mirror of
https://github.com/opensim/opensim.git
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
289 lines
12 KiB
C#
289 lines
12 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.Collections.Generic;
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using System.Reflection;
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using OpenMetaverse;
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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.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules.Avatar.Inventory
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{
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public class InventoryModule : IInventoryModule, IRegionModule
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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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/// <summary>
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/// We need to keep track of the pending item offers between clients since the itemId offered only
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/// occurs in the initial offer message, not the accept message. So this dictionary links
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/// IM Session Ids to ItemIds
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/// </summary>
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private IDictionary<UUID, UUID> m_pendingOffers = new Dictionary<UUID, UUID>();
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private List<Scene> m_Scenelist = new List<Scene>();
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private Dictionary<UUID, Scene> m_AgentRegions = new Dictionary<UUID, Scene>();
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#region IRegionModule Members
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public void Initialise(Scene scene, IConfigSource config)
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{
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if (!m_Scenelist.Contains(scene))
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{
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m_Scenelist.Add(scene);
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scene.RegisterModuleInterface<IInventoryModule>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnClientClosed += ClientLoggedOut;
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "InventoryModule"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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#endregion
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private void OnNewClient(IClientAPI client)
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{
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// Inventory giving is conducted via instant message
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client.OnInstantMessage += OnInstantMessage;
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}
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private void OnInstantMessage(IClientAPI client, UUID fromAgentID,
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UUID fromAgentSession, UUID toAgentID,
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UUID imSessionID, uint timestamp, string fromAgentName,
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string message, byte dialog, bool fromGroup, byte offline,
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uint ParentEstateID, Vector3 Position, UUID RegionID,
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byte[] binaryBucket)
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{
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if (dialog == (byte) InstantMessageDialog.InventoryOffered)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Routing inventory offering message from {0}, {1} to {2}",
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client.AgentId, client.Name, toAgentID);
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if (((Scene)(client.Scene)).Entities.ContainsKey(toAgentID) && ((Scene)(client.Scene)).Entities[toAgentID] is ScenePresence)
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{
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ScenePresence user = (ScenePresence) ((Scene)(client.Scene)).Entities[toAgentID];
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if (!user.IsChildAgent)
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{
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//byte[] rawId = new byte[16];
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// First byte of the array is probably the item type
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// Next 16 bytes are the UUID
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//Array.Copy(binaryBucket, 1, rawId, 0, 16);
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//UUID itemId = new UUID(new Guid(rawId));
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UUID itemId = new UUID(binaryBucket, 1);
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m_log.DebugFormat(
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"[AGENT INVENTORY]: ItemId for giving is {0}", itemId);
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m_pendingOffers[imSessionID] = itemId;
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user.ControllingClient.SendInstantMessage(
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fromAgentID, fromAgentSession, message, toAgentID, imSessionID, fromAgentName,
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dialog, timestamp, binaryBucket);
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return;
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}
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Agent {0} targeted for inventory give by {1}, {2} of {3} was a child agent!",
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toAgentID, client.AgentId, client.Name, message);
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}
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}
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Could not find agent {0} for user {1}, {2} to give {3}",
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toAgentID, client.AgentId, client.Name, message);
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}
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}
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else if (dialog == (byte) InstantMessageDialog.InventoryAccepted)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Routing inventory accepted message from {0}, {1} to {2}",
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client.AgentId, client.Name, toAgentID);
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if (((Scene)(client.Scene)).Entities.ContainsKey(toAgentID) && ((Scene)(client.Scene)).Entities[toAgentID] is ScenePresence)
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{
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ScenePresence user = (ScenePresence) ((Scene)(client.Scene)).Entities[toAgentID];
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if (!user.IsChildAgent)
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{
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user.ControllingClient.SendInstantMessage(
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fromAgentID, fromAgentSession, message, toAgentID, imSessionID, fromAgentName,
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dialog, timestamp, binaryBucket);
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if (m_pendingOffers.ContainsKey(imSessionID))
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Accepted item id {0}", m_pendingOffers[imSessionID]);
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// Since the message originates from the accepting client, the toAgentID is
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// the agent giving the item.
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((Scene)(client.Scene)).GiveInventoryItem(client, toAgentID, m_pendingOffers[imSessionID]);
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m_pendingOffers.Remove(imSessionID);
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}
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else
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{
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m_log.ErrorFormat(
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"[AGENT INVENTORY]: Could not find an item associated with session id {0} to accept",
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imSessionID);
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}
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return;
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}
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Agent {0} targeted for inventory give by {1}, {2} of {3} was a child agent!",
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toAgentID, client.AgentId, client.Name, message);
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}
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}
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Could not find agent {0} for user {1}, {2} to give {3}",
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toAgentID, client.AgentId, client.Name, message);
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}
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}
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else if (dialog == (byte) InstantMessageDialog.InventoryDeclined)
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{
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if (((Scene)(client.Scene)).Entities.ContainsKey(toAgentID) && ((Scene)(client.Scene)).Entities[toAgentID] is ScenePresence)
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{
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ScenePresence user = (ScenePresence) ((Scene)(client.Scene)).Entities[toAgentID];
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if (!user.IsChildAgent)
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{
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user.ControllingClient.SendInstantMessage(
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fromAgentID, fromAgentSession, message, toAgentID, imSessionID, fromAgentName,
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dialog, timestamp, binaryBucket);
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if (m_pendingOffers.ContainsKey(imSessionID))
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Declined item id {0}", m_pendingOffers[imSessionID]);
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m_pendingOffers.Remove(imSessionID);
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}
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else
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{
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m_log.ErrorFormat(
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"[AGENT INVENTORY]: Could not find an item associated with session id {0} to decline",
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imSessionID);
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}
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}
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}
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}
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}
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public void SetRootAgentScene(UUID agentID, Scene scene)
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{
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m_AgentRegions[agentID] = scene;
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}
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public bool NeedSceneCacheClear(UUID agentID, Scene scene)
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{
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if (!m_AgentRegions.ContainsKey(agentID))
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{
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// Since we can get here two ways, we need to scan
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// the scenes here. This is somewhat more expensive
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// but helps avoid a nasty bug
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//
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foreach (Scene s in m_Scenelist)
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{
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ScenePresence presence;
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if (s.TryGetAvatar(agentID, out presence))
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{
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// If the agent is in this scene, then we
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// are being called twice in a single
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// teleport. This is wasteful of cycles
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// but harmless due to this 2nd level check
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//
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// If the agent is found in another scene
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// then the list wasn't current
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//
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// If the agent is totally unknown, then what
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// are we even doing here??
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//
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if (s == scene)
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return true;
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else
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return false;
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}
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}
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return true;
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}
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// The agent is left in current Scene, so we must be
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// going to another instance
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//
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if (m_AgentRegions[agentID] == scene)
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{
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m_AgentRegions.Remove(agentID);
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return true;
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}
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// Another region has claimed the agent
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//
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return false;
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}
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public void ClientLoggedOut(UUID agentID)
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{
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if (m_AgentRegions.ContainsKey(agentID))
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m_AgentRegions.Remove(agentID);
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}
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}
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}
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