clockwerk-opensim – Blame information for rev 1

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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.IO;
30 using System.Reflection;
31 using System.Text;
32 using System.Collections.Generic;
33 using OpenMetaverse;
34 using OpenMetaverse.StructuredData;
35 using OpenSim;
36 using OpenSim.Region;
37 using OpenSim.Region.Framework;
38 using OpenSim.Region.Framework.Scenes;
39 using OpenSim.Region.Framework.Interfaces;
40 using OpenSim.Framework;
41 using OpenSim.Framework.Servers;
42 using OpenSim.Framework.Servers.HttpServer;
43 using Nini.Config;
44 using log4net;
45 using Mono.Addins;
46 using Caps = OpenSim.Framework.Capabilities.Caps;
47 using OSDMap = OpenMetaverse.StructuredData.OSDMap;
48  
49 namespace OpenSim.Region.OptionalModules.ViewerSupport
50 {
51 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DynamicFloater")]
52 public class DynamicFloaterModule : INonSharedRegionModule, IDynamicFloaterModule
53 {
54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
55  
56 private Scene m_scene;
57  
58 private Dictionary<UUID, Dictionary<int, FloaterData>> m_floaters = new Dictionary<UUID, Dictionary<int, FloaterData>>();
59  
60 public string Name
61 {
62 get { return "DynamicFloaterModule"; }
63 }
64  
65 public Type ReplaceableInterface
66 {
67 get { return null; }
68 }
69  
70 public void Initialise(IConfigSource config)
71 {
72 }
73  
74 public void Close()
75 {
76 }
77  
78 public void AddRegion(Scene scene)
79 {
80 m_scene = scene;
81 scene.EventManager.OnNewClient += OnNewClient;
82 scene.EventManager.OnClientClosed += OnClientClosed;
83 m_scene.RegisterModuleInterface<IDynamicFloaterModule>(this);
84 }
85  
86 public void RegionLoaded(Scene scene)
87 {
88 }
89  
90 public void RemoveRegion(Scene scene)
91 {
92 }
93  
94 private void OnNewClient(IClientAPI client)
95 {
96 client.OnChatFromClient += OnChatFromClient;
97 }
98  
99 private void OnClientClosed(UUID agentID, Scene scene)
100 {
101 m_floaters.Remove(agentID);
102 }
103  
104 private void SendToClient(ScenePresence sp, string msg)
105 {
106 sp.ControllingClient.SendChatMessage(msg,
107 (byte)ChatTypeEnum.Owner,
108 sp.AbsolutePosition,
109 "Server",
110 UUID.Zero,
111 UUID.Zero,
112 (byte)ChatSourceType.Object,
113 (byte)ChatAudibleLevel.Fully);
114 }
115  
116 public void DoUserFloater(UUID agentID, FloaterData dialogData, string configuration)
117 {
118 ScenePresence sp = m_scene.GetScenePresence(agentID);
119 if (sp == null || sp.IsChildAgent)
120 return;
121  
122 if (!m_floaters.ContainsKey(agentID))
123 m_floaters[agentID] = new Dictionary<int, FloaterData>();
124  
125 if (m_floaters[agentID].ContainsKey(dialogData.Channel))
126 return;
127  
128 m_floaters[agentID].Add(dialogData.Channel, dialogData);
129  
130 string xml;
131 if (dialogData.XmlText != null && dialogData.XmlText != String.Empty)
132 {
133 xml = dialogData.XmlText;
134 }
135 else
136 {
137 using (FileStream fs = File.Open(dialogData.XmlName + ".xml", FileMode.Open))
138 {
139 using (StreamReader sr = new StreamReader(fs))
140 xml = sr.ReadToEnd().Replace("\n", "");
141 }
142 }
143  
144 List<string> xparts = new List<string>();
145  
146 while (xml.Length > 0)
147 {
148 string x = xml;
149 if (x.Length > 600)
150 {
151 x = x.Substring(0, 600);
152 xml = xml.Substring(600);
153 }
154 else
155 {
156 xml = String.Empty;
157 }
158  
159 xparts.Add(x);
160 }
161  
162 for (int i = 0 ; i < xparts.Count ; i++)
163 SendToClient(sp, String.Format("># floater {2} create {0}/{1} " + xparts[i], i + 1, xparts.Count, dialogData.FloaterName));
164  
165 SendToClient(sp, String.Format("># floater {0} {{notify:1}} {{channel: {1}}} {{node:cancel {{notify:1}}}} {{node:ok {{notify:1}}}} {2}", dialogData.FloaterName, (uint)dialogData.Channel, configuration));
166 }
167  
168 private void OnChatFromClient(object sender, OSChatMessage msg)
169 {
170 if (msg.Sender == null)
171 return;
172  
173 //m_log.DebugFormat("chan {0} msg {1}", msg.Channel, msg.Message);
174  
175 IClientAPI client = msg.Sender;
176  
177 if (!m_floaters.ContainsKey(client.AgentId))
178 return;
179  
180 string[] parts = msg.Message.Split(new char[] {':'});
181 if (parts.Length == 0)
182 return;
183  
184 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
185 if (sp == null || sp.IsChildAgent)
186 return;
187  
188 Dictionary<int, FloaterData> d = m_floaters[client.AgentId];
189  
190 // Work around a viewer bug - VALUE from any
191 // dialog can appear on this channel and needs to
192 // be dispatched to ALL open dialogs for the user
193 if (msg.Channel == 427169570)
194 {
195 if (parts[0] == "VALUE")
196 {
197 foreach (FloaterData dd in d.Values)
198 {
199 if(dd.Handler(client, dd, parts))
200 {
201 m_floaters[client.AgentId].Remove(dd.Channel);
202 SendToClient(sp, String.Format("># floater {0} destroy", dd.FloaterName));
203 break;
204 }
205 }
206 }
207 return;
208 }
209  
210 if (!d.ContainsKey(msg.Channel))
211 return;
212  
213 FloaterData data = d[msg.Channel];
214  
215 if (parts[0] == "NOTIFY")
216 {
217 if (parts[1] == "cancel" || parts[1] == data.FloaterName)
218 {
219 m_floaters[client.AgentId].Remove(data.Channel);
220 SendToClient(sp, String.Format("># floater {0} destroy", data.FloaterName));
221 }
222 }
223  
224 if (data.Handler != null && data.Handler(client, data, parts))
225 {
226 m_floaters[client.AgentId].Remove(data.Channel);
227 SendToClient(sp, String.Format("># floater {0} destroy", data.FloaterName));
228 }
229 }
230  
231 public void FloaterControl(ScenePresence sp, FloaterData d, string msg)
232 {
233 string sendData = String.Format("># floater {0} {1}", d.FloaterName, msg);
234 SendToClient(sp, sendData);
235  
236 }
237 }
238 }