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Diffstat (limited to '')
-rw-r--r-- | OpenSim/Grid/UserServer/UserServerEventDispatchModule.cs | 141 |
1 files changed, 141 insertions, 0 deletions
diff --git a/OpenSim/Grid/UserServer/UserServerEventDispatchModule.cs b/OpenSim/Grid/UserServer/UserServerEventDispatchModule.cs new file mode 100644 index 0000000..e23a7d1 --- /dev/null +++ b/OpenSim/Grid/UserServer/UserServerEventDispatchModule.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.IO; | ||
31 | using System.Reflection; | ||
32 | using log4net; | ||
33 | using log4net.Config; | ||
34 | using OpenMetaverse; | ||
35 | using OpenSim.Data; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Framework.Communications; | ||
38 | using OpenSim.Framework.Communications.Cache; | ||
39 | using OpenSim.Framework.Console; | ||
40 | using OpenSim.Framework.Servers; | ||
41 | using OpenSim.Framework.Statistics; | ||
42 | using OpenSim.Grid.Communications.OGS1; | ||
43 | using OpenSim.Grid.Framework; | ||
44 | using OpenSim.Grid.UserServer.Modules; | ||
45 | |||
46 | namespace OpenSim.Grid.UserServer | ||
47 | { | ||
48 | //Do we actually need these event dispatchers? | ||
49 | //shouldn't the other modules just directly register event handlers to each other? | ||
50 | public class UserServerEventDispatchModule | ||
51 | { | ||
52 | protected UserManager m_userManager; | ||
53 | protected MessageServersConnector m_messagesService; | ||
54 | protected UserLoginService m_loginService; | ||
55 | |||
56 | public UserServerEventDispatchModule(UserManager userManager, MessageServersConnector messagesService, UserLoginService loginService) | ||
57 | { | ||
58 | m_userManager = userManager; | ||
59 | m_messagesService = messagesService; | ||
60 | m_loginService = loginService; | ||
61 | } | ||
62 | |||
63 | public void Initialise(IUGAIMCore core) | ||
64 | { | ||
65 | } | ||
66 | |||
67 | public void PostInitialise() | ||
68 | { | ||
69 | m_loginService.OnUserLoggedInAtLocation += NotifyMessageServersUserLoggedInToLocation; | ||
70 | m_userManager.OnLogOffUser += NotifyMessageServersUserLoggOff; | ||
71 | |||
72 | m_messagesService.OnAgentLocation += HandleAgentLocation; | ||
73 | m_messagesService.OnAgentLeaving += HandleAgentLeaving; | ||
74 | m_messagesService.OnRegionStartup += HandleRegionStartup; | ||
75 | m_messagesService.OnRegionShutdown += HandleRegionShutdown; | ||
76 | } | ||
77 | |||
78 | public void RegisterHandlers(BaseHttpServer httpServer) | ||
79 | { | ||
80 | |||
81 | } | ||
82 | |||
83 | public void Close() | ||
84 | { | ||
85 | m_loginService.OnUserLoggedInAtLocation -= NotifyMessageServersUserLoggedInToLocation; | ||
86 | } | ||
87 | |||
88 | #region Event Handlers | ||
89 | public void NotifyMessageServersUserLoggOff(UUID agentID) | ||
90 | { | ||
91 | m_messagesService.TellMessageServersAboutUserLogoff(agentID); | ||
92 | } | ||
93 | |||
94 | public void NotifyMessageServersUserLoggedInToLocation(UUID agentID, UUID sessionID, UUID RegionID, | ||
95 | ulong regionhandle, float positionX, float positionY, | ||
96 | float positionZ, string firstname, string lastname) | ||
97 | { | ||
98 | m_messagesService.TellMessageServersAboutUser(agentID, sessionID, RegionID, regionhandle, positionX, | ||
99 | positionY, positionZ, firstname, lastname); | ||
100 | } | ||
101 | |||
102 | public void HandleAgentLocation(UUID agentID, UUID regionID, ulong regionHandle) | ||
103 | { | ||
104 | m_userManager.HandleAgentLocation(agentID, regionID, regionHandle); | ||
105 | } | ||
106 | |||
107 | public void HandleAgentLeaving(UUID agentID, UUID regionID, ulong regionHandle) | ||
108 | { | ||
109 | m_userManager.HandleAgentLeaving(agentID, regionID, regionHandle); | ||
110 | } | ||
111 | |||
112 | public void HandleRegionStartup(UUID regionID) | ||
113 | { | ||
114 | // This might seem strange, that we send this back to the | ||
115 | // server it came from. But there is method to the madness. | ||
116 | // There can be multiple user servers on the same database, | ||
117 | // and each can have multiple messaging servers. So, we send | ||
118 | // it to all known user servers, who send it to all known | ||
119 | // message servers. That way, we should be able to finally | ||
120 | // update presence to all regions and thereby all friends | ||
121 | // | ||
122 | m_userManager.HandleRegionStartup(regionID); | ||
123 | m_messagesService.TellMessageServersAboutRegionShutdown(regionID); | ||
124 | } | ||
125 | |||
126 | public void HandleRegionShutdown(UUID regionID) | ||
127 | { | ||
128 | // This might seem strange, that we send this back to the | ||
129 | // server it came from. But there is method to the madness. | ||
130 | // There can be multiple user servers on the same database, | ||
131 | // and each can have multiple messaging servers. So, we send | ||
132 | // it to all known user servers, who send it to all known | ||
133 | // message servers. That way, we should be able to finally | ||
134 | // update presence to all regions and thereby all friends | ||
135 | // | ||
136 | m_userManager.HandleRegionShutdown(regionID); | ||
137 | m_messagesService.TellMessageServersAboutRegionShutdown(regionID); | ||
138 | } | ||
139 | #endregion | ||
140 | } | ||
141 | } | ||