/* * 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.Collections.Generic; using System.Threading; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Services.Interfaces; namespace OpenSim.Region.Framework.Scenes { public partial class Scene { /// /// Send chat to listeners. /// /// /// /param> /// /// /// /// /// /// /// protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, UUID targetID, bool fromAgent, bool broadcast) { OSChatMessage args = new OSChatMessage(); args.Message = Utils.BytesToString(message); args.Channel = channel; args.Type = type; args.Position = fromPos; args.SenderUUID = fromID; args.Scene = this; if (fromAgent) { ScenePresence user = GetScenePresence(fromID); if (user != null) args.Sender = user.ControllingClient; } else { SceneObjectPart obj = GetSceneObjectPart(fromID); args.SenderObject = obj; } args.From = fromName; args.TargetUUID = targetID; // m_log.DebugFormat( // "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", // args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast); if (broadcast) EventManager.TriggerOnChatBroadcast(this, args); else EventManager.TriggerOnChatFromWorld(this, args); } protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent, bool broadcast) { SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast); } /// /// /// /// /// /// /// /// public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false); } public void SimChat(string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(Utils.StringToBytes(message), type, 0, fromPos, fromName, fromID, fromAgent); } public void SimChat(string message, string fromName) { SimChat(message, ChatTypeEnum.Broadcast, Vector3.Zero, fromName, UUID.Zero, false); } /// /// /// /// /// /// /// /// public void SimChatBroadcast(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); } /// /// /// /// /// /// /// /// /// public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false); } /// /// /// /// /// /// /// /// /// /// public void SimChatToAgent(UUID targetID, byte[] message, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent) { SimChat(message, ChatTypeEnum.Region, channel, fromPos, fromName, fromID, targetID, fromAgent, false); } /// /// Invoked when the client requests a prim. /// /// /// public void RequestPrim(uint primLocalID, IClientAPI remoteClient) { SceneObjectGroup sog = GetGroupByPrim(primLocalID); if (sog != null) sog.SendFullUpdateToClient(remoteClient); } /// /// Invoked when the client selects a prim. /// /// /// public void SelectPrim(uint primLocalID, IClientAPI remoteClient) { SceneObjectPart part = GetSceneObjectPart(primLocalID); if (null == part) return; if (part.IsRoot) { SceneObjectGroup sog = part.ParentGroup; sog.SendPropertiesToClient(remoteClient); sog.IsSelected = true; // A prim is only tainted if it's allowed to be edited by the person clicking it. if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) { EventManager.TriggerParcelPrimCountTainted(); } } else { part.SendPropertiesToClient(remoteClient); } } /// /// Handle the update of an object's user group. /// /// /// /// /// private void HandleObjectGroupUpdate( IClientAPI remoteClient, UUID groupID, uint objectLocalID, UUID Garbage) { if (m_groupsModule == null) return; // XXX: Might be better to get rid of this special casing and have GetMembershipData return something // reasonable for a UUID.Zero group. if (groupID != UUID.Zero) { GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId); if (gmd == null) { // m_log.WarnFormat( // "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group", // remoteClient.Name, GroupID, objectLocalID); return; } } SceneObjectGroup so = ((Scene)remoteClient.Scene).GetGroupByPrim(objectLocalID); if (so != null) { if (so.OwnerID == remoteClient.AgentId) { so.SetGroup(groupID, remoteClient); } } } /// /// Handle the deselection of a prim from the client. /// /// /// public void DeselectPrim(uint primLocalID, IClientAPI remoteClient) { SceneObjectPart part = GetSceneObjectPart(primLocalID); if (part == null) return; // A deselect packet contains all the local prims being deselected. However, since selection is still // group based we only want the root prim to trigger a full update - otherwise on objects with many prims // we end up sending many duplicate ObjectUpdates if (part.ParentGroup.RootPart.LocalId != part.LocalId) return; // This is wrong, wrong, wrong. Selection should not be // handled by group, but by prim. Legacy cruft. // TODO: Make selection flagging per prim! // part.ParentGroup.IsSelected = false; part.ParentGroup.ScheduleGroupForFullUpdate(); // If it's not an attachment, and we are allowed to move it, // then we might have done so. If we moved across a parcel // boundary, we will need to recount prims on the parcels. // For attachments, that makes no sense. // if (!part.ParentGroup.IsAttachment) { if (Permissions.CanEditObject( part.UUID, remoteClient.AgentId) || Permissions.CanMoveObject( part.UUID, remoteClient.AgentId)) EventManager.TriggerParcelPrimCountTainted(); } } public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, int transactiontype, string description) { EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount, transactiontype, description); EventManager.TriggerMoneyTransfer(this, args); } public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated) { EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned, removeContribution, parcelLocalID, parcelArea, parcelPrice, authenticated); // First, allow all validators a stab at it m_eventManager.TriggerValidateLandBuy(this, args); // Then, check validation and transfer m_eventManager.TriggerLandBuy(this, args); } public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List surfaceArgs) { SceneObjectPart part = GetSceneObjectPart(localID); if (part == null) return; SceneObjectGroup obj = part.ParentGroup; SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; // Currently only grab/touch for the single prim // the client handles rez correctly obj.ObjectGrabHandler(localID, offsetPos, remoteClient); // If the touched prim handles touches, deliver it // If not, deliver to root prim if ((part.ScriptEvents & scriptEvents.touch_start) != 0) EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); // Deliver to the root prim if the touched prim doesn't handle touches // or if we're meant to pass on touches anyway. Don't send to root prim // if prim touched is the root prim as we just did it if (((part.ScriptEvents & scriptEvents.touch_start) == 0) || (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) { EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); } } public virtual void ProcessObjectGrabUpdate( UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List surfaceArgs) { SceneObjectPart part = GetSceneObjectPart(objectID); if (part == null) return; SceneObjectGroup obj = part.ParentGroup; SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; // If the touched prim handles touches, deliver it // If not, deliver to root prim if ((part.ScriptEvents & scriptEvents.touch) != 0) EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); // Deliver to the root prim if the touched prim doesn't handle touches // or if we're meant to pass on touches anyway. Don't send to root prim // if prim touched is the root prim as we just did it if (((part.ScriptEvents & scriptEvents.touch) == 0) || (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) { EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); } } public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List surfaceArgs) { SceneObjectPart part = GetSceneObjectPart(localID); if (part == null) return; SceneObjectGroup obj = part.ParentGroup; SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; // If the touched prim handles touches, deliver it // If not, deliver to root prim if ((part.ScriptEvents & scriptEvents.touch_end) != 0) EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg); else EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg); } public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID, UUID itemID) { SceneObjectPart part=GetSceneObjectPart(objectID); if (part == null) return; if (Permissions.CanResetScript(objectID, itemID, remoteClient.AgentId)) { EventManager.TriggerScriptReset(part.LocalId, itemID); } } void ProcessViewerEffect(IClientAPI remoteClient, List args) { // TODO: don't create new blocks if recycling an old packet bool discardableEffects = true; ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count]; for (int i = 0; i < args.Count; i++) { ViewerEffectPacket.EffectBlock effect = new ViewerEffectPacket.EffectBlock(); effect.AgentID = args[i].AgentID; effect.Color = args[i].Color; effect.Duration = args[i].Duration; effect.ID = args[i].ID; effect.Type = args[i].Type; effect.TypeData = args[i].TypeData; effectBlockArray[i] = effect; if ((EffectType)effect.Type != EffectType.LookAt && (EffectType)effect.Type != EffectType.Beam) discardableEffects = false; //m_log.DebugFormat("[YYY]: VE {0} {1} {2}", effect.AgentID, effect.Duration, (EffectType)effect.Type); } ForEachScenePresence(sp => { if (sp.ControllingClient.AgentId != remoteClient.AgentId) { if (!discardableEffects || (discardableEffects && ShouldSendDiscardableEffect(remoteClient, sp))) { //m_log.DebugFormat("[YYY]: Sending to {0}", sp.UUID); sp.ControllingClient.SendViewerEffect(effectBlockArray); } //else // m_log.DebugFormat("[YYY]: Not sending to {0}", sp.UUID); } }); } private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) { return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10; } /// /// Tell the client about the various child items and folders contained in the requested folder. /// /// /// /// /// /// /// public void HandleFetchInventoryDescendents(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) { // m_log.DebugFormat( // "[USER INVENTORY]: HandleFetchInventoryDescendents() for {0}, folder={1}, fetchFolders={2}, fetchItems={3}, sortOrder={4}", // remoteClient.Name, folderID, fetchFolders, fetchItems, sortOrder); if (folderID == UUID.Zero) return; // FIXME MAYBE: We're not handling sortOrder! // TODO: This code for looking in the folder for the library should be folded somewhere else // so that this class doesn't have to know the details (and so that multiple libraries, etc. // can be handled transparently). InventoryFolderImpl fold = null; if (LibraryService != null && LibraryService.LibraryRootFolder != null) { if ((fold = LibraryService.LibraryRootFolder.FindFolder(folderID)) != null) { remoteClient.SendInventoryFolderDetails( fold.Owner, folderID, fold.RequestListOfItems(), fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems); return; } } // We're going to send the reply async, because there may be // an enormous quantity of packets -- basically the entire inventory! // We don't want to block the client thread while all that is happening. SendInventoryDelegate d = SendInventoryAsync; d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); } delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) { try { SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); } catch (Exception e) { m_log.Error( string.Format( "[AGENT INVENTORY]: Error in SendInventoryAsync() for {0} with folder ID {1}. Exception ", e)); } } void SendInventoryComplete(IAsyncResult iar) { SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; d.EndInvoke(iar); } /// /// Handle an inventory folder creation request from the client. /// /// /// /// /// /// public void HandleCreateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort folderType, string folderName, UUID parentID) { InventoryFolderBase folder = new InventoryFolderBase(folderID, folderName, remoteClient.AgentId, (short)folderType, parentID, 1); if (!InventoryService.AddFolder(folder)) { m_log.WarnFormat( "[AGENT INVENTORY]: Failed to create folder for user {0} {1}", remoteClient.Name, remoteClient.AgentId); } } /// /// Handle a client request to update the inventory folder /// /// /// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE /// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing, /// and needs to be changed. /// /// /// /// /// /// public void HandleUpdateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort type, string name, UUID parentID) { // m_log.DebugFormat( // "[AGENT INVENTORY]: Updating inventory folder {0} {1} for {2} {3}", folderID, name, remoteClient.Name, remoteClient.AgentId); InventoryFolderBase folder = new InventoryFolderBase(folderID, remoteClient.AgentId); folder = InventoryService.GetFolder(folder); if (folder != null) { folder.Name = name; folder.Type = (short)type; folder.ParentID = parentID; if (!InventoryService.UpdateFolder(folder)) { m_log.ErrorFormat( "[AGENT INVENTORY]: Failed to update folder for user {0} {1}", remoteClient.Name, remoteClient.AgentId); } } } public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID) { InventoryFolderBase folder = new InventoryFolderBase(folderID, remoteClient.AgentId); folder = InventoryService.GetFolder(folder); if (folder != null) { folder.ParentID = parentID; if (!InventoryService.MoveFolder(folder)) m_log.WarnFormat("[AGENT INVENTORY]: could not move folder {0}", folderID); else m_log.DebugFormat("[AGENT INVENTORY]: folder {0} moved to parent {1}", folderID, parentID); } else { m_log.WarnFormat("[AGENT INVENTORY]: request to move folder {0} but folder not found", folderID); } } delegate void PurgeFolderDelegate(UUID userID, UUID folder); /// /// This should delete all the items and folders in the given directory. /// /// /// public void HandlePurgeInventoryDescendents(IClientAPI remoteClient, UUID folderID) { PurgeFolderDelegate d = PurgeFolderAsync; try { d.BeginInvoke(remoteClient.AgentId, folderID, PurgeFolderCompleted, d); } catch (Exception e) { m_log.WarnFormat("[AGENT INVENTORY]: Exception on purge folder for user {0}: {1}", remoteClient.AgentId, e.Message); } } private void PurgeFolderAsync(UUID userID, UUID folderID) { InventoryFolderBase folder = new InventoryFolderBase(folderID, userID); if (InventoryService.PurgeFolder(folder)) m_log.DebugFormat("[AGENT INVENTORY]: folder {0} purged successfully", folderID); else m_log.WarnFormat("[AGENT INVENTORY]: could not purge folder {0}", folderID); } private void PurgeFolderCompleted(IAsyncResult iar) { PurgeFolderDelegate d = (PurgeFolderDelegate)iar.AsyncState; d.EndInvoke(iar); } } }