Merge branch 'master' into bigmerge

Conflicts:
	OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
This commit is contained in:
Melanie
2011-12-05 17:10:51 +00:00
27 changed files with 828 additions and 455 deletions

View File

@@ -35,22 +35,36 @@ namespace OpenSim.Framework
/// </summary>
public class AgentCircuitManager
{
public Dictionary<uint, AgentCircuitData> AgentCircuits = new Dictionary<uint, AgentCircuitData>();
public Dictionary<UUID, AgentCircuitData> AgentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
/// <summary>
/// Agent circuits indexed by circuit code.
/// </summary>
/// <remarks>
/// We lock this for operations both on this dictionary and on m_agentCircuitsByUUID
/// </remarks>
private Dictionary<uint, AgentCircuitData> m_agentCircuits = new Dictionary<uint, AgentCircuitData>();
/// <summary>
/// Agent circuits indexed by agent UUID.
/// </summary>
private Dictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
{
AgentCircuitData validcircuit = null;
if (AgentCircuits.ContainsKey(circuitcode))
lock (m_agentCircuits)
{
validcircuit = AgentCircuits[circuitcode];
if (m_agentCircuits.ContainsKey(circuitcode))
validcircuit = m_agentCircuits[circuitcode];
}
AuthenticateResponse user = new AuthenticateResponse();
if (validcircuit == null)
{
//don't have this circuit code in our list
user.Authorised = false;
return (user);
return user;
}
if ((sessionID == validcircuit.SessionID) && (agentID == validcircuit.AgentID))
@@ -72,7 +86,7 @@ namespace OpenSim.Framework
user.Authorised = false;
}
return (user);
return user;
}
/// <summary>
@@ -82,73 +96,93 @@ namespace OpenSim.Framework
/// <param name="agentData"></param>
public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
{
lock (AgentCircuits)
lock (m_agentCircuits)
{
if (AgentCircuits.ContainsKey(circuitCode))
if (m_agentCircuits.ContainsKey(circuitCode))
{
AgentCircuits[circuitCode] = agentData;
AgentCircuitsByUUID[agentData.AgentID] = agentData;
m_agentCircuits[circuitCode] = agentData;
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
}
else
{
AgentCircuits.Add(circuitCode, agentData);
AgentCircuitsByUUID[agentData.AgentID] = agentData;
m_agentCircuits.Add(circuitCode, agentData);
m_agentCircuitsByUUID[agentData.AgentID] = agentData;
}
}
}
public virtual void RemoveCircuit(uint circuitCode)
{
lock (AgentCircuits)
lock (m_agentCircuits)
{
if (AgentCircuits.ContainsKey(circuitCode))
if (m_agentCircuits.ContainsKey(circuitCode))
{
UUID agentID = AgentCircuits[circuitCode].AgentID;
AgentCircuits.Remove(circuitCode);
AgentCircuitsByUUID.Remove(agentID);
UUID agentID = m_agentCircuits[circuitCode].AgentID;
m_agentCircuits.Remove(circuitCode);
m_agentCircuitsByUUID.Remove(agentID);
}
}
}
public virtual void RemoveCircuit(UUID agentID)
{
lock (AgentCircuits)
lock (m_agentCircuits)
{
if (AgentCircuitsByUUID.ContainsKey(agentID))
if (m_agentCircuitsByUUID.ContainsKey(agentID))
{
uint circuitCode = AgentCircuitsByUUID[agentID].circuitcode;
AgentCircuits.Remove(circuitCode);
AgentCircuitsByUUID.Remove(agentID);
uint circuitCode = m_agentCircuitsByUUID[agentID].circuitcode;
m_agentCircuits.Remove(circuitCode);
m_agentCircuitsByUUID.Remove(agentID);
}
}
}
public AgentCircuitData GetAgentCircuitData(uint circuitCode)
{
AgentCircuitData agentCircuit = null;
AgentCircuits.TryGetValue(circuitCode, out agentCircuit);
lock (m_agentCircuits)
m_agentCircuits.TryGetValue(circuitCode, out agentCircuit);
return agentCircuit;
}
public AgentCircuitData GetAgentCircuitData(UUID agentID)
{
AgentCircuitData agentCircuit = null;
AgentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
lock (m_agentCircuits)
m_agentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
return agentCircuit;
}
/// <summary>
/// Get all current agent circuits indexed by agent UUID.
/// </summary>
/// <returns></returns>
public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
{
lock (m_agentCircuits)
return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID);
}
public void UpdateAgentData(AgentCircuitData agentData)
{
if (AgentCircuits.ContainsKey((uint) agentData.circuitcode))
lock (m_agentCircuits)
{
AgentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
AgentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
AgentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
if (m_agentCircuits.ContainsKey((uint) agentData.circuitcode))
{
m_agentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
m_agentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
m_agentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
// Updated for when we don't know them before calling Scene.NewUserConnection
AgentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
AgentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
// Updated for when we don't know them before calling Scene.NewUserConnection
m_agentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
m_agentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
}
}
}
@@ -159,38 +193,37 @@ namespace OpenSim.Framework
/// <param name="newcircuitcode"></param>
public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
{
lock (AgentCircuits)
lock (m_agentCircuits)
{
if (AgentCircuits.ContainsKey((uint)circuitcode) && !AgentCircuits.ContainsKey((uint)newcircuitcode))
if (m_agentCircuits.ContainsKey((uint)circuitcode) && !m_agentCircuits.ContainsKey((uint)newcircuitcode))
{
AgentCircuitData agentData = AgentCircuits[(uint)circuitcode];
AgentCircuitData agentData = m_agentCircuits[(uint)circuitcode];
agentData.circuitcode = newcircuitcode;
AgentCircuits.Remove((uint)circuitcode);
AgentCircuits.Add(newcircuitcode, agentData);
m_agentCircuits.Remove((uint)circuitcode);
m_agentCircuits.Add(newcircuitcode, agentData);
return true;
}
}
return false;
return false;
}
public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
{
if (AgentCircuits.ContainsKey(circuitcode))
{
AgentCircuits[circuitcode].child = childstatus;
}
lock (m_agentCircuits)
if (m_agentCircuits.ContainsKey(circuitcode))
m_agentCircuits[circuitcode].child = childstatus;
}
public bool GetAgentChildStatus(uint circuitcode)
{
if (AgentCircuits.ContainsKey(circuitcode))
{
return AgentCircuits[circuitcode].child;
}
lock (m_agentCircuits)
if (m_agentCircuits.ContainsKey(circuitcode))
return m_agentCircuits[circuitcode].child;
return false;
}
}
}
}

View File

@@ -194,8 +194,6 @@ namespace OpenSim.Framework.Tests
resp = agentCircuitManager.AuthenticateSession(SessionId2, AgentId2, circuitcode2);
Assert.That(!resp.Authorised);
}
}
}

View File

@@ -87,8 +87,6 @@ namespace OpenSim.Framework.Tests
anim4.SequenceNum = anim2.SequenceNum;
Assert.That(anim4.ObjectID == objUUID2 && anim4.AnimID == animUUID2 && anim4.SequenceNum == 1, "void constructor and manual field population failed to set the properties correctly.");
}
}
}