Files
opensim/OpenSim/Region/Environment/Modules/Avatar/Chat/ChatModule.cs
Melanie Thielker 218902bedc Decouple AsyncCommands from XEngine and the script instance. Make
all methods needed outside the API ststic. Async command processing
is now wholly internal to the API. This sets the stage for the next
convergence step.
2008-09-24 02:58:05 +00:00

250 lines
11 KiB
C#

/*
* 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 OpenSim 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.IO;
using System.Net.Sockets;
using System.Reflection;
using System.Text.RegularExpressions;
using System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.Avatar.Chat
{
public class ChatModule : IRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private const int DEBUG_CHANNEL = 2147483647;
private int m_saydistance = 30;
private int m_shoutdistance = 100;
private int m_whisperdistance = 10;
private List<Scene> m_scenes = new List<Scene>();
internal object m_syncInit = new object();
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
lock (m_syncInit)
{
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
scene.EventManager.OnNewClient += NewClient;
scene.EventManager.OnChatFromWorld += SimChat;
scene.EventManager.OnChatBroadcast += SimBroadcast;
}
// wrap this in a try block so that defaults will work if
// the config file doesn't specify otherwise.
try
{
m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
}
catch (Exception)
{
}
m_log.InfoFormat("[CHAT] initialized for {0} w:{1} s:{2} S:{3}", scene.RegionInfo.RegionName,
m_whisperdistance, m_saydistance, m_shoutdistance);
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "ChatModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
#endregion
#region ISimChat Members
public void SimBroadcast(Object sender, OSChatMessage c)
{
// We only want to relay stuff on channel 0 and on the debug channel
if (c.Channel != 0 && c.Channel != DEBUG_CHANNEL) return;
if (c.Channel == DEBUG_CHANNEL)
c.Type = ChatTypeEnum.DebugChannel;
if (c.Message.Length > 1100)
c.Message = c.Message.Substring(0, 1000);
// chat works by redistributing every incoming chat
// message to each avatar in the scene
Vector3 pos = new Vector3(128, 128, 30);
((Scene)c.Scene).ForEachScenePresence(delegate(ScenePresence presence)
{
if (presence.IsChildAgent) return;
IClientAPI client = presence.ControllingClient;
if ((c.Type == ChatTypeEnum.Owner) &&
(null != c.SenderObject) &&
(((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
return;
if (null == c.SenderObject)
client.SendChatMessage(c.Message, (byte)c.Type,
pos, c.From, UUID.Zero,
(byte)ChatSourceType.Agent,
(byte)ChatAudibleLevel.Fully);
else
client.SendChatMessage(c.Message, (byte)c.Type,
pos, c.From, UUID.Zero,
(byte)ChatSourceType.Object,
(byte)ChatAudibleLevel.Fully);
});
}
public void SimChat(Object sender, OSChatMessage e)
{
// early return if not on public or debug channel
if (e.Channel != 0 && e.Channel != DEBUG_CHANNEL) return;
ScenePresence avatar = null;
Scene scene = (Scene) e.Scene;
//TODO: Remove the need for this check
if (scene == null)
scene = m_scenes[0];
// Filled in since it's easier than rewriting right now.
Vector3 fromPos = e.Position;
Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
string fromName = e.From;
string message = e.Message;
UUID fromID = e.SenderUUID;
if (message.Length >= 1000) // libomv limit
message = message.Substring(0, 1000);
if (e.Sender != null)
{
avatar = scene.GetScenePresence(e.Sender.AgentId);
}
if (avatar != null)
{
fromPos = avatar.AbsolutePosition;
regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
fromName = avatar.Firstname + " " + avatar.Lastname;
fromID = e.Sender.AgentId;
}
if (e.Channel == DEBUG_CHANNEL)
e.Type = ChatTypeEnum.DebugChannel;
// chat works by redistributing every incoming chat
// message to each avatar in the scene
foreach (Scene s in m_scenes)
{
s.ForEachScenePresence(delegate(ScenePresence presence)
{
if (e.Channel == DEBUG_CHANNEL)
{
TrySendChatMessage(presence, fromPos, regionPos,
fromID, fromName, e.Type,
message, ChatSourceType.Object);
}
else
{
TrySendChatMessage(presence, fromPos, regionPos,
fromID, fromName, e.Type,
message, ChatSourceType.Agent);
}
});
}
}
#endregion
public void NewClient(IClientAPI client)
{
try
{
client.OnChatFromViewer += SimChat;
}
catch (Exception ex)
{
m_log.Error("[CHAT]: NewClient exception trap:" + ex.ToString());
}
}
private void TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
UUID fromAgentID, string fromName, ChatTypeEnum type,
string message, ChatSourceType src)
{
// don't send stuff to child agents
if (presence.IsChildAgent) return;
Vector3 fromRegionPos = fromPos + regionPos;
Vector3 toRegionPos = presence.AbsolutePosition +
new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize,
presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
int dis = Math.Abs((int) Util.GetDistanceTo(toRegionPos, fromRegionPos));
if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
type == ChatTypeEnum.Say && dis > m_saydistance ||
type == ChatTypeEnum.Shout && dis > m_shoutdistance)
{
return;
}
// TODO: should change so the message is sent through the avatar rather than direct to the ClientView
presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
}
}
}