* Yet some more connectivity restructuring

* We now have CloseAllAgents( circuit ) and CloseAllCircuits( agentId ) for great justice ( but alas, still only closing on one single scene - be brave! )
  * Login and ConnectionClosed now eventified and moveified awayified
  * Killed off unused NullClientAPI
  * Now the client is almost only responsible for its own closing. ( I will get that scene out of there )
  * Lookin' good!
This commit is contained in:
lbsa71
2007-09-18 13:29:16 +00:00
parent 0bac4b430c
commit 70d9cec3b5
10 changed files with 121 additions and 232 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Text;
using libsecondlife.Packets;
using OpenSim.Framework.Interfaces;
using libsecondlife;
namespace OpenSim.Framework
{
@@ -24,7 +25,7 @@ namespace OpenSim.Framework
m_clients = new Dictionary<uint, IClientAPI>();
}
public void Remove(uint id)
private void Remove(uint id)
{
m_clients.Remove(id);
}
@@ -44,19 +45,46 @@ namespace OpenSim.Framework
}
}
public void ConnectionClosed(uint circuitCode)
public void CloseAllAgents(uint circuitCode)
{
IClientAPI client;
if (m_clients.TryGetValue(circuitCode, out client))
{
m_clients.Remove(circuitCode);
client.Close();
// TODO: Now remove all local childagents too
CloseAllCircuits(client.AgentId);
}
}
public void CloseAllCircuits( LLUUID agentId )
{
uint[] circuits = GetAllCircuits(agentId);
foreach (uint circuit in circuits )
{
IClientAPI client;
if (m_clients.TryGetValue(circuit, out client))
{
Remove(circuit);
client.Close();
}
}
}
private uint[] GetAllCircuits(LLUUID agentId)
{
List<uint> circuits = new List<uint>();
foreach (KeyValuePair<uint, IClientAPI> pair in m_clients)
{
if( pair.Value.AgentId == agentId )
{
circuits.Add( pair.Key );
}
}
return circuits.ToArray();
}
public void ViewerEffectHandler(IClientAPI sender, ViewerEffectPacket.EffectBlock[] effectBlock)
{
ViewerEffectPacket packet = new ViewerEffectPacket();