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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.Framework.Interfaces;
using OpenSim.Region.Framework.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>();
// we currently are only interested in root-agents. If the root isn't here, we don't know the region the
// user is in, so we have to ask the messaging server anyway.
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);
m_Scenes.Add(scene);
}
scene.RegisterModuleInterface<IPresenceModule>(this);
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
}
public void PostInitialise()
{
}
public void Close()
{
if (!m_Gridmode || !m_Enabled)
return;
if (OnPresenceChange != null)
{
lock (m_RootAgents)
{
// on shutdown, users are kicked, too
foreach (KeyValuePair<UUID, Scene> pair in m_RootAgents)
{
OnPresenceChange(new PresenceInfo(pair.Key, UUID.Zero));
}
}
}
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)
{
// first check the local information
List<UUID> uuids = new List<UUID>(); // the uuids to check remotely
List<int> indices = new List<int>(); // just for performance.
lock (m_RootAgents)
{
for (int i = 0; i < uuids.Count; ++i)
{
Scene scene;
if (m_RootAgents.TryGetValue(users[i], out scene))
{
result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
}
else
{
uuids.Add(users[i]);
indices.Add(i);
}
}
}
// now we have filtered out all the local root agents. The rest we have to request info about
Dictionary<UUID, FriendRegionInfo> infos = m_initialScene.GetFriendRegionInfos(uuids);
for (int i = 0; i < uuids.Count; ++i)
{
FriendRegionInfo info;
if (infos.TryGetValue(uuids[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[indices[i]] = new PresenceInfo(uuids[i], regionID);
}
else result[indices[i]] = new PresenceInfo(uuids[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);
}
}
// new client doesn't mean necessarily that user logged in, it just means it entered one of the
// the regions on this server
public void OnNewClient(IClientAPI client)
{
client.OnConnectionClosed += OnConnectionClosed;
client.OnLogout += OnLogout;
// KLUDGE: See handler for details.
client.OnEconomyDataRequest += OnEconomyDataRequest;
}
// connection closed just means *one* client connection has been closed. It doesn't mean that the
// user has logged off; it might have just TPed away.
public void OnConnectionClosed(IClientAPI client)
{
// TODO: Have to think what we have to do here...
// Should we just remove the root from the list (if scene matches)?
if (!(client.Scene is Scene))
return;
Scene scene = (Scene)client.Scene;
lock (m_RootAgents)
{
Scene rootScene;
if (!(m_RootAgents.TryGetValue(client.AgentId, out rootScene)) || scene != rootScene)
return;
m_RootAgents.Remove(client.AgentId);
}
// Should it have logged off, we'll do the logout part in OnLogout, even if no root is stored
// anymore. It logged off, after all...
}
// Triggered when the user logs off.
public void OnLogout(IClientAPI client)
{
if (!(client.Scene is Scene))
return;
Scene scene = (Scene)client.Scene;
// On logout, we really remove the client from rootAgents, even if the scene doesn't match
lock (m_RootAgents)
{
if (m_RootAgents.ContainsKey(client.AgentId)) m_RootAgents.Remove(client.AgentId);
}
// now inform the messaging server and anyone who is interested
NotifyMessageServerOfAgentLeaving(client.AgentId, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(client.AgentId, UUID.Zero));
}
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;
}
// inform messaging server that agent changed the region
NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
}
private void OnEconomyDataRequest(UUID agentID)
{
// KLUDGE: This is the only way I found to get a message (only) after login was completed and the
// client is connected enough to receive UDP packets.
// This packet seems to be sent only once, just after connection was established to the first
// region after login.
// We use it here to trigger a presence update; the old update-on-login was never be heard by
// the freshly logged in viewer, as it wasn't connected to the region at that time.
// TODO: Feel free to replace this by a better solution if you find one.
// get the agent. This should work every time, as we just got a packet from it
ScenePresence agent = null;
lock (m_Scenes)
{
foreach (Scene scene in m_Scenes)
{
agent = scene.GetScenePresence(agentID);
if (agent != null) break;
}
}
// just to be paranoid...
if (agent == null)
{
m_log.ErrorFormat("[PRESENCE]: Got a packet from agent {0} who can't be found anymore!?", agentID);
return;
}
// we are a bit premature here, but the next packet will switch this child agent to root.
if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(agentID, agent.Scene.RegionInfo.RegionID));
}
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(agent.UUID, out rootScene) && agent.Scene == rootScene)
{
m_RootAgents.Remove(agent.UUID);
}
}
// don't notify the messaging-server; either this agent just had been 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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