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old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
151 lines
4.5 KiB
C#
151 lines
4.5 KiB
C#
/* 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 EXPRESS OR
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* 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
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
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* GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenMetaverse;
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namespace OpenSim.Framework
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{
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public interface IEventArgs
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{
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IScene Scene { get; set; }
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IClientAPI Sender { get; set; }
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}
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/// <summary>
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/// ChatFromViewer Arguments
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/// </summary>
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public class OSChatMessage : EventArgs, IEventArgs
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{
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protected int m_channel;
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protected string m_from;
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protected string m_message;
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protected Vector3 m_position;
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protected IScene m_scene;
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protected IClientAPI m_sender;
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protected object m_senderObject;
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protected ChatTypeEnum m_type;
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protected UUID m_fromID;
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public OSChatMessage()
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{
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m_position = new Vector3();
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}
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/// <summary>
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/// The message sent by the user
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/// </summary>
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public string Message
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{
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get { return m_message; }
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set { m_message = value; }
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}
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/// <summary>
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/// The type of message, eg say, shout, broadcast.
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/// </summary>
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public ChatTypeEnum Type
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{
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get { return m_type; }
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set { m_type = value; }
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}
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/// <summary>
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/// Which channel was this message sent on? Different channels may have different listeners. Public chat is on channel zero.
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/// </summary>
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public int Channel
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{
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get { return m_channel; }
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set { m_channel = value; }
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}
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/// <summary>
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/// The position of the sender at the time of the message broadcast.
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/// </summary>
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public Vector3 Position
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{
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get { return m_position; }
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set { m_position = value; }
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}
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/// <summary>
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/// The name of the sender (needed for scripts)
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/// </summary>
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public string From
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{
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get { return m_from; }
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set { m_from = value; }
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}
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#region IEventArgs Members
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/// TODO: Sender and SenderObject should just be Sender and of
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/// type IChatSender
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/// <summary>
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/// The client responsible for sending the message, or null.
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/// </summary>
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public IClientAPI Sender
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{
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get { return m_sender; }
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set { m_sender = value; }
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}
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/// <summary>
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/// The object responsible for sending the message, or null.
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/// </summary>
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public object SenderObject
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{
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get { return m_senderObject; }
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set { m_senderObject = value; }
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}
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public UUID SenderUUID
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{
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get { return m_fromID; }
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set { m_fromID = value; }
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}
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/// <summary>
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///
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/// </summary>
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public IScene Scene
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{
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get { return m_scene; }
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set { m_scene = value; }
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}
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public override string ToString()
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{
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return m_message;
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}
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#endregion
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}
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}
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