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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 */
27using System;
28using System.Collections;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Net;
32using System.Threading;
33using OpenMetaverse;
34using log4net;
35using Nini.Config;
36using Nwc.XmlRpc;
37using OpenSim.Framework;
38using OpenSim.Framework.Client;
39using OpenSim.Region.Framework.Interfaces;
40using OpenSim.Region.Framework.Scenes;
41
42namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
43{
44 public class PresenceModule : IRegionModule, IPresenceModule
45 {
46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47
48 private bool m_Enabled = false;
49 private bool m_Gridmode = false;
50
51 // some default scene for doing things that aren't connected to a specific scene. Avoids locking.
52 private Scene m_initialScene;
53
54 private List<Scene> m_Scenes = new List<Scene>();
55
56 // we currently are only interested in root-agents. If the root isn't here, we don't know the region the
57 // user is in, so we have to ask the messaging server anyway.
58 private Dictionary<UUID, Scene> m_RootAgents =
59 new Dictionary<UUID, Scene>();
60
61 public event PresenceChange OnPresenceChange;
62 public event BulkPresenceData OnBulkPresenceData;
63
64 public void Initialise(Scene scene, IConfigSource config)
65 {
66 lock (m_Scenes)
67 {
68 // This is a shared module; Initialise will be called for every region on this server.
69 // Only check config once for the first region.
70 if (m_Scenes.Count == 0)
71 {
72 IConfig cnf = config.Configs["Messaging"];
73 if (cnf != null && cnf.GetString(
74 "PresenceModule", "PresenceModule") !=
75 "PresenceModule")
76 return;
77
78 cnf = config.Configs["Startup"];
79 if (cnf != null)
80 m_Gridmode = cnf.GetBoolean("gridmode", false);
81
82 m_Enabled = true;
83
84 m_initialScene = scene;
85 }
86
87 if (m_Gridmode)
88 NotifyMessageServerOfStartup(scene);
89
90 m_Scenes.Add(scene);
91 }
92
93 scene.RegisterModuleInterface<IPresenceModule>(this);
94
95 scene.EventManager.OnNewClient += OnNewClient;
96 scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
97 scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
98 }
99
100 public void PostInitialise()
101 {
102 }
103
104 public void Close()
105 {
106 if (!m_Gridmode || !m_Enabled)
107 return;
108
109 if (OnPresenceChange != null)
110 {
111 lock (m_RootAgents)
112 {
113 // on shutdown, users are kicked, too
114 foreach (KeyValuePair<UUID, Scene> pair in m_RootAgents)
115 {
116 OnPresenceChange(new PresenceInfo(pair.Key, UUID.Zero));
117 }
118 }
119 }
120
121 lock (m_Scenes)
122 {
123 foreach (Scene scene in m_Scenes)
124 NotifyMessageServerOfShutdown(scene);
125 }
126 }
127
128 public string Name
129 {
130 get { return "PresenceModule"; }
131 }
132
133 public bool IsSharedModule
134 {
135 get { return true; }
136 }
137
138 public void RequestBulkPresenceData(UUID[] users)
139 {
140 if (OnBulkPresenceData != null)
141 {
142 PresenceInfo[] result = new PresenceInfo[users.Length];
143 if (m_Gridmode)
144 {
145 // first check the local information
146 List<UUID> uuids = new List<UUID>(); // the uuids to check remotely
147 List<int> indices = new List<int>(); // just for performance.
148 lock (m_RootAgents)
149 {
150 for (int i = 0; i < uuids.Count; ++i)
151 {
152 Scene scene;
153 if (m_RootAgents.TryGetValue(users[i], out scene))
154 {
155 result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
156 }
157 else
158 {
159 uuids.Add(users[i]);
160 indices.Add(i);
161 }
162 }
163 }
164
165 // now we have filtered out all the local root agents. The rest we have to request info about
166 Dictionary<UUID, FriendRegionInfo> infos = m_initialScene.GetFriendRegionInfos(uuids);
167 for (int i = 0; i < uuids.Count; ++i)
168 {
169 FriendRegionInfo info;
170 if (infos.TryGetValue(uuids[i], out info) && info.isOnline)
171 {
172 UUID regionID = info.regionID;
173 if (regionID == UUID.Zero)
174 {
175 // TODO this is the old messaging-server protocol; only the regionHandle is available.
176 // Fetch region-info to get the id
177 RegionInfo regionInfo = m_initialScene.RequestNeighbouringRegionInfo(info.regionHandle);
178 regionID = regionInfo.RegionID;
179 }
180 result[indices[i]] = new PresenceInfo(uuids[i], regionID);
181 }
182 else result[indices[i]] = new PresenceInfo(uuids[i], UUID.Zero);
183 }
184 }
185 else
186 {
187 // in standalone mode, we have all the info locally available.
188 lock (m_RootAgents)
189 {
190 for (int i = 0; i < users.Length; ++i)
191 {
192 Scene scene;
193 if (m_RootAgents.TryGetValue(users[i], out scene))
194 {
195 result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
196 }
197 else
198 {
199 result[i] = new PresenceInfo(users[i], UUID.Zero);
200 }
201 }
202 }
203 }
204
205 // tell everyone
206 OnBulkPresenceData(result);
207 }
208 }
209
210 // new client doesn't mean necessarily that user logged in, it just means it entered one of the
211 // the regions on this server
212 public void OnNewClient(IClientAPI client)
213 {
214 client.OnConnectionClosed += OnConnectionClosed;
215 client.OnLogout += OnLogout;
216
217 // KLUDGE: See handler for details.
218 client.OnEconomyDataRequest += OnEconomyDataRequest;
219 }
220
221 // connection closed just means *one* client connection has been closed. It doesn't mean that the
222 // user has logged off; it might have just TPed away.
223 public void OnConnectionClosed(IClientAPI client)
224 {
225 // TODO: Have to think what we have to do here...
226 // Should we just remove the root from the list (if scene matches)?
227 if (!(client.Scene is Scene))
228 return;
229 Scene scene = (Scene)client.Scene;
230
231 lock (m_RootAgents)
232 {
233 Scene rootScene;
234 if (!(m_RootAgents.TryGetValue(client.AgentId, out rootScene)) || scene != rootScene)
235 return;
236
237 m_RootAgents.Remove(client.AgentId);
238 }
239
240 // Should it have logged off, we'll do the logout part in OnLogout, even if no root is stored
241 // anymore. It logged off, after all...
242 }
243
244 // Triggered when the user logs off.
245 public void OnLogout(IClientAPI client)
246 {
247 if (!(client.Scene is Scene))
248 return;
249 Scene scene = (Scene)client.Scene;
250
251 // On logout, we really remove the client from rootAgents, even if the scene doesn't match
252 lock (m_RootAgents)
253 {
254 if (m_RootAgents.ContainsKey(client.AgentId)) m_RootAgents.Remove(client.AgentId);
255 }
256
257 // now inform the messaging server and anyone who is interested
258 NotifyMessageServerOfAgentLeaving(client.AgentId, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
259 if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(client.AgentId, UUID.Zero));
260 }
261
262 public void OnSetRootAgentScene(UUID agentID, Scene scene)
263 {
264 // OnSetRootAgentScene can be called from several threads at once (with different agentID).
265 // Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
266 // correct locking).
267 lock (m_RootAgents)
268 {
269 Scene rootScene;
270 if (m_RootAgents.TryGetValue(agentID, out rootScene) && scene == rootScene)
271 {
272 return;
273 }
274 m_RootAgents[agentID] = scene;
275 }
276 // inform messaging server that agent changed the region
277 NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
278 }
279
280 private void OnEconomyDataRequest(UUID agentID)
281 {
282 // KLUDGE: This is the only way I found to get a message (only) after login was completed and the
283 // client is connected enough to receive UDP packets.
284 // This packet seems to be sent only once, just after connection was established to the first
285 // region after login.
286 // We use it here to trigger a presence update; the old update-on-login was never be heard by
287 // the freshly logged in viewer, as it wasn't connected to the region at that time.
288 // TODO: Feel free to replace this by a better solution if you find one.
289
290 // get the agent. This should work every time, as we just got a packet from it
291 ScenePresence agent = null;
292 lock (m_Scenes)
293 {
294 foreach (Scene scene in m_Scenes)
295 {
296 agent = scene.GetScenePresence(agentID);
297 if (agent != null) break;
298 }
299 }
300
301 // just to be paranoid...
302 if (agent == null)
303 {
304 m_log.ErrorFormat("[PRESENCE]: Got a packet from agent {0} who can't be found anymore!?", agentID);
305 return;
306 }
307
308 // we are a bit premature here, but the next packet will switch this child agent to root.
309 if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(agentID, agent.Scene.RegionInfo.RegionID));
310 }
311
312 public void OnMakeChildAgent(ScenePresence agent)
313 {
314 // OnMakeChildAgent can be called from several threads at once (with different agent).
315 // Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
316 // correct locking).
317 lock (m_RootAgents)
318 {
319 Scene rootScene;
320 if (m_RootAgents.TryGetValue(agent.UUID, out rootScene) && agent.Scene == rootScene)
321 {
322 m_RootAgents.Remove(agent.UUID);
323 }
324 }
325 // don't notify the messaging-server; either this agent just had been downgraded and another one will be upgraded
326 // to root momentarily (which will notify the messaging-server), or possibly it will be closed in a moment,
327 // which will update the messaging-server, too.
328 }
329
330 private void NotifyMessageServerOfStartup(Scene scene)
331 {
332 Hashtable xmlrpcdata = new Hashtable();
333 xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
334 ArrayList SendParams = new ArrayList();
335 SendParams.Add(xmlrpcdata);
336 try
337 {
338 XmlRpcRequest UpRequest = new XmlRpcRequest("region_startup", SendParams);
339 XmlRpcResponse resp = UpRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000);
340
341 Hashtable responseData = (Hashtable)resp.Value;
342 if (responseData == null || (!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
343 {
344 m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName);
345 }
346 }
347 catch (System.Net.WebException)
348 {
349 m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName);
350 }
351 }
352
353 private void NotifyMessageServerOfShutdown(Scene scene)
354 {
355 Hashtable xmlrpcdata = new Hashtable();
356 xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
357 ArrayList SendParams = new ArrayList();
358 SendParams.Add(xmlrpcdata);
359 try
360 {
361 XmlRpcRequest DownRequest = new XmlRpcRequest("region_shutdown", SendParams);
362 XmlRpcResponse resp = DownRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000);
363
364 Hashtable responseData = (Hashtable)resp.Value;
365 if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
366 {
367 m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName);
368 }
369 }
370 catch (System.Net.WebException)
371 {
372 m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName);
373 }
374 }
375
376 private void NotifyMessageServerOfAgentLocation(UUID agentID, UUID region, ulong regionHandle)
377 {
378 Hashtable xmlrpcdata = new Hashtable();
379 xmlrpcdata["AgentID"] = agentID.ToString();
380 xmlrpcdata["RegionUUID"] = region.ToString();
381 xmlrpcdata["RegionHandle"] = regionHandle.ToString();
382 ArrayList SendParams = new ArrayList();
383 SendParams.Add(xmlrpcdata);
384 try
385 {
386 XmlRpcRequest LocationRequest = new XmlRpcRequest("agent_location", SendParams);
387 XmlRpcResponse resp = LocationRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000);
388
389 Hashtable responseData = (Hashtable)resp.Value;
390 if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
391 {
392 m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent location for {0}", agentID.ToString());
393 }
394 }
395 catch (System.Net.WebException)
396 {
397 m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent location for {0}", agentID.ToString());
398 }
399 }
400
401 private void NotifyMessageServerOfAgentLeaving(UUID agentID, UUID region, ulong regionHandle)
402 {
403 Hashtable xmlrpcdata = new Hashtable();
404 xmlrpcdata["AgentID"] = agentID.ToString();
405 xmlrpcdata["RegionUUID"] = region.ToString();
406 xmlrpcdata["RegionHandle"] = regionHandle.ToString();
407 ArrayList SendParams = new ArrayList();
408 SendParams.Add(xmlrpcdata);
409 try
410 {
411 XmlRpcRequest LeavingRequest = new XmlRpcRequest("agent_leaving", SendParams);
412 XmlRpcResponse resp = LeavingRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000);
413
414 Hashtable responseData = (Hashtable)resp.Value;
415 if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
416 {
417 m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent leaving for {0}", agentID.ToString());
418 }
419 }
420 catch (System.Net.WebException)
421 {
422 m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent leaving for {0}", agentID.ToString());
423 }
424 }
425 }
426}