/* * 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; using System.Collections; using System.Collections.Generic; using System.Reflection; using System.Net; using System.Threading; using OpenMetaverse; using log4net; using Nini.Config; using Nwc.XmlRpc; using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Region.Interfaces; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules.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(); 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); scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene; //scene.EventManager.OnMakeChildAgent += OnMakeChildAgent; m_Scenes.Add(scene); } } public void PostInitialise() { } public void Close() { if (!m_Gridmode || !m_Enabled) return; 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) { // TODO process local info first and only do a server lookup if necessary. // TODO fix m_RootAgents contents. Currently, they won't work right in a // non standalone server. Consider two servers, with one sim each in a // 2x1 grid. Clients will never be closed, just the root moves from // server to server. But it stays in m_RootAgents on both servers. Dictionary infos = m_initialScene.GetFriendRegionInfos(new List(users)); for (int i = 0; i < users.Length; ++i) { FriendRegionInfo info; if (infos.TryGetValue(users[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[i] = new PresenceInfo(users[i], regionID); } else result[i] = new PresenceInfo(users[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); } } public void OnNewClient(IClientAPI client) { client.OnConnectionClosed += OnConnectionClosed; client.OnLogout += OnConnectionClosed; } public void OnConnectionClosed(IClientAPI client) { if (!(client.Scene is Scene)) return; Scene scene = (Scene)client.Scene; // OnConnectionClosed can be called from several threads at once (with different client, of course) // 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(client.AgentId, out rootScene)) || scene != rootScene) return; m_RootAgents.Remove(client.AgentId); } NotifyMessageServerOfAgentLeaving(client.AgentId, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle); } 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; } NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle); } // TODO not sure about that yet // 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(agentID, out rootScene) && agent.Scene == rootScene) // { // m_RootAgents[agentID] = scene; // } // } // // don't notify the messaging-server; either this is just 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 (System.Net.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 (System.Net.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 (System.Net.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 (System.Net.WebException) { m_log.ErrorFormat("[PRESENCE] Failed to notify message server of agent leaving for {0}", agentID.ToString()); } } } }