OpenSimMirror/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs

618 lines
26 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.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
{
/// <summary>
/// Send chat to listeners.
/// </summary>
/// <param name='message'></param>
/// <param name='type'>/param>
/// <param name='channel'></param>
/// <param name='fromPos'></param>
/// <param name='fromName'></param>
/// <param name='fromID'></param>
/// <param name='targetID'></param>
/// <param name='fromAgent'></param>
/// <param name='broadcast'></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);
}
/// <summary>
///
/// </summary>
/// <param name="message"></param>
/// <param name="type"></param>
/// <param name="fromPos"></param>
/// <param name="fromName"></param>
/// <param name="fromAgentID"></param>
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);
}
/// <summary>
///
/// </summary>
/// <param name="message"></param>
/// <param name="type"></param>
/// <param name="fromPos"></param>
/// <param name="fromName"></param>
/// <param name="fromAgentID"></param>
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);
}
/// <summary>
///
/// </summary>
/// <param name="message"></param>
/// <param name="type"></param>
/// <param name="fromPos"></param>
/// <param name="fromName"></param>
/// <param name="fromAgentID"></param>
/// <param name="targetID"></param>
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);
}
/// <summary>
///
/// </summary>
/// <param name="message"></param>
/// <param name="type"></param>
/// <param name="channel"></param>
/// <param name="fromPos"></param>
/// <param name="fromName"></param>
/// <param name="fromAgentID"></param>
/// <param name="targetID"></param>
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);
}
/// <summary>
/// Invoked when the client requests a prim.
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="remoteClient"></param>
public void RequestPrim(uint primLocalID, IClientAPI remoteClient)
{
SceneObjectGroup sog = GetGroupByPrim(primLocalID);
if (sog != null)
sog.SendFullUpdateToClient(remoteClient);
}
/// <summary>
/// Invoked when the client selects a prim.
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="remoteClient"></param>
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);
}
}
/// <summary>
/// Handle the update of an object's user group.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="groupID"></param>
/// <param name="objectLocalID"></param>
/// <param name="Garbage"></param>
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);
}
}
}
/// <summary>
/// Handle the deselection of a prim from the client.
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="remoteClient"></param>
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<SurfaceTouchEventArgs> 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<SurfaceTouchEventArgs> 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<SurfaceTouchEventArgs> 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<ViewerEffectEventHandlerArg> 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;
}
/// <summary>
/// Tell the client about the various child items and folders contained in the requested folder.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="folderID"></param>
/// <param name="ownerID"></param>
/// <param name="fetchFolders"></param>
/// <param name="fetchItems"></param>
/// <param name="sortOrder"></param>
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);
}
/// <summary>
/// Handle an inventory folder creation request from the client.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="folderID"></param>
/// <param name="folderType"></param>
/// <param name="folderName"></param>
/// <param name="parentID"></param>
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);
}
}
/// <summary>
/// Handle a client request to update the inventory folder
/// </summary>
///
/// 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.
///
/// <param name="remoteClient"></param>
/// <param name="folderID"></param>
/// <param name="type"></param>
/// <param name="name"></param>
/// <param name="parentID"></param>
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);
/// <summary>
/// This should delete all the items and folders in the given directory.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="folderID"></param>
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);
}
}
}