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authorHomer Horwitz2008-11-24 22:07:45 +0000
committerHomer Horwitz2008-11-24 22:07:45 +0000
commit62c263d32b1cfb2dfc8e3681ea93f2dd33c077ca (patch)
tree9d67fa434c0025ee08248c8296282c1772ad5ec0 /OpenSim/Region/Environment/Modules
parent- Evaluate config only once (diff)
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WIP: Adding a few things to PresenceModule. Not quite finished yet.
Diffstat (limited to 'OpenSim/Region/Environment/Modules')
-rw-r--r--OpenSim/Region/Environment/Modules/Avatar/InstantMessage/PresenceModule.cs85
1 files changed, 83 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Modules/Avatar/InstantMessage/PresenceModule.cs b/OpenSim/Region/Environment/Modules/Avatar/InstantMessage/PresenceModule.cs
index 28ed991..4ec80e5 100644
--- a/OpenSim/Region/Environment/Modules/Avatar/InstantMessage/PresenceModule.cs
+++ b/OpenSim/Region/Environment/Modules/Avatar/InstantMessage/PresenceModule.cs
@@ -48,6 +48,10 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
48 48
49 private bool m_Enabled = false; 49 private bool m_Enabled = false;
50 private bool m_Gridmode = false; 50 private bool m_Gridmode = false;
51
52 // some default scene for doing things that aren't connected to a specific scene. Avoids locking.
53 private Scene m_initialScene;
54
51 private List<Scene> m_Scenes = new List<Scene>(); 55 private List<Scene> m_Scenes = new List<Scene>();
52 56
53 private Dictionary<UUID, Scene> m_RootAgents = 57 private Dictionary<UUID, Scene> m_RootAgents =
@@ -75,6 +79,8 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
75 m_Gridmode = cnf.GetBoolean("gridmode", false); 79 m_Gridmode = cnf.GetBoolean("gridmode", false);
76 80
77 m_Enabled = true; 81 m_Enabled = true;
82
83 m_initialScene = scene;
78 } 84 }
79 85
80 if (m_Gridmode) 86 if (m_Gridmode)
@@ -84,6 +90,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
84 90
85 scene.EventManager.OnNewClient += OnNewClient; 91 scene.EventManager.OnNewClient += OnNewClient;
86 scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene; 92 scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
93 //scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
87 94
88 m_Scenes.Add(scene); 95 m_Scenes.Add(scene);
89 } 96 }
@@ -98,8 +105,11 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
98 if (!m_Gridmode || !m_Enabled) 105 if (!m_Gridmode || !m_Enabled)
99 return; 106 return;
100 107
101 foreach (Scene scene in m_Scenes) 108 lock (m_Scenes)
102 NotifyMessageServerOfShutdown(scene); 109 {
110 foreach (Scene scene in m_Scenes)
111 NotifyMessageServerOfShutdown(scene);
112 }
103 } 113 }
104 114
105 public string Name 115 public string Name
@@ -114,6 +124,58 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
114 124
115 public void RequestBulkPresenceData(UUID[] users) 125 public void RequestBulkPresenceData(UUID[] users)
116 { 126 {
127 if (OnBulkPresenceData != null)
128 {
129 PresenceInfo[] result = new PresenceInfo[users.Length];
130 if (m_Gridmode)
131 {
132 // TODO process local info first and only do a server lookup if necessary.
133 // TODO fix m_RootAgents contents. Currently, they won't work right in a
134 // non standalone server. Consider two servers, with one sim each in a
135 // 2x1 grid. Clients will never be closed, just the root moves from
136 // server to server. But it stays in m_RootAgents on both servers.
137 Dictionary<UUID, FriendRegionInfo> infos = m_initialScene.GetFriendRegionInfos(new List<UUID>(users));
138 for (int i = 0; i < users.Length; ++i)
139 {
140 FriendRegionInfo info;
141 if (infos.TryGetValue(users[i], out info) && info.isOnline)
142 {
143 UUID regionID = info.regionID;
144 if (regionID == UUID.Zero)
145 {
146 // TODO this is the old messaging-server protocol; only the regionHandle is available.
147 // Fetch region-info to get the id
148 RegionInfo regionInfo = m_initialScene.RequestNeighbouringRegionInfo(info.regionHandle);
149 regionID = regionInfo.RegionID;
150 }
151 result[i] = new PresenceInfo(users[i], regionID);
152 }
153 else result[i] = new PresenceInfo(users[i], UUID.Zero);
154 }
155 }
156 else
157 {
158 // in standalone mode, we have all the info locally available.
159 lock (m_RootAgents)
160 {
161 for (int i = 0; i < users.Length; ++i)
162 {
163 Scene scene;
164 if (m_RootAgents.TryGetValue(users[i], out scene))
165 {
166 result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
167 }
168 else
169 {
170 result[i] = new PresenceInfo(users[i], UUID.Zero);
171 }
172 }
173 }
174 }
175
176 // tell everyone
177 OnBulkPresenceData(result);
178 }
117 } 179 }
118 180
119 public void OnNewClient(IClientAPI client) 181 public void OnNewClient(IClientAPI client)
@@ -160,6 +222,25 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
160 NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle); 222 NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
161 } 223 }
162 224
225// TODO not sure about that yet
226// public void OnMakeChildAgent(ScenePresence agent)
227// {
228// // OnMakeChildAgent can be called from several threads at once (with different agent).
229// // Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
230// // correct locking).
231// lock (m_RootAgents)
232// {
233// Scene rootScene;
234// if (m_RootAgents.TryGetValue(agentID, out rootScene) && agent.Scene == rootScene)
235// {
236// m_RootAgents[agentID] = scene;
237// }
238// }
239// // don't notify the messaging-server; either this is just downgraded and another one will be upgraded
240// // to root momentarily (which will notify the messaging-server), or possibly it will be closed in a moment,
241// // which will update the messaging-server, too.
242// }
243
163 private void NotifyMessageServerOfStartup(Scene scene) 244 private void NotifyMessageServerOfStartup(Scene scene)
164 { 245 {
165 Hashtable xmlrpcdata = new Hashtable(); 246 Hashtable xmlrpcdata = new Hashtable();