* Completed a partial port of OpenSim's LSL API. Thank you to everyone on the OpenSim team for their hard work on this incredibly large feature * Added Agent.GetSimulatorPosition() * Corrected default PrimFlags for agents and prims * Stubs for encoding/decoding prim linkset assets * Route chat through the scene * Stub for grid messaging (IM and email) * Add GetTerrainHeightAt(), removed duplicate heightmap storage in Movement.cs * Added a permissions manager stub * Store wind speeds, added functions to get wind speed * Make sure all of the important prim properties are set before creating an object * Lots of new object manipulation functions in scene * Properly clean up event queues on agent exit * Stubbed out a space for a scripting engine * Stubbed out task inventory * Added ScriptingConsole, which allows you to run LSL functions from the chat console * Added new PacketCategory, Messaging, for chat-related packets * Fixed InventoryObject overrides * Added a NotecardCache, useful for the scripting engine and may become generally useful later * Added several helper functions and new members to SimulationObject git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2462 52acb1d6-8a22-11de-b505-999d5b087335
73 lines
3.0 KiB
C#
73 lines
3.0 KiB
C#
using System;
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using System.Collections.Generic;
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using ExtensionLoader;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace Simian.Extensions
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{
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public class Messaging : IExtension<Simian>
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{
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Simian server;
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public Messaging()
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{
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}
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public void Start(Simian server)
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{
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this.server = server;
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server.UDP.RegisterPacketCallback(PacketType.ChatFromViewer, new PacketCallback(ChatFromViewerHandler));
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server.UDP.RegisterPacketCallback(PacketType.ImprovedInstantMessage, new PacketCallback(ImprovedInstantMessageHandler));
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}
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public void Stop()
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{
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}
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void ChatFromViewerHandler(Packet packet, Agent agent)
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{
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ChatFromViewerPacket viewerChat = (ChatFromViewerPacket)packet;
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server.Scene.ObjectChat(this, agent.Avatar.ID, agent.Avatar.ID, ChatAudibleLevel.Fully, (ChatType)viewerChat.ChatData.Type,
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ChatSourceType.Agent, agent.Avatar.Name, agent.GetSimulatorPosition(server.Scene), viewerChat.ChatData.Channel,
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Utils.BytesToString(viewerChat.ChatData.Message));
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}
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void ImprovedInstantMessageHandler(Packet packet, Agent agent)
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{
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ImprovedInstantMessagePacket im = (ImprovedInstantMessagePacket)packet;
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InstantMessageDialog dialog = (InstantMessageDialog)im.MessageBlock.Dialog;
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if (dialog == InstantMessageDialog.MessageFromAgent)
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{
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// HACK: Only works for agents currently online
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Agent recipient;
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if (server.Scene.TryGetAgent(im.MessageBlock.ToAgentID, out recipient))
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{
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// FIXME: Look into the fields we are setting to default values
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ImprovedInstantMessagePacket sendIM = new ImprovedInstantMessagePacket();
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sendIM.MessageBlock.RegionID = server.Scene.RegionID;
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sendIM.MessageBlock.ParentEstateID = 1;
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sendIM.MessageBlock.FromGroup = false;
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sendIM.MessageBlock.FromAgentName = Utils.StringToBytes(agent.Avatar.Name);
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sendIM.MessageBlock.ToAgentID = im.MessageBlock.ToAgentID;
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sendIM.MessageBlock.Dialog = im.MessageBlock.Dialog;
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sendIM.MessageBlock.Offline = (byte)InstantMessageOnline.Online;
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sendIM.MessageBlock.ID = agent.Avatar.ID;
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sendIM.MessageBlock.Message = im.MessageBlock.Message;
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sendIM.MessageBlock.BinaryBucket = new byte[0];
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sendIM.MessageBlock.Timestamp = Utils.DateTimeToUnixTime(DateTime.Now);
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sendIM.MessageBlock.Position = agent.GetSimulatorPosition(server.Scene);
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sendIM.AgentData.AgentID = agent.Avatar.ID;
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server.UDP.SendPacket(recipient.Avatar.ID, sendIM, PacketCategory.Messaging);
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}
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}
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}
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}
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}
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