* Add a method to allow friendship offers to a logged in client from an offline user directly from the server
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@ -200,6 +200,14 @@ namespace OpenSim.Framework
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get { return _surname; }
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get { return _surname; }
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set { _surname = value; }
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set { _surname = value; }
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}
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}
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/// <value>
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/// The concatentation of the various name components.
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/// </value>
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public string Name
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{
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get { return String.Format("{0} {1}", _firstname, _surname); }
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}
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public string Email
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public string Email
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{
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{
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@ -0,0 +1,49 @@
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/*
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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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using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.Region.Environment.Interfaces
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{
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public interface IFriendsModule
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{
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/// <summary>
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/// Offer a friendship to a user from the server end rather than by direct initiation from a client.
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/// </summary>
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/// <param name="fromUserId">
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/// A user with this id must existing in the user data store, but need not be logged on.
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/// </param>
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/// <param name="toUserClient">
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/// An actually logged in client to which the offer is being made.
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/// FIXME: This is somewhat too tightly coupled - it should arguably be possible to offer friendships even if the
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/// receiving user is not currently online.
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/// </param>
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/// <param name="offerMessage"></param>
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void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage);
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}
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}
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@ -80,7 +80,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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- Terminate Friendship messages (single)
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- Terminate Friendship messages (single)
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*/
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*/
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public class FriendsModule : IRegionModule
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public class FriendsModule : IRegionModule, IFriendsModule
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{
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{
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private class Transaction
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private class Transaction
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{
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{
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@ -126,6 +126,8 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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m_scenes[scene.RegionInfo.RegionHandle] = scene;
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m_scenes[scene.RegionInfo.RegionHandle] = scene;
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}
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}
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scene.RegisterModuleInterface<IFriendsModule>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
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scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
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@ -375,6 +377,24 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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}
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}
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return returnAgent;
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return returnAgent;
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}
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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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#region FriendRequestHandling
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@ -385,7 +405,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38
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if (im.dialog == (byte)InstantMessageDialog.FriendshipOffered) // 38
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{
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{
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FriendshipOffered(client, im);
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FriendshipOffered(im);
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}
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}
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else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39
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else if (im.dialog == (byte)InstantMessageDialog.FriendshipAccepted) // 39
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{
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{
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@ -403,7 +423,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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/// May not currently be used - see OnApproveFriendRequest() instead
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/// May not currently be used - see OnApproveFriendRequest() instead
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/// <param name="im"></param>
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/// <param name="im"></param>
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/// <param name="client"></param>
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/// <param name="client"></param>
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private void FriendshipOffered(IClientAPI client, GridInstantMessage im)
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private void FriendshipOffered(GridInstantMessage im)
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{
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{
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// this is triggered by the initiating agent:
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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 local agent offers friendship to some possibly remote friend.
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@ -422,7 +442,6 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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// be sneeky and use the initiator-UUID as transactionID. This means we can be stateless.
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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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// we have to look up the agent name on friendship-approval, though.
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im.imSessionID = im.fromAgentID;
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im.imSessionID = im.fromAgentID;
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im.fromAgentName = client.Name;
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if (m_TransferModule != null)
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if (m_TransferModule != null)
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{
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{
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@ -99,7 +99,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
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{
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{
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UUID toAgentID = new UUID(im.toAgentID);
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UUID toAgentID = new UUID(im.toAgentID);
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m_log.DebugFormat("[INSTANT MESSAGE]: Attempting delivery of IM fromn {0} to {1}", im.fromAgentName, toAgentID.ToString());
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m_log.DebugFormat("[INSTANT MESSAGE]: Attempting delivery of IM from {0} to {1}", im.fromAgentName, toAgentID.ToString());
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// Try root avatar only first
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// Try root avatar only first
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foreach (Scene scene in m_Scenes)
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foreach (Scene scene in m_Scenes)
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@ -2270,7 +2270,6 @@ namespace OpenSim.Region.Environment.Scenes
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client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
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client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
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client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
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client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
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client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape;
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client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape;
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//client.OnRequestMapBlocks += RequestMapBlocks; // handled in a module now.
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client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture;
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client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture;
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client.OnTeleportLocationRequest += RequestTeleportLocation;
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client.OnTeleportLocationRequest += RequestTeleportLocation;
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client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
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client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
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@ -2564,7 +2564,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if ((m_host.TaskInventory[InventorySelf()].PermsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
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if ((m_host.TaskInventory[InventorySelf()].PermsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
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{
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{
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presence.RegisterControlEventsToScript(controls, accept, pass_on, m_localID, m_itemID);
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presence.RegisterControlEventsToScript(controls, accept, pass_on, m_localID, m_itemID);
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}
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}
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}
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}
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}
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}
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