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* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
226 lines
9.7 KiB
C#
226 lines
9.7 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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*/
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using Nini.Config;
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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 OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Modules
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{
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public class FriendsModule : IRegionModule
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{
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private LogBase m_log;
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private Scene m_scene;
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Dictionary<LLUUID, LLUUID> m_pendingFriendRequests = new Dictionary<LLUUID, LLUUID>();
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_log = MainLog.Instance;
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m_scene = scene;
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnGridInstantMessageToFriendsModule += OnGridInstantMessage;
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}
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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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//
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// The base set of friends are added when the user signs on in their XMLRPC response
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// Generated by LoginService. The friends are retreived from the database by the UserManager
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// Subscribe to instant messages
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client.OnInstantMessage += OnInstantMessage;
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client.OnApproveFriendRequest += OnApprovedFriendRequest;
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client.OnDenyFriendRequest += OnDenyFriendRequest;
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client.OnTerminateFriendship += OnTerminateFriendship;
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}
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private void OnInstantMessage(LLUUID fromAgentID,
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LLUUID fromAgentSession, LLUUID toAgentID,
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LLUUID imSessionID, uint timestamp, string fromAgentName,
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string message, byte dialog, bool fromGroup, byte offline,
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uint ParentEstateID, LLVector3 Position, LLUUID RegionID,
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byte[] binaryBucket)
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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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// 38 == Offer friendship
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if (dialog == (byte)38)
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{
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LLUUID friendTransactionID = LLUUID.Random();
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m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
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m_log.Verbose("FRIEND", "38 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
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GridInstantMessage msg = new GridInstantMessage();
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msg.fromAgentID = fromAgentID.UUID;
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msg.fromAgentSession = fromAgentSession.UUID;
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msg.toAgentID = toAgentID.UUID;
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msg.imSessionID = friendTransactionID.UUID; // This is the item we're mucking with here
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m_log.Verbose("FRIEND","Filling Session: " + msg.imSessionID.ToString());
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msg.timestamp = timestamp;
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msg.fromAgentName = fromAgentName;
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msg.message = message;
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msg.dialog = dialog;
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msg.fromGroup = fromGroup;
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msg.offline = offline;
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msg.ParentEstateID = ParentEstateID;
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msg.Position = new sLLVector3(Position);
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msg.RegionID = RegionID.UUID;
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msg.binaryBucket = binaryBucket;
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m_scene.TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
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}
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if (dialog == (byte)39)
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{
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m_log.Verbose("FRIEND", "38 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
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}
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if (dialog == (byte)40)
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{
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m_log.Verbose("FRIEND", "38 - From:" + fromAgentID.ToString() + " To: " + toAgentID.ToString() + " Session:" + imSessionID.ToString() + " Message:" + message);
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}
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// 39 == Accept Friendship
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// 40 == Decline Friendship
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}
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private void OnApprovedFriendRequest(IClientAPI client, LLUUID agentID, LLUUID transactionID, List<LLUUID> callingCardFolders)
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{
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if (m_pendingFriendRequests.ContainsKey(transactionID))
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{
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// Found Pending Friend Request with that Transaction..
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// Compose response to other agent.
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GridInstantMessage msg = new GridInstantMessage();
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msg.toAgentID = m_pendingFriendRequests[transactionID].UUID;
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msg.fromAgentID = agentID.UUID;
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msg.fromAgentName = client.FirstName + " " + client.LastName;
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msg.fromAgentSession = client.SessionId.UUID;
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msg.fromGroup = false;
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msg.imSessionID = transactionID.UUID;
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msg.message = agentID.UUID.ToString();
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msg.ParentEstateID = 0;
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msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
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msg.RegionID = m_scene.RegionInfo.RegionID.UUID;
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msg.dialog = (byte)39;// Approved friend request
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msg.Position = new sLLVector3();
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msg.offline = (byte)0;
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msg.binaryBucket = new byte[0];
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m_scene.TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
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m_scene.StoreAddFriendship(m_pendingFriendRequests[transactionID], agentID, (uint)1);
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m_pendingFriendRequests.Remove(transactionID);
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// TODO: Inform agent that the friend is online
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}
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}
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private void OnDenyFriendRequest(IClientAPI client, LLUUID agentID, LLUUID transactionID, List<LLUUID> callingCardFolders)
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{
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if (m_pendingFriendRequests.ContainsKey(transactionID))
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{
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// Found Pending Friend Request with that Transaction..
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// Compose response to other agent.
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GridInstantMessage msg = new GridInstantMessage();
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msg.toAgentID = m_pendingFriendRequests[transactionID].UUID;
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msg.fromAgentID = agentID.UUID;
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msg.fromAgentName = client.FirstName + " " + client.LastName;
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msg.fromAgentSession = client.SessionId.UUID;
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msg.fromGroup = false;
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msg.imSessionID = transactionID.UUID;
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msg.message = agentID.UUID.ToString();
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msg.ParentEstateID = 0;
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msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
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msg.RegionID = m_scene.RegionInfo.RegionID.UUID;
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msg.dialog = (byte)40;// Deny friend request
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msg.Position = new sLLVector3();
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msg.offline = (byte)0;
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msg.binaryBucket = new byte[0];
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m_scene.TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
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m_pendingFriendRequests.Remove(transactionID);
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}
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}
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private void OnTerminateFriendship(IClientAPI client, LLUUID agent, LLUUID exfriendID)
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{
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m_scene.StoreRemoveFriendship(agent, exfriendID);
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// TODO: Inform the client that the ExFriend is offline
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}
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private void OnGridInstantMessage(GridInstantMessage msg)
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{
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// Trigger the above event handler
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OnInstantMessage(new LLUUID(msg.fromAgentID), new LLUUID(msg.fromAgentSession),
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new LLUUID(msg.toAgentID), new LLUUID(msg.imSessionID), msg.timestamp, msg.fromAgentName,
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msg.message, msg.dialog, msg.fromGroup, msg.offline, msg.ParentEstateID,
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new LLVector3(msg.Position.x, msg.Position.y, msg.Position.z), new LLUUID(msg.RegionID),
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msg.binaryBucket);
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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 false; }
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}
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}
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} |