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Allow region modules to know which agents actually receive chat
This commit is contained in:
committed by
Jonathan Freedman
parent
481a44104e
commit
e06acae965
@@ -167,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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// sanity check:
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if (c.Sender == null)
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{
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m_log.ErrorFormat("[CHAT] OnChatFromClient from {0} has empty Sender field!", sender);
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m_log.ErrorFormat("[CHAT]: OnChatFromClient from {0} has empty Sender field!", sender);
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return;
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}
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@@ -220,17 +220,25 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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if (message.Length >= 1000) // libomv limit
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message = message.Substring(0, 1000);
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// m_log.DebugFormat("[CHAT]: DCTA: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, c.Type, sourceType);
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// m_log.DebugFormat(
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// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}",
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// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType);
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HashSet<UUID> receiverIDs = new HashSet<UUID>();
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foreach (Scene s in m_scenes)
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{
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s.ForEachScenePresence(
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delegate(ScenePresence presence)
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{
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TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType);
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if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType))
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receiverIDs.Add(presence.UUID);
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}
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);
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}
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(scene as Scene).EventManager.TriggerOnChatToClients(
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fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
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}
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static private Vector3 CenterOfRegion = new Vector3(128, 128, 30);
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@@ -269,6 +277,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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// m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
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HashSet<UUID> receiverIDs = new HashSet<UUID>();
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((Scene)c.Scene).ForEachScenePresence(
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delegate(ScenePresence presence)
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{
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@@ -286,16 +296,32 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
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(byte)sourceType, (byte)ChatAudibleLevel.Fully);
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receiverIDs.Add(presence.UUID);
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});
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(c.Scene as Scene).EventManager.TriggerOnChatToClients(
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fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
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}
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protected virtual void TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
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/// <summary>
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/// Try to send a message to the given presence
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/// </summary>
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/// <param name="presence">The receiver</param>
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/// <param name="fromPos"></param>
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/// <param name="regionPos">/param>
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/// <param name="fromAgentID"></param>
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/// <param name="fromName"></param>
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/// <param name="type"></param>
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/// <param name="message"></param>
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/// <param name="src"></param>
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/// <returns>true if the message was sent to the receiver, false if it was not sent due to failing a
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/// precondition</returns>
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protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
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UUID fromAgentID, string fromName, ChatTypeEnum type,
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string message, ChatSourceType src)
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{
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// don't send stuff to child agents
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if (presence.IsChildAgent) return;
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if (presence.IsChildAgent) return false;
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Vector3 fromRegionPos = fromPos + regionPos;
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Vector3 toRegionPos = presence.AbsolutePosition +
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@@ -308,12 +334,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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type == ChatTypeEnum.Say && dis > m_saydistance ||
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type == ChatTypeEnum.Shout && dis > m_shoutdistance)
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{
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return;
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return false;
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}
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// TODO: should change so the message is sent through the avatar rather than direct to the ClientView
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presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
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fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
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fromAgentID, (byte)src, (byte)ChatAudibleLevel.Fully);
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return true;
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}
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}
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}
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