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-rw-r--r--OpenSim/Region/Communications/OGS1/OGS1GridServices.cs2
-rw-r--r--OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs26
2 files changed, 14 insertions, 14 deletions
diff --git a/OpenSim/Region/Communications/OGS1/OGS1GridServices.cs b/OpenSim/Region/Communications/OGS1/OGS1GridServices.cs
index d9e0370..89f0e1a 100644
--- a/OpenSim/Region/Communications/OGS1/OGS1GridServices.cs
+++ b/OpenSim/Region/Communications/OGS1/OGS1GridServices.cs
@@ -1818,7 +1818,7 @@ namespace OpenSim.Region.Communications.OGS1
1818 for (int i = 0; i < count; ++i) 1818 for (int i = 0; i < count; ++i)
1819 { 1819 {
1820 UUID uuid; 1820 UUID uuid;
1821 if(UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid); 1821 if (UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid);
1822 } 1822 }
1823 } 1823 }
1824 catch(Exception e) 1824 catch(Exception e)
diff --git a/OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs
index e2cb2e0..605b6a2 100644
--- a/OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs
@@ -161,7 +161,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
161 // some of the friends might have teleported away. 161 // some of the friends might have teleported away.
162 // Actually, even now, between this line and the sending below, some people could TP away. So, 162 // Actually, even now, between this line and the sending below, some people could TP away. So,
163 // we'll have to lock the m_rootAgents list for the duration to prevent/delay that. 163 // we'll have to lock the m_rootAgents list for the duration to prevent/delay that.
164 lock(m_rootAgents) 164 lock (m_rootAgents)
165 { 165 {
166 List<ScenePresence> friendsHere = new List<ScenePresence>(); 166 List<ScenePresence> friendsHere = new List<ScenePresence>();
167 try 167 try
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
230 requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID)) 230 requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID))
231 { 231 {
232 // try to find it and if it is there, prevent it to vanish before we sent the message 232 // try to find it and if it is there, prevent it to vanish before we sent the message
233 lock(m_rootAgents) 233 lock (m_rootAgents)
234 { 234 {
235 if (m_rootAgents.ContainsKey(agentID)) 235 if (m_rootAgents.ContainsKey(agentID))
236 { 236 {
@@ -431,7 +431,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
431 // should receive it. If we *are* local, *we* are the destination, so we have to receive it. 431 // should receive it. If we *are* local, *we* are the destination, so we have to receive it.
432 // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here. 432 // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here.
433 InstantMessageReceiver recv = InstantMessageReceiver.IMModule; 433 InstantMessageReceiver recv = InstantMessageReceiver.IMModule;
434 if(GetAnyPresenceFromAgentID(toAgentID) != null) recv |= InstantMessageReceiver.FriendsModule; 434 if (GetAnyPresenceFromAgentID(toAgentID) != null) recv |= InstantMessageReceiver.FriendsModule;
435 435
436 // We don't really care which local scene we pipe it through. 436 // We don't really care which local scene we pipe it through.
437 m_initialScene.TriggerGridInstantMessage(msg, recv); 437 m_initialScene.TriggerGridInstantMessage(msg, recv);
@@ -554,7 +554,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
554 return; // unknown transaction 554 return; // unknown transaction
555 } 555 }
556 // else found pending friend request with that transaction => remove if done with all 556 // else found pending friend request with that transaction => remove if done with all
557 if(--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID); 557 if (--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID);
558 outPending(); 558 outPending();
559 } 559 }
560 560
@@ -604,7 +604,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
604 // should receive it. If we *are* local, *we* are the destination, so we have to receive it. 604 // should receive it. If we *are* local, *we* are the destination, so we have to receive it.
605 // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here. 605 // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here.
606 InstantMessageReceiver recv = InstantMessageReceiver.IMModule; 606 InstantMessageReceiver recv = InstantMessageReceiver.IMModule;
607 if(GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule; 607 if (GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule;
608 608
609 // now we have to inform the agent about the friend. For the opposite direction, this happens in the handler 609 // now we have to inform the agent about the friend. For the opposite direction, this happens in the handler
610 // of the type 39 IM 610 // of the type 39 IM
@@ -621,14 +621,14 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
621 Transaction transaction; 621 Transaction transaction;
622 lock (m_pendingFriendRequests) 622 lock (m_pendingFriendRequests)
623 { 623 {
624 if(!m_pendingFriendRequests.TryGetValue(transactionID, out transaction)) 624 if (!m_pendingFriendRequests.TryGetValue(transactionID, out transaction))
625 { 625 {
626 m_log.DebugFormat("[FRIEND]: Got friendship denial {0} from {1} ({2}) without matching transaction {3}", 626 m_log.DebugFormat("[FRIEND]: Got friendship denial {0} from {1} ({2}) without matching transaction {3}",
627 agentID, client.AgentId, client.Name, transactionID); 627 agentID, client.AgentId, client.Name, transactionID);
628 return; 628 return;
629 } 629 }
630 // else found pending friend request with that transaction. 630 // else found pending friend request with that transaction.
631 if(--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID); 631 if (--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID);
632 outPending(); 632 outPending();
633 } 633 }
634 UUID friendID = transaction.agentID; 634 UUID friendID = transaction.agentID;
@@ -661,7 +661,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
661 // should receive it. If we *are* local, *we* are the destination, so we have to receive it. 661 // should receive it. If we *are* local, *we* are the destination, so we have to receive it.
662 // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here. 662 // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here.
663 InstantMessageReceiver recv = InstantMessageReceiver.IMModule; 663 InstantMessageReceiver recv = InstantMessageReceiver.IMModule;
664 if(GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule; 664 if (GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule;
665 665
666 // now we have to inform the agent about the friend. For the opposite direction, this happens in the handler 666 // now we have to inform the agent about the friend. For the opposite direction, this happens in the handler
667 // of the type 39 IM 667 // of the type 39 IM
@@ -690,7 +690,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
690 else 690 else
691 { 691 {
692 // retry 3 times, in case the agent TPed from the last known region... 692 // retry 3 times, in case the agent TPed from the last known region...
693 for(int retry = 0; retry < 3; ++retry) 693 for (int retry = 0; retry < 3; ++retry)
694 { 694 {
695 // wasn't sent, so ex-friend wasn't around on this region-server. Fetch info and try to send 695 // wasn't sent, so ex-friend wasn't around on this region-server. Fetch info and try to send
696 UserAgentData data = m_initialScene.CommsManager.UserService.GetAgentByUUID(exfriendID); 696 UserAgentData data = m_initialScene.CommsManager.UserService.GetAgentByUUID(exfriendID);
@@ -859,7 +859,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
859 List<UUID> friendIDsToLookup = new List<UUID>(friendIDsToSendTo); 859 List<UUID> friendIDsToLookup = new List<UUID>(friendIDsToSendTo);
860 foreach (UUID uuid in friendIDsToReceiveFromOffline) 860 foreach (UUID uuid in friendIDsToReceiveFromOffline)
861 { 861 {
862 if(!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid); 862 if (!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid);
863 } 863 }
864 864
865 m_log.DebugFormat("[FRIEND]: {0} to lookup, {1} to send to, {2} to receive from for agent {3}", 865 m_log.DebugFormat("[FRIEND]: {0} to lookup, {1} to send to, {2} to receive from for agent {3}",
@@ -906,12 +906,12 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
906 { 906 {
907 // any client is good enough, root or child... 907 // any client is good enough, root or child...
908 ScenePresence agent = GetAnyPresenceFromAgentID(uuid); 908 ScenePresence agent = GetAnyPresenceFromAgentID(uuid);
909 if(agent != null) 909 if (agent != null)
910 { 910 {
911 m_log.DebugFormat("[FRIEND]: Found local agent {0}", agent.Name); 911 m_log.DebugFormat("[FRIEND]: Found local agent {0}", agent.Name);
912 912
913 // friend is online and on this server... 913 // friend is online and on this server...
914 if(iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr); 914 if (iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr);
915 else agent.ControllingClient.SendAgentOffline(agentArr); 915 else agent.ControllingClient.SendAgentOffline(agentArr);
916 916
917 // done, remove it 917 // done, remove it
@@ -962,7 +962,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
962 // now we have in friendIDsToSendTo only the agents left that TPed away while we tried to contact them. 962 // now we have in friendIDsToSendTo only the agents left that TPed away while we tried to contact them.
963 // In most cases, it will be empty, and it won't loop here. But sometimes, we have to work harder and try again... 963 // In most cases, it will be empty, and it won't loop here. But sometimes, we have to work harder and try again...
964 } 964 }
965 while(++retry < 3 && friendIDsToSendTo.Count > 0); 965 while (++retry < 3 && friendIDsToSendTo.Count > 0);
966 } 966 }
967 967
968 private void OnEconomyDataRequest(UUID agentID) 968 private void OnEconomyDataRequest(UUID agentID)