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