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/*
* 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.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.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(IUGAIMCore 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
}
}
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