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Pulled out HelloNeighbour into its own service, INeighbourService, which may get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.
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OpenSim/SimulatorServices/NeighbourServiceInConnectorModule.cs
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137
OpenSim/SimulatorServices/NeighbourServiceInConnectorModule.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Reflection;
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using System.Collections.Generic;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Server.Base;
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using OpenSim.Server.Handlers.Base;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.SimulatorServices
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{
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public class NeighbourServiceInConnectorModule : ISharedRegionModule, INeighbourService
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static bool m_Enabled = false;
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private static bool m_Registered = false;
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private IConfigSource m_Config;
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private List<Scene> m_Scenes = new List<Scene>();
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#region IRegionModule interface
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public void Initialise(IConfigSource config)
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{
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m_Config = config;
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IConfig moduleConfig = config.Configs["Modules"];
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if (moduleConfig != null)
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{
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m_Enabled = moduleConfig.GetBoolean("NeighbourServiceInConnector", false);
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if (m_Enabled)
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{
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m_log.Info("[NEIGHBOUR IN CONNECTOR]: NeighbourServiceInConnector enabled");
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}
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}
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}
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public void PostInitialise()
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{
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if (!m_Enabled)
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return;
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m_log.Info("[NEIGHBOUR IN CONNECTOR]: Starting...");
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "NeighbourServiceInConnectorModule"; }
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}
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public void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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if (!m_Registered)
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{
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m_Registered = true;
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Object[] args = new Object[] { m_Config, scene.CommsManager.HttpServer, this, scene };
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ServerUtils.LoadPlugin<IServiceConnector>("OpenSim.Server.Handlers.dll:NeighbourServiceInConnector", args);
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}
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m_Scenes.Add(scene);
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}
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public void RemoveRegion(Scene scene)
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{
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if (m_Enabled && m_Scenes.Contains(scene))
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m_Scenes.Remove(scene);
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}
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public void RegionLoaded(Scene scene)
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{
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}
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#endregion
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#region INeighbourService
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public bool HelloNeighbour(ulong regionHandle, RegionInfo thisRegion)
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{
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m_log.DebugFormat("[NEIGHBOUR IN CONNECTOR]: HelloNeighbour from {0}, to {1}. Count = {2}",
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thisRegion.RegionName, regionHandle, m_Scenes.Count);
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foreach (Scene s in m_Scenes)
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{
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if (s.RegionInfo.RegionHandle == regionHandle)
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{
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m_log.Debug("[NEIGHBOUR IN CONNECTOR]: Found region to SendHelloNeighbour");
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return s.IncomingHelloNeighbour(thisRegion);
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}
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}
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m_log.DebugFormat("[NEIGHBOUR IN CONNECTOR]: region handle {0} not found", regionHandle);
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return false;
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}
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#endregion INeighbourService
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}
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}
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