/* * 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; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Threading; using log4net; using Nini.Config; using Nwc.XmlRpc; using OpenMetaverse; using Mono.Addins; using OpenSim.Framework; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Framework.Communications; using OpenSim.Framework.Servers; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using OpenSim.Services.Connectors.Friends; using OpenSim.Server.Base; using FriendInfo = OpenSim.Services.Interfaces.FriendInfo; using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.CoreModules.Avatar.Friends { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "FriendsModule")] public class FriendsModule : ISharedRegionModule, IFriendsModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected bool m_Enabled = false; protected class UserFriendData { public UUID PrincipalID; public FriendInfo[] Friends; public int Refcount; public bool IsFriend(string friend) { foreach (FriendInfo fi in Friends) { if (fi.Friend == friend) return true; } return false; } } protected static readonly FriendInfo[] EMPTY_FRIENDS = new FriendInfo[0]; protected List m_Scenes = new List(); protected IPresenceService m_PresenceService = null; protected IFriendsService m_FriendsService = null; protected FriendsSimConnector m_FriendsSimConnector; /// /// Cache friends lists for users. /// /// /// This is a complex and error-prone thing to do. At the moment, we assume that the efficiency gained in /// permissions checks outweighs the disadvantages of that complexity. /// protected Dictionary m_Friends = new Dictionary(); /// /// Maintain a record of clients that need to notify about their online status. This only /// needs to be done on login. Subsequent online/offline friend changes are sent by a different mechanism. /// protected HashSet m_NeedsToNotifyStatus = new HashSet(); /// /// Maintain a record of viewers that need to be sent notifications for friends that are online. This only /// needs to be done on login. Subsequent online/offline friend changes are sent by a different mechanism. /// protected HashSet m_NeedsListOfOnlineFriends = new HashSet(); protected IPresenceService PresenceService { get { if (m_PresenceService == null) { if (m_Scenes.Count > 0) m_PresenceService = m_Scenes[0].RequestModuleInterface(); } return m_PresenceService; } } public IFriendsService FriendsService { get { if (m_FriendsService == null) { if (m_Scenes.Count > 0) m_FriendsService = m_Scenes[0].RequestModuleInterface(); } return m_FriendsService; } } protected IGridService GridService { get { return m_Scenes[0].GridService; } } public IUserAccountService UserAccountService { get { return m_Scenes[0].UserAccountService; } } public IScene Scene { get { if (m_Scenes.Count > 0) return m_Scenes[0]; else return null; } } #region ISharedRegionModule public void Initialise(IConfigSource config) { IConfig moduleConfig = config.Configs["Modules"]; if (moduleConfig != null) { string name = moduleConfig.GetString("FriendsModule", "FriendsModule"); if (name == Name) { InitModule(config); m_Enabled = true; m_log.DebugFormat("[FRIENDS MODULE]: {0} enabled.", Name); } } } protected virtual void InitModule(IConfigSource config) { IConfig friendsConfig = config.Configs["Friends"]; if (friendsConfig != null) { int mPort = friendsConfig.GetInt("Port", 0); string connector = friendsConfig.GetString("Connector", String.Empty); Object[] args = new Object[] { config }; m_FriendsService = ServerUtils.LoadPlugin(connector, args); m_FriendsSimConnector = new FriendsSimConnector(); // Instantiate the request handler IHttpServer server = MainServer.GetHttpServer((uint)mPort); if (server != null) server.AddStreamHandler(new FriendsRequestHandler(this)); } if (m_FriendsService == null) { m_log.Error("[FRIENDS]: No Connector defined in section Friends, or failed to load, cannot continue"); throw new Exception("Connector load error"); } } public void PostInitialise() { } public void Close() { } public virtual void AddRegion(Scene scene) { if (!m_Enabled) return; // m_log.DebugFormat("[FRIENDS MODULE]: AddRegion on {0}", Name); m_Scenes.Add(scene); scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; scene.EventManager.OnClientClosed += OnClientClosed; scene.EventManager.OnMakeRootAgent += OnMakeRootAgent; scene.EventManager.OnClientLogin += OnClientLogin; } public virtual void RegionLoaded(Scene scene) {} public void RemoveRegion(Scene scene) { if (!m_Enabled) return; m_Scenes.Remove(scene); } public virtual string Name { get { return "FriendsModule"; } } public Type ReplaceableInterface { get { return null; } } #endregion public virtual int GetRightsGrantedByFriend(UUID principalID, UUID friendID) { FriendInfo[] friends = GetFriendsFromCache(principalID); FriendInfo finfo = GetFriend(friends, friendID); if (finfo != null) { return finfo.TheirFlags; } return 0; } private void OnNewClient(IClientAPI client) { client.OnInstantMessage += OnInstantMessage; client.OnApproveFriendRequest += OnApproveFriendRequest; client.OnDenyFriendRequest += OnDenyFriendRequest; client.OnTerminateFriendship += RemoveFriendship; client.OnGrantUserRights += GrantRights; // We need to cache information for child agents as well as root agents so that friend edit/move/delete // permissions will work across borders where both regions are on different simulators. // // Do not do this asynchronously. If we do, then subsequent code can outrace CacheFriends() and // return misleading results from the still empty friends cache. // If we absolutely need to do this asynchronously, then a signalling mechanism is needed so that calls // to GetFriends() will wait until CacheFriends() completes. Locks are insufficient. CacheFriends(client); } /// /// Cache the friends list or increment the refcount for the existing friends list. /// /// /// /// /// Returns true if the list was fetched, false if it wasn't /// protected virtual bool CacheFriends(IClientAPI client) { UUID agentID = client.AgentId; lock (m_Friends) { UserFriendData friendsData; if (m_Friends.TryGetValue(agentID, out friendsData)) { friendsData.Refcount++; return false; } else { friendsData = new UserFriendData(); friendsData.PrincipalID = agentID; friendsData.Friends = GetFriendsFromService(client); friendsData.Refcount = 1; m_Friends[agentID] = friendsData; return true; } } } private void OnClientClosed(UUID agentID, Scene scene) { ScenePresence sp = scene.GetScenePresence(agentID); if (sp != null && !sp.IsChildAgent) { // do this for root agents closing out StatusChange(agentID, false); } lock (m_Friends) { UserFriendData friendsData; if (m_Friends.TryGetValue(agentID, out friendsData)) { friendsData.Refcount--; if (friendsData.Refcount <= 0) m_Friends.Remove(agentID); } } } private void OnMakeRootAgent(ScenePresence sp) { RecacheFriends(sp.ControllingClient); lock (m_NeedsToNotifyStatus) { if (m_NeedsToNotifyStatus.Remove(sp.UUID)) { // Inform the friends that this user is online. This can only be done once the client is a Root Agent. StatusChange(sp.UUID, true); } } } private void OnClientLogin(IClientAPI client) { UUID agentID = client.AgentId; //m_log.DebugFormat("[XXX]: OnClientLogin!"); // Register that we need to send this user's status to friends. This can only be done // once the client becomes a Root Agent, because as part of sending out the presence // we also get back the presence of the HG friends, and we need to send that to the // client, but that can only be done when the client is a Root Agent. lock (m_NeedsToNotifyStatus) m_NeedsToNotifyStatus.Add(agentID); // Register that we need to send the list of online friends to this user lock (m_NeedsListOfOnlineFriends) m_NeedsListOfOnlineFriends.Add(agentID); } public virtual bool SendFriendsOnlineIfNeeded(IClientAPI client) { UUID agentID = client.AgentId; // Check if the online friends list is needed lock (m_NeedsListOfOnlineFriends) { if (!m_NeedsListOfOnlineFriends.Remove(agentID)) return false; } // Send the friends online List online = GetOnlineFriends(agentID); if (online.Count > 0) client.SendAgentOnline(online.ToArray()); // Send outstanding friendship offers List outstanding = new List(); FriendInfo[] friends = GetFriendsFromCache(agentID); foreach (FriendInfo fi in friends) { if (fi.TheirFlags == -1) outstanding.Add(fi.Friend); } GridInstantMessage im = new GridInstantMessage(client.Scene, UUID.Zero, String.Empty, agentID, (byte)InstantMessageDialog.FriendshipOffered, "Will you be my friend?", true, Vector3.Zero); foreach (string fid in outstanding) { UUID fromAgentID; string firstname = "Unknown", lastname = "UserFMSFOIN"; if (!GetAgentInfo(client.Scene.RegionInfo.ScopeID, fid, out fromAgentID, out firstname, out lastname)) { m_log.DebugFormat("[FRIENDS MODULE]: skipping malformed friend {0}", fid); continue; } im.offline = 0; im.fromAgentID = fromAgentID.Guid; im.fromAgentName = firstname + " " + lastname; im.imSessionID = im.fromAgentID; im.message = FriendshipMessage(fid); LocalFriendshipOffered(agentID, im); } return true; } protected virtual string FriendshipMessage(string friendID) { return "Will you be my friend?"; } protected virtual bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last) { first = "Unknown"; last = "UserFMGAI"; if (!UUID.TryParse(fid, out agentID)) return false; UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(scopeID, agentID); if (account != null) { first = account.FirstName; last = account.LastName; } return true; } List GetOnlineFriends(UUID userID) { List friendList = new List(); FriendInfo[] friends = GetFriendsFromCache(userID); foreach (FriendInfo fi in friends) { if (((fi.TheirFlags & (int)FriendRights.CanSeeOnline) != 0) && (fi.TheirFlags != -1)) friendList.Add(fi.Friend); } List online = new List(); if (friendList.Count > 0) GetOnlineFriends(userID, friendList, online); // m_log.DebugFormat( // "[FRIENDS MODULE]: User {0} has {1} friends online", userID, online.Count); return online; } protected virtual void GetOnlineFriends(UUID userID, List friendList, /*collector*/ List online) { // m_log.DebugFormat( // "[FRIENDS MODULE]: Looking for online presence of {0} users for {1}", friendList.Count, userID); PresenceInfo[] presence = PresenceService.GetAgents(friendList.ToArray()); foreach (PresenceInfo pi in presence) { UUID presenceID; if (UUID.TryParse(pi.UserID, out presenceID)) online.Add(presenceID); } } /// /// Find the client for a ID /// public IClientAPI LocateClientObject(UUID agentID) { lock (m_Scenes) { foreach (Scene scene in m_Scenes) { ScenePresence presence = scene.GetScenePresence(agentID); if (presence != null && !presence.IsChildAgent) return presence.ControllingClient; } } return null; } /// /// Caller beware! Call this only for root agents. /// /// /// private void StatusChange(UUID agentID, bool online) { FriendInfo[] friends = GetFriendsFromCache(agentID); if (friends.Length > 0) { List friendList = new List(); foreach (FriendInfo fi in friends) { if (((fi.MyFlags & (int)FriendRights.CanSeeOnline) != 0) && (fi.TheirFlags != -1)) friendList.Add(fi); } Util.FireAndForget( delegate { // m_log.DebugFormat( // "[FRIENDS MODULE]: Notifying {0} friends of {1} of online status {2}", // friendList.Count, agentID, online); // Notify about this user status StatusNotify(friendList, agentID, online); }, null, "FriendsModule.StatusChange" ); } } protected virtual void StatusNotify(List friendList, UUID userID, bool online) { //m_log.DebugFormat("[FRIENDS]: Entering StatusNotify for {0}", userID); List friendStringIds = friendList.ConvertAll(friend => friend.Friend); List remoteFriendStringIds = new List(); foreach (string friendStringId in friendStringIds) { UUID friendUuid; if (UUID.TryParse(friendStringId, out friendUuid)) { if (LocalStatusNotification(userID, friendUuid, online)) continue; remoteFriendStringIds.Add(friendStringId); } else { m_log.WarnFormat("[FRIENDS]: Error parsing friend ID {0}", friendStringId); } } // We do this regrouping so that we can efficiently send a single request rather than one for each // friend in what may be a very large friends list. PresenceInfo[] friendSessions = PresenceService.GetAgents(remoteFriendStringIds.ToArray()); foreach (PresenceInfo friendSession in friendSessions) { // let's guard against sessions-gone-bad if (friendSession != null && friendSession.RegionID != UUID.Zero) { //m_log.DebugFormat("[FRIENDS]: Get region {0}", friendSession.RegionID); GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); if (region != null) { m_FriendsSimConnector.StatusNotify(region, userID, friendSession.UserID, online); } } //else // m_log.DebugFormat("[FRIENDS]: friend session is null or the region is UUID.Zero"); } } protected virtual void OnInstantMessage(IClientAPI client, GridInstantMessage im) { if ((InstantMessageDialog)im.dialog == InstantMessageDialog.FriendshipOffered) { // we got a friendship offer UUID principalID = new UUID(im.fromAgentID); UUID friendID = new UUID(im.toAgentID); m_log.DebugFormat("[FRIENDS]: {0} ({1}) offered friendship to {2} ({3})", principalID, client.FirstName + client.LastName, friendID, im.fromAgentName); // Check that the friendship doesn't exist yet FriendInfo[] finfos = GetFriendsFromCache(principalID); if (finfos != null) { FriendInfo f = GetFriend(finfos, friendID); if (f != null) { client.SendAgentAlertMessage("This person is already your friend. Please delete it first if you want to reestablish the friendship.", false); return; } } // This user wants to be friends with the other user. // Let's add the relation backwards, in case the other is not online StoreBackwards(friendID, principalID); // Now let's ask the other user to be friends with this user ForwardFriendshipOffer(principalID, friendID, im); } } protected virtual bool ForwardFriendshipOffer(UUID agentID, UUID friendID, GridInstantMessage im) { // !!!!!!!! This is a hack so that we don't have to keep state (transactionID/imSessionID) // We stick this agent's ID as imSession, so that it's directly available on the receiving end im.imSessionID = im.fromAgentID; im.fromAgentName = GetFriendshipRequesterName(agentID); // Try the local sim if (LocalFriendshipOffered(friendID, im)) return true; // The prospective friend is not here [as root]. Let's forward. PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() }); if (friendSessions != null && friendSessions.Length > 0) { PresenceInfo friendSession = friendSessions[0]; if (friendSession != null) { GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); m_FriendsSimConnector.FriendshipOffered(region, agentID, friendID, im.message); return true; } } // If the prospective friend is not online, he'll get the message upon login. return false; } protected virtual string GetFriendshipRequesterName(UUID agentID) { UserAccount account = UserAccountService.GetUserAccount(UUID.Zero, agentID); return (account == null) ? "Unknown" : account.FirstName + " " + account.LastName; } protected virtual void OnApproveFriendRequest(IClientAPI client, UUID friendID, List callingCardFolders) { m_log.DebugFormat("[FRIENDS]: {0} accepted friendship from {1}", client.AgentId, friendID); AddFriendship(client, friendID); } public void AddFriendship(IClientAPI client, UUID friendID) { StoreFriendships(client.AgentId, friendID); ICallingCardModule ccm = client.Scene.RequestModuleInterface(); if (ccm != null) { ccm.CreateCallingCard(client.AgentId, friendID, UUID.Zero); } // Update the local cache. RecacheFriends(client); // // Notify the friend // // Try Local if (LocalFriendshipApproved(client.AgentId, client.Name, friendID)) { client.SendAgentOnline(new UUID[] { friendID }); return; } // The friend is not here PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() }); if (friendSessions != null && friendSessions.Length > 0) { PresenceInfo friendSession = friendSessions[0]; if (friendSession != null) { GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); m_FriendsSimConnector.FriendshipApproved(region, client.AgentId, client.Name, friendID); client.SendAgentOnline(new UUID[] { friendID }); } } } private void OnDenyFriendRequest(IClientAPI client, UUID friendID, List callingCardFolders) { m_log.DebugFormat("[FRIENDS]: {0} denied friendship to {1}", client.AgentId, friendID); DeleteFriendship(client.AgentId, friendID); // // Notify the friend // // Try local if (LocalFriendshipDenied(client.AgentId, client.Name, friendID)) return; PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() }); if (friendSessions != null && friendSessions.Length > 0) { PresenceInfo friendSession = friendSessions[0]; if (friendSession != null) { GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); if (region != null) m_FriendsSimConnector.FriendshipDenied(region, client.AgentId, client.Name, friendID); else m_log.WarnFormat("[FRIENDS]: Could not find region {0} in locating {1}", friendSession.RegionID, friendID); } } } public void RemoveFriendship(IClientAPI client, UUID exfriendID) { if (!DeleteFriendship(client.AgentId, exfriendID)) client.SendAlertMessage("Unable to terminate friendship on this sim."); // Update local cache RecacheFriends(client); client.SendTerminateFriend(exfriendID); // // Notify the friend // // Try local if (LocalFriendshipTerminated(client.AgentId, exfriendID)) return; PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { exfriendID.ToString() }); if (friendSessions != null && friendSessions.Length > 0) { PresenceInfo friendSession = friendSessions[0]; if (friendSession != null) { GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); m_FriendsSimConnector.FriendshipTerminated(region, client.AgentId, exfriendID); } } } public void GrantRights(IClientAPI remoteClient, UUID friendID, int rights) { UUID requester = remoteClient.AgentId; m_log.DebugFormat( "[FRIENDS MODULE]: User {0} changing rights to {1} for friend {2}", requester, rights, friendID); FriendInfo[] friends = GetFriendsFromCache(requester); if (friends.Length == 0) { return; } // Let's find the friend in this user's friend list FriendInfo friend = GetFriend(friends, friendID); if (friend != null) // Found it { // Store it on the DB if (!StoreRights(requester, friendID, rights)) { remoteClient.SendAlertMessage("Unable to grant rights."); return; } // Store it in the local cache int myFlags = friend.MyFlags; friend.MyFlags = rights; // Always send this back to the original client remoteClient.SendChangeUserRights(requester, friendID, rights); // // Notify the friend // // Try local if (LocalGrantRights(requester, friendID, myFlags, rights)) return; PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() }); if (friendSessions != null && friendSessions.Length > 0) { PresenceInfo friendSession = friendSessions[0]; if (friendSession != null) { GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); // TODO: You might want to send the delta to save the lookup // on the other end!! m_FriendsSimConnector.GrantRights(region, requester, friendID, myFlags, rights); } } } else { m_log.DebugFormat("[FRIENDS MODULE]: friend {0} not found for {1}", friendID, requester); } } protected virtual FriendInfo GetFriend(FriendInfo[] friends, UUID friendID) { foreach (FriendInfo fi in friends) { if (fi.Friend == friendID.ToString()) return fi; } return null; } #region Local public virtual bool LocalFriendshipOffered(UUID toID, GridInstantMessage im) { IClientAPI friendClient = LocateClientObject(toID); if (friendClient != null) { // the prospective friend in this sim as root agent friendClient.SendInstantMessage(im); // we're done return true; } return false; } public bool LocalFriendshipApproved(UUID userID, string userName, UUID friendID) { IClientAPI friendClient = LocateClientObject(friendID); if (friendClient != null) { // the prospective friend in this sim as root agent GridInstantMessage im = new GridInstantMessage(Scene, userID, userName, friendID, (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); friendClient.SendInstantMessage(im); ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface(); if (ccm != null) { ccm.CreateCallingCard(friendID, userID, UUID.Zero); } // Update the local cache RecacheFriends(friendClient); // we're done return true; } return false; } public bool LocalFriendshipDenied(UUID userID, string userName, UUID friendID) { IClientAPI friendClient = LocateClientObject(friendID); if (friendClient != null) { // the prospective friend in this sim as root agent GridInstantMessage im = new GridInstantMessage(Scene, userID, userName, friendID, (byte)OpenMetaverse.InstantMessageDialog.FriendshipDeclined, userID.ToString(), false, Vector3.Zero); friendClient.SendInstantMessage(im); // we're done return true; } return false; } public bool LocalFriendshipTerminated(UUID userID, UUID exfriendID) { IClientAPI friendClient = LocateClientObject(exfriendID); if (friendClient != null) { // the friend in this sim as root agent friendClient.SendTerminateFriend(userID); // update local cache RecacheFriends(friendClient); // we're done return true; } return false; } public bool LocalGrantRights(UUID userID, UUID friendID, int userFlags, int rights) { IClientAPI friendClient = LocateClientObject(friendID); if (friendClient != null) { bool onlineBitChanged = ((rights ^ userFlags) & (int)FriendRights.CanSeeOnline) != 0; if (onlineBitChanged) { if ((rights & (int)FriendRights.CanSeeOnline) == 1) friendClient.SendAgentOnline(new UUID[] { userID }); else friendClient.SendAgentOffline(new UUID[] { userID }); } else { bool canEditObjectsChanged = ((rights ^ userFlags) & (int)FriendRights.CanModifyObjects) != 0; if (canEditObjectsChanged) friendClient.SendChangeUserRights(userID, friendID, rights); } // Update local cache UpdateLocalCache(userID, friendID, rights); return true; } return false; } public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) { //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); IClientAPI friendClient = LocateClientObject(friendID); if (friendClient != null) { // the friend in this sim as root agent if (online) friendClient.SendAgentOnline(new UUID[] { userID }); else friendClient.SendAgentOffline(new UUID[] { userID }); // we're done return true; } return false; } #endregion #region Get / Set friends in several flavours public FriendInfo[] GetFriendsFromCache(UUID userID) { UserFriendData friendsData; lock (m_Friends) { if (m_Friends.TryGetValue(userID, out friendsData)) return friendsData.Friends; } return EMPTY_FRIENDS; } /// /// Update local cache only /// /// /// /// protected void UpdateLocalCache(UUID userID, UUID friendID, int rights) { // Update local cache lock (m_Friends) { FriendInfo[] friends = GetFriendsFromCache(friendID); FriendInfo finfo = GetFriend(friends, userID); finfo.TheirFlags = rights; } } public virtual FriendInfo[] GetFriendsFromService(IClientAPI client) { return FriendsService.GetFriends(client.AgentId); } protected void RecacheFriends(IClientAPI client) { // FIXME: Ideally, we want to avoid doing this here since it sits the EventManager.OnMakeRootAgent event // is on the critical path for transferring an avatar from one region to another. UUID agentID = client.AgentId; lock (m_Friends) { UserFriendData friendsData; if (m_Friends.TryGetValue(agentID, out friendsData)) friendsData.Friends = GetFriendsFromService(client); } } public bool AreFriendsCached(UUID userID) { lock (m_Friends) return m_Friends.ContainsKey(userID); } protected virtual bool StoreRights(UUID agentID, UUID friendID, int rights) { FriendsService.StoreFriend(agentID.ToString(), friendID.ToString(), rights); return true; } protected virtual void StoreBackwards(UUID friendID, UUID agentID) { FriendsService.StoreFriend(friendID.ToString(), agentID.ToString(), 0); } protected virtual void StoreFriendships(UUID agentID, UUID friendID) { FriendsService.StoreFriend(agentID.ToString(), friendID.ToString(), (int)FriendRights.CanSeeOnline); FriendsService.StoreFriend(friendID.ToString(), agentID.ToString(), (int)FriendRights.CanSeeOnline); } protected virtual bool DeleteFriendship(UUID agentID, UUID exfriendID) { FriendsService.Delete(agentID, exfriendID.ToString()); FriendsService.Delete(exfriendID, agentID.ToString()); return true; } #endregion } }