OpenSimMirror/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs

853 lines
30 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;
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using log4net;
using Nini.Config;
using Nwc.XmlRpc;
using Mono.Addins;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.OptionalModules.World.MoneyModule
{
/// <summary>
/// This is only the functionality required to make the functionality associated with money work
/// (such as land transfers). There is no money code here! Use FORGE as an example for money code.
/// Demo Economy/Money Module. This is a purposely crippled module!
/// // To land transfer you need to add:
/// -helperuri http://serveraddress:port/
/// to the command line parameters you use to start up your client
/// This commonly looks like -helperuri http://127.0.0.1:9000/
///
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SampleMoneyModule")]
public class SampleMoneyModule : IMoneyModule, ISharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Where Stipends come from and Fees go to.
/// </summary>
// private UUID EconomyBaseAccount = UUID.Zero;
private float EnergyEfficiency = 0f;
// private ObjectPaid handerOnObjectPaid;
private bool m_enabled = true;
private bool m_sellEnabled = false;
private IConfigSource m_gConfig;
/// <summary>
/// Region UUIDS indexed by AgentID
/// </summary>
/// <summary>
/// Scenes by Region Handle
/// </summary>
private Dictionary<ulong, Scene> m_scenel = new Dictionary<ulong, Scene>();
// private int m_stipend = 1000;
private int ObjectCount = 0;
private int PriceEnergyUnit = 0;
private int PriceGroupCreate = 0;
private int PriceObjectClaim = 0;
private float PriceObjectRent = 0f;
private float PriceObjectScaleFactor = 0f;
private int PriceParcelClaim = 0;
private float PriceParcelClaimFactor = 0f;
private int PriceParcelRent = 0;
private int PricePublicObjectDecay = 0;
private int PricePublicObjectDelete = 0;
private int PriceRentLight = 0;
private int PriceUpload = 0;
private int TeleportMinPrice = 0;
private float TeleportPriceExponent = 0f;
#region IMoneyModule Members
public event ObjectPaid OnObjectPaid;
public int UploadCharge
{
get { return 0; }
}
public int GroupCreationCharge
{
get { return 0; }
}
/// <summary>
/// Called on startup so the module can be configured.
/// </summary>
/// <param name="config">Configuration source.</param>
public void Initialise(IConfigSource config)
{
m_gConfig = config;
IConfig startupConfig = m_gConfig.Configs["Startup"];
IConfig economyConfig = m_gConfig.Configs["Economy"];
ReadConfigAndPopulate(startupConfig, "Startup");
ReadConfigAndPopulate(economyConfig, "Economy");
}
public void AddRegion(Scene scene)
{
if (m_enabled)
{
scene.RegisterModuleInterface<IMoneyModule>(this);
IHttpServer httpServer = MainServer.Instance;
lock (m_scenel)
{
if (m_scenel.Count == 0)
{
// XMLRPCHandler = scene;
// To use the following you need to add:
// -helperuri <ADDRESS TO HERE OR grid MONEY SERVER>
// to the command line parameters you use to start up your client
// This commonly looks like -helperuri http://127.0.0.1:9000/
// Local Server.. enables functionality only.
httpServer.AddXmlRPCHandler("getCurrencyQuote", quote_func);
httpServer.AddXmlRPCHandler("buyCurrency", buy_func);
httpServer.AddXmlRPCHandler("preflightBuyLandPrep", preflightBuyLandPrep_func);
httpServer.AddXmlRPCHandler("buyLandPrep", landBuy_func);
}
if (m_scenel.ContainsKey(scene.RegionInfo.RegionHandle))
{
m_scenel[scene.RegionInfo.RegionHandle] = scene;
}
else
{
m_scenel.Add(scene.RegionInfo.RegionHandle, scene);
}
}
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnMoneyTransfer += MoneyTransferAction;
scene.EventManager.OnClientClosed += ClientClosed;
scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
scene.EventManager.OnMakeChildAgent += MakeChildAgent;
scene.EventManager.OnClientClosed += ClientLoggedOut;
scene.EventManager.OnValidateLandBuy += ValidateLandBuy;
scene.EventManager.OnLandBuy += processLandBuy;
}
}
public void RemoveRegion(Scene scene)
{
}
public void RegionLoaded(Scene scene)
{
}
// Please do not refactor these to be just one method
// Existing implementations need the distinction
//
public void ApplyCharge(UUID agentID, int amount, string text)
{
}
public void ApplyUploadCharge(UUID agentID, int amount, string text)
{
}
public bool ObjectGiveMoney(UUID objectID, UUID fromID, UUID toID, int amount)
{
string description = String.Format("Object {0} pays {1}", resolveObjectName(objectID), resolveAgentName(toID));
bool give_result = doMoneyTransfer(fromID, toID, amount, 2, description);
BalanceUpdate(fromID, toID, give_result, description);
return give_result;
}
public void PostInitialise()
{
}
public void Close()
{
}
public Type ReplaceableInterface
{
get { return typeof(IMoneyModule); }
}
public string Name
{
get { return "BetaGridLikeMoneyModule"; }
}
#endregion
/// <summary>
/// Parse Configuration
/// </summary>
/// <param name="scene"></param>
/// <param name="startupConfig"></param>
/// <param name="config"></param>
private void ReadConfigAndPopulate(IConfig startupConfig, string config)
{
if (config == "Startup" && startupConfig != null)
{
m_enabled = (startupConfig.GetString("economymodule", "BetaGridLikeMoneyModule") == "BetaGridLikeMoneyModule");
}
if (config == "Economy" && startupConfig != null)
{
PriceEnergyUnit = startupConfig.GetInt("PriceEnergyUnit", 100);
PriceObjectClaim = startupConfig.GetInt("PriceObjectClaim", 10);
PricePublicObjectDecay = startupConfig.GetInt("PricePublicObjectDecay", 4);
PricePublicObjectDelete = startupConfig.GetInt("PricePublicObjectDelete", 4);
PriceParcelClaim = startupConfig.GetInt("PriceParcelClaim", 1);
PriceParcelClaimFactor = startupConfig.GetFloat("PriceParcelClaimFactor", 1f);
PriceUpload = startupConfig.GetInt("PriceUpload", 0);
PriceRentLight = startupConfig.GetInt("PriceRentLight", 5);
TeleportMinPrice = startupConfig.GetInt("TeleportMinPrice", 2);
TeleportPriceExponent = startupConfig.GetFloat("TeleportPriceExponent", 2f);
EnergyEfficiency = startupConfig.GetFloat("EnergyEfficiency", 1);
PriceObjectRent = startupConfig.GetFloat("PriceObjectRent", 1);
PriceObjectScaleFactor = startupConfig.GetFloat("PriceObjectScaleFactor", 10);
PriceParcelRent = startupConfig.GetInt("PriceParcelRent", 1);
PriceGroupCreate = startupConfig.GetInt("PriceGroupCreate", -1);
m_sellEnabled = startupConfig.GetBoolean("SellEnabled", false);
}
}
private void GetClientFunds(IClientAPI client)
{
CheckExistAndRefreshFunds(client.AgentId);
}
/// <summary>
/// New Client Event Handler
/// </summary>
/// <param name="client"></param>
private void OnNewClient(IClientAPI client)
{
GetClientFunds(client);
// Subscribe to Money messages
client.OnEconomyDataRequest += EconomyDataRequestHandler;
client.OnMoneyBalanceRequest += SendMoneyBalance;
client.OnRequestPayPrice += requestPayPrice;
client.OnObjectBuy += ObjectBuy;
client.OnLogout += ClientClosed;
}
/// <summary>
/// Transfer money
/// </summary>
/// <param name="Sender"></param>
/// <param name="Receiver"></param>
/// <param name="amount"></param>
/// <returns></returns>
private bool doMoneyTransfer(UUID Sender, UUID Receiver, int amount, int transactiontype, string description)
{
bool result = true;
return result;
}
/// <summary>
/// Sends the the stored money balance to the client
/// </summary>
/// <param name="client"></param>
/// <param name="agentID"></param>
/// <param name="SessionID"></param>
/// <param name="TransactionID"></param>
public void SendMoneyBalance(IClientAPI client, UUID agentID, UUID SessionID, UUID TransactionID)
{
if (client.AgentId == agentID && client.SessionId == SessionID)
{
int returnfunds = 0;
try
{
returnfunds = GetFundsForAgentID(agentID);
}
catch (Exception e)
{
client.SendAlertMessage(e.Message + " ");
}
client.SendMoneyBalance(TransactionID, true, new byte[0], returnfunds);
}
else
{
client.SendAlertMessage("Unable to send your money balance to you!");
}
}
private SceneObjectPart findPrim(UUID objectID)
{
lock (m_scenel)
{
foreach (Scene s in m_scenel.Values)
{
SceneObjectPart part = s.GetSceneObjectPart(objectID);
if (part != null)
{
return part;
}
}
}
return null;
}
private string resolveObjectName(UUID objectID)
{
SceneObjectPart part = findPrim(objectID);
if (part != null)
{
return part.Name;
}
return String.Empty;
}
private string resolveAgentName(UUID agentID)
{
// try avatar username surname
Scene scene = GetRandomScene();
UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, agentID);
if (account != null)
{
string avatarname = account.FirstName + " " + account.LastName;
return avatarname;
}
else
{
m_log.ErrorFormat(
"[MONEY]: Could not resolve user {0}",
agentID);
}
return String.Empty;
}
private void BalanceUpdate(UUID senderID, UUID receiverID, bool transactionresult, string description)
{
IClientAPI sender = LocateClientObject(senderID);
IClientAPI receiver = LocateClientObject(receiverID);
if (senderID != receiverID)
{
if (sender != null)
{
sender.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(senderID));
}
if (receiver != null)
{
receiver.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(receiverID));
}
}
}
/// <summary>
/// XMLRPC handler to send alert message and sound to client
/// </summary>
public XmlRpcResponse UserAlert(XmlRpcRequest request, IPEndPoint remoteClient)
{
XmlRpcResponse ret = new XmlRpcResponse();
Hashtable retparam = new Hashtable();
Hashtable requestData = (Hashtable) request.Params[0];
UUID agentId;
UUID soundId;
UUID regionId;
UUID.TryParse((string) requestData["agentId"], out agentId);
UUID.TryParse((string) requestData["soundId"], out soundId);
UUID.TryParse((string) requestData["regionId"], out regionId);
string text = (string) requestData["text"];
string secret = (string) requestData["secret"];
Scene userScene = GetSceneByUUID(regionId);
if (userScene != null)
{
if (userScene.RegionInfo.regionSecret == secret)
{
IClientAPI client = LocateClientObject(agentId);
if (client != null)
{
if (soundId != UUID.Zero)
client.SendPlayAttachedSound(soundId, UUID.Zero, UUID.Zero, 1.0f, 0);
client.SendBlueBoxMessage(UUID.Zero, "", text);
retparam.Add("success", true);
}
else
{
retparam.Add("success", false);
}
}
else
{
retparam.Add("success", false);
}
}
ret.Value = retparam;
return ret;
}
# region Standalone box enablers only
public XmlRpcResponse quote_func(XmlRpcRequest request, IPEndPoint remoteClient)
{
// Hashtable requestData = (Hashtable) request.Params[0];
// UUID agentId = UUID.Zero;
int amount = 0;
Hashtable quoteResponse = new Hashtable();
XmlRpcResponse returnval = new XmlRpcResponse();
Hashtable currencyResponse = new Hashtable();
currencyResponse.Add("estimatedCost", 0);
currencyResponse.Add("currencyBuy", amount);
quoteResponse.Add("success", true);
quoteResponse.Add("currency", currencyResponse);
quoteResponse.Add("confirm", "asdfad9fj39ma9fj");
returnval.Value = quoteResponse;
return returnval;
}
public XmlRpcResponse buy_func(XmlRpcRequest request, IPEndPoint remoteClient)
{
// Hashtable requestData = (Hashtable) request.Params[0];
// UUID agentId = UUID.Zero;
// int amount = 0;
XmlRpcResponse returnval = new XmlRpcResponse();
Hashtable returnresp = new Hashtable();
returnresp.Add("success", true);
returnval.Value = returnresp;
return returnval;
}
public XmlRpcResponse preflightBuyLandPrep_func(XmlRpcRequest request, IPEndPoint remoteClient)
{
XmlRpcResponse ret = new XmlRpcResponse();
Hashtable retparam = new Hashtable();
Hashtable membershiplevels = new Hashtable();
ArrayList levels = new ArrayList();
Hashtable level = new Hashtable();
level.Add("id", "00000000-0000-0000-0000-000000000000");
level.Add("description", "some level");
levels.Add(level);
//membershiplevels.Add("levels",levels);
Hashtable landuse = new Hashtable();
landuse.Add("upgrade", false);
landuse.Add("action", "http://invaliddomaininvalid.com/");
Hashtable currency = new Hashtable();
currency.Add("estimatedCost", 0);
Hashtable membership = new Hashtable();
membershiplevels.Add("upgrade", false);
membershiplevels.Add("action", "http://invaliddomaininvalid.com/");
membershiplevels.Add("levels", membershiplevels);
retparam.Add("success", true);
retparam.Add("currency", currency);
retparam.Add("membership", membership);
retparam.Add("landuse", landuse);
retparam.Add("confirm", "asdfajsdkfjasdkfjalsdfjasdf");
ret.Value = retparam;
return ret;
}
public XmlRpcResponse landBuy_func(XmlRpcRequest request, IPEndPoint remoteClient)
{
XmlRpcResponse ret = new XmlRpcResponse();
Hashtable retparam = new Hashtable();
// Hashtable requestData = (Hashtable) request.Params[0];
// UUID agentId = UUID.Zero;
// int amount = 0;
retparam.Add("success", true);
ret.Value = retparam;
return ret;
}
#endregion
#region local Fund Management
/// <summary>
/// Ensures that the agent accounting data is set up in this instance.
/// </summary>
/// <param name="agentID"></param>
private void CheckExistAndRefreshFunds(UUID agentID)
{
}
/// <summary>
/// Gets the amount of Funds for an agent
/// </summary>
/// <param name="AgentID"></param>
/// <returns></returns>
private int GetFundsForAgentID(UUID AgentID)
{
int returnfunds = 0;
return returnfunds;
}
// private void SetLocalFundsForAgentID(UUID AgentID, int amount)
// {
// }
#endregion
#region Utility Helpers
/// <summary>
/// Locates a IClientAPI for the client specified
/// </summary>
/// <param name="AgentID"></param>
/// <returns></returns>
private IClientAPI LocateClientObject(UUID AgentID)
{
ScenePresence tPresence = null;
IClientAPI rclient = null;
lock (m_scenel)
{
foreach (Scene _scene in m_scenel.Values)
{
tPresence = _scene.GetScenePresence(AgentID);
if (tPresence != null)
{
if (!tPresence.IsChildAgent)
{
rclient = tPresence.ControllingClient;
}
}
if (rclient != null)
{
return rclient;
}
}
}
return null;
}
private Scene LocateSceneClientIn(UUID AgentId)
{
lock (m_scenel)
{
foreach (Scene _scene in m_scenel.Values)
{
ScenePresence tPresence = _scene.GetScenePresence(AgentId);
if (tPresence != null)
{
if (!tPresence.IsChildAgent)
{
return _scene;
}
}
}
}
return null;
}
/// <summary>
/// Utility function Gets a Random scene in the instance. For when which scene exactly you're doing something with doesn't matter
/// </summary>
/// <returns></returns>
public Scene GetRandomScene()
{
lock (m_scenel)
{
foreach (Scene rs in m_scenel.Values)
return rs;
}
return null;
}
/// <summary>
/// Utility function to get a Scene by RegionID in a module
/// </summary>
/// <param name="RegionID"></param>
/// <returns></returns>
public Scene GetSceneByUUID(UUID RegionID)
{
lock (m_scenel)
{
foreach (Scene rs in m_scenel.Values)
{
if (rs.RegionInfo.originRegionID == RegionID)
{
return rs;
}
}
}
return null;
}
#endregion
#region event Handlers
public void requestPayPrice(IClientAPI client, UUID objectID)
{
Scene scene = LocateSceneClientIn(client.AgentId);
if (scene == null)
return;
SceneObjectPart task = scene.GetSceneObjectPart(objectID);
if (task == null)
return;
SceneObjectGroup group = task.ParentGroup;
SceneObjectPart root = group.RootPart;
client.SendPayPrice(objectID, root.PayPrice);
}
/// <summary>
/// When the client closes the connection we remove their accounting
/// info from memory to free up resources.
/// </summary>
/// <param name="AgentID">UUID of agent</param>
/// <param name="scene">Scene the agent was connected to.</param>
/// <see cref="OpenSim.Region.Framework.Scenes.EventManager.ClientClosed"/>
public void ClientClosed(UUID AgentID, Scene scene)
{
}
/// <summary>
/// Event called Economy Data Request handler.
/// </summary>
/// <param name="agentId"></param>
public void EconomyDataRequestHandler(UUID agentId)
{
IClientAPI user = LocateClientObject(agentId);
if (user != null)
{
Scene s = LocateSceneClientIn(user.AgentId);
user.SendEconomyData(EnergyEfficiency, s.RegionInfo.ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate,
PriceObjectClaim, PriceObjectRent, PriceObjectScaleFactor, PriceParcelClaim, PriceParcelClaimFactor,
PriceParcelRent, PricePublicObjectDecay, PricePublicObjectDelete, PriceRentLight, PriceUpload,
TeleportMinPrice, TeleportPriceExponent);
}
}
private void ValidateLandBuy(Object osender, EventManager.LandBuyArgs e)
{
lock (e)
{
e.economyValidated = true;
}
}
private void processLandBuy(Object osender, EventManager.LandBuyArgs e)
{
}
/// <summary>
/// THis method gets called when someone pays someone else as a gift.
/// </summary>
/// <param name="osender"></param>
/// <param name="e"></param>
private void MoneyTransferAction(Object osender, EventManager.MoneyTransferArgs e)
{
}
/// <summary>
/// Event Handler for when a root agent becomes a child agent
/// </summary>
/// <param name="avatar"></param>
private void MakeChildAgent(ScenePresence avatar)
{
}
/// <summary>
/// Event Handler for when the client logs out.
/// </summary>
/// <param name="AgentId"></param>
private void ClientLoggedOut(UUID AgentId, Scene scene)
{
}
/// <summary>
/// Call this when the client disconnects.
/// </summary>
/// <param name="client"></param>
public void ClientClosed(IClientAPI client)
{
ClientClosed(client.AgentId, null);
}
/// <summary>
/// Event Handler for when an Avatar enters one of the parcels in the simulator.
/// </summary>
/// <param name="avatar"></param>
/// <param name="localLandID"></param>
/// <param name="regionID"></param>
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
{
//m_log.Info("[FRIEND]: " + avatar.Name + " status:" + (!avatar.IsChildAgent).ToString());
}
public int GetBalance(UUID agentID)
{
return 0;
}
// Please do not refactor these to be just one method
// Existing implementations need the distinction
//
public bool UploadCovered(UUID agentID, int amount)
{
return true;
}
public bool AmountCovered(UUID agentID, int amount)
{
return true;
}
#endregion
public void ObjectBuy(IClientAPI remoteClient, UUID agentID,
UUID sessionID, UUID groupID, UUID categoryID,
uint localID, byte saleType, int salePrice)
{
if (!m_sellEnabled)
{
remoteClient.SendBlueBoxMessage(UUID.Zero, "", "Buying is not implemented in this version");
return;
}
if (salePrice != 0)
{
remoteClient.SendBlueBoxMessage(UUID.Zero, "", "Buying anything for a price other than zero is not implemented");
return;
}
Scene s = LocateSceneClientIn(remoteClient.AgentId);
// Implmenting base sale data checking here so the default OpenSimulator implementation isn't useless
// combined with other implementations. We're actually validating that the client is sending the data
// that it should. In theory, the client should already know what to send here because it'll see it when it
// gets the object data. If the data sent by the client doesn't match the object, the viewer probably has an
// old idea of what the object properties are. Viewer developer Hazim informed us that the base module
// didn't check the client sent data against the object do any. Since the base modules are the
// 'crowning glory' examples of good practice..
// Validate that the object exists in the scene the user is in
SceneObjectPart part = s.GetSceneObjectPart(localID);
if (part == null)
{
remoteClient.SendAgentAlertMessage("Unable to buy now. The object was not found.", false);
return;
}
// Validate that the client sent the price that the object is being sold for
if (part.SalePrice != salePrice)
{
remoteClient.SendAgentAlertMessage("Cannot buy at this price. Buy Failed. If you continue to get this relog.", false);
return;
}
// Validate that the client sent the proper sale type the object has set
if (part.ObjectSaleType != saleType)
{
remoteClient.SendAgentAlertMessage("Cannot buy this way. Buy Failed. If you continue to get this relog.", false);
return;
}
IBuySellModule module = s.RequestModuleInterface<IBuySellModule>();
if (module != null)
module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
}
}
public enum TransactionType : int
{
SystemGenerated = 0,
RegionMoneyRequest = 1,
Gift = 2,
Purchase = 3
}
}