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https://github.com/opensim/opensim.git
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Code from Illumious Beltran (IBM) implementing more LSL
The functions implemented are: llListen llListenControl llListenRemove llOpenRemoteDataChannel llCloseRemoteDataChannel llRemoteDataReply The events implemented are: listen remote_data
This commit is contained in:
481
OpenSim/Region/Environment/Modules/WorldCommModule.cs
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481
OpenSim/Region/Environment/Modules/WorldCommModule.cs
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using System;
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using System.IO;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading;
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using libsecondlife;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Utilities;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Framework.Servers;
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using Nwc.XmlRpc;
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using System.Collections;
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using System.Collections.Generic;
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/*****************************************************
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*
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* WorldCommModule
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*
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*
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* Holding place for world comms - basically llListen
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* function implementation.
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*
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* lLListen(integer channel, string name, key id, string msg)
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* The name, id, and msg arguments specify the filtering
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* criteria. You can pass the empty string
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* (or NULL_KEY for id) for these to set a completely
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* open filter; this causes the listen() event handler to be
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* invoked for all chat on the channel. To listen only
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* for chat spoken by a specific object or avatar,
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* specify the name and/or id arguments. To listen
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* only for a specific command, specify the
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* (case-sensitive) msg argument. If msg is not empty,
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* listener will only hear strings which are exactly equal
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* to msg. You can also use all the arguments to establish
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* the most restrictive filtering criteria.
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*
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* It might be useful for each listener to maintain a message
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* digest, with a list of recent messages by UUID. This can
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* be used to prevent in-world repeater loops. However, the
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* linden functions do not have this capability, so for now
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* thats the way it works.
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*
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* **************************************************/
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namespace OpenSim.Region.Environment.Modules
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{
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public class WorldCommModule : IRegionModule, IWorldComm
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{
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private Scene m_scene;
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private object CommListLock = new object();
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private string m_name = "WorldCommModule";
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private ListenerManager m_listenerManager;
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private Queue<ListenerInfo> m_pending;
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public WorldCommModule()
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{
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}
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public void Initialise(Scene scene)
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{
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m_scene = scene;
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m_scene.RegisterModuleInterface<IWorldComm>(this);
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m_listenerManager = new ListenerManager();
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m_pending = new Queue<ListenerInfo>();
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m_scene.EventManager.OnNewClient += NewClient;
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}
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public void PostInitialise()
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{
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}
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public void CloseDown()
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{
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}
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public string GetName()
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{
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return m_name;
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}
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public bool IsSharedModule()
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{
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return false;
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}
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public void NewClient(IClientAPI client)
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{
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client.OnChatFromViewer += DeliverClientMessage;
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}
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private void DeliverClientMessage(byte[] message, byte type, int channel, LLVector3 fromPos, string fromName,
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LLUUID fromAgentID)
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{
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ASCIIEncoding ae = new ASCIIEncoding();
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DeliverMessage(fromAgentID.ToString(), type, channel, fromName, ae.GetString(message));
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}
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public int Listen(uint localID, LLUUID itemID, LLUUID hostID, int channel, string name, string id, string msg)
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{
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return m_listenerManager.AddListener(localID, itemID, hostID, channel, name, id, msg);
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}
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public void ListenControl(int handle, int active)
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{
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if ( active == 1 )
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m_listenerManager.Activate(handle);
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else if ( active == 0 )
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m_listenerManager.Dectivate(handle);
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}
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public void ListenRemove(int handle)
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{
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m_listenerManager.Remove(handle);
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}
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// This method scans nearby objects and determines if they are listeners,
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// and if so if this message fits the filter. If it does, then
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// enqueue the message for delivery to the objects listen event handler.
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// Objects that do an llSay have their messages delivered here, and for
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// nearby avatards, the SimChat function is used.
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public void DeliverMessage(string sourceItemID, int type, int channel, string name, string msg)
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{
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SceneObjectPart source = null;
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ScenePresence avatar = null;
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source = m_scene.GetSceneObjectPart(new LLUUID(sourceItemID));
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if (source == null)
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{
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avatar = m_scene.GetScenePresence(new LLUUID(sourceItemID));
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}
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if( (avatar != null) || (source != null) )
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{
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// Loop through the objects in the scene
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// If they are in proximity, then if they are
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// listeners, if so add them to the pending queue
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foreach (LLUUID eb in m_scene.Entities.Keys)
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{
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EntityBase sPart;
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m_scene.Entities.TryGetValue(eb, out sPart);
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// Dont process if this message is from itself!
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if (eb.ToString().Equals(sourceItemID) ||
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sPart.UUID.ToString().Equals(sourceItemID) )
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continue;
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double dis = 0;
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if (source != null)
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dis = sPart.AbsolutePosition.GetDistanceTo(source.AbsolutePosition);
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else
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dis = sPart.AbsolutePosition.GetDistanceTo(avatar.AbsolutePosition);
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switch (type)
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{
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case 0: // Whisper
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if ((dis < 10) && (dis > -10))
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{
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ListenerInfo isListener = m_listenerManager.IsListenerMatch(
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sourceItemID, sPart.UUID, channel, name, msg
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);
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if (isListener != null)
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{
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m_pending.Enqueue(isListener);
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}
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}
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break;
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case 1: // Say
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if ((dis < 30) && (dis > -30))
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{
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ListenerInfo isListener = m_listenerManager.IsListenerMatch(
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sourceItemID, sPart.UUID, channel, name, msg
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);
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if (isListener != null)
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{
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m_pending.Enqueue(isListener);
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}
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}
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break;
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case 2: // Shout
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if ((dis < 100) && (dis > -100))
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{
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ListenerInfo isListener = m_listenerManager.IsListenerMatch(
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sourceItemID, sPart.UUID, channel, name, msg
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);
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if (isListener != null)
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{
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m_pending.Enqueue(isListener);
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}
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}
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break;
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case 0xff: // Broadcast
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ListenerInfo isListen = m_listenerManager.IsListenerMatch(sourceItemID, eb, channel, name, msg);
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if (isListen != null)
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{
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ListenerInfo isListener = m_listenerManager.IsListenerMatch(
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sourceItemID, sPart.UUID, channel, name, msg
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);
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if (isListener != null)
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{
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m_pending.Enqueue(isListener);
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}
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}
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break;
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}
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};
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}
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}
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public bool HasMessages()
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{
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return (m_pending.Count > 0);
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}
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public ListenerInfo GetNextMessage()
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{
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ListenerInfo li = null;
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lock (CommListLock)
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{
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li = m_pending.Dequeue();
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}
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return li;
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}
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}
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// hostID: the ID of the ScenePart
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// itemID: the ID of the script host engine
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// localID: local ID of host engine
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public class ListenerManager
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{
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private Dictionary<int, ListenerInfo> m_listeners;
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private object ListenersLock = new object();
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private int m_MaxListeners = 100;
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public ListenerManager()
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{
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m_listeners = new Dictionary<int, ListenerInfo>();
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}
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public int AddListener(uint localID, LLUUID itemID, LLUUID hostID, int channel, string name, string id, string msg)
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{
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if ( m_listeners.Count < m_MaxListeners )
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{
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ListenerInfo isListener = IsListenerMatch(LLUUID.Zero.ToString(), itemID, channel, name, msg);
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if(isListener == null)
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{
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int newHandle = GetNewHandle();
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if (newHandle > -1)
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{
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ListenerInfo li = new ListenerInfo(localID, newHandle, itemID, hostID, channel, name, id, msg);
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lock (ListenersLock)
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{
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m_listeners.Add(newHandle, li);
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}
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return newHandle;
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}
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}
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}
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return -1;
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}
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public void Remove(int handle)
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{
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m_listeners.Remove(handle);
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}
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private int GetNewHandle()
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{
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for (int i = 0; i < int.MaxValue - 1; i++)
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{
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if (!m_listeners.ContainsKey(i))
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return i;
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}
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return -1;
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}
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public bool IsListener(LLUUID hostID)
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{
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foreach (ListenerInfo li in m_listeners.Values)
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{
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if (li.GetHostID().Equals(hostID))
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return true;
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}
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return false;
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}
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public void Activate(int handle)
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{
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ListenerInfo li;
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if( m_listeners.TryGetValue(handle, out li) )
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{
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li.Activate();
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}
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}
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public void Dectivate(int handle)
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{
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ListenerInfo li;
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if( m_listeners.TryGetValue(handle, out li) )
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{
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li.Deactivate();
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}
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}
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// Theres probably a more clever and efficient way to
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// do this, maybe with regex.
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public ListenerInfo IsListenerMatch(string sourceItemID, LLUUID listenerKey, int channel, string name, string msg)
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{
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bool isMatch = true;
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foreach (ListenerInfo li in m_listeners.Values)
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{
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if (li.GetHostID().Equals(listenerKey))
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{
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if ( li.IsActive() )
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{
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if ( channel == li.GetChannel() )
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{
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if ( (li.GetID().ToString().Length > 0) &&
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(!li.GetID().Equals(LLUUID.Zero)) )
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{
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if (!li.GetID().ToString().Equals(sourceItemID))
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{
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isMatch = false;
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}
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}
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if ( isMatch && (li.GetName().Length > 0) )
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{
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if ( li.GetName().Equals(name) )
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{
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isMatch = false;
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}
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}
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if ( isMatch )
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{
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return new ListenerInfo(
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li.GetLocalID(), li.GetHandle(), li.GetItemID(), li.GetHostID(),
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li.GetChannel(), name, li.GetID(), msg, new LLUUID(sourceItemID)
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);
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}
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}
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}
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}
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}
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return null;
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}
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}
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public class ListenerInfo
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{
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private LLUUID m_itemID; // ID of the host script engine
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private LLUUID m_hostID; // ID of the host/scene part
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private LLUUID m_sourceItemID; // ID of the scenePart or avatar source of the message
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private int m_channel; // Channel
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private int m_handle; // Assigned handle of this listener
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private uint m_localID; // Local ID from script engine
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private string m_name; // Object name to filter messages from
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private LLUUID m_id; // ID to filter messages from
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private string m_message; // The message
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private bool m_active; // Listener is active or not
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public ListenerInfo(uint localID, int handle, LLUUID ItemID, LLUUID hostID, int channel, string name, LLUUID id, string message)
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{
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Initialise(localID, handle, ItemID, hostID, channel, name, id, message);
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}
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public ListenerInfo(uint localID, int handle, LLUUID ItemID, LLUUID hostID, int channel, string name, LLUUID id, string message, LLUUID sourceItemID)
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{
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Initialise(localID, handle, ItemID, hostID, channel, name, id, message);
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m_sourceItemID = sourceItemID;
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}
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private void Initialise(uint localID, int handle, LLUUID ItemID, LLUUID hostID, int channel, string name, LLUUID id, string message)
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{
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m_handle = handle;
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m_channel = channel;
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m_itemID = ItemID;
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m_hostID = hostID;
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m_name = name;
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m_id = id;
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m_message = message;
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m_active = true;
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m_localID = localID;
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}
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public LLUUID GetItemID()
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{
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return m_itemID;
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}
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public LLUUID GetHostID()
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{
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return m_hostID;
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}
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public LLUUID GetSourceItemID()
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{
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return m_sourceItemID;
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}
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public int GetChannel()
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{
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return m_channel;
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}
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public uint GetLocalID()
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{
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return m_localID;
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}
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public int GetHandle()
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{
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return m_handle;
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}
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public string GetMessage()
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{
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return m_message;
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}
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public string GetName()
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{
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return m_name;
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}
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public bool IsActive()
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{
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return m_active;
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}
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public void Deactivate()
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{
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m_active = false;
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}
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public void Activate()
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{
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m_active = true;
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}
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public LLUUID GetID()
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{
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return m_id;
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}
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}
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}
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Block a user