aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/Avatar/InstantMessage/PresenceModule.cs
blob: ad05babec3f3cc9c1175a93774a1fe2d6ec07781 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
/*
 * 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.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;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;

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<Scene> m_Scenes = new List<Scene>();

        // 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<UUID, Scene> m_RootAgents =
                new Dictionary<UUID, Scene>();

        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<IPresenceModule>(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<UUID, Scene> 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<UUID> uuids = new List<UUID>(); // the uuids to check remotely
                    List<int> indices = new List<int>(); // 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<UUID, FriendRegionInfo> 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
                                uint x = 0, y = 0;
                                Utils.LongToUInts(info.regionHandle, out x, out y);
                                GridRegion regionInfo = m_initialScene.GridService.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID,
                                    (int)x, (int)y);
                                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)
        {
            if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
                return;
            
            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)
        {
            if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
                return;

            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)
        {
            if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
                return;

            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());
            }
        }
    }
}