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authorlbsa712007-09-18 13:29:16 +0000
committerlbsa712007-09-18 13:29:16 +0000
commit70d9cec3b5064d874f8b9622804c964beeac5f0d (patch)
tree29d4ae5a6082ea509f5c92a50582bd9b365c7a0f /OpenSim/Framework/General/ClientManager.cs
parent* Handlerized ViewerEffect (diff)
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* Yet some more connectivity restructuring
* We now have CloseAllAgents( circuit ) and CloseAllCircuits( agentId ) for great justice ( but alas, still only closing on one single scene - be brave! ) * Login and ConnectionClosed now eventified and moveified awayified * Killed off unused NullClientAPI * Now the client is almost only responsible for its own closing. ( I will get that scene out of there ) * Lookin' good!
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/General/ClientManager.cs38
1 files changed, 33 insertions, 5 deletions
diff --git a/OpenSim/Framework/General/ClientManager.cs b/OpenSim/Framework/General/ClientManager.cs
index 274a2d3..b032849 100644
--- a/OpenSim/Framework/General/ClientManager.cs
+++ b/OpenSim/Framework/General/ClientManager.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic;
3using System.Text; 3using System.Text;
4using libsecondlife.Packets; 4using libsecondlife.Packets;
5using OpenSim.Framework.Interfaces; 5using OpenSim.Framework.Interfaces;
6using libsecondlife;
6 7
7namespace OpenSim.Framework 8namespace OpenSim.Framework
8{ 9{
@@ -24,7 +25,7 @@ namespace OpenSim.Framework
24 m_clients = new Dictionary<uint, IClientAPI>(); 25 m_clients = new Dictionary<uint, IClientAPI>();
25 } 26 }
26 27
27 public void Remove(uint id) 28 private void Remove(uint id)
28 { 29 {
29 m_clients.Remove(id); 30 m_clients.Remove(id);
30 } 31 }
@@ -44,19 +45,46 @@ namespace OpenSim.Framework
44 } 45 }
45 } 46 }
46 47
47 public void ConnectionClosed(uint circuitCode) 48 public void CloseAllAgents(uint circuitCode)
48 { 49 {
49 IClientAPI client; 50 IClientAPI client;
50 51
51 if (m_clients.TryGetValue(circuitCode, out client)) 52 if (m_clients.TryGetValue(circuitCode, out client))
52 { 53 {
53 m_clients.Remove(circuitCode); 54 CloseAllCircuits(client.AgentId);
54 client.Close(); 55 }
56 }
57
58 public void CloseAllCircuits( LLUUID agentId )
59 {
60 uint[] circuits = GetAllCircuits(agentId);
61 foreach (uint circuit in circuits )
62 {
63 IClientAPI client;
64 if (m_clients.TryGetValue(circuit, out client))
65 {
66 Remove(circuit);
67 client.Close();
68 }
69 }
70 }
71
72 private uint[] GetAllCircuits(LLUUID agentId)
73 {
74 List<uint> circuits = new List<uint>();
55 75
56 // TODO: Now remove all local childagents too 76 foreach (KeyValuePair<uint, IClientAPI> pair in m_clients)
77 {
78 if( pair.Value.AgentId == agentId )
79 {
80 circuits.Add( pair.Key );
81 }
57 } 82 }
83
84 return circuits.ToArray();
58 } 85 }
59 86
87
60 public void ViewerEffectHandler(IClientAPI sender, ViewerEffectPacket.EffectBlock[] effectBlock) 88 public void ViewerEffectHandler(IClientAPI sender, ViewerEffectPacket.EffectBlock[] effectBlock)
61 { 89 {
62 ViewerEffectPacket packet = new ViewerEffectPacket(); 90 ViewerEffectPacket packet = new ViewerEffectPacket();