// This handler detects chat events int he virtual world. public void OnSimChat(Object sender, OSChatMessage msg) { // early return if this comes from the IRC forwarder if (cs.irc.Equals(sender)) { return; } // early return if nothing to forward if (msg.Message.Length == 0) { return; } // check for commands coming from avatars or in-world // object (if commands are enabled) if (cs.CommandsEnabled && msg.Channel == cs.CommandChannel) { m_log.DebugFormat("[IRC-Region {0}] command on channel {1}: {2}", Region, msg.Channel, msg.Message); string[] messages = msg.Message.Split(' '); string command = messages[0].ToLower(); try { switch (command) { // These commands potentially require a change in the // underlying ChannelState. case "server": cs.Close(this); cs = cs.UpdateServer(this, messages[1]); cs.Open(this); break; case "port": cs.Close(this); cs = cs.UpdatePort(this, messages[1]); cs.Open(this); break; case "channel": cs.Close(this); cs = cs.UpdateChannel(this, messages[1]); cs.Open(this); break; case "nick": cs.Close(this); cs = cs.UpdateNickname(this, messages[1]); cs.Open(this); break; // These may also (but are less likely) to require a // change in ChannelState. case "client-reporting": cs = cs.UpdateClientReporting(this, messages[1]); break; case "in-channel": cs = cs.UpdateRelayIn(this, messages[1]); break; case "out-channel": cs = cs.UpdateRelayOut(this, messages[1]); break; // These are all taken to be temporary changes in state // so the underlying connector remains intact. But note // that with regions sharing a connector, there could // be interference. case "close": enabled = false; cs.Close(this); break; case "connect": enabled = true; cs.Open(this); break; case "reconnect": enabled = true; cs.Close(this); cs.Open(this); break; // This one is harmless as far as we can judge from here. // If it is not, then the complaints will eventually make // that evident. default: m_log.DebugFormat("[IRC-Region {0}] Forwarding unrecognized command to IRC : {1}", Region, msg.Message); cs.irc.Send(msg.Message); break; } } catch (Exception ex) { m_log.WarnFormat("[IRC-Region {0}] error processing in-world command channel input: {1}", Region, ex.Message); m_log.Debug(ex); } return; } // The command channel remains enabled, even if we have otherwise disabled the IRC // interface. if (!enabled) { return; } // drop messages unless they are on a valid in-world // channel as configured in the ChannelState if (!cs.ValidInWorldChannels.Contains(msg.Channel)) { m_log.DebugFormat("[IRC-Region {0}] dropping message {1} on channel {2}", Region, msg, msg.Channel); return; } ScenePresence avatar = null; string fromName = msg.From; if (msg.Sender != null) { avatar = scene.GetScenePresence(msg.Sender.AgentId); if (avatar != null) { fromName = avatar.Name; } } if (!cs.irc.Connected) { m_log.WarnFormat("[IRC-Region {0}] IRCConnector not connected: dropping message from {1}", Region, fromName); return; } m_log.DebugFormat("[IRC-Region {0}] heard on channel {1} : {2}", Region, msg.Channel, msg.Message); if (null != avatar && cs.RelayChat && (msg.Channel == 0 || msg.Channel == DEBUG_CHANNEL)) { string txt = msg.Message; if (txt.StartsWith("/me ")) { txt = String.Format("{0} {1}", fromName, msg.Message.Substring(4)); } cs.irc.PrivMsg(cs.PrivateMessageFormat, fromName, Region, txt); return; } if (null == avatar && cs.RelayPrivateChannels && null != cs.AccessPassword && msg.Channel == cs.RelayChannelOut) { Match m = cs.AccessPasswordRegex.Match(msg.Message); if (null != m) { m_log.DebugFormat("[IRC] relaying message from {0}: {1}", m.Groups["avatar"].ToString(), m.Groups["message"].ToString()); cs.irc.PrivMsg(cs.PrivateMessageFormat, m.Groups["avatar"].ToString(), scene.RegionInfo.RegionName, m.Groups["message"].ToString()); } } }
// This handler detects chat events int he virtual world. public void OnSimChat(Object sender, OSChatMessage msg) { // early return if this comes from the IRC forwarder if (cs.irc.Equals(sender)) return; // early return if nothing to forward if (msg.Message.Length == 0) return; // check for commands coming from avatars or in-world // object (if commands are enabled) if (cs.CommandsEnabled && msg.Channel == cs.CommandChannel) { m_log.DebugFormat("[IRC-Region {0}] command on channel {1}: {2}", Region, msg.Channel, msg.Message); string[] messages = msg.Message.Split(' '); string command = messages[0].ToLower(); try { switch (command) { // These commands potentially require a change in the // underlying ChannelState. case "server": cs.Close(this); cs = cs.UpdateServer(this, messages[1]); cs.Open(this); break; case "port": cs.Close(this); cs = cs.UpdatePort(this, messages[1]); cs.Open(this); break; case "channel": cs.Close(this); cs = cs.UpdateChannel(this, messages[1]); cs.Open(this); break; case "nick": cs.Close(this); cs = cs.UpdateNickname(this, messages[1]); cs.Open(this); break; // These may also (but are less likely) to require a // change in ChannelState. case "client-reporting": cs = cs.UpdateClientReporting(this, messages[1]); break; case "in-channel": cs = cs.UpdateRelayIn(this, messages[1]); break; case "out-channel": cs = cs.UpdateRelayOut(this, messages[1]); break; // These are all taken to be temporary changes in state // so the underlying connector remains intact. But note // that with regions sharing a connector, there could // be interference. case "close": enabled = false; cs.Close(this); break; case "connect": enabled = true; cs.Open(this); break; case "reconnect": enabled = true; cs.Close(this); cs.Open(this); break; // This one is harmless as far as we can judge from here. // If it is not, then the complaints will eventually make // that evident. default: m_log.DebugFormat("[IRC-Region {0}] Forwarding unrecognized command to IRC : {1}", Region, msg.Message); cs.irc.Send(msg.Message); break; } } catch (Exception ex) { m_log.WarnFormat("[IRC-Region {0}] error processing in-world command channel input: {1}", Region, ex.Message); m_log.Debug(ex); } return; } // The command channel remains enabled, even if we have otherwise disabled the IRC // interface. if (!enabled) return; // drop messages unless they are on a valid in-world // channel as configured in the ChannelState if (!cs.ValidInWorldChannels.Contains(msg.Channel)) { m_log.DebugFormat("[IRC-Region {0}] dropping message {1} on channel {2}", Region, msg, msg.Channel); return; } ScenePresence avatar = null; string fromName = msg.From; if (msg.Sender != null) { avatar = scene.GetScenePresence(msg.Sender.AgentId); if (avatar != null) fromName = avatar.Name; } if (!cs.irc.Connected) { m_log.WarnFormat("[IRC-Region {0}] IRCConnector not connected: dropping message from {1}", Region, fromName); return; } m_log.DebugFormat("[IRC-Region {0}] heard on channel {1} : {2}", Region, msg.Channel, msg.Message); if (null != avatar && cs.RelayChat && (msg.Channel == 0 || msg.Channel == DEBUG_CHANNEL)) { string txt = msg.Message; if (txt.StartsWith("/me ")) txt = String.Format("{0} {1}", fromName, msg.Message.Substring(4)); cs.irc.PrivMsg(cs.PrivateMessageFormat, fromName, Region, txt); return; } if (null == avatar && cs.RelayPrivateChannels && null != cs.AccessPassword && msg.Channel == cs.RelayChannelOut) { Match m = cs.AccessPasswordRegex.Match(msg.Message); if (null != m) { m_log.DebugFormat("[IRC] relaying message from {0}: {1}", m.Groups["avatar"].ToString(), m.Groups["message"].ToString()); cs.irc.PrivMsg(cs.PrivateMessageFormat, m.Groups["avatar"].ToString(), scene.RegionInfo.RegionName, m.Groups["message"].ToString()); } } }
// Called by IRCBridgeModule.Close immediately prior to unload // of the module for this region. This happens when the region // is being removed or the server is terminating. The IRC // BridgeModule will remove the region from the region list // when control returns. public void Close() { enabled = false; cs.Close(this); }