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old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
264 lines
11 KiB
C#
264 lines
11 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.IO;
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using System.Net.Sockets;
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using System.Reflection;
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using System.Text.RegularExpressions;
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using System.Threading;
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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.Chat
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{
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public class ChatModule : 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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private const int DEBUG_CHANNEL = 2147483647;
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private int m_saydistance = 30;
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private int m_shoutdistance = 100;
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private int m_whisperdistance = 10;
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private List<Scene> m_scenes = new List<Scene>();
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internal object m_syncInit = new object();
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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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lock (m_syncInit)
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{
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if (!m_scenes.Contains(scene))
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{
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m_scenes.Add(scene);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnChatFromWorld += OnChatFromWorld;
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scene.EventManager.OnChatBroadcast += OnChatBroadcast;
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}
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}
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// wrap this in a try block so that defaults will work if
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// the config file doesn't specify otherwise.
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try
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{
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m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
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m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
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m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
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}
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catch (Exception)
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{
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}
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m_log.InfoFormat("[CHAT] initialized for {0} w:{1} s:{2} S:{3}", scene.RegionInfo.RegionName,
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m_whisperdistance, m_saydistance, m_shoutdistance);
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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 "ChatModule"; }
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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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public void OnNewClient(IClientAPI client)
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{
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try
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{
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client.OnChatFromClient += OnChatFromClient;
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}
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catch (Exception ex)
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{
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m_log.Error("[CHAT]: NewClient exception trap:" + ex.ToString());
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}
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}
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public virtual void OnChatFromClient(Object sender, OSChatMessage e)
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{
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// redistribute to interested subscribers
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Scene scene = (Scene)e.Scene;
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scene.EventManager.TriggerOnChatFromClient(sender, e);
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// early return if not on public or debug channel
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if (e.Channel != 0 && e.Channel != DEBUG_CHANNEL) return;
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// sanity check:
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if (e.Sender == null)
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{
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m_log.ErrorFormat("[CHAT] OnChatFromClient from {0} has empty Sender field!", sender);
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return;
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}
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string message = e.Message;
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if (e.Channel == DEBUG_CHANNEL) e.Type = ChatTypeEnum.DebugChannel;
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ScenePresence avatar = scene.GetScenePresence(e.Sender.AgentId);
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Vector3 fromPos = avatar.AbsolutePosition;
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Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
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scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
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string fromName = avatar.Firstname + " " + avatar.Lastname;
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UUID fromID = e.Sender.AgentId;
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DeliverChatToAvatars(fromPos, regionPos, fromID, fromName, e.Type, ChatSourceType.Agent, message);
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}
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public void OnChatFromWorld(Object sender, OSChatMessage e)
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{
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Scene scene = (Scene) e.Scene;
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// early return if not on public or debug channel
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if (e.Channel != 0 && e.Channel != DEBUG_CHANNEL) return;
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// Filled in since it's easier than rewriting right now.
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Vector3 fromPos = e.Position;
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Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
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scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
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string fromName = e.From;
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string message = e.Message;
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UUID fromID = e.SenderUUID;
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if (e.Channel == DEBUG_CHANNEL)
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e.Type = ChatTypeEnum.DebugChannel;
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DeliverChatToAvatars(fromPos, regionPos, fromID, fromName, e.Type, ChatSourceType.Object, message);
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}
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protected void DeliverChatToAvatars(Vector3 pos, Vector3 regionPos, UUID uuid, string name,
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ChatTypeEnum chatType, ChatSourceType sourceType, string message)
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{
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// iterate over message
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if (message.Length >= 1000) // libomv limit
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message = message.Substring(0, 1000);
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foreach (Scene s in m_scenes)
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{
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s.ForEachScenePresence(delegate(ScenePresence presence)
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{
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TrySendChatMessage(presence, pos, regionPos, uuid, name,
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chatType, message, sourceType);
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});
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}
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}
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public void OnChatBroadcast(Object sender, OSChatMessage c)
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{
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// We only want to relay stuff on channel 0 and on the debug channel
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if (c.Channel != 0 && c.Channel != DEBUG_CHANNEL) return;
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if (c.Channel == DEBUG_CHANNEL)
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c.Type = ChatTypeEnum.DebugChannel;
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if (c.Message.Length > 1100)
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c.Message = c.Message.Substring(0, 1000);
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// broadcast chat works by redistributing every incoming chat
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// message to each avatar in the scene.
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Vector3 pos = new Vector3(128, 128, 30);
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((Scene)c.Scene).ForEachScenePresence(
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delegate(ScenePresence presence)
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{
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// ignore chat from child agents
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if (presence.IsChildAgent) return;
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IClientAPI client = presence.ControllingClient;
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// don't forward SayOwner chat from objects to
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// non-owner agents
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if ((c.Type == ChatTypeEnum.Owner) &&
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(null != c.SenderObject) &&
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(((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
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return;
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if (null == c.SenderObject)
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{
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// chat from agent (avatar)
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client.SendChatMessage(c.Message, (byte)c.Type,
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pos, c.From, UUID.Zero,
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(byte)ChatSourceType.Agent,
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(byte)ChatAudibleLevel.Fully);
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}
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else
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{
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// chat from object
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client.SendChatMessage(c.Message, (byte)c.Type,
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pos, c.From, UUID.Zero,
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(byte)ChatSourceType.Object,
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(byte)ChatAudibleLevel.Fully);
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}
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});
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}
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private void TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
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UUID fromAgentID, string fromName, ChatTypeEnum type,
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string message, ChatSourceType src)
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{
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// don't send stuff to child agents
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if (presence.IsChildAgent) return;
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Vector3 fromRegionPos = fromPos + regionPos;
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Vector3 toRegionPos = presence.AbsolutePosition +
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new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize,
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presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
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int dis = Math.Abs((int) Util.GetDistanceTo(toRegionPos, fromRegionPos));
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if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
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type == ChatTypeEnum.Say && dis > m_saydistance ||
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type == ChatTypeEnum.Shout && dis > m_shoutdistance)
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{
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return;
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}
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// TODO: should change so the message is sent through the avatar rather than direct to the ClientView
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presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
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fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
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}
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}
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}
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