OpenSimMirror/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs

303 lines
12 KiB
C#

/*
* 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.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using Mono.Addins;
namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AssetTransactionModule")]
public class AssetTransactionModule : INonSharedRegionModule,
IAgentAssetTransactions
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_Scene;
private bool m_dumpAssetsToFile = false;
private int m_levelUpload = 0;
/// <summary>
/// Each agent has its own singleton collection of transactions
/// </summary>
private Dictionary<UUID, AgentAssetTransactions> AgentTransactions =
new Dictionary<UUID, AgentAssetTransactions>();
#region Region Module interface
public void Initialise(IConfigSource source)
{
IConfig sconfig = source.Configs["Startup"];
if (sconfig != null)
{
m_levelUpload = sconfig.GetInt("LevelUpload", 0);
}
}
public void AddRegion(Scene scene)
{
m_Scene = scene;
scene.RegisterModuleInterface<IAgentAssetTransactions>(this);
scene.EventManager.OnNewClient += NewClient;
}
public void RegionLoaded(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
}
public void Close()
{
}
public string Name
{
get { return "AgentTransactionModule"; }
}
public Type ReplaceableInterface
{
get { return typeof(IAgentAssetTransactions); }
}
#endregion
public void NewClient(IClientAPI client)
{
client.OnAssetUploadRequest += HandleUDPUploadRequest;
client.OnXferReceive += HandleXfer;
}
#region AgentAssetTransactions
/// <summary>
/// Get the collection of asset transactions for the given user.
/// If one does not already exist, it is created.
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
private AgentAssetTransactions GetUserTransactions(UUID userID)
{
lock (AgentTransactions)
{
if (!AgentTransactions.ContainsKey(userID))
{
AgentAssetTransactions transactions =
new AgentAssetTransactions(userID, m_Scene,
m_dumpAssetsToFile);
AgentTransactions.Add(userID, transactions);
}
return AgentTransactions[userID];
}
}
/// <summary>
/// Remove the given agent asset transactions. This should be called
/// when a client is departing from a scene (and hence won't be making
/// any more transactions here).
/// </summary>
/// <param name="userID"></param>
public void RemoveAgentAssetTransactions(UUID userID)
{
// m_log.DebugFormat("Removing agent asset transactions structure for agent {0}", userID);
lock (AgentTransactions)
{
AgentTransactions.Remove(userID);
}
}
/// <summary>
/// Create an inventory item from data that has been received through
/// a transaction.
/// This is called when new clothing or body parts are created.
/// It may also be called in other situations.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="transactionID"></param>
/// <param name="folderID"></param>
/// <param name="callbackID"></param>
/// <param name="description"></param>
/// <param name="name"></param>
/// <param name="invType"></param>
/// <param name="type"></param>
/// <param name="wearableType"></param>
/// <param name="nextOwnerMask"></param>
public void HandleItemCreationFromTransaction(IClientAPI remoteClient,
UUID transactionID, UUID folderID, uint callbackID,
string description, string name, sbyte invType,
sbyte type, byte wearableType, uint nextOwnerMask)
{
// m_log.DebugFormat(
// "[TRANSACTIONS MANAGER] Called HandleItemCreationFromTransaction with item {0}", name);
AgentAssetTransactions transactions =
GetUserTransactions(remoteClient.AgentId);
transactions.RequestCreateInventoryItem(remoteClient, transactionID,
folderID, callbackID, description, name, invType, type,
wearableType, nextOwnerMask);
}
/// <summary>
/// Update an inventory item with data that has been received through a
/// transaction.
/// </summary>
/// <remarks>
/// This is called when clothing or body parts are updated (for
/// instance, with new textures or colours). It may also be called in
/// other situations.
/// </remarks>
/// <param name="remoteClient"></param>
/// <param name="transactionID"></param>
/// <param name="item"></param>
public void HandleItemUpdateFromTransaction(IClientAPI remoteClient,
UUID transactionID, InventoryItemBase item)
{
// m_log.DebugFormat(
// "[ASSET TRANSACTION MODULE]: Called HandleItemUpdateFromTransaction with item {0}",
// item.Name);
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item);
}
/// <summary>
/// Update a task inventory item with data that has been received
/// through a transaction.
///
/// This is currently called when, for instance, a notecard in a prim
/// is saved. The data is sent up through a single AssetUploadRequest.
/// A subsequent UpdateTaskInventory then references the transaction
/// and comes through this method.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="part"></param>
/// <param name="transactionID"></param>
/// <param name="item"></param>
public void HandleTaskItemUpdateFromTransaction(
IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item)
{
// m_log.DebugFormat(
// "[ASSET TRANSACTION MODULE]: Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}",
// item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName);
AgentAssetTransactions transactions =
GetUserTransactions(remoteClient.AgentId);
transactions.RequestUpdateTaskInventoryItem(remoteClient, part,
transactionID, item);
}
/// <summary>
/// Request that a client (agent) begin an asset transfer.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="assetID"></param>
/// <param name="transactionID"></param>
/// <param name="type"></param>
/// <param name="data"></param></param>
/// <param name="tempFile"></param>
public void HandleUDPUploadRequest(IClientAPI remoteClient,
UUID assetID, UUID transactionID, sbyte type, byte[] data,
bool storeLocal, bool tempFile)
{
// m_log.DebugFormat(
// "[ASSET TRANSACTION MODULE]: HandleUDPUploadRequest - assetID: {0}, transaction {1}, type {2}, storeLocal {3}, tempFile {4}, data.Length {5}",
// assetID, transactionID, type, storeLocal, tempFile, data.Length);
if (((AssetType)type == AssetType.Texture ||
(AssetType)type == AssetType.Sound ||
(AssetType)type == AssetType.TextureTGA ||
(AssetType)type == AssetType.Animation) &&
tempFile == false)
{
ScenePresence avatar = null;
Scene scene = (Scene)remoteClient.Scene;
scene.TryGetScenePresence(remoteClient.AgentId, out avatar);
// check user level
if (avatar != null)
{
if (avatar.UserLevel < m_levelUpload)
{
remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient permissions.", false);
return;
}
}
// check funds
IMoneyModule mm = scene.RequestModuleInterface<IMoneyModule>();
if (mm != null)
{
if (!mm.UploadCovered(remoteClient.AgentId, mm.UploadCharge))
{
remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false);
return;
}
}
}
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
AssetXferUploader uploader = transactions.RequestXferUploader(transactionID);
uploader.StartUpload(remoteClient, assetID, transactionID, type, data, storeLocal, tempFile);
}
/// <summary>
/// Handle asset transfer data packets received in response to the
/// asset upload request in HandleUDPUploadRequest()
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="xferID"></param>
/// <param name="packetID"></param>
/// <param name="data"></param>
public void HandleXfer(IClientAPI remoteClient, ulong xferID,
uint packetID, byte[] data)
{
// m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data length " + data.Length);
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
transactions.HandleXfer(xferID, packetID, data);
}
#endregion
}
}