mirror of
https://github.com/opensim/opensim.git
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svn attribute fixes so that we can play nice between windows and linux
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@@ -1,141 +1,141 @@
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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.Generic;
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using System.IO;
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using System.Reflection;
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using log4net;
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using log4net.Config;
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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.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Statistics;
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using OpenSim.Grid.Communications.OGS1;
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using OpenSim.Grid.Framework;
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using OpenSim.Grid.UserServer.Modules;
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namespace OpenSim.Grid.UserServer
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{
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//Do we actually need these event dispatchers?
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//shouldn't the other modules just directly register event handlers to each other?
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public class UserServerEventDispatchModule
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{
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protected UserManager m_userManager;
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protected MessageServersConnector m_messagesService;
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protected UserLoginService m_loginService;
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public UserServerEventDispatchModule(UserManager userManager, MessageServersConnector messagesService, UserLoginService loginService)
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{
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m_userManager = userManager;
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m_messagesService = messagesService;
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m_loginService = loginService;
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}
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public void Initialise(IGridServiceCore core)
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{
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}
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public void PostInitialise()
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{
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m_loginService.OnUserLoggedInAtLocation += NotifyMessageServersUserLoggedInToLocation;
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m_userManager.OnLogOffUser += NotifyMessageServersUserLoggOff;
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m_messagesService.OnAgentLocation += HandleAgentLocation;
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m_messagesService.OnAgentLeaving += HandleAgentLeaving;
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m_messagesService.OnRegionStartup += HandleRegionStartup;
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m_messagesService.OnRegionShutdown += HandleRegionShutdown;
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}
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public void RegisterHandlers(BaseHttpServer httpServer)
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{
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}
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public void Close()
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{
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m_loginService.OnUserLoggedInAtLocation -= NotifyMessageServersUserLoggedInToLocation;
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}
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#region Event Handlers
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public void NotifyMessageServersUserLoggOff(UUID agentID)
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{
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m_messagesService.TellMessageServersAboutUserLogoff(agentID);
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}
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public void NotifyMessageServersUserLoggedInToLocation(UUID agentID, UUID sessionID, UUID RegionID,
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ulong regionhandle, float positionX, float positionY,
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float positionZ, string firstname, string lastname)
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{
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m_messagesService.TellMessageServersAboutUser(agentID, sessionID, RegionID, regionhandle, positionX,
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positionY, positionZ, firstname, lastname);
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}
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public void HandleAgentLocation(UUID agentID, UUID regionID, ulong regionHandle)
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{
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m_userManager.HandleAgentLocation(agentID, regionID, regionHandle);
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}
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public void HandleAgentLeaving(UUID agentID, UUID regionID, ulong regionHandle)
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{
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m_userManager.HandleAgentLeaving(agentID, regionID, regionHandle);
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}
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public void HandleRegionStartup(UUID regionID)
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{
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// This might seem strange, that we send this back to the
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// server it came from. But there is method to the madness.
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// There can be multiple user servers on the same database,
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// and each can have multiple messaging servers. So, we send
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// it to all known user servers, who send it to all known
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// message servers. That way, we should be able to finally
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// update presence to all regions and thereby all friends
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//
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m_userManager.HandleRegionStartup(regionID);
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m_messagesService.TellMessageServersAboutRegionShutdown(regionID);
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}
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public void HandleRegionShutdown(UUID regionID)
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{
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// This might seem strange, that we send this back to the
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// server it came from. But there is method to the madness.
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// There can be multiple user servers on the same database,
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// and each can have multiple messaging servers. So, we send
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// it to all known user servers, who send it to all known
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// message servers. That way, we should be able to finally
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// update presence to all regions and thereby all friends
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//
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m_userManager.HandleRegionShutdown(regionID);
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m_messagesService.TellMessageServersAboutRegionShutdown(regionID);
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}
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#endregion
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}
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}
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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;
|
||||
* 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.Generic;
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using System.IO;
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using System.Reflection;
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using log4net;
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using log4net.Config;
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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.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Statistics;
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using OpenSim.Grid.Communications.OGS1;
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using OpenSim.Grid.Framework;
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using OpenSim.Grid.UserServer.Modules;
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namespace OpenSim.Grid.UserServer
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{
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//Do we actually need these event dispatchers?
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//shouldn't the other modules just directly register event handlers to each other?
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public class UserServerEventDispatchModule
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{
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protected UserManager m_userManager;
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protected MessageServersConnector m_messagesService;
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protected UserLoginService m_loginService;
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public UserServerEventDispatchModule(UserManager userManager, MessageServersConnector messagesService, UserLoginService loginService)
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{
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m_userManager = userManager;
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m_messagesService = messagesService;
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m_loginService = loginService;
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}
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public void Initialise(IGridServiceCore core)
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{
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}
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public void PostInitialise()
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{
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m_loginService.OnUserLoggedInAtLocation += NotifyMessageServersUserLoggedInToLocation;
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m_userManager.OnLogOffUser += NotifyMessageServersUserLoggOff;
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m_messagesService.OnAgentLocation += HandleAgentLocation;
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m_messagesService.OnAgentLeaving += HandleAgentLeaving;
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m_messagesService.OnRegionStartup += HandleRegionStartup;
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m_messagesService.OnRegionShutdown += HandleRegionShutdown;
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}
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public void RegisterHandlers(BaseHttpServer httpServer)
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{
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}
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public void Close()
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{
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m_loginService.OnUserLoggedInAtLocation -= NotifyMessageServersUserLoggedInToLocation;
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}
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#region Event Handlers
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public void NotifyMessageServersUserLoggOff(UUID agentID)
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{
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m_messagesService.TellMessageServersAboutUserLogoff(agentID);
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}
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public void NotifyMessageServersUserLoggedInToLocation(UUID agentID, UUID sessionID, UUID RegionID,
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ulong regionhandle, float positionX, float positionY,
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float positionZ, string firstname, string lastname)
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{
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m_messagesService.TellMessageServersAboutUser(agentID, sessionID, RegionID, regionhandle, positionX,
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positionY, positionZ, firstname, lastname);
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}
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public void HandleAgentLocation(UUID agentID, UUID regionID, ulong regionHandle)
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{
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m_userManager.HandleAgentLocation(agentID, regionID, regionHandle);
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}
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public void HandleAgentLeaving(UUID agentID, UUID regionID, ulong regionHandle)
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{
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m_userManager.HandleAgentLeaving(agentID, regionID, regionHandle);
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}
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public void HandleRegionStartup(UUID regionID)
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{
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// This might seem strange, that we send this back to the
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// server it came from. But there is method to the madness.
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// There can be multiple user servers on the same database,
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// and each can have multiple messaging servers. So, we send
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// it to all known user servers, who send it to all known
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// message servers. That way, we should be able to finally
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// update presence to all regions and thereby all friends
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//
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m_userManager.HandleRegionStartup(regionID);
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m_messagesService.TellMessageServersAboutRegionShutdown(regionID);
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}
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public void HandleRegionShutdown(UUID regionID)
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{
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// This might seem strange, that we send this back to the
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// server it came from. But there is method to the madness.
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// There can be multiple user servers on the same database,
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// and each can have multiple messaging servers. So, we send
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// it to all known user servers, who send it to all known
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// message servers. That way, we should be able to finally
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// update presence to all regions and thereby all friends
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//
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m_userManager.HandleRegionShutdown(regionID);
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m_messagesService.TellMessageServersAboutRegionShutdown(regionID);
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}
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#endregion
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}
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}
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