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