Bug fix on friends notifications. OnClientClose and OnLogout ordering are unpredictable; when OnClientClosed happened first, it was removing the friends list, which would prevent OnLogout notifications to go out.
parent
b2b6799f1c
commit
2e1269e4ca
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@ -245,11 +245,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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private void OnClientClosed(UUID agentID, Scene scene)
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{
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ScenePresence sp = scene.GetScenePresence(agentID);
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lock (m_Friends)
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if (m_Friends.ContainsKey(agentID))
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{
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if (m_Friends[agentID].Refcount == 1)
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m_Friends.Remove(agentID);
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{
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if (sp != null && sp.IsChildAgent)
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// we do this only for child agents
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// Root agents' closing = logout; that's
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// processed with OnLogout
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{
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m_Friends.Remove(agentID);
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}
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}
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else
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m_Friends[agentID].Refcount--;
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}
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@ -267,11 +276,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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if (m_Friends.ContainsKey(agentID))
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{
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if (m_Friends[agentID].RegionID == UUID.Zero)
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{
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m_Friends[agentID].Friends =
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// This is probably an overkill, but just
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// to make sure we have the latest and greatest
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// friends list -- always pull OnMakeRoot
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m_Friends[agentID].Friends =
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m_FriendsService.GetFriends(agentID);
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}
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m_Friends[agentID].RegionID =
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sp.ControllingClient.Scene.RegionInfo.RegionID;
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}
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@ -437,8 +447,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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/// <param name="online"></param>
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private void StatusChange(UUID agentID, bool online)
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{
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//m_log.DebugFormat("[FRIENDS]: StatusChange {0}", online);
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if (m_Friends.ContainsKey(agentID))
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{
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//m_log.DebugFormat("[FRIENDS]: # of friends: {0}", m_Friends[agentID].Friends.Length);
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List<FriendInfo> friendList = new List<FriendInfo>();
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foreach (FriendInfo fi in m_Friends[agentID].Friends)
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{
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@ -447,10 +459,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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}
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foreach (FriendInfo fi in friendList)
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{
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//m_log.DebugFormat("[FRIENDS]: Notifying {0}", fi.PrincipalID);
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// Notify about this user status
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StatusNotify(fi, agentID, online);
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}
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}
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else
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m_log.WarnFormat("[FRIENDS]: {0} not found in cache", agentID);
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}
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private void StatusNotify(FriendInfo friend, UUID userID, bool online)
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@ -462,21 +477,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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// Try local
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if (LocalStatusNotification(userID, friendID, online))
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return;
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// The friend is not here [as root]. Let's forward.
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PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { friendID.ToString() });
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if (friendSessions != null && friendSessions.Length > 0)
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{
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PresenceInfo friendSession = friendSessions[0];
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PresenceInfo friendSession = null;
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foreach (PresenceInfo pinfo in friendSessions)
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if (pinfo.RegionID != UUID.Zero) // let's guard against sessions-gone-bad
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{
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friendSession = pinfo;
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break;
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}
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if (friendSession != null)
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{
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GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID);
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//m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName);
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m_FriendsSimConnector.StatusNotify(region, userID, friendID, online);
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}
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}
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// Friend is not online. Ignore.
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}
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else
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m_log.WarnFormat("[FRIENDS]: Error parsing friend ID {0}", friend.Friend);
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}
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private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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@ -763,7 +788,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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IClientAPI friendClient = LocateClientObject(friendID);
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if (friendClient != null)
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{
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//m_log.DebugFormat("[FRIENDS]: Notify {0} that user {1} is {2}", friend.Friend, userID, online);
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//m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
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// the friend in this sim as root agent
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if (online)
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friendClient.SendAgentOnline(new UUID[] { userID });
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