/* * 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 OpenSimulator 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.Generic; using System.IO; using System.Reflection; using log4net; using log4net.Config; using OpenMetaverse; using OpenSim.Data; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Framework.Statistics; using OpenSim.Grid.Communications.OGS1; using OpenSim.Grid.Framework; using OpenSim.Grid.UserServer.Modules; namespace OpenSim.Grid.UserServer { //Do we actually need these event dispatchers? //shouldn't the other modules just directly register event handlers to each other? public class UserServerEventDispatchModule { protected UserManager m_userManager; protected MessageServersConnector m_messagesService; protected UserLoginService m_loginService; public UserServerEventDispatchModule(UserManager userManager, MessageServersConnector messagesService, UserLoginService loginService) { m_userManager = userManager; m_messagesService = messagesService; m_loginService = loginService; } public void Initialise(IGridServiceCore core) { } public void PostInitialise() { m_loginService.OnUserLoggedInAtLocation += NotifyMessageServersUserLoggedInToLocation; m_userManager.OnLogOffUser += NotifyMessageServersUserLoggOff; m_messagesService.OnAgentLocation += HandleAgentLocation; m_messagesService.OnAgentLeaving += HandleAgentLeaving; m_messagesService.OnRegionStartup += HandleRegionStartup; m_messagesService.OnRegionShutdown += HandleRegionShutdown; } public void RegisterHandlers(BaseHttpServer httpServer) { } public void Close() { m_loginService.OnUserLoggedInAtLocation -= NotifyMessageServersUserLoggedInToLocation; } #region Event Handlers public void NotifyMessageServersUserLoggOff(UUID agentID) { m_messagesService.TellMessageServersAboutUserLogoff(agentID); } public void NotifyMessageServersUserLoggedInToLocation(UUID agentID, UUID sessionID, UUID RegionID, ulong regionhandle, float positionX, float positionY, float positionZ, string firstname, string lastname) { m_messagesService.TellMessageServersAboutUser(agentID, sessionID, RegionID, regionhandle, positionX, positionY, positionZ, firstname, lastname); } public void HandleAgentLocation(UUID agentID, UUID regionID, ulong regionHandle) { m_userManager.HandleAgentLocation(agentID, regionID, regionHandle); } public void HandleAgentLeaving(UUID agentID, UUID regionID, ulong regionHandle) { m_userManager.HandleAgentLeaving(agentID, regionID, regionHandle); } public void HandleRegionStartup(UUID regionID) { // This might seem strange, that we send this back to the // server it came from. But there is method to the madness. // There can be multiple user servers on the same database, // and each can have multiple messaging servers. So, we send // it to all known user servers, who send it to all known // message servers. That way, we should be able to finally // update presence to all regions and thereby all friends // m_userManager.HandleRegionStartup(regionID); m_messagesService.TellMessageServersAboutRegionShutdown(regionID); } public void HandleRegionShutdown(UUID regionID) { // This might seem strange, that we send this back to the // server it came from. But there is method to the madness. // There can be multiple user servers on the same database, // and each can have multiple messaging servers. So, we send // it to all known user servers, who send it to all known // message servers. That way, we should be able to finally // update presence to all regions and thereby all friends // m_userManager.HandleRegionShutdown(regionID); m_messagesService.TellMessageServersAboutRegionShutdown(regionID); } #endregion } }