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/*
* 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());
}
}
}
}
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