/* * 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 OpenSim 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.Collections; using System.Collections.Generic; using System.Net; using System.Reflection; using log4net; using Nini.Config; using Nwc.XmlRpc; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.Avatar.InstantMessage { public class PresenceModule : IRegionModule, IPresenceModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private bool m_Enabled = false; private bool m_Gridmode = false; // some default scene for doing things that aren't connected to a specific scene. Avoids locking. private Scene m_initialScene; private List m_Scenes = new List(); // we currently are only interested in root-agents. If the root isn't here, we don't know the region the // user is in, so we have to ask the messaging server anyway. private Dictionary m_RootAgents = new Dictionary(); public event PresenceChange OnPresenceChange; public event BulkPresenceData OnBulkPresenceData; public void Initialise(Scene scene, IConfigSource config) { lock (m_Scenes) { // This is a shared module; Initialise will be called for every region on this server. // Only check config once for the first region. if (m_Scenes.Count == 0) { IConfig cnf = config.Configs["Messaging"]; if (cnf != null && cnf.GetString( "PresenceModule", "PresenceModule") != "PresenceModule") return; cnf = config.Configs["Startup"]; if (cnf != null) m_Gridmode = cnf.GetBoolean("gridmode", false); m_Enabled = true; m_initialScene = scene; } if (m_Gridmode) NotifyMessageServerOfStartup(scene); m_Scenes.Add(scene); } scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene; scene.EventManager.OnMakeChildAgent += OnMakeChildAgent; } public void PostInitialise() { } public void Close() { if (!m_Gridmode || !m_Enabled) return; if (OnPresenceChange != null) { lock (m_RootAgents) { // on shutdown, users are kicked, too foreach (KeyValuePair pair in m_RootAgents) { OnPresenceChange(new PresenceInfo(pair.Key, UUID.Zero)); } } } lock (m_Scenes) { foreach (Scene scene in m_Scenes) NotifyMessageServerOfShutdown(scene); } } public string Name { get { return "PresenceModule"; } } public bool IsSharedModule { get { return true; } } public void RequestBulkPresenceData(UUID[] users) { if (OnBulkPresenceData != null) { PresenceInfo[] result = new PresenceInfo[users.Length]; if (m_Gridmode) { // first check the local information List uuids = new List(); // the uuids to check remotely List indices = new List(); // just for performance. lock (m_RootAgents) { for (int i = 0; i < uuids.Count; ++i) { Scene scene; if (m_RootAgents.TryGetValue(users[i], out scene)) { result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID); } else { uuids.Add(users[i]); indices.Add(i); } } } // now we have filtered out all the local root agents. The rest we have to request info about Dictionary infos = m_initialScene.GetFriendRegionInfos(uuids); for (int i = 0; i < uuids.Count; ++i) { FriendRegionInfo info; if (infos.TryGetValue(uuids[i], out info) && info.isOnline) { UUID regionID = info.regionID; if (regionID == UUID.Zero) { // TODO this is the old messaging-server protocol; only the regionHandle is available. // Fetch region-info to get the id RegionInfo regionInfo = m_initialScene.RequestNeighbouringRegionInfo(info.regionHandle); regionID = regionInfo.RegionID; } result[indices[i]] = new PresenceInfo(uuids[i], regionID); } else result[indices[i]] = new PresenceInfo(uuids[i], UUID.Zero); } } else { // in standalone mode, we have all the info locally available. lock (m_RootAgents) { for (int i = 0; i < users.Length; ++i) { Scene scene; if (m_RootAgents.TryGetValue(users[i], out scene)) { result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID); } else { result[i] = new PresenceInfo(users[i], UUID.Zero); } } } } // tell everyone OnBulkPresenceData(result); } } // new client doesn't mean necessarily that user logged in, it just means it entered one of the // the regions on this server public void OnNewClient(IClientAPI client) { client.OnConnectionClosed += OnConnectionClosed; client.OnLogout += OnLogout; // KLUDGE: See handler for details. client.OnEconomyDataRequest += OnEconomyDataRequest; } // connection closed just means *one* client connection has been closed. It doesn't mean that the // user has logged off; it might have just TPed away. public void OnConnectionClosed(IClientAPI client) { // TODO: Have to think what we have to do here... // Should we just remove the root from the list (if scene matches)? if (!(client.Scene is Scene)) return; Scene scene = (Scene)client.Scene; lock (m_RootAgents) { Scene rootScene; if (!(m_RootAgents.TryGetValue(client.AgentId, out rootScene)) || scene != rootScene) return; m_RootAgents.Remove(client.AgentId); } // Should it have logged off, we'll do the logout part in OnLogout, even if no root is stored // anymore. It logged off, after all... } // Triggered when the user logs off. public void OnLogout(IClientAPI client) { if (!(client.Scene is Scene)) return; Scene scene = (Scene)client.Scene; // On logout, we really remove the client from rootAgents, even if the scene doesn't match lock (m_RootAgents) { if (m_RootAgents.ContainsKey(client.AgentId)) m_RootAgents.Remove(client.AgentId); } // now inform the messaging server and anyone who is interested NotifyMessageServerOfAgentLeaving(client.AgentId, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle); if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(client.AgentId, UUID.Zero)); } public void OnSetRootAgentScene(UUID agentID, Scene scene) { // OnSetRootAgentScene can be called from several threads at once (with different agentID). // Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without // correct locking). lock (m_RootAgents) { Scene rootScene; if (m_RootAgents.TryGetValue(agentID, out rootScene) && scene == rootScene) { return; } m_RootAgents[agentID] = scene; } // inform messaging server that agent changed the region NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle); } private void OnEconomyDataRequest(UUID agentID) { // KLUDGE: This is the only way I found to get a message (only) after login was completed and the // client is connected enough to receive UDP packets. // This packet seems to be sent only once, just after connection was established to the first // region after login. // We use it here to trigger a presence update; the old update-on-login was never be heard by // the freshly logged in viewer, as it wasn't connected to the region at that time. // TODO: Feel free to replace this by a better solution if you find one. // get the agent. This should work every time, as we just got a packet from it ScenePresence agent = null; lock (m_Scenes) { foreach (Scene scene in m_Scenes) { agent = scene.GetScenePresence(agentID); if (agent != null) break; } } // just to be paranoid... if (agent == null) { m_log.ErrorFormat("[PRESENCE]: Got a packet from agent {0} who can't be found anymore!?", agentID); return; } // we are a bit premature here, but the next packet will switch this child agent to root. if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(agentID, agent.Scene.RegionInfo.RegionID)); } public void OnMakeChildAgent(ScenePresence agent) { // OnMakeChildAgent can be called from several threads at once (with different agent). // Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without // correct locking). lock (m_RootAgents) { Scene rootScene; if (m_RootAgents.TryGetValue(agent.UUID, out rootScene) && agent.Scene == rootScene) { m_RootAgents.Remove(agent.UUID); } } // don't notify the messaging-server; either this agent just had been downgraded and another one will be upgraded // to root momentarily (which will notify the messaging-server), or possibly it will be closed in a moment, // which will update the messaging-server, too. } private void NotifyMessageServerOfStartup(Scene scene) { Hashtable xmlrpcdata = new Hashtable(); xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString(); ArrayList SendParams = new ArrayList(); SendParams.Add(xmlrpcdata); try { XmlRpcRequest UpRequest = new XmlRpcRequest("region_startup", SendParams); XmlRpcResponse resp = UpRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000); Hashtable responseData = (Hashtable)resp.Value; if (responseData == null || (!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE") { m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName); } } catch (WebException) { m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName); } } private void NotifyMessageServerOfShutdown(Scene scene) { Hashtable xmlrpcdata = new Hashtable(); xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString(); ArrayList SendParams = new ArrayList(); SendParams.Add(xmlrpcdata); try { XmlRpcRequest DownRequest = new XmlRpcRequest("region_shutdown", SendParams); XmlRpcResponse resp = DownRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000); Hashtable responseData = (Hashtable)resp.Value; if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE") { m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName); } } catch (WebException) { m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName); } } private void NotifyMessageServerOfAgentLocation(UUID agentID, UUID region, ulong regionHandle) { Hashtable xmlrpcdata = new Hashtable(); xmlrpcdata["AgentID"] = agentID.ToString(); xmlrpcdata["RegionUUID"] = region.ToString(); xmlrpcdata["RegionHandle"] = regionHandle.ToString(); ArrayList SendParams = new ArrayList(); SendParams.Add(xmlrpcdata); try { XmlRpcRequest LocationRequest = new XmlRpcRequest("agent_location", SendParams); XmlRpcResponse resp = LocationRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000); Hashtable responseData = (Hashtable)resp.Value; if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE") { m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent location for {0}", agentID.ToString()); } } catch (WebException) { m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent location for {0}", agentID.ToString()); } } private void NotifyMessageServerOfAgentLeaving(UUID agentID, UUID region, ulong regionHandle) { Hashtable xmlrpcdata = new Hashtable(); xmlrpcdata["AgentID"] = agentID.ToString(); xmlrpcdata["RegionUUID"] = region.ToString(); xmlrpcdata["RegionHandle"] = regionHandle.ToString(); ArrayList SendParams = new ArrayList(); SendParams.Add(xmlrpcdata); try { XmlRpcRequest LeavingRequest = new XmlRpcRequest("agent_leaving", SendParams); XmlRpcResponse resp = LeavingRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000); Hashtable responseData = (Hashtable)resp.Value; if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE") { m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent leaving for {0}", agentID.ToString()); } } catch (WebException) { m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent leaving for {0}", agentID.ToString()); } } } }