* Add a method to allow friendship offers to a logged in client from an offline user directly from the server

0.6.2-post-fixes
Justin Clarke Casey 2008-12-23 17:16:47 +00:00
parent b3c221a6d6
commit c1320112a9
6 changed files with 81 additions and 7 deletions

View File

@ -201,6 +201,14 @@ namespace OpenSim.Framework
set { _surname = value; } set { _surname = value; }
} }
/// <value>
/// The concatentation of the various name components.
/// </value>
public string Name
{
get { return String.Format("{0} {1}", _firstname, _surname); }
}
public string Email public string Email
{ {
get { return _email; } get { return _email; }

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@ -0,0 +1,49 @@
/*
* 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 OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.Environment.Interfaces
{
public interface IFriendsModule
{
/// <summary>
/// Offer a friendship to a user from the server end rather than by direct initiation from a client.
/// </summary>
/// <param name="fromUserId">
/// A user with this id must existing in the user data store, but need not be logged on.
/// </param>
/// <param name="toUserClient">
/// An actually logged in client to which the offer is being made.
/// FIXME: This is somewhat too tightly coupled - it should arguably be possible to offer friendships even if the
/// receiving user is not currently online.
/// </param>
/// <param name="offerMessage"></param>
void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage);
}
}

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@ -80,7 +80,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
- Terminate Friendship messages (single) - Terminate Friendship messages (single)
*/ */
public class FriendsModule : IRegionModule public class FriendsModule : IRegionModule, IFriendsModule
{ {
private class Transaction private class Transaction
{ {
@ -126,6 +126,8 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
m_scenes[scene.RegionInfo.RegionHandle] = scene; m_scenes[scene.RegionInfo.RegionHandle] = scene;
} }
scene.RegisterModuleInterface<IFriendsModule>(this);
scene.EventManager.OnNewClient += OnNewClient; scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel; scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
@ -376,6 +378,24 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
return returnAgent; 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 #region FriendRequestHandling
private void OnInstantMessage(IClientAPI client, GridInstantMessage im) private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
@ -385,7 +405,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38 if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38
{ {
FriendshipOffered(client, im); FriendshipOffered(im);
} }
else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39 else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39
{ {
@ -403,7 +423,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
/// May not currently be used - see OnApproveFriendRequest() instead /// May not currently be used - see OnApproveFriendRequest() instead
/// <param name="im"></param> /// <param name="im"></param>
/// <param name="client"></param> /// <param name="client"></param>
private void FriendshipOffered(IClientAPI client, GridInstantMessage im) private void FriendshipOffered(GridInstantMessage im)
{ {
// this is triggered by the initiating agent: // this is triggered by the initiating agent:
// A local agent offers friendship to some possibly remote friend. // A local agent offers friendship to some possibly remote friend.
@ -422,7 +442,6 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
// be sneeky and use the initiator-UUID as transactionID. This means we can be stateless. // 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. // we have to look up the agent name on friendship-approval, though.
im.imSessionID = im.fromAgentID; im.imSessionID = im.fromAgentID;
im.fromAgentName = client.Name;
if (m_TransferModule != null) if (m_TransferModule != null)
{ {

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@ -99,7 +99,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
{ {
UUID toAgentID = new UUID(im.toAgentID); UUID toAgentID = new UUID(im.toAgentID);
m_log.DebugFormat("[INSTANT MESSAGE]: Attempting delivery of IM fromn {0} to {1}", im.fromAgentName, toAgentID.ToString()); m_log.DebugFormat("[INSTANT MESSAGE]: Attempting delivery of IM from {0} to {1}", im.fromAgentName, toAgentID.ToString());
// Try root avatar only first // Try root avatar only first
foreach (Scene scene in m_Scenes) foreach (Scene scene in m_Scenes)

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@ -2270,7 +2270,6 @@ namespace OpenSim.Region.Environment.Scenes
client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale; client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam; client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape; client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape;
//client.OnRequestMapBlocks += RequestMapBlocks; // handled in a module now.
client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture; client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture;
client.OnTeleportLocationRequest += RequestTeleportLocation; client.OnTeleportLocationRequest += RequestTeleportLocation;
client.OnTeleportLandmarkRequest += RequestTeleportLandmark; client.OnTeleportLandmarkRequest += RequestTeleportLandmark;

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@ -2564,7 +2564,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if ((m_host.TaskInventory[InventorySelf()].PermsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) if ((m_host.TaskInventory[InventorySelf()].PermsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
{ {
presence.RegisterControlEventsToScript(controls, accept, pass_on, m_localID, m_itemID); presence.RegisterControlEventsToScript(controls, accept, pass_on, m_localID, m_itemID);
} }
} }
} }