OpenSimMirror/OpenSim/Framework/Communications/CommunicationsManager.cs

409 lines
15 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 OpenMetaverse;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers.HttpServer;
namespace OpenSim.Framework.Communications
{
/// <summary>
/// This class manages references to OpenSim non-region services (asset, inventory, user, etc.)
/// </summary>
///
/// TODO: Service retrieval needs to be managed via plugin and interfaces requests, as happens for region
/// modules from scene. Among other things, this will allow this class to be used in many different contexts
/// (from a grid service executable, to provide services on a region) without lots of messy nulls and confusion.
/// Also, a post initialize step on the plugins will be needed so that we don't get tortuous problems with
/// circular dependencies between plugins.
public class CommunicationsManager
{
//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<UUID, string[]> m_nameRequestCache = new Dictionary<UUID, string[]>();
public IUserService UserService
{
get { return m_userService; }
}
protected IUserService m_userService;
public IMessagingService MessageService
{
get { return m_messageService; }
}
protected IMessagingService m_messageService;
public IGridServices GridService
{
get { return m_gridService; }
}
protected IGridServices m_gridService;
public UserProfileCacheService UserProfileCacheService
{
get { return m_userProfileCacheService; }
}
protected UserProfileCacheService m_userProfileCacheService;
public IAvatarService AvatarService
{
get { return m_avatarService; }
}
protected IAvatarService m_avatarService;
public IInterServiceInventoryServices InterServiceInventoryService
{
get { return m_interServiceInventoryService; }
}
protected IInterServiceInventoryServices m_interServiceInventoryService;
public NetworkServersInfo NetworkServersInfo
{
get { return m_networkServersInfo; }
}
protected NetworkServersInfo m_networkServersInfo;
/// <summary>
/// Interface to user service for administrating users.
/// </summary>
public IUserAdminService UserAdminService
{
get { return m_userAdminService; }
}
protected IUserAdminService m_userAdminService;
/// <value>
/// OpenSimulator's built in HTTP server
/// </value>
public IHttpServer HttpServer
{
get { return m_httpServer; }
}
protected IHttpServer m_httpServer;
/// <summary>
/// Constructor
/// </summary>
/// <param name="serversInfo"></param>
/// <param name="httpServer"></param>
/// <param name="assetCache"></param>
/// <param name="dumpAssetsToFile"></param>
public CommunicationsManager(NetworkServersInfo serversInfo, IHttpServer httpServer, IAssetCache assetCache,
bool dumpAssetsToFile, LibraryRootFolder libraryRootFolder)
{
m_networkServersInfo = serversInfo;
m_userProfileCacheService = new UserProfileCacheService(this, libraryRootFolder);
m_httpServer = httpServer;
}
#region Inventory
protected string m_defaultInventoryHost = "default";
protected List<IInventoryServices> m_inventoryServices = new List<IInventoryServices>();
// protected IInventoryServices m_inventoryService;
protected List<ISecureInventoryService> m_secureinventoryServices = new List<ISecureInventoryService>();
public ISecureInventoryService SecureInventoryService
{
get
{
if (m_secureinventoryServices.Count > 0)
{
// return m_inventoryServices[0];
ISecureInventoryService invService;
if (TryGetSecureInventoryService(m_defaultInventoryHost, out invService))
{
return invService;
}
}
return null;
}
}
public IInventoryServices InventoryService
{
get
{
if (m_inventoryServices.Count > 0)
{
// return m_inventoryServices[0];
IInventoryServices invService;
if (TryGetInventoryService(m_defaultInventoryHost, out invService))
{
return invService;
}
}
return null;
}
}
public bool TryGetSecureInventoryService(string host, out ISecureInventoryService inventoryService)
{
if ((host == string.Empty) || (host == "default"))
{
host = m_defaultInventoryHost;
}
lock (m_secureinventoryServices)
{
foreach (ISecureInventoryService service in m_secureinventoryServices)
{
if (service.Host == host)
{
inventoryService = service;
return true;
}
}
}
inventoryService = null;
return false;
}
public bool TryGetInventoryService(string host, out IInventoryServices inventoryService)
{
if ((host == string.Empty) || (host == "default"))
{
host = m_defaultInventoryHost;
}
lock (m_inventoryServices)
{
foreach (IInventoryServices service in m_inventoryServices)
{
if (service.Host == host)
{
inventoryService = service;
return true;
}
}
}
inventoryService = null;
return false;
}
public virtual void AddInventoryService(string hostUrl)
{
}
public virtual void AddSecureInventoryService(string hostUrl)
{
}
public virtual void AddSecureInventoryService(ISecureInventoryService service)
{
lock (m_secureinventoryServices)
{
m_secureinventoryServices.Add(service);
}
}
public virtual void AddInventoryService(IInventoryServices service)
{
lock (m_inventoryServices)
{
m_inventoryServices.Add(service);
}
}
#endregion
#region Friend Methods
/// <summary>
/// Adds a new friend to the database for XUser
/// </summary>
/// <param name="friendlistowner">The agent that who's friends list is being added to</param>
/// <param name="friend">The agent that being added to the friends list of the friends list owner</param>
/// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
public void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms)
{
m_userService.AddNewUserFriend(friendlistowner, friend, perms);
}
/// <summary>
/// Logs off a user and does the appropriate communications
/// </summary>
/// <param name="userid"></param>
/// <param name="regionid"></param>
/// <param name="regionhandle"></param>
/// <param name="position"></param>
/// <param name="lookat"></param>
public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat)
{
m_userService.LogOffUser(userid, regionid, regionhandle, position, lookat);
}
/// <summary>
/// Logs off a user and does the appropriate communications (deprecated as of 2008-08-27)
/// </summary>
/// <param name="userid"></param>
/// <param name="regionid"></param>
/// <param name="regionhandle"></param>
/// <param name="posx"></param>
/// <param name="posy"></param>
/// <param name="posz"></param>
public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz)
{
m_userService.LogOffUser(userid, regionid, regionhandle, posx, posy, posz);
}
/// <summary>
/// Delete friend on friendlistowner's friendlist.
/// </summary>
/// <param name="friendlistowner">The agent that who's friends list is being updated</param>
/// <param name="friend">The Ex-friend agent</param>
public void RemoveUserFriend(UUID friendlistowner, UUID friend)
{
m_userService.RemoveUserFriend(friendlistowner, friend);
}
/// <summary>
/// Update permissions for friend on friendlistowner's friendlist.
/// </summary>
/// <param name="friendlistowner">The agent that who's friends list is being updated</param>
/// <param name="friend">The agent that is getting or loosing permissions</param>
/// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
public void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms)
{
m_userService.UpdateUserFriendPerms(friendlistowner, friend, perms);
}
/// <summary>
/// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship for UUID friendslistowner
/// </summary>
/// <param name="friendlistowner">The agent that we're retreiving the friends Data.</param>
public List<FriendListItem> GetUserFriendList(UUID friendlistowner)
{
return m_userService.GetUserFriendList(friendlistowner);
}
public Dictionary<UUID, FriendRegionInfo> GetFriendRegionInfos(List<UUID> uuids)
{
return m_messageService.GetFriendRegionInfos(uuids);
}
#endregion
#region Packet Handlers
public void UpdateAvatarPropertiesRequest(IClientAPI remote_client, UserProfileData UserProfile)
{
m_userService.UpdateUserProfile(UserProfile);
return;
}
public void HandleUUIDNameRequest(UUID uuid, IClientAPI remote_client)
{
if (uuid == m_userProfileCacheService.LibraryRoot.Owner)
{
remote_client.SendNameReply(uuid, "Mr", "OpenSim");
}
else
{
string[] names = doUUIDNameRequest(uuid);
if (names.Length == 2)
{
remote_client.SendNameReply(uuid, names[0], names[1]);
}
}
}
private string[] doUUIDNameRequest(UUID uuid)
{
string[] returnstring = new string[0];
bool doLookup = false;
lock (m_nameRequestCache)
{
if (m_nameRequestCache.ContainsKey(uuid))
{
returnstring = m_nameRequestCache[uuid];
}
else
{
// we don't want to lock the dictionary while we're doing the lookup
doLookup = true;
}
}
if (doLookup) {
UserProfileData profileData = m_userService.GetUserProfile(uuid);
if (profileData != null)
{
returnstring = new string[2];
// UUID profileId = profileData.ID;
returnstring[0] = profileData.FirstName;
returnstring[1] = profileData.SurName;
lock (m_nameRequestCache)
{
if (!m_nameRequestCache.ContainsKey(uuid))
m_nameRequestCache.Add(uuid, returnstring);
}
}
}
return returnstring;
}
public bool UUIDNameCachedTest(UUID uuid)
{
lock (m_nameRequestCache)
return m_nameRequestCache.ContainsKey(uuid);
}
public string UUIDNameRequestString(UUID uuid)
{
string[] names = doUUIDNameRequest(uuid);
if (names.Length == 2)
{
string firstname = names[0];
string lastname = names[1];
return firstname + " " + lastname;
}
return "(hippos)";
}
public List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(UUID queryID, string query)
{
List<AvatarPickerAvatar> pickerlist = m_userService.GenerateAgentPickerRequestResponse(queryID, query);
return pickerlist;
}
#endregion
}
}