mirror of
https://github.com/opensim/opensim.git
synced 2026-05-26 03:45:36 +08:00
341 lines
14 KiB
C#
341 lines
14 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSim Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Reflection;
|
|
using System.Net;
|
|
using System.Threading;
|
|
using OpenMetaverse;
|
|
using log4net;
|
|
using Nini.Config;
|
|
using Nwc.XmlRpc;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Framework.Client;
|
|
using OpenSim.Region.Interfaces;
|
|
using OpenSim.Region.Environment.Interfaces;
|
|
using OpenSim.Region.Environment.Scenes;
|
|
|
|
namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
|
|
{
|
|
public class PresenceModule : IRegionModule, IPresenceModule
|
|
{
|
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
private bool m_Enabled = false;
|
|
private bool m_Gridmode = false;
|
|
|
|
// some default scene for doing things that aren't connected to a specific scene. Avoids locking.
|
|
private Scene m_initialScene;
|
|
|
|
private List<Scene> m_Scenes = new List<Scene>();
|
|
|
|
private Dictionary<UUID, Scene> m_RootAgents =
|
|
new Dictionary<UUID, Scene>();
|
|
|
|
public event PresenceChange OnPresenceChange;
|
|
public event BulkPresenceData OnBulkPresenceData;
|
|
|
|
public void Initialise(Scene scene, IConfigSource config)
|
|
{
|
|
lock (m_Scenes)
|
|
{
|
|
// This is a shared module; Initialise will be called for every region on this server.
|
|
// Only check config once for the first region.
|
|
if (m_Scenes.Count == 0)
|
|
{
|
|
IConfig cnf = config.Configs["Messaging"];
|
|
if (cnf != null && cnf.GetString(
|
|
"PresenceModule", "PresenceModule") !=
|
|
"PresenceModule")
|
|
return;
|
|
|
|
cnf = config.Configs["Startup"];
|
|
if (cnf != null)
|
|
m_Gridmode = cnf.GetBoolean("gridmode", false);
|
|
|
|
m_Enabled = true;
|
|
|
|
m_initialScene = scene;
|
|
}
|
|
|
|
if (m_Gridmode)
|
|
NotifyMessageServerOfStartup(scene);
|
|
|
|
scene.RegisterModuleInterface<IPresenceModule>(this);
|
|
|
|
scene.EventManager.OnNewClient += OnNewClient;
|
|
scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
|
|
//scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
|
|
|
|
m_Scenes.Add(scene);
|
|
}
|
|
}
|
|
|
|
public void PostInitialise()
|
|
{
|
|
}
|
|
|
|
public void Close()
|
|
{
|
|
if (!m_Gridmode || !m_Enabled)
|
|
return;
|
|
|
|
lock (m_Scenes)
|
|
{
|
|
foreach (Scene scene in m_Scenes)
|
|
NotifyMessageServerOfShutdown(scene);
|
|
}
|
|
}
|
|
|
|
public string Name
|
|
{
|
|
get { return "PresenceModule"; }
|
|
}
|
|
|
|
public bool IsSharedModule
|
|
{
|
|
get { return true; }
|
|
}
|
|
|
|
public void RequestBulkPresenceData(UUID[] users)
|
|
{
|
|
if (OnBulkPresenceData != null)
|
|
{
|
|
PresenceInfo[] result = new PresenceInfo[users.Length];
|
|
if (m_Gridmode)
|
|
{
|
|
// TODO process local info first and only do a server lookup if necessary.
|
|
// TODO fix m_RootAgents contents. Currently, they won't work right in a
|
|
// non standalone server. Consider two servers, with one sim each in a
|
|
// 2x1 grid. Clients will never be closed, just the root moves from
|
|
// server to server. But it stays in m_RootAgents on both servers.
|
|
Dictionary<UUID, FriendRegionInfo> infos = m_initialScene.GetFriendRegionInfos(new List<UUID>(users));
|
|
for (int i = 0; i < users.Length; ++i)
|
|
{
|
|
FriendRegionInfo info;
|
|
if (infos.TryGetValue(users[i], out info) && info.isOnline)
|
|
{
|
|
UUID regionID = info.regionID;
|
|
if (regionID == UUID.Zero)
|
|
{
|
|
// TODO this is the old messaging-server protocol; only the regionHandle is available.
|
|
// Fetch region-info to get the id
|
|
RegionInfo regionInfo = m_initialScene.RequestNeighbouringRegionInfo(info.regionHandle);
|
|
regionID = regionInfo.RegionID;
|
|
}
|
|
result[i] = new PresenceInfo(users[i], regionID);
|
|
}
|
|
else result[i] = new PresenceInfo(users[i], UUID.Zero);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// in standalone mode, we have all the info locally available.
|
|
lock (m_RootAgents)
|
|
{
|
|
for (int i = 0; i < users.Length; ++i)
|
|
{
|
|
Scene scene;
|
|
if (m_RootAgents.TryGetValue(users[i], out scene))
|
|
{
|
|
result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
|
|
}
|
|
else
|
|
{
|
|
result[i] = new PresenceInfo(users[i], UUID.Zero);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// tell everyone
|
|
OnBulkPresenceData(result);
|
|
}
|
|
}
|
|
|
|
public void OnNewClient(IClientAPI client)
|
|
{
|
|
client.OnConnectionClosed += OnConnectionClosed;
|
|
client.OnLogout += OnConnectionClosed;
|
|
}
|
|
|
|
public void OnConnectionClosed(IClientAPI client)
|
|
{
|
|
if (!(client.Scene is Scene))
|
|
return;
|
|
|
|
Scene scene = (Scene)client.Scene;
|
|
|
|
// OnConnectionClosed can be called from several threads at once (with different client, of course)
|
|
// Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
|
|
// correct locking).
|
|
lock (m_RootAgents)
|
|
{
|
|
Scene rootScene;
|
|
if (!(m_RootAgents.TryGetValue(client.AgentId, out rootScene)) || scene != rootScene)
|
|
return;
|
|
|
|
m_RootAgents.Remove(client.AgentId);
|
|
}
|
|
NotifyMessageServerOfAgentLeaving(client.AgentId, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
|
|
}
|
|
|
|
public void OnSetRootAgentScene(UUID agentID, Scene scene)
|
|
{
|
|
// OnSetRootAgentScene can be called from several threads at once (with different agentID).
|
|
// Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
|
|
// correct locking).
|
|
lock (m_RootAgents)
|
|
{
|
|
Scene rootScene;
|
|
if (m_RootAgents.TryGetValue(agentID, out rootScene) && scene == rootScene)
|
|
{
|
|
return;
|
|
}
|
|
m_RootAgents[agentID] = scene;
|
|
}
|
|
NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
|
|
}
|
|
|
|
// TODO not sure about that yet
|
|
// public void OnMakeChildAgent(ScenePresence agent)
|
|
// {
|
|
// // OnMakeChildAgent can be called from several threads at once (with different agent).
|
|
// // Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
|
|
// // correct locking).
|
|
// lock (m_RootAgents)
|
|
// {
|
|
// Scene rootScene;
|
|
// if (m_RootAgents.TryGetValue(agentID, out rootScene) && agent.Scene == rootScene)
|
|
// {
|
|
// m_RootAgents[agentID] = scene;
|
|
// }
|
|
// }
|
|
// // don't notify the messaging-server; either this is just downgraded and another one will be upgraded
|
|
// // to root momentarily (which will notify the messaging-server), or possibly it will be closed in a moment,
|
|
// // which will update the messaging-server, too.
|
|
// }
|
|
|
|
private void NotifyMessageServerOfStartup(Scene scene)
|
|
{
|
|
Hashtable xmlrpcdata = new Hashtable();
|
|
xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
|
|
ArrayList SendParams = new ArrayList();
|
|
SendParams.Add(xmlrpcdata);
|
|
try
|
|
{
|
|
XmlRpcRequest UpRequest = new XmlRpcRequest("region_startup", SendParams);
|
|
XmlRpcResponse resp = UpRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000);
|
|
|
|
Hashtable responseData = (Hashtable)resp.Value;
|
|
if (responseData == null || (!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
|
|
{
|
|
m_log.ErrorFormat("[PRESENCE] Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName);
|
|
}
|
|
}
|
|
catch (System.Net.WebException)
|
|
{
|
|
m_log.ErrorFormat("[PRESENCE] Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName);
|
|
}
|
|
}
|
|
|
|
private void NotifyMessageServerOfShutdown(Scene scene)
|
|
{
|
|
Hashtable xmlrpcdata = new Hashtable();
|
|
xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
|
|
ArrayList SendParams = new ArrayList();
|
|
SendParams.Add(xmlrpcdata);
|
|
try
|
|
{
|
|
XmlRpcRequest DownRequest = new XmlRpcRequest("region_shutdown", SendParams);
|
|
XmlRpcResponse resp = DownRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000);
|
|
|
|
Hashtable responseData = (Hashtable)resp.Value;
|
|
if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
|
|
{
|
|
m_log.ErrorFormat("[PRESENCE] Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName);
|
|
}
|
|
}
|
|
catch (System.Net.WebException)
|
|
{
|
|
m_log.ErrorFormat("[PRESENCE] Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName);
|
|
}
|
|
}
|
|
|
|
private void NotifyMessageServerOfAgentLocation(UUID agentID, UUID region, ulong regionHandle)
|
|
{
|
|
Hashtable xmlrpcdata = new Hashtable();
|
|
xmlrpcdata["AgentID"] = agentID.ToString();
|
|
xmlrpcdata["RegionUUID"] = region.ToString();
|
|
xmlrpcdata["RegionHandle"] = regionHandle.ToString();
|
|
ArrayList SendParams = new ArrayList();
|
|
SendParams.Add(xmlrpcdata);
|
|
try
|
|
{
|
|
XmlRpcRequest LocationRequest = new XmlRpcRequest("agent_location", SendParams);
|
|
XmlRpcResponse resp = LocationRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000);
|
|
|
|
Hashtable responseData = (Hashtable)resp.Value;
|
|
if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
|
|
{
|
|
m_log.ErrorFormat("[PRESENCE] Failed to notify message server of agent location for {0}", agentID.ToString());
|
|
}
|
|
}
|
|
catch (System.Net.WebException)
|
|
{
|
|
m_log.ErrorFormat("[PRESENCE] Failed to notify message server of agent location for {0}", agentID.ToString());
|
|
}
|
|
}
|
|
|
|
private void NotifyMessageServerOfAgentLeaving(UUID agentID, UUID region, ulong regionHandle)
|
|
{
|
|
Hashtable xmlrpcdata = new Hashtable();
|
|
xmlrpcdata["AgentID"] = agentID.ToString();
|
|
xmlrpcdata["RegionUUID"] = region.ToString();
|
|
xmlrpcdata["RegionHandle"] = regionHandle.ToString();
|
|
ArrayList SendParams = new ArrayList();
|
|
SendParams.Add(xmlrpcdata);
|
|
try
|
|
{
|
|
XmlRpcRequest LeavingRequest = new XmlRpcRequest("agent_leaving", SendParams);
|
|
XmlRpcResponse resp = LeavingRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000);
|
|
|
|
Hashtable responseData = (Hashtable)resp.Value;
|
|
if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
|
|
{
|
|
m_log.ErrorFormat("[PRESENCE] Failed to notify message server of agent leaving for {0}", agentID.ToString());
|
|
}
|
|
}
|
|
catch (System.Net.WebException)
|
|
{
|
|
m_log.ErrorFormat("[PRESENCE] Failed to notify message server of agent leaving for {0}", agentID.ToString());
|
|
}
|
|
}
|
|
}
|
|
}
|