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642 lines
26 KiB
C#
642 lines
26 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 OpenSimulator 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;
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using System.Collections.Generic;
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using System.Net;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using Nwc.XmlRpc;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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public class FriendsModule : ISharedRegionModule, IFriendsModule
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{
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public void Initialise(IConfigSource config)
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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 "FriendsModule"; }
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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 IInterregionFriendsComms
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public List<UUID> InformFriendsInOtherRegion(UUID agentId, ulong destRegionHandle, List<UUID> friends, bool online)
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{
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List<UUID> tpdAway = new List<UUID>();
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// destRegionHandle is a region on another server
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uint x = 0, y = 0;
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Utils.LongToUInts(destRegionHandle, out x, out y);
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GridRegion info = m_gridServices.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID, (int)x, (int)y);
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if (info != null)
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{
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string httpServer = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/presence_update_bulk";
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Hashtable reqParams = new Hashtable();
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reqParams["agentID"] = agentId.ToString();
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reqParams["agentOnline"] = online;
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int count = 0;
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foreach (UUID uuid in friends)
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{
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reqParams["friendID_" + count++] = uuid.ToString();
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}
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reqParams["friendCount"] = count;
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IList parameters = new ArrayList();
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parameters.Add(reqParams);
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try
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{
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XmlRpcRequest request = new XmlRpcRequest("presence_update_bulk", parameters);
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XmlRpcResponse response = request.Send(httpServer, 5000);
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Hashtable respData = (Hashtable)response.Value;
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count = (int)respData["friendCount"];
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for (int i = 0; i < count; ++i)
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{
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UUID uuid;
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if (UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid);
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}
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}
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catch (WebException e)
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{
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// Ignore connect failures, simulators come and go
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//
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if (!e.Message.Contains("ConnectFailure"))
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{
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m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e);
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}
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}
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catch (Exception e)
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{
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m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e);
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}
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}
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else m_log.WarnFormat("[OGS1 GRID SERVICES]: Couldn't find region {0}???", destRegionHandle);
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return tpdAway;
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}
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public bool TriggerTerminateFriend(ulong destRegionHandle, UUID agentID, UUID exFriendID)
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{
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// destRegionHandle is a region on another server
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uint x = 0, y = 0;
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Utils.LongToUInts(destRegionHandle, out x, out y);
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GridRegion info = m_gridServices.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID, (int)x, (int)y);
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if (info == null)
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{
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m_log.WarnFormat("[OGS1 GRID SERVICES]: Couldn't find region {0}", destRegionHandle);
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return false; // region not found???
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}
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string httpServer = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/presence_update_bulk";
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Hashtable reqParams = new Hashtable();
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reqParams["agentID"] = agentID.ToString();
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reqParams["friendID"] = exFriendID.ToString();
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IList parameters = new ArrayList();
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parameters.Add(reqParams);
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try
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{
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XmlRpcRequest request = new XmlRpcRequest("terminate_friend", parameters);
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XmlRpcResponse response = request.Send(httpServer, 5000);
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Hashtable respData = (Hashtable)response.Value;
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return (bool)respData["success"];
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}
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catch (Exception e)
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{
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m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e);
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return false;
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}
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}
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#endregion
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#region Incoming XMLRPC messages
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/// <summary>
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/// Receive presence information changes about clients in other regions.
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/// </summary>
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/// <param name="req"></param>
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/// <returns></returns>
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public XmlRpcResponse processPresenceUpdateBulk(XmlRpcRequest req, IPEndPoint remoteClient)
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{
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Hashtable requestData = (Hashtable)req.Params[0];
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List<UUID> friendsNotHere = new List<UUID>();
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// this is called with the expectation that all the friends in the request are on this region-server.
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// But as some time passed since we checked (on the other region-server, via the MessagingServer),
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// some of the friends might have teleported away.
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// Actually, even now, between this line and the sending below, some people could TP away. So,
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// we'll have to lock the m_rootAgents list for the duration to prevent/delay that.
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lock (m_rootAgents)
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{
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List<ScenePresence> friendsHere = new List<ScenePresence>();
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try
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{
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UUID agentID = new UUID((string)requestData["agentID"]);
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bool agentOnline = (bool)requestData["agentOnline"];
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int count = (int)requestData["friendCount"];
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for (int i = 0; i < count; ++i)
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{
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UUID uuid;
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if (UUID.TryParse((string)requestData["friendID_" + i], out uuid))
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{
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if (m_rootAgents.ContainsKey(uuid)) friendsHere.Add(GetRootPresenceFromAgentID(uuid));
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else friendsNotHere.Add(uuid);
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}
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}
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// now send, as long as they are still here...
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UUID[] agentUUID = new UUID[] { agentID };
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if (agentOnline)
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{
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foreach (ScenePresence agent in friendsHere)
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{
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agent.ControllingClient.SendAgentOnline(agentUUID);
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}
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}
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else
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{
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foreach (ScenePresence agent in friendsHere)
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{
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agent.ControllingClient.SendAgentOffline(agentUUID);
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}
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}
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}
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catch(Exception e)
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{
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m_log.Warn("[FRIENDS]: Got exception while parsing presence_update_bulk request:", e);
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}
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}
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// no need to lock anymore; if TPs happen now, worst case is that we have an additional agent in this region,
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// which should be caught on the next iteration...
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Hashtable result = new Hashtable();
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int idx = 0;
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foreach (UUID uuid in friendsNotHere)
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{
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result["friendID_" + idx++] = uuid.ToString();
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}
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result["friendCount"] = idx;
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XmlRpcResponse response = new XmlRpcResponse();
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response.Value = result;
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return response;
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}
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public XmlRpcResponse processTerminateFriend(XmlRpcRequest req, IPEndPoint remoteClient)
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{
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Hashtable requestData = (Hashtable)req.Params[0];
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bool success = false;
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UUID agentID;
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UUID friendID;
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if (requestData.ContainsKey("agentID") && UUID.TryParse((string)requestData["agentID"], out agentID) &&
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requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID))
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{
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// try to find it and if it is there, prevent it to vanish before we sent the message
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lock (m_rootAgents)
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{
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if (m_rootAgents.ContainsKey(agentID))
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{
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m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", friendID, agentID);
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GetRootPresenceFromAgentID(agentID).ControllingClient.SendTerminateFriend(friendID);
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success = true;
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}
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}
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}
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// return whether we were successful
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Hashtable result = new Hashtable();
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result["success"] = success;
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XmlRpcResponse response = new XmlRpcResponse();
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response.Value = result;
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return response;
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}
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#endregion
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#region Scene events
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private void OnNewClient(IClientAPI client)
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{
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// All friends establishment protocol goes over instant message
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// There's no way to send a message from the sim
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// to a user to 'add a friend' without causing dialog box spam
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// Subscribe to instant messages
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client.OnInstantMessage += OnInstantMessage;
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// Friend list management
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client.OnApproveFriendRequest += OnApproveFriendRequest;
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client.OnDenyFriendRequest += OnDenyFriendRequest;
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client.OnTerminateFriendship += OnTerminateFriendship;
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// ... calling card handling...
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client.OnOfferCallingCard += OnOfferCallingCard;
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client.OnAcceptCallingCard += OnAcceptCallingCard;
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client.OnDeclineCallingCard += OnDeclineCallingCard;
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// we need this one exactly once per agent session (see comments in the handler below)
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client.OnEconomyDataRequest += OnEconomyDataRequest;
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// if it leaves, we want to know, too
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client.OnLogout += OnLogout;
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client.OnGrantUserRights += GrantUserFriendRights;
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client.OnTrackAgentEvent += FindAgent;
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client.OnFindAgentEvent += FindAgent;
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}
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private void ClientClosed(UUID AgentId, Scene scene)
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{
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// agent's client was closed. As we handle logout in OnLogout, this here has only to handle
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// TPing away (root agent is closed) or TPing/crossing in a region far enough away (client
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// agent is closed).
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// NOTE: In general, this doesn't mean that the agent logged out, just that it isn't around
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// in one of the regions here anymore.
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lock (m_rootAgents)
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{
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if (m_rootAgents.ContainsKey(AgentId))
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{
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m_rootAgents.Remove(AgentId);
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}
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}
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}
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private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
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{
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lock (m_rootAgents)
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{
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m_rootAgents[avatar.UUID] = avatar.RegionHandle;
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// Claim User! my user! Mine mine mine!
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}
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}
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private void MakeChildAgent(ScenePresence avatar)
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{
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lock (m_rootAgents)
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{
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if (m_rootAgents.ContainsKey(avatar.UUID))
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{
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// only delete if the region matches. As this is a shared module, the avatar could be
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// root agent in another region on this server.
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if (m_rootAgents[avatar.UUID] == avatar.RegionHandle)
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{
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m_rootAgents.Remove(avatar.UUID);
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// m_log.Debug("[FRIEND]: Removing " + avatar.Firstname + " " + avatar.Lastname + " as a root 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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private ScenePresence GetRootPresenceFromAgentID(UUID AgentID)
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{
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ScenePresence returnAgent = null;
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lock (m_scenes)
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{
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ScenePresence queryagent = null;
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foreach (Scene scene in m_scenes.Values)
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{
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queryagent = scene.GetScenePresence(AgentID);
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if (queryagent != null)
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{
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if (!queryagent.IsChildAgent)
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{
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returnAgent = queryagent;
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break;
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}
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}
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}
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}
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return returnAgent;
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}
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private ScenePresence GetAnyPresenceFromAgentID(UUID AgentID)
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{
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ScenePresence returnAgent = null;
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lock (m_scenes)
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{
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ScenePresence queryagent = null;
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foreach (Scene scene in m_scenes.Values)
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{
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queryagent = scene.GetScenePresence(AgentID);
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if (queryagent != null)
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{
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returnAgent = queryagent;
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break;
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}
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}
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}
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return returnAgent;
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}
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public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage)
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{
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CachedUserInfo userInfo = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(fromUserId);
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if (userInfo != null)
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{
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GridInstantMessage msg = new GridInstantMessage(
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toUserClient.Scene, fromUserId, userInfo.UserProfile.Name, toUserClient.AgentId,
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(byte)InstantMessageDialog.FriendshipOffered, offerMessage, false, Vector3.Zero);
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FriendshipOffered(msg);
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}
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else
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{
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m_log.ErrorFormat("[FRIENDS]: No user found for id {0} in OfferFriendship()", fromUserId);
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}
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}
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#region FriendRequestHandling
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private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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{
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// Friend Requests go by Instant Message.. using the dialog param
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// https://wiki.secondlife.com/wiki/ImprovedInstantMessage
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if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38
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{
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// fromAgentName is the *destination* name (the friend we offer friendship to)
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ScenePresence initiator = GetAnyPresenceFromAgentID(new UUID(im.fromAgentID));
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im.fromAgentName = initiator != null ? initiator.Name : "(hippo)";
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FriendshipOffered(im);
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}
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else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39
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{
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FriendshipAccepted(client, im);
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}
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else if (im.dialog == (byte)InstantMessageDialog.FriendshipDeclined) // 40
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{
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FriendshipDeclined(client, im);
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}
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}
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/// <summary>
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/// Invoked when a user offers a friendship.
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/// </summary>
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///
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/// <param name="im"></param>
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/// <param name="client"></param>
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private void FriendshipOffered(GridInstantMessage im)
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{
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// this is triggered by the initiating agent:
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// A local agent offers friendship to some possibly remote friend.
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// A IM is triggered, processed here and sent to the friend (possibly in a remote region).
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m_log.DebugFormat("[FRIEND]: Offer(38) - From: {0}, FromName: {1} To: {2}, Session: {3}, Message: {4}, Offline {5}",
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im.fromAgentID, im.fromAgentName, im.toAgentID, im.imSessionID, im.message, im.offline);
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// 1.20 protocol sends an UUID in the message field, instead of the friendship offer text.
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// For interoperability, we have to clear that
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if (Util.isUUID(im.message)) im.message = "";
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// be sneeky and use the initiator-UUID as transactionID. This means we can be stateless.
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// we have to look up the agent name on friendship-approval, though.
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im.imSessionID = im.fromAgentID;
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if (m_TransferModule != null)
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{
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// Send it to whoever is the destination.
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// If new friend is local, it will send an IM to the viewer.
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// If new friend is remote, it will cause a OnGridInstantMessage on the remote server
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m_TransferModule.SendInstantMessage(
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im,
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delegate(bool success)
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{
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m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
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}
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);
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}
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}
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/// <summary>
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/// Invoked when a user accepts a friendship offer.
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/// </summary>
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/// <param name="im"></param>
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/// <param name="client"></param>
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private void FriendshipAccepted(IClientAPI client, GridInstantMessage im)
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{
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m_log.DebugFormat("[FRIEND]: 39 - from client {0}, agent {2} {3}, imsession {4} to {5}: {6} (dialog {7})",
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client.AgentId, im.fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
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}
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/// <summary>
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/// Invoked when a user declines a friendship offer.
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/// </summary>
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/// May not currently be used - see OnDenyFriendRequest() instead
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/// <param name="im"></param>
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/// <param name="client"></param>
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private void FriendshipDeclined(IClientAPI client, GridInstantMessage im)
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{
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UUID fromAgentID = new UUID(im.fromAgentID);
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UUID toAgentID = new UUID(im.toAgentID);
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// declining the friendship offer causes a type 40 IM being sent to the (possibly remote) initiator
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// toAgentID is initiator, fromAgentID declined friendship
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m_log.DebugFormat("[FRIEND]: 40 - from client {0}, agent {1} {2}, imsession {3} to {4}: {5} (dialog {6})",
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client != null ? client.AgentId.ToString() : "<null>",
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fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
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// Send the decline to whoever is the destination.
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GridInstantMessage msg
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= new GridInstantMessage(
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client.Scene, fromAgentID, client.Name, toAgentID,
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im.dialog, im.message, im.offline != 0, im.Position);
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|
|
|
// If new friend is local, it will send an IM to the viewer.
|
|
// If new friend is remote, it will cause a OnGridInstantMessage on the remote server
|
|
m_TransferModule.SendInstantMessage(msg,
|
|
delegate(bool success) {
|
|
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
|
|
}
|
|
);
|
|
}
|
|
|
|
private void OnGridInstantMessage(GridInstantMessage msg)
|
|
{
|
|
// This event won't be raised unless we have that agent,
|
|
// so we can depend on the above not trying to send
|
|
// via grid again
|
|
//m_log.DebugFormat("[FRIEND]: Got GridIM from {0}, to {1}, imSession {2}, message {3}, dialog {4}",
|
|
// msg.fromAgentID, msg.toAgentID, msg.imSessionID, msg.message, msg.dialog);
|
|
|
|
if (msg.dialog == (byte)InstantMessageDialog.FriendshipOffered ||
|
|
msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted ||
|
|
msg.dialog == (byte)InstantMessageDialog.FriendshipDeclined)
|
|
{
|
|
// this should succeed as we *know* the root agent is here.
|
|
m_TransferModule.SendInstantMessage(msg,
|
|
delegate(bool success) {
|
|
//m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
|
|
}
|
|
);
|
|
}
|
|
|
|
if (msg.dialog == (byte)InstantMessageDialog.FriendshipAccepted)
|
|
{
|
|
// for accept friendship, we have to do a bit more
|
|
ApproveFriendship(new UUID(msg.fromAgentID), new UUID(msg.toAgentID), msg.fromAgentName);
|
|
}
|
|
}
|
|
|
|
private void ApproveFriendship(UUID fromAgentID, UUID toAgentID, string fromName)
|
|
{
|
|
m_log.DebugFormat("[FRIEND]: Approve friendship from {0} (ID: {1}) to {2}",
|
|
fromAgentID, fromName, toAgentID);
|
|
|
|
// a new friend was added in the initiator's and friend's data, so the cache entries are wrong now.
|
|
lock (m_friendLists)
|
|
{
|
|
m_friendLists.Invalidate(fromAgentID.ToString());
|
|
m_friendLists.Invalidate(toAgentID.ToString());
|
|
}
|
|
|
|
// now send presence update and add a calling card for the new friend
|
|
|
|
ScenePresence initiator = GetAnyPresenceFromAgentID(toAgentID);
|
|
if (initiator == null)
|
|
{
|
|
// quite wrong. Shouldn't happen.
|
|
m_log.WarnFormat("[FRIEND]: Coudn't find initiator of friend request {0}", toAgentID);
|
|
return;
|
|
}
|
|
|
|
m_log.DebugFormat("[FRIEND]: Tell {0} that {1} is online",
|
|
initiator.Name, fromName);
|
|
// tell initiator that friend is online
|
|
initiator.ControllingClient.SendAgentOnline(new UUID[] { fromAgentID });
|
|
|
|
// find the folder for the friend...
|
|
//InventoryFolderImpl folder =
|
|
// initiator.Scene.CommsManager.UserProfileCacheService.GetUserDetails(toAgentID).FindFolderForType((int)InventoryType.CallingCard);
|
|
IInventoryService invService = initiator.Scene.InventoryService;
|
|
InventoryFolderBase folder = invService.GetFolderForType(toAgentID, AssetType.CallingCard);
|
|
if (folder != null)
|
|
{
|
|
// ... and add the calling card
|
|
CreateCallingCard(initiator.ControllingClient, fromAgentID, folder.ID, fromName);
|
|
}
|
|
>>>>>>> master:OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
|
|
}
|
|
|
|
public void AddRegion(Scene scene)
|
|
{
|
|
}
|
|
|
|
public void RegionLoaded(Scene scene)
|
|
{
|
|
}
|
|
|
|
public void RemoveRegion(Scene scene)
|
|
{
|
|
}
|
|
|
|
public void Close()
|
|
{
|
|
}
|
|
|
|
public string Name
|
|
{
|
|
get { return "FriendsModule"; }
|
|
}
|
|
|
|
public Type ReplaceableInterface
|
|
{
|
|
get { return null; }
|
|
}
|
|
|
|
public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient,
|
|
string offerMessage)
|
|
{
|
|
}
|
|
public void FindAgent(IClientAPI remoteClient, UUID hunter, UUID target)
|
|
{
|
|
List<FriendListItem> friendList = GetUserFriends(hunter);
|
|
foreach (FriendListItem item in friendList)
|
|
{
|
|
if(item.onlinestatus == true)
|
|
{
|
|
if(item.Friend == target && (item.FriendPerms & (uint)FriendRights.CanSeeOnMap) != 0)
|
|
{
|
|
ScenePresence SPTarget = ((Scene)remoteClient.Scene).GetScenePresence(target);
|
|
string regionname = SPTarget.Scene.RegionInfo.RegionName;
|
|
remoteClient.SendScriptTeleportRequest("FindAgent", regionname,new Vector3(SPTarget.AbsolutePosition),new Vector3(SPTarget.Lookat));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
remoteClient.SendAgentAlertMessage("The agent you are looking for is not online.", false);
|
|
}
|
|
}
|
|
}
|
|
|
|
public List<FriendListItem> GetUserFriends(UUID agentID)
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
}
|