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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
427 lines
18 KiB
C#
427 lines
18 KiB
C#
/*
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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.Reflection;
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using System.Net;
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using System.Threading;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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using Nwc.XmlRpc;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
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{
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public class PresenceModule : IRegionModule, IPresenceModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_Enabled = false;
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private bool m_Gridmode = false;
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// some default scene for doing things that aren't connected to a specific scene. Avoids locking.
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private Scene m_initialScene;
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private List<Scene> m_Scenes = new List<Scene>();
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// we currently are only interested in root-agents. If the root isn't here, we don't know the region the
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// user is in, so we have to ask the messaging server anyway.
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private Dictionary<UUID, Scene> m_RootAgents =
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new Dictionary<UUID, Scene>();
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public event PresenceChange OnPresenceChange;
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public event BulkPresenceData OnBulkPresenceData;
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public void Initialise(Scene scene, IConfigSource config)
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{
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lock (m_Scenes)
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{
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// This is a shared module; Initialise will be called for every region on this server.
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// Only check config once for the first region.
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if (m_Scenes.Count == 0)
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{
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IConfig cnf = config.Configs["Messaging"];
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if (cnf != null && cnf.GetString(
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"PresenceModule", "PresenceModule") !=
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"PresenceModule")
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return;
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cnf = config.Configs["Startup"];
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if (cnf != null)
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m_Gridmode = cnf.GetBoolean("gridmode", false);
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m_Enabled = true;
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m_initialScene = scene;
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}
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if (m_Gridmode)
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NotifyMessageServerOfStartup(scene);
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m_Scenes.Add(scene);
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}
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scene.RegisterModuleInterface<IPresenceModule>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
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scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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if (!m_Gridmode || !m_Enabled)
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return;
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if (OnPresenceChange != null)
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{
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lock (m_RootAgents)
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{
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// on shutdown, users are kicked, too
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foreach (KeyValuePair<UUID, Scene> pair in m_RootAgents)
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{
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OnPresenceChange(new PresenceInfo(pair.Key, UUID.Zero));
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}
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}
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}
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lock (m_Scenes)
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{
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foreach (Scene scene in m_Scenes)
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NotifyMessageServerOfShutdown(scene);
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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 "PresenceModule"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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public void RequestBulkPresenceData(UUID[] users)
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{
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if (OnBulkPresenceData != null)
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{
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PresenceInfo[] result = new PresenceInfo[users.Length];
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if (m_Gridmode)
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{
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// first check the local information
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List<UUID> uuids = new List<UUID>(); // the uuids to check remotely
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List<int> indices = new List<int>(); // just for performance.
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lock (m_RootAgents)
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{
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for (int i = 0; i < uuids.Count; ++i)
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{
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Scene scene;
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if (m_RootAgents.TryGetValue(users[i], out scene))
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{
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result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
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}
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else
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{
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uuids.Add(users[i]);
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indices.Add(i);
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}
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}
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}
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// now we have filtered out all the local root agents. The rest we have to request info about
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Dictionary<UUID, FriendRegionInfo> infos = m_initialScene.GetFriendRegionInfos(uuids);
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for (int i = 0; i < uuids.Count; ++i)
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{
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FriendRegionInfo info;
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if (infos.TryGetValue(uuids[i], out info) && info.isOnline)
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{
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UUID regionID = info.regionID;
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if (regionID == UUID.Zero)
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{
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// TODO this is the old messaging-server protocol; only the regionHandle is available.
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// Fetch region-info to get the id
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RegionInfo regionInfo = m_initialScene.RequestNeighbouringRegionInfo(info.regionHandle);
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regionID = regionInfo.RegionID;
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}
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result[indices[i]] = new PresenceInfo(uuids[i], regionID);
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}
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else result[indices[i]] = new PresenceInfo(uuids[i], UUID.Zero);
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}
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}
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else
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{
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// in standalone mode, we have all the info locally available.
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lock (m_RootAgents)
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{
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for (int i = 0; i < users.Length; ++i)
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{
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Scene scene;
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if (m_RootAgents.TryGetValue(users[i], out scene))
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{
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result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
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}
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else
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{
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result[i] = new PresenceInfo(users[i], UUID.Zero);
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}
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}
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}
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}
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// tell everyone
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OnBulkPresenceData(result);
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}
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}
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// new client doesn't mean necessarily that user logged in, it just means it entered one of the
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// the regions on this server
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public void OnNewClient(IClientAPI client)
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{
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client.OnConnectionClosed += OnConnectionClosed;
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client.OnLogout += OnLogout;
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// KLUDGE: See handler for details.
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client.OnEconomyDataRequest += OnEconomyDataRequest;
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}
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// connection closed just means *one* client connection has been closed. It doesn't mean that the
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// user has logged off; it might have just TPed away.
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public void OnConnectionClosed(IClientAPI client)
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{
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// TODO: Have to think what we have to do here...
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// Should we just remove the root from the list (if scene matches)?
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if (!(client.Scene is Scene))
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return;
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Scene scene = (Scene)client.Scene;
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lock (m_RootAgents)
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{
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Scene rootScene;
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if (!(m_RootAgents.TryGetValue(client.AgentId, out rootScene)) || scene != rootScene)
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return;
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m_RootAgents.Remove(client.AgentId);
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}
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// Should it have logged off, we'll do the logout part in OnLogout, even if no root is stored
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// anymore. It logged off, after all...
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}
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// Triggered when the user logs off.
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public void OnLogout(IClientAPI client)
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{
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if (!(client.Scene is Scene))
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return;
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Scene scene = (Scene)client.Scene;
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// On logout, we really remove the client from rootAgents, even if the scene doesn't match
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lock (m_RootAgents)
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{
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if (m_RootAgents.ContainsKey(client.AgentId)) m_RootAgents.Remove(client.AgentId);
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}
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// now inform the messaging server and anyone who is interested
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NotifyMessageServerOfAgentLeaving(client.AgentId, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
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if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(client.AgentId, UUID.Zero));
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}
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public void OnSetRootAgentScene(UUID agentID, Scene scene)
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{
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// OnSetRootAgentScene can be called from several threads at once (with different agentID).
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// Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
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// correct locking).
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lock (m_RootAgents)
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{
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Scene rootScene;
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if (m_RootAgents.TryGetValue(agentID, out rootScene) && scene == rootScene)
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{
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return;
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}
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m_RootAgents[agentID] = scene;
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}
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// inform messaging server that agent changed the region
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NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
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}
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private void OnEconomyDataRequest(UUID agentID)
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{
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// KLUDGE: This is the only way I found to get a message (only) after login was completed and the
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// client is connected enough to receive UDP packets.
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// This packet seems to be sent only once, just after connection was established to the first
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// region after login.
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// We use it here to trigger a presence update; the old update-on-login was never be heard by
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// the freshly logged in viewer, as it wasn't connected to the region at that time.
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// TODO: Feel free to replace this by a better solution if you find one.
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// get the agent. This should work every time, as we just got a packet from it
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ScenePresence agent = null;
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lock (m_Scenes)
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{
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foreach (Scene scene in m_Scenes)
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{
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agent = scene.GetScenePresence(agentID);
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if (agent != null) break;
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}
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}
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// just to be paranoid...
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if (agent == null)
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{
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m_log.ErrorFormat("[PRESENCE]: Got a packet from agent {0} who can't be found anymore!?", agentID);
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return;
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}
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// we are a bit premature here, but the next packet will switch this child agent to root.
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if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(agentID, agent.Scene.RegionInfo.RegionID));
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}
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public void OnMakeChildAgent(ScenePresence agent)
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{
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// OnMakeChildAgent can be called from several threads at once (with different agent).
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// Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
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// correct locking).
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lock (m_RootAgents)
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{
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Scene rootScene;
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if (m_RootAgents.TryGetValue(agent.UUID, out rootScene) && agent.Scene == rootScene)
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{
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m_RootAgents.Remove(agent.UUID);
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}
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}
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// don't notify the messaging-server; either this agent just had been downgraded and another one will be upgraded
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// to root momentarily (which will notify the messaging-server), or possibly it will be closed in a moment,
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// which will update the messaging-server, too.
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}
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private void NotifyMessageServerOfStartup(Scene scene)
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{
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Hashtable xmlrpcdata = new Hashtable();
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xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
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ArrayList SendParams = new ArrayList();
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SendParams.Add(xmlrpcdata);
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try
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{
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XmlRpcRequest UpRequest = new XmlRpcRequest("region_startup", SendParams);
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XmlRpcResponse resp = UpRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000);
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Hashtable responseData = (Hashtable)resp.Value;
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if (responseData == null || (!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
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{
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m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName);
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}
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}
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catch (System.Net.WebException)
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{
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m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName);
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}
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}
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private void NotifyMessageServerOfShutdown(Scene scene)
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{
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Hashtable xmlrpcdata = new Hashtable();
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xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
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ArrayList SendParams = new ArrayList();
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SendParams.Add(xmlrpcdata);
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try
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{
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XmlRpcRequest DownRequest = new XmlRpcRequest("region_shutdown", SendParams);
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XmlRpcResponse resp = DownRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000);
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Hashtable responseData = (Hashtable)resp.Value;
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if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
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{
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m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName);
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}
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}
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catch (System.Net.WebException)
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{
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m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName);
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}
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}
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private void NotifyMessageServerOfAgentLocation(UUID agentID, UUID region, ulong regionHandle)
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{
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Hashtable xmlrpcdata = new Hashtable();
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xmlrpcdata["AgentID"] = agentID.ToString();
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xmlrpcdata["RegionUUID"] = region.ToString();
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xmlrpcdata["RegionHandle"] = regionHandle.ToString();
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ArrayList SendParams = new ArrayList();
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SendParams.Add(xmlrpcdata);
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try
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{
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XmlRpcRequest LocationRequest = new XmlRpcRequest("agent_location", SendParams);
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XmlRpcResponse resp = LocationRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000);
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Hashtable responseData = (Hashtable)resp.Value;
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if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
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{
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m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent location for {0}", agentID.ToString());
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}
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}
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catch (System.Net.WebException)
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{
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m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent location for {0}", agentID.ToString());
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}
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}
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private void NotifyMessageServerOfAgentLeaving(UUID agentID, UUID region, ulong regionHandle)
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{
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Hashtable xmlrpcdata = new Hashtable();
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xmlrpcdata["AgentID"] = agentID.ToString();
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xmlrpcdata["RegionUUID"] = region.ToString();
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xmlrpcdata["RegionHandle"] = regionHandle.ToString();
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ArrayList SendParams = new ArrayList();
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SendParams.Add(xmlrpcdata);
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try
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{
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XmlRpcRequest LeavingRequest = new XmlRpcRequest("agent_leaving", SendParams);
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XmlRpcResponse resp = LeavingRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000);
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Hashtable responseData = (Hashtable)resp.Value;
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if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
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{
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m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent leaving for {0}", agentID.ToString());
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}
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}
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catch (System.Net.WebException)
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{
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m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent leaving for {0}", agentID.ToString());
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}
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}
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}
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}
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