982 lines
36 KiB
C#
982 lines
36 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;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using log4net;
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using Nini.Config;
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using Nwc.XmlRpc;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using OpenSim.Services.Connectors.Friends;
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using OpenSim.Server.Base;
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using FriendInfo = OpenSim.Services.Interfaces.FriendInfo;
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using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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public class FriendsModule : ISharedRegionModule, IFriendsModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected bool m_Enabled = false;
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protected class UserFriendData
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{
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public UUID PrincipalID;
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public FriendInfo[] Friends;
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public int Refcount;
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public bool IsFriend(string friend)
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{
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foreach (FriendInfo fi in Friends)
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{
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if (fi.Friend == friend)
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return true;
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}
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return false;
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}
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}
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protected static readonly FriendInfo[] EMPTY_FRIENDS = new FriendInfo[0];
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protected List<Scene> m_Scenes = new List<Scene>();
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protected IPresenceService m_PresenceService = null;
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protected IFriendsService m_FriendsService = null;
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protected FriendsSimConnector m_FriendsSimConnector;
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/// <summary>
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/// Cache friends lists for users.
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/// </summary>
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/// <remarks>
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/// This is a complex and error-prone thing to do. At the moment, we assume that the efficiency gained in
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/// permissions checks outweighs the disadvantages of that complexity.
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/// </remarks>
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protected Dictionary<UUID, UserFriendData> m_Friends = new Dictionary<UUID, UserFriendData>();
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/// <summary>
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/// Maintain a record of viewers that need to be sent notifications for friends that are online. This only
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/// needs to be done on login. Subsequent online/offline friend changes are sent by a different mechanism.
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/// </summary>
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protected HashSet<UUID> m_NeedsListOfOnlineFriends = new HashSet<UUID>();
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protected IPresenceService PresenceService
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{
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get
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{
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if (m_PresenceService == null)
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{
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if (m_Scenes.Count > 0)
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m_PresenceService = m_Scenes[0].RequestModuleInterface<IPresenceService>();
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}
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return m_PresenceService;
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}
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}
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public IFriendsService FriendsService
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{
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get
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{
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if (m_FriendsService == null)
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{
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if (m_Scenes.Count > 0)
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m_FriendsService = m_Scenes[0].RequestModuleInterface<IFriendsService>();
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}
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return m_FriendsService;
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}
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}
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protected IGridService GridService
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{
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get { return m_Scenes[0].GridService; }
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}
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public IUserAccountService UserAccountService
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{
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get { return m_Scenes[0].UserAccountService; }
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}
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public IScene Scene
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{
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get
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{
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if (m_Scenes.Count > 0)
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return m_Scenes[0];
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else
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return null;
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}
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}
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#region ISharedRegionModule
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public void Initialise(IConfigSource config)
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{
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IConfig moduleConfig = config.Configs["Modules"];
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if (moduleConfig != null)
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{
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string name = moduleConfig.GetString("FriendsModule", "FriendsModule");
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if (name == Name)
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{
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InitModule(config);
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m_Enabled = true;
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m_log.DebugFormat("[FRIENDS MODULE]: {0} enabled.", Name);
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}
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}
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}
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protected virtual void InitModule(IConfigSource config)
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{
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IConfig friendsConfig = config.Configs["Friends"];
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if (friendsConfig != null)
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{
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int mPort = friendsConfig.GetInt("Port", 0);
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string connector = friendsConfig.GetString("Connector", String.Empty);
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Object[] args = new Object[] { config };
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m_FriendsService = ServerUtils.LoadPlugin<IFriendsService>(connector, args);
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m_FriendsSimConnector = new FriendsSimConnector();
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// Instantiate the request handler
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IHttpServer server = MainServer.GetHttpServer((uint)mPort);
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if (server != null)
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server.AddStreamHandler(new FriendsRequestHandler(this));
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}
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if (m_FriendsService == null)
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{
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m_log.Error("[FRIENDS]: No Connector defined in section Friends, or failed to load, cannot continue");
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throw new Exception("Connector load error");
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}
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}
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public void PostInitialise()
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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 virtual void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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// m_log.DebugFormat("[FRIENDS MODULE]: AddRegion on {0}", Name);
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m_Scenes.Add(scene);
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scene.RegisterModuleInterface<IFriendsModule>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnClientClosed += OnClientClosed;
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scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
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scene.EventManager.OnClientLogin += OnClientLogin;
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}
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public virtual void RegionLoaded(Scene scene) {}
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public void RemoveRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_Scenes.Remove(scene);
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}
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public virtual string Name
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{
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get { return "FriendsModule"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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#endregion
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public virtual int GetRightsGrantedByFriend(UUID principalID, UUID friendID)
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{
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FriendInfo[] friends = GetFriendsFromCache(principalID);
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FriendInfo finfo = GetFriend(friends, friendID);
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if (finfo != null)
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{
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return finfo.TheirFlags;
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}
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return 0;
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}
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private void OnNewClient(IClientAPI client)
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{
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client.OnInstantMessage += OnInstantMessage;
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client.OnApproveFriendRequest += OnApproveFriendRequest;
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client.OnDenyFriendRequest += OnDenyFriendRequest;
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client.OnTerminateFriendship += RemoveFriendship;
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client.OnGrantUserRights += GrantRights;
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// We need to cache information for child agents as well as root agents so that friend edit/move/delete
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// permissions will work across borders where both regions are on different simulators.
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//
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// Do not do this asynchronously. If we do, then subsequent code can outrace CacheFriends() and
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// return misleading results from the still empty friends cache.
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// If we absolutely need to do this asynchronously, then a signalling mechanism is needed so that calls
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// to GetFriends() will wait until CacheFriends() completes. Locks are insufficient.
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CacheFriends(client);
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}
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/// <summary>
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/// Cache the friends list or increment the refcount for the existing friends list.
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/// </summary>
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/// <param name="client">
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/// </param>
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/// <returns>
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/// Returns true if the list was fetched, false if it wasn't
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/// </returns>
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protected virtual bool CacheFriends(IClientAPI client)
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{
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UUID agentID = client.AgentId;
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lock (m_Friends)
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{
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UserFriendData friendsData;
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if (m_Friends.TryGetValue(agentID, out friendsData))
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{
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friendsData.Refcount++;
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return false;
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}
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else
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{
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friendsData = new UserFriendData();
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friendsData.PrincipalID = agentID;
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friendsData.Friends = GetFriendsFromService(client);
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friendsData.Refcount = 1;
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m_Friends[agentID] = friendsData;
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return true;
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}
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}
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}
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private void OnClientClosed(UUID agentID, Scene scene)
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{
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ScenePresence sp = scene.GetScenePresence(agentID);
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if (sp != null && !sp.IsChildAgent)
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{
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// do this for root agents closing out
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StatusChange(agentID, false);
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}
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lock (m_Friends)
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{
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UserFriendData friendsData;
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if (m_Friends.TryGetValue(agentID, out friendsData))
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{
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friendsData.Refcount--;
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if (friendsData.Refcount <= 0)
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m_Friends.Remove(agentID);
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}
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}
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}
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private void OnMakeRootAgent(ScenePresence sp)
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{
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RecacheFriends(sp.ControllingClient);
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}
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private void OnClientLogin(IClientAPI client)
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{
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UUID agentID = client.AgentId;
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//m_log.DebugFormat("[XXX]: OnClientLogin!");
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// Inform the friends that this user is online
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StatusChange(agentID, true);
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// Register that we need to send the list of online friends to this user
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lock (m_NeedsListOfOnlineFriends)
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m_NeedsListOfOnlineFriends.Add(agentID);
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}
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public virtual bool SendFriendsOnlineIfNeeded(IClientAPI client)
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{
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UUID agentID = client.AgentId;
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// Check if the online friends list is needed
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lock (m_NeedsListOfOnlineFriends)
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{
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if (!m_NeedsListOfOnlineFriends.Remove(agentID))
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return false;
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}
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// Send the friends online
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List<UUID> online = GetOnlineFriends(agentID);
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if (online.Count > 0)
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client.SendAgentOnline(online.ToArray());
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// Send outstanding friendship offers
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List<string> outstanding = new List<string>();
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FriendInfo[] friends = GetFriendsFromCache(agentID);
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foreach (FriendInfo fi in friends)
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{
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if (fi.TheirFlags == -1)
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outstanding.Add(fi.Friend);
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}
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GridInstantMessage im = new GridInstantMessage(client.Scene, UUID.Zero, String.Empty, agentID, (byte)InstantMessageDialog.FriendshipOffered,
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"Will you be my friend?", true, Vector3.Zero);
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foreach (string fid in outstanding)
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{
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UUID fromAgentID;
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string firstname = "Unknown", lastname = "User";
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if (!GetAgentInfo(client.Scene.RegionInfo.ScopeID, fid, out fromAgentID, out firstname, out lastname))
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{
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m_log.DebugFormat("[FRIENDS MODULE]: skipping malformed friend {0}", fid);
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continue;
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}
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im.offline = 0;
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im.fromAgentID = fromAgentID.Guid;
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im.fromAgentName = firstname + " " + lastname;
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im.imSessionID = im.fromAgentID;
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im.message = FriendshipMessage(fid);
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LocalFriendshipOffered(agentID, im);
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}
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return true;
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}
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protected virtual string FriendshipMessage(string friendID)
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{
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return "Will you be my friend?";
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}
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protected virtual bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last)
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{
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first = "Unknown"; last = "User";
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if (!UUID.TryParse(fid, out agentID))
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return false;
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UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(scopeID, agentID);
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if (account != null)
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{
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first = account.FirstName;
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last = account.LastName;
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}
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return true;
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}
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List<UUID> GetOnlineFriends(UUID userID)
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{
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List<string> friendList = new List<string>();
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FriendInfo[] friends = GetFriendsFromCache(userID);
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foreach (FriendInfo fi in friends)
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{
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if (((fi.TheirFlags & (int)FriendRights.CanSeeOnline) != 0) && (fi.TheirFlags != -1))
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friendList.Add(fi.Friend);
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}
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List<UUID> online = new List<UUID>();
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if (friendList.Count > 0)
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GetOnlineFriends(userID, friendList, online);
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// m_log.DebugFormat(
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// "[FRIENDS MODULE]: User {0} has {1} friends online", userID, online.Count);
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return online;
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}
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protected virtual void GetOnlineFriends(UUID userID, List<string> friendList, /*collector*/ List<UUID> online)
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{
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// m_log.DebugFormat(
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// "[FRIENDS MODULE]: Looking for online presence of {0} users for {1}", friendList.Count, userID);
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PresenceInfo[] presence = PresenceService.GetAgents(friendList.ToArray());
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foreach (PresenceInfo pi in presence)
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{
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UUID presenceID;
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if (UUID.TryParse(pi.UserID, out presenceID))
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online.Add(presenceID);
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}
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}
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/// <summary>
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/// Find the client for a ID
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/// </summary>
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public IClientAPI LocateClientObject(UUID agentID)
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{
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lock (m_Scenes)
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{
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foreach (Scene scene in m_Scenes)
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{
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ScenePresence presence = scene.GetScenePresence(agentID);
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if (presence != null && !presence.IsChildAgent)
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return presence.ControllingClient;
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}
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}
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return null;
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}
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/// <summary>
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/// Caller beware! Call this only for root agents.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="online"></param>
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private void StatusChange(UUID agentID, bool online)
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{
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FriendInfo[] friends = GetFriendsFromCache(agentID);
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if (friends.Length > 0)
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{
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List<FriendInfo> friendList = new List<FriendInfo>();
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foreach (FriendInfo fi in friends)
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{
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if (((fi.MyFlags & (int)FriendRights.CanSeeOnline) != 0) && (fi.TheirFlags != -1))
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friendList.Add(fi);
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}
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Util.FireAndForget(
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delegate
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{
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m_log.DebugFormat(
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"[FRIENDS MODULE]: Notifying {0} friends of {1} of online status {2}",
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friendList.Count, agentID, online);
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// Notify about this user status
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StatusNotify(friendList, agentID, online);
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}
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);
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}
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}
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protected virtual void StatusNotify(List<FriendInfo> friendList, UUID userID, bool online)
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{
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foreach (FriendInfo friend in friendList)
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{
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UUID friendID;
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if (UUID.TryParse(friend.Friend, out friendID))
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{
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// Try local
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if (LocalStatusNotification(userID, friendID, online))
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continue;
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// The friend is not here [as root]. Let's forward.
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PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
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if (friendSessions != null && friendSessions.Length > 0)
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{
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PresenceInfo friendSession = null;
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foreach (PresenceInfo pinfo in friendSessions)
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{
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if (pinfo.RegionID != UUID.Zero) // let's guard against sessions-gone-bad
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{
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friendSession = pinfo;
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break;
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}
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}
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if (friendSession != null)
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{
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GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
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//m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName);
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m_FriendsSimConnector.StatusNotify(region, userID, friendID, online);
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}
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}
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// Friend is not online. Ignore.
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}
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else
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{
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m_log.WarnFormat("[FRIENDS]: Error parsing friend ID {0}", friend.Friend);
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}
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}
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}
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protected virtual void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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{
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if ((InstantMessageDialog)im.dialog == InstantMessageDialog.FriendshipOffered)
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{
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// we got a friendship offer
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UUID principalID = new UUID(im.fromAgentID);
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UUID friendID = new UUID(im.toAgentID);
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m_log.DebugFormat("[FRIENDS]: {0} ({1}) offered friendship to {2} ({3})", principalID, client.FirstName + client.LastName, friendID, im.fromAgentName);
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// Check that the friendship doesn't exist yet
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FriendInfo[] finfos = GetFriendsFromCache(principalID);
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if (finfos != null)
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{
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FriendInfo f = GetFriend(finfos, friendID);
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if (f != null)
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{
|
|
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<UUID> 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<ICallingCardModule>();
|
|
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<UUID> 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(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<ICallingCardModule>();
|
|
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 exfriendID)
|
|
{
|
|
IClientAPI friendClient = LocateClientObject(exfriendID);
|
|
if (friendClient != null)
|
|
{
|
|
// the friend in this sim as root agent
|
|
friendClient.SendTerminateFriend(exfriendID);
|
|
// 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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update local cache only
|
|
/// </summary>
|
|
/// <param name="userID"></param>
|
|
/// <param name="friendID"></param>
|
|
/// <param name="rights"></param>
|
|
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
|
|
}
|
|
}
|