = OpenMetaverse.UUID.Zero; // Hmph! Still?
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osm.Channel = 0;
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OSChat(this, osm);
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}
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}
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}
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}
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