Files
opensim/OpenSim/Region/Environment/Modules/Avatar/Chat/ChatModule.cs
Melanie Thielker 61978649ec Change some chat output functions so that text is truncated at
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.
2008-09-02 03:43:18 +00:00

247 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 libsecondlife;
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;
// chat works by redistributing every incoming chat
// message to each avatar in the scene
LLVector3 pos = new LLVector3(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, LLUUID.Zero,
(byte)ChatSourceType.Agent,
(byte)ChatAudibleLevel.Fully);
else
client.SendChatMessage(c.Message, (byte)c.Type,
pos, c.From, LLUUID.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.
LLVector3 fromPos = e.Position;
LLVector3 regionPos = new LLVector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
string fromName = e.From;
string message = e.Message;
LLUUID 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 LLVector3(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, LLVector3 fromPos, LLVector3 regionPos,
LLUUID fromAgentID, string fromName, ChatTypeEnum type,
string message, ChatSourceType src)
{
// don't send stuff to child agents
if (presence.IsChildAgent) return;
LLVector3 fromRegionPos = fromPos + regionPos;
LLVector3 toRegionPos = presence.AbsolutePosition +
new LLVector3(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);
}
}
}