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Same treatment for the MessagingServer... added OpenSim.Grid.MessagingServer.Modules for the modules/components of it.
This commit is contained in:
488
OpenSim/Grid/MessagingServer.Modules/MessageService.cs
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488
OpenSim/Grid/MessagingServer.Modules/MessageService.cs
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@@ -0,0 +1,488 @@
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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 OpenSim 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.Collections;
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using System.Collections.Generic;
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using System.Net;
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using System.Reflection;
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using System.Threading;
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using System.Timers;
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using log4net;
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using Nwc.XmlRpc;
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using OpenMetaverse;
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using OpenSim.Data;
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using OpenSim.Framework;
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using OpenSim.Grid.Framework;
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using Timer=System.Timers.Timer;
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namespace OpenSim.Grid.MessagingServer.Modules
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{
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public class MessageService
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private MessageServerConfig m_cfg;
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private UserDataBaseService m_userDataBaseService;
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private IUGAIMCore m_messageCore;
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private IMessageUserServerService m_userServerModule;
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private IMessageRegionService m_regionModule;
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// a dictionary of all current presences this server knows about
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private Dictionary<UUID, UserPresenceData> m_presences = new Dictionary<UUID,UserPresenceData>();
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public MessageService(MessageServerConfig cfg, IUGAIMCore messageCore, UserDataBaseService userDataBaseService)
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{
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m_cfg = cfg;
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m_messageCore = messageCore;
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m_userDataBaseService = userDataBaseService;
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//???
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UserConfig uc = new UserConfig();
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uc.DatabaseConnect = cfg.DatabaseConnect;
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uc.DatabaseProvider = cfg.DatabaseProvider;
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}
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public void Initialise()
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{
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}
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public void PostInitialise()
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{
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IMessageUserServerService messageUserServer;
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if (m_messageCore.TryGet<IMessageUserServerService>(out messageUserServer))
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{
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m_userServerModule = messageUserServer;
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}
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IMessageRegionService messageRegion;
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if (m_messageCore.TryGet<IMessageRegionService>(out messageRegion))
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{
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m_regionModule = messageRegion;
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}
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}
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public void RegisterHandlers()
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{
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//have these in separate method as some servers restart the http server and reregister all the handlers.
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}
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#region FriendList Methods
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/// <summary>
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/// Process Friendlist subscriptions for a user
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/// The login method calls this for a User
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/// </summary>
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/// <param name="userpresence">The Agent we're processing the friendlist subscriptions for</param>
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private void ProcessFriendListSubscriptions(UserPresenceData userpresence)
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{
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lock (m_presences)
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{
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m_presences[userpresence.agentData.AgentID] = userpresence;
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}
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Dictionary<UUID, FriendListItem> uFriendList = userpresence.friendData;
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foreach (KeyValuePair<UUID, FriendListItem> pair in uFriendList)
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{
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UserPresenceData friendup = null;
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lock (m_presences)
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{
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m_presences.TryGetValue(pair.Key, out friendup);
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}
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if (friendup != null)
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{
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SubscribeToPresenceUpdates(userpresence, friendup, pair.Value);
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}
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}
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}
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/// <summary>
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/// Enqueues a presence update, sending info about user 'talkingAbout' to user 'receiver'.
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/// </summary>
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/// <param name="talkingAbout">We are sending presence information about this user.</param>
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/// <param name="receiver">We are sending the presence update to this user</param>
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private void enqueuePresenceUpdate(UserPresenceData talkingAbout, UserPresenceData receiver)
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{
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UserAgentData p2Handle = m_userDataBaseService.GetUserAgentData(receiver.agentData.AgentID);
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if (p2Handle != null)
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{
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if (receiver.lookupUserRegionYN)
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{
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receiver.regionData.regionHandle = p2Handle.Handle;
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}
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else
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{
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receiver.lookupUserRegionYN = true; // TODO Huh?
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}
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PresenceInformer friendlistupdater = new PresenceInformer();
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friendlistupdater.presence1 = talkingAbout;
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friendlistupdater.presence2 = receiver;
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friendlistupdater.OnGetRegionData += m_regionModule.GetRegionInfo;
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friendlistupdater.OnDone += PresenceUpdateDone;
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WaitCallback cb = new WaitCallback(friendlistupdater.go);
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ThreadPool.QueueUserWorkItem(cb);
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}
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else
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{
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m_log.WarnFormat("no data found for user {0}", receiver.agentData.AgentID);
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// Skip because we can't find any data on the user
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}
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}
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/// <summary>
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/// Does the necessary work to subscribe one agent to another's presence notifications
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/// Gets called by ProcessFriendListSubscriptions. You shouldn't call this directly
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/// unless you know what you're doing
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/// </summary>
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/// <param name="userpresence">P1</param>
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/// <param name="friendpresence">P2</param>
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/// <param name="uFriendListItem"></param>
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private void SubscribeToPresenceUpdates(UserPresenceData userpresence,
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UserPresenceData friendpresence,
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FriendListItem uFriendListItem)
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{
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// Can the friend see me online?
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if ((uFriendListItem.FriendListOwnerPerms & (uint)FriendRights.CanSeeOnline) != 0)
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{
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// tell user to update friend about user's presence changes
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if (!userpresence.subscriptionData.Contains(friendpresence.agentData.AgentID))
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{
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userpresence.subscriptionData.Add(friendpresence.agentData.AgentID);
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}
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// send an update about user's presence to the friend
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enqueuePresenceUpdate(userpresence, friendpresence);
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}
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// Can I see the friend online?
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if ((uFriendListItem.FriendPerms & (uint)FriendRights.CanSeeOnline) != 0)
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{
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// tell friend to update user about friend's presence changes
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if (!friendpresence.subscriptionData.Contains(userpresence.agentData.AgentID))
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{
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friendpresence.subscriptionData.Add(userpresence.agentData.AgentID);
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}
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// send an update about friend's presence to user.
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enqueuePresenceUpdate(friendpresence, userpresence);
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}
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}
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/// <summary>
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/// Logoff Processor. Call this to clean up agent presence data and send logoff presence notifications
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/// </summary>
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/// <param name="AgentID"></param>
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private void ProcessLogOff(UUID AgentID)
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{
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m_log.Info("[LOGOFF]: Processing Logoff");
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UserPresenceData userPresence = null;
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lock (m_presences)
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{
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m_presences.TryGetValue(AgentID, out userPresence);
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}
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if (userPresence != null) // found the user
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{
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List<UUID> AgentsNeedingNotification = userPresence.subscriptionData;
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userPresence.OnlineYN = false;
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for (int i = 0; i < AgentsNeedingNotification.Count; i++)
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{
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UserPresenceData friendPresence = null;
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lock (m_presences)
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{
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m_presences.TryGetValue(AgentsNeedingNotification[i], out friendPresence);
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}
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// This might need to be enumerated and checked before we try to remove it.
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if (friendPresence != null)
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{
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lock (friendPresence)
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{
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// no updates for this user anymore
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friendPresence.subscriptionData.Remove(AgentID);
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// set user's entry in the friend's list to offline (if it exists)
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if (friendPresence.friendData.ContainsKey(AgentID))
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{
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friendPresence.friendData[AgentID].onlinestatus = false;
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}
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}
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enqueuePresenceUpdate(userPresence, friendPresence);
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}
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}
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}
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}
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#endregion
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private void PresenceUpdateDone(PresenceInformer obj)
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{
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obj.OnGetRegionData -= m_regionModule.GetRegionInfo;
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obj.OnDone -= PresenceUpdateDone;
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}
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#region UserServer Comms
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/// <summary>
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/// Returns a list of FriendsListItems that describe the friends and permissions in the friend
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/// relationship for UUID friendslistowner. For faster lookup, we index by friend's UUID.
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/// </summary>
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/// <param name="friendlistowner">The agent that we're retreiving the friends Data for.</param>
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private Dictionary<UUID, FriendListItem> GetUserFriendList(UUID friendlistowner)
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{
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Dictionary<UUID, FriendListItem> buddies = new Dictionary<UUID,FriendListItem>();
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try
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{
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Hashtable param = new Hashtable();
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param["ownerID"] = friendlistowner.ToString();
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IList parameters = new ArrayList();
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parameters.Add(param);
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XmlRpcRequest req = new XmlRpcRequest("get_user_friend_list", parameters);
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XmlRpcResponse resp = req.Send(m_cfg.UserServerURL, 3000);
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Hashtable respData = (Hashtable)resp.Value;
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if (respData.Contains("avcount"))
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{
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buddies = ConvertXMLRPCDataToFriendListItemList(respData);
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}
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}
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catch (WebException e)
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{
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m_log.Warn("Error when trying to fetch Avatar's friends list: " +
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e.Message);
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// Return Empty list (no friends)
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}
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return buddies;
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}
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/// <summary>
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/// Converts XMLRPC Friend List to FriendListItem Object
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/// </summary>
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/// <param name="data">XMLRPC response data Hashtable</param>
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/// <returns></returns>
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public Dictionary<UUID, FriendListItem> ConvertXMLRPCDataToFriendListItemList(Hashtable data)
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{
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Dictionary<UUID, FriendListItem> buddies = new Dictionary<UUID,FriendListItem>();
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int buddycount = Convert.ToInt32((string)data["avcount"]);
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for (int i = 0; i < buddycount; i++)
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{
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FriendListItem buddylistitem = new FriendListItem();
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buddylistitem.FriendListOwner = new UUID((string)data["ownerID" + i.ToString()]);
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buddylistitem.Friend = new UUID((string)data["friendID" + i.ToString()]);
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buddylistitem.FriendListOwnerPerms = (uint)Convert.ToInt32((string)data["ownerPerms" + i.ToString()]);
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buddylistitem.FriendPerms = (uint)Convert.ToInt32((string)data["friendPerms" + i.ToString()]);
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buddies.Add(buddylistitem.Friend, buddylistitem);
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}
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return buddies;
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}
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/// <summary>
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/// UserServer sends an expect_user method
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/// this handles the method and provisions the
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/// necessary info for presence to work
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/// </summary>
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/// <param name="request">UserServer Data</param>
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/// <returns></returns>
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public XmlRpcResponse UserLoggedOn(XmlRpcRequest request)
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{
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Hashtable requestData = (Hashtable)request.Params[0];
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AgentCircuitData agentData = new AgentCircuitData();
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agentData.SessionID = new UUID((string)requestData["sessionid"]);
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agentData.SecureSessionID = new UUID((string)requestData["secure_session_id"]);
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agentData.firstname = (string)requestData["firstname"];
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agentData.lastname = (string)requestData["lastname"];
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agentData.AgentID = new UUID((string)requestData["agentid"]);
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agentData.circuitcode = Convert.ToUInt32(requestData["circuit_code"]);
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agentData.CapsPath = (string)requestData["caps_path"];
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if (requestData.ContainsKey("child_agent") && requestData["child_agent"].Equals("1"))
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{
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agentData.child = true;
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}
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else
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{
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agentData.startpos =
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new Vector3(Convert.ToSingle(requestData["positionx"]),
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Convert.ToSingle(requestData["positiony"]),
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Convert.ToSingle(requestData["positionz"]));
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agentData.child = false;
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}
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ulong regionHandle = Convert.ToUInt64((string)requestData["regionhandle"]);
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m_log.InfoFormat("[LOGON]: User {0} {1} logged into region {2} as {3} agent, building indexes for user",
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agentData.firstname, agentData.lastname, regionHandle, agentData.child ? "child" : "root");
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UserPresenceData up = new UserPresenceData();
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up.agentData = agentData;
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up.friendData = GetUserFriendList(agentData.AgentID);
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up.regionData = m_regionModule.GetRegionInfo(regionHandle);
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up.OnlineYN = true;
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up.lookupUserRegionYN = false;
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ProcessFriendListSubscriptions(up);
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return new XmlRpcResponse();
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}
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/// <summary>
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/// The UserServer got a Logoff message
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/// Cleanup time for that user. Send out presence notifications
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/// </summary>
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/// <param name="request"></param>
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/// <returns></returns>
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public XmlRpcResponse UserLoggedOff(XmlRpcRequest request)
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{
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m_log.Info("[USERLOGOFF]: User logged off called");
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Hashtable requestData = (Hashtable)request.Params[0];
|
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|
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UUID AgentID = new UUID((string)requestData["agentid"]);
|
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ProcessLogOff(AgentID);
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return new XmlRpcResponse();
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}
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#endregion
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||||
public XmlRpcResponse GetPresenceInfoBulk(XmlRpcRequest request)
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{
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Hashtable paramHash = (Hashtable)request.Params[0];
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Hashtable result = new Hashtable();
|
||||
|
||||
// TODO check access (recv_key/send_key)
|
||||
|
||||
IList list = (IList)paramHash["uuids"];
|
||||
|
||||
// convert into List<UUID>
|
||||
List<UUID> uuids = new List<UUID>();
|
||||
for (int i = 0; i < list.Count; ++i)
|
||||
{
|
||||
UUID uuid;
|
||||
if (UUID.TryParse((string)list[i], out uuid))
|
||||
{
|
||||
uuids.Add(uuid);
|
||||
}
|
||||
}
|
||||
|
||||
try {
|
||||
Dictionary<UUID, FriendRegionInfo> infos = m_userDataBaseService.GetFriendRegionInfos(uuids);
|
||||
m_log.DebugFormat("[FRIEND]: Got {0} region entries back.", infos.Count);
|
||||
int count = 0;
|
||||
foreach (KeyValuePair<UUID, FriendRegionInfo> pair in infos)
|
||||
{
|
||||
result["uuid_" + count] = pair.Key.ToString();
|
||||
result["isOnline_" + count] = pair.Value.isOnline;
|
||||
result["regionHandle_" + count] = pair.Value.regionHandle.ToString(); // XML-RPC doesn't know ulongs
|
||||
++count;
|
||||
}
|
||||
result["count"] = count;
|
||||
|
||||
XmlRpcResponse response = new XmlRpcResponse();
|
||||
response.Value = result;
|
||||
return response;
|
||||
}
|
||||
catch(Exception e) {
|
||||
m_log.Error("Got exception:", e);
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
|
||||
public XmlRpcResponse AgentLocation(XmlRpcRequest request)
|
||||
{
|
||||
Hashtable requestData = (Hashtable)request.Params[0];
|
||||
Hashtable result = new Hashtable();
|
||||
result["success"] = "FALSE";
|
||||
|
||||
if (m_userServerModule.SendToUserServer(requestData, "agent_location"))
|
||||
result["success"] = "TRUE";
|
||||
|
||||
|
||||
XmlRpcResponse response = new XmlRpcResponse();
|
||||
response.Value = result;
|
||||
return response;
|
||||
}
|
||||
|
||||
public XmlRpcResponse AgentLeaving(XmlRpcRequest request)
|
||||
{
|
||||
Hashtable requestData = (Hashtable)request.Params[0];
|
||||
Hashtable result = new Hashtable();
|
||||
result["success"] = "FALSE";
|
||||
|
||||
if (m_userServerModule.SendToUserServer(requestData, "agent_leaving"))
|
||||
result["success"] = "TRUE";
|
||||
|
||||
XmlRpcResponse response = new XmlRpcResponse();
|
||||
response.Value = result;
|
||||
return response;
|
||||
}
|
||||
|
||||
public XmlRpcResponse ProcessRegionShutdown(XmlRpcRequest request)
|
||||
{
|
||||
Hashtable requestData = (Hashtable)request.Params[0];
|
||||
Hashtable result = new Hashtable();
|
||||
result["success"] = "FALSE";
|
||||
|
||||
UUID regionID;
|
||||
if (UUID.TryParse((string)requestData["regionid"], out regionID))
|
||||
{
|
||||
m_log.DebugFormat("[PRESENCE] Processing region restart for {0}", regionID);
|
||||
result["success"] = "TRUE";
|
||||
|
||||
foreach (UserPresenceData up in m_presences.Values)
|
||||
{
|
||||
if (up.regionData.UUID == regionID)
|
||||
{
|
||||
if (up.OnlineYN)
|
||||
{
|
||||
m_log.DebugFormat("[PRESENCE] Logging off {0} because the region they were in has gone", up.agentData.AgentID);
|
||||
ProcessLogOff(up.agentData.AgentID);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
XmlRpcResponse response = new XmlRpcResponse();
|
||||
response.Value = result;
|
||||
return response;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user