Finally restire the EMPTY friends module (what a mess)

slimupdates
Melanie 2010-01-01 02:05:19 +00:00
parent 872387d278
commit 20318dba05
1 changed files with 1 additions and 550 deletions

View File

@ -58,530 +58,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
{ {
} }
public string Name
{
get { return "FriendsModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
#endregion
#region IInterregionFriendsComms
public List<UUID> InformFriendsInOtherRegion(UUID agentId, ulong destRegionHandle, List<UUID> friends, bool online)
{
List<UUID> tpdAway = new List<UUID>();
// destRegionHandle is a region on another server
uint x = 0, y = 0;
Utils.LongToUInts(destRegionHandle, out x, out y);
GridRegion info = m_gridServices.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID, (int)x, (int)y);
if (info != null)
{
string httpServer = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/presence_update_bulk";
Hashtable reqParams = new Hashtable();
reqParams["agentID"] = agentId.ToString();
reqParams["agentOnline"] = online;
int count = 0;
foreach (UUID uuid in friends)
{
reqParams["friendID_" + count++] = uuid.ToString();
}
reqParams["friendCount"] = count;
IList parameters = new ArrayList();
parameters.Add(reqParams);
try
{
XmlRpcRequest request = new XmlRpcRequest("presence_update_bulk", parameters);
XmlRpcResponse response = request.Send(httpServer, 5000);
Hashtable respData = (Hashtable)response.Value;
count = (int)respData["friendCount"];
for (int i = 0; i < count; ++i)
{
UUID uuid;
if (UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid);
}
}
catch (WebException e)
{
// Ignore connect failures, simulators come and go
//
if (!e.Message.Contains("ConnectFailure"))
{
m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e);
}
}
catch (Exception e)
{
m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e);
}
}
else m_log.WarnFormat("[OGS1 GRID SERVICES]: Couldn't find region {0}???", destRegionHandle);
return tpdAway;
}
public bool TriggerTerminateFriend(ulong destRegionHandle, UUID agentID, UUID exFriendID)
{
// destRegionHandle is a region on another server
uint x = 0, y = 0;
Utils.LongToUInts(destRegionHandle, out x, out y);
GridRegion info = m_gridServices.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID, (int)x, (int)y);
if (info == null)
{
m_log.WarnFormat("[OGS1 GRID SERVICES]: Couldn't find region {0}", destRegionHandle);
return false; // region not found???
}
string httpServer = "http://" + info.ExternalEndPoint.Address + ":" + info.HttpPort + "/presence_update_bulk";
Hashtable reqParams = new Hashtable();
reqParams["agentID"] = agentID.ToString();
reqParams["friendID"] = exFriendID.ToString();
IList parameters = new ArrayList();
parameters.Add(reqParams);
try
{
XmlRpcRequest request = new XmlRpcRequest("terminate_friend", parameters);
XmlRpcResponse response = request.Send(httpServer, 5000);
Hashtable respData = (Hashtable)response.Value;
return (bool)respData["success"];
}
catch (Exception e)
{
m_log.Error("[OGS1 GRID SERVICES]: InformFriendsInOtherRegion XMLRPC failure: ", e);
return false;
}
}
#endregion
#region Incoming XMLRPC messages
/// <summary>
/// Receive presence information changes about clients in other regions.
/// </summary>
/// <param name="req"></param>
/// <returns></returns>
public XmlRpcResponse processPresenceUpdateBulk(XmlRpcRequest req, IPEndPoint remoteClient)
{
Hashtable requestData = (Hashtable)req.Params[0];
List<UUID> friendsNotHere = new List<UUID>();
// this is called with the expectation that all the friends in the request are on this region-server.
// But as some time passed since we checked (on the other region-server, via the MessagingServer),
// some of the friends might have teleported away.
// Actually, even now, between this line and the sending below, some people could TP away. So,
// we'll have to lock the m_rootAgents list for the duration to prevent/delay that.
lock (m_rootAgents)
{
List<ScenePresence> friendsHere = new List<ScenePresence>();
try
{
UUID agentID = new UUID((string)requestData["agentID"]);
bool agentOnline = (bool)requestData["agentOnline"];
int count = (int)requestData["friendCount"];
for (int i = 0; i < count; ++i)
{
UUID uuid;
if (UUID.TryParse((string)requestData["friendID_" + i], out uuid))
{
if (m_rootAgents.ContainsKey(uuid)) friendsHere.Add(GetRootPresenceFromAgentID(uuid));
else friendsNotHere.Add(uuid);
}
}
// now send, as long as they are still here...
UUID[] agentUUID = new UUID[] { agentID };
if (agentOnline)
{
foreach (ScenePresence agent in friendsHere)
{
agent.ControllingClient.SendAgentOnline(agentUUID);
}
}
else
{
foreach (ScenePresence agent in friendsHere)
{
agent.ControllingClient.SendAgentOffline(agentUUID);
}
}
}
catch(Exception e)
{
m_log.Warn("[FRIENDS]: Got exception while parsing presence_update_bulk request:", e);
}
}
// no need to lock anymore; if TPs happen now, worst case is that we have an additional agent in this region,
// which should be caught on the next iteration...
Hashtable result = new Hashtable();
int idx = 0;
foreach (UUID uuid in friendsNotHere)
{
result["friendID_" + idx++] = uuid.ToString();
}
result["friendCount"] = idx;
XmlRpcResponse response = new XmlRpcResponse();
response.Value = result;
return response;
}
public XmlRpcResponse processTerminateFriend(XmlRpcRequest req, IPEndPoint remoteClient)
{
Hashtable requestData = (Hashtable)req.Params[0];
bool success = false;
UUID agentID;
UUID friendID;
if (requestData.ContainsKey("agentID") && UUID.TryParse((string)requestData["agentID"], out agentID) &&
requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID))
{
// try to find it and if it is there, prevent it to vanish before we sent the message
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(agentID))
{
m_log.DebugFormat("[FRIEND]: Sending terminate friend {0} to agent {1}", friendID, agentID);
GetRootPresenceFromAgentID(agentID).ControllingClient.SendTerminateFriend(friendID);
success = true;
}
}
}
// return whether we were successful
Hashtable result = new Hashtable();
result["success"] = success;
XmlRpcResponse response = new XmlRpcResponse();
response.Value = result;
return response;
}
#endregion
#region Scene events
private void OnNewClient(IClientAPI client)
{
// All friends establishment protocol goes over instant message
// There's no way to send a message from the sim
// to a user to 'add a friend' without causing dialog box spam
// Subscribe to instant messages
client.OnInstantMessage += OnInstantMessage;
// Friend list management
client.OnApproveFriendRequest += OnApproveFriendRequest;
client.OnDenyFriendRequest += OnDenyFriendRequest;
client.OnTerminateFriendship += OnTerminateFriendship;
// ... calling card handling...
client.OnOfferCallingCard += OnOfferCallingCard;
client.OnAcceptCallingCard += OnAcceptCallingCard;
client.OnDeclineCallingCard += OnDeclineCallingCard;
// we need this one exactly once per agent session (see comments in the handler below)
client.OnEconomyDataRequest += OnEconomyDataRequest;
// if it leaves, we want to know, too
client.OnLogout += OnLogout;
client.OnGrantUserRights += GrantUserFriendRights;
client.OnTrackAgentEvent += FindAgent;
client.OnFindAgentEvent += FindAgent;
}
private void ClientClosed(UUID AgentId, Scene scene)
{
// agent's client was closed. As we handle logout in OnLogout, this here has only to handle
// TPing away (root agent is closed) or TPing/crossing in a region far enough away (client
// agent is closed).
// NOTE: In general, this doesn't mean that the agent logged out, just that it isn't around
// in one of the regions here anymore.
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(AgentId))
{
m_rootAgents.Remove(AgentId);
}
}
}
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
{
lock (m_rootAgents)
{
m_rootAgents[avatar.UUID] = avatar.RegionHandle;
// Claim User! my user! Mine mine mine!
}
}
private void MakeChildAgent(ScenePresence avatar)
{
lock (m_rootAgents)
{
if (m_rootAgents.ContainsKey(avatar.UUID))
{
// only delete if the region matches. As this is a shared module, the avatar could be
// root agent in another region on this server.
if (m_rootAgents[avatar.UUID] == avatar.RegionHandle)
{
m_rootAgents.Remove(avatar.UUID);
// m_log.Debug("[FRIEND]: Removing " + avatar.Firstname + " " + avatar.Lastname + " as a root agent");
}
}
}
}
#endregion
private ScenePresence GetRootPresenceFromAgentID(UUID AgentID)
{
ScenePresence returnAgent = null;
lock (m_scenes)
{
ScenePresence queryagent = null;
foreach (Scene scene in m_scenes.Values)
{
queryagent = scene.GetScenePresence(AgentID);
if (queryagent != null)
{
if (!queryagent.IsChildAgent)
{
returnAgent = queryagent;
break;
}
}
}
}
return returnAgent;
}
private ScenePresence GetAnyPresenceFromAgentID(UUID AgentID)
{
ScenePresence returnAgent = null;
lock (m_scenes)
{
ScenePresence queryagent = null;
foreach (Scene scene in m_scenes.Values)
{
queryagent = scene.GetScenePresence(AgentID);
if (queryagent != null)
{
returnAgent = queryagent;
break;
}
}
}
return returnAgent;
}
public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage)
{
CachedUserInfo userInfo = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(fromUserId);
if (userInfo != null)
{
GridInstantMessage msg = new GridInstantMessage(
toUserClient.Scene, fromUserId, userInfo.UserProfile.Name, toUserClient.AgentId,
(byte)InstantMessageDialog.FriendshipOffered, offerMessage, false, Vector3.Zero);
FriendshipOffered(msg);
}
else
{
m_log.ErrorFormat("[FRIENDS]: No user found for id {0} in OfferFriendship()", fromUserId);
}
}
#region FriendRequestHandling
private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
{
// Friend Requests go by Instant Message.. using the dialog param
// https://wiki.secondlife.com/wiki/ImprovedInstantMessage
if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38
{
// fromAgentName is the *destination* name (the friend we offer friendship to)
ScenePresence initiator = GetAnyPresenceFromAgentID(new UUID(im.fromAgentID));
im.fromAgentName = initiator != null ? initiator.Name : "(hippo)";
FriendshipOffered(im);
}
else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39
{
FriendshipAccepted(client, im);
}
else if (im.dialog == (byte)InstantMessageDialog.FriendshipDeclined) // 40
{
FriendshipDeclined(client, im);
}
}
/// <summary>
/// Invoked when a user offers a friendship.
/// </summary>
///
/// <param name="im"></param>
/// <param name="client"></param>
private void FriendshipOffered(GridInstantMessage im)
{
// this is triggered by the initiating agent:
// A local agent offers friendship to some possibly remote friend.
// A IM is triggered, processed here and sent to the friend (possibly in a remote region).
m_log.DebugFormat("[FRIEND]: Offer(38) - From: {0}, FromName: {1} To: {2}, Session: {3}, Message: {4}, Offline {5}",
im.fromAgentID, im.fromAgentName, im.toAgentID, im.imSessionID, im.message, im.offline);
// 1.20 protocol sends an UUID in the message field, instead of the friendship offer text.
// For interoperability, we have to clear that
if (Util.isUUID(im.message)) im.message = "";
// be sneeky and use the initiator-UUID as transactionID. This means we can be stateless.
// we have to look up the agent name on friendship-approval, though.
im.imSessionID = im.fromAgentID;
if (m_TransferModule != null)
{
// Send it to whoever is the destination.
// 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(
im,
delegate(bool success)
{
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
}
);
}
}
/// <summary>
/// Invoked when a user accepts a friendship offer.
/// </summary>
/// <param name="im"></param>
/// <param name="client"></param>
private void FriendshipAccepted(IClientAPI client, GridInstantMessage im)
{
m_log.DebugFormat("[FRIEND]: 39 - from client {0}, agent {2} {3}, imsession {4} to {5}: {6} (dialog {7})",
client.AgentId, im.fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
}
/// <summary>
/// Invoked when a user declines a friendship offer.
/// </summary>
/// May not currently be used - see OnDenyFriendRequest() instead
/// <param name="im"></param>
/// <param name="client"></param>
private void FriendshipDeclined(IClientAPI client, GridInstantMessage im)
{
UUID fromAgentID = new UUID(im.fromAgentID);
UUID toAgentID = new UUID(im.toAgentID);
// declining the friendship offer causes a type 40 IM being sent to the (possibly remote) initiator
// toAgentID is initiator, fromAgentID declined friendship
m_log.DebugFormat("[FRIEND]: 40 - from client {0}, agent {1} {2}, imsession {3} to {4}: {5} (dialog {6})",
client != null ? client.AgentId.ToString() : "<null>",
fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
// Send the decline to whoever is the destination.
GridInstantMessage msg
= new GridInstantMessage(
client.Scene, fromAgentID, client.Name, toAgentID,
im.dialog, im.message, im.offline != 0, im.Position);
// 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 AddRegion(Scene scene)
{ {
} }
@ -594,10 +70,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
{ {
} }
public void Close()
{
}
public string Name public string Name
{ {
get { return "FriendsModule"; } get { return "FriendsModule"; }
@ -608,30 +80,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
get { return null; } get { return null; }
} }
public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage)
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) public List<FriendListItem> GetUserFriends(UUID agentID)
{ {