mirror of
https://github.com/opensim/opensim.git
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1000 chars to avoid the exception thrown by libomv at 1100 chars. Change string->int conversion so it copes with non-numeric chars after the number and no longer uses a float to parse the value.
247 lines
11 KiB
C#
247 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 libsecondlife;
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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 += NewClient;
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scene.EventManager.OnChatFromWorld += SimChat;
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scene.EventManager.OnChatBroadcast += SimBroadcast;
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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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}
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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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#region ISimChat Members
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public void SimBroadcast(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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// chat works by redistributing every incoming chat
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// message to each avatar in the scene
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LLVector3 pos = new LLVector3(128, 128, 30);
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((Scene)c.Scene).ForEachScenePresence(delegate(ScenePresence presence)
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{
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if (presence.IsChildAgent) return;
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IClientAPI client = presence.ControllingClient;
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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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client.SendChatMessage(c.Message, (byte)c.Type,
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pos, c.From, LLUUID.Zero,
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(byte)ChatSourceType.Agent,
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(byte)ChatAudibleLevel.Fully);
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else
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client.SendChatMessage(c.Message, (byte)c.Type,
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pos, c.From, LLUUID.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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public void SimChat(Object sender, OSChatMessage e)
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{
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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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ScenePresence avatar = null;
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Scene scene = (Scene) e.Scene;
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//TODO: Remove the need for this check
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if (scene == null)
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scene = m_scenes[0];
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// Filled in since it's easier than rewriting right now.
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LLVector3 fromPos = e.Position;
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LLVector3 regionPos = new LLVector3(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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LLUUID fromID = e.SenderUUID;
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if(message.Length >= 1000) // libomv limit
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message = message.Substring(0, 1000);
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if (e.Sender != null)
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{
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avatar = scene.GetScenePresence(e.Sender.AgentId);
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}
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if (avatar != null)
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{
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fromPos = avatar.AbsolutePosition;
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regionPos = new LLVector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
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scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
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fromName = avatar.Firstname + " " + avatar.Lastname;
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fromID = e.Sender.AgentId;
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}
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if (e.Channel == DEBUG_CHANNEL)
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e.Type = ChatTypeEnum.DebugChannel;
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// chat works by redistributing every incoming chat
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// message to each avatar in the scene
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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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if (e.Channel == DEBUG_CHANNEL)
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{
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TrySendChatMessage(presence, fromPos, regionPos,
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fromID, fromName, e.Type,
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message, ChatSourceType.Object);
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}
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else
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{
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TrySendChatMessage(presence, fromPos, regionPos,
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fromID, fromName, e.Type,
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message, ChatSourceType.Agent);
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}
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});
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}
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}
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#endregion
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public void NewClient(IClientAPI client)
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{
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try
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{
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client.OnChatFromViewer += SimChat;
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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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private void TrySendChatMessage(ScenePresence presence, LLVector3 fromPos, LLVector3 regionPos,
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LLUUID 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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LLVector3 fromRegionPos = fromPos + regionPos;
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LLVector3 toRegionPos = presence.AbsolutePosition +
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new LLVector3(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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