Controller module for dynamic floaters (WIP)

avinationmerge
Melanie 2013-04-27 01:20:03 +02:00
parent 40036ca05f
commit 3fcac2ba7b
2 changed files with 279 additions and 0 deletions

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/*
* 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 OpenSimulator 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.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public delegate bool HandlerDelegate(IClientAPI client, FloaterData data, string[] msg);
public abstract class FloaterData
{
public abstract int Channel { get; }
public abstract string FloaterName { get; }
public virtual string XmlName { get; set; }
public virtual HandlerDelegate Handler { get; set; }
}
public interface IDynamicFloaterModule
{
void DoUserFloater(UUID agentID, FloaterData dialogData, string configuration);
void FloaterControl(ScenePresence sp, FloaterData d, string msg);
}
}

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/*
* 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 OpenSimulator 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.IO;
using System.Reflection;
using System.Text;
using System.Collections.Generic;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim;
using OpenSim.Region;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Framework;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using Nini.Config;
using log4net;
using Mono.Addins;
using Caps = OpenSim.Framework.Capabilities.Caps;
using OSDMap = OpenMetaverse.StructuredData.OSDMap;
namespace OpenSim.Region.OptionalModules.ViewerSupport
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DynamicFloater")]
public class DynamicFloaterModule : INonSharedRegionModule, IDynamicFloaterModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private Dictionary<UUID, Dictionary<int, FloaterData>> m_floaters = new Dictionary<UUID, Dictionary<int, FloaterData>>();
public string Name
{
get { return "DynamicFloaterModule"; }
}
public Type ReplaceableInterface
{
get { return null; }
}
public void Initialise(IConfigSource config)
{
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
m_scene = scene;
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnClientClosed += OnClientClosed;
m_scene.RegisterModuleInterface<IDynamicFloaterModule>(this);
}
public void RegionLoaded(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
}
private void OnNewClient(IClientAPI client)
{
client.OnChatFromClient += OnChatFromClient;
}
private void OnClientClosed(UUID agentID, Scene scene)
{
m_floaters.Remove(agentID);
}
private void SendToClient(ScenePresence sp, string msg)
{
sp.ControllingClient.SendChatMessage(msg,
(byte)ChatTypeEnum.Owner,
sp.AbsolutePosition,
"Server",
UUID.Zero,
UUID.Zero,
(byte)ChatSourceType.Object,
(byte)ChatAudibleLevel.Fully);
}
public void DoUserFloater(UUID agentID, FloaterData dialogData, string configuration)
{
ScenePresence sp = m_scene.GetScenePresence(agentID);
if (sp == null || sp.IsChildAgent)
return;
if (!m_floaters.ContainsKey(agentID))
m_floaters[agentID] = new Dictionary<int, FloaterData>();
m_floaters[agentID].Add(dialogData.Channel, dialogData);
string xml;
using (FileStream fs = File.Open(dialogData.XmlName + ".xml", FileMode.Open))
{
using (StreamReader sr = new StreamReader(fs))
xml = sr.ReadToEnd().Replace("\n", "");
}
List<string> xparts = new List<string>();
while (xml.Length > 0)
{
string x = xml;
if (x.Length > 600)
{
x = x.Substring(0, 600);
xml = xml.Substring(600);
}
else
{
xml = String.Empty;
}
xparts.Add(x);
}
for (int i = 0 ; i < xparts.Count ; i++)
SendToClient(sp, String.Format("># floater {2} create {0}/{1} " + xparts[i], i + 1, xparts.Count, dialogData.FloaterName));
SendToClient(sp, String.Format("># floater {0} {{notify:1}} {{channel: {1}}} {{node:cancel {{notify:1}}}} {{node:ok {{notify:1}}}} {2}", dialogData.FloaterName, (uint)dialogData.Channel, configuration));
}
private void OnChatFromClient(object sender, OSChatMessage msg)
{
if (msg.Sender == null)
return;
//m_log.DebugFormat("chan {0} msg {1}", msg.Channel, msg.Message);
IClientAPI client = msg.Sender;
if (!m_floaters.ContainsKey(client.AgentId))
return;
string[] parts = msg.Message.Split(new char[] {':'});
if (parts.Length == 0)
return;
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null || sp.IsChildAgent)
return;
Dictionary<int, FloaterData> d = m_floaters[client.AgentId];
// Work around a viewer bug - VALUE from any
// dialog can appear on this channel and needs to
// be dispatched to ALL open dialogs for the user
if (msg.Channel == 427169570)
{
if (parts[0] == "VALUE")
{
foreach (FloaterData dd in d.Values)
{
if(dd.Handler(client, dd, parts))
{
m_floaters[client.AgentId].Remove(dd.Channel);
SendToClient(sp, String.Format("># floater {0} destroy", dd.FloaterName));
break;
}
}
}
return;
}
if (!d.ContainsKey(msg.Channel))
return;
FloaterData data = d[msg.Channel];
if (parts[0] == "NOTIFY")
{
if (parts[1] == "cancel" || parts[1] == data.FloaterName)
{
m_floaters[client.AgentId].Remove(data.Channel);
SendToClient(sp, String.Format("># floater {0} destroy", data.FloaterName));
}
}
if (data.Handler(client, data, parts))
{
m_floaters[client.AgentId].Remove(data.Channel);
SendToClient(sp, String.Format("># floater {0} destroy", data.FloaterName));
}
}
public void FloaterControl(ScenePresence sp, FloaterData d, string msg)
{
string sendData = String.Format("># floater {0} {1}", d.FloaterName, msg);
SendToClient(sp, sendData);
}
}
}