Allow region modules to know which agents actually receive chat

viewer-2-initial-appearance
Justin Clark-Casey (justincc) 2010-10-21 22:04:31 +01:00
parent 529fb58b7b
commit 62a0910355
2 changed files with 71 additions and 8 deletions

View File

@ -167,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
// sanity check:
if (c.Sender == null)
{
m_log.ErrorFormat("[CHAT] OnChatFromClient from {0} has empty Sender field!", sender);
m_log.ErrorFormat("[CHAT]: OnChatFromClient from {0} has empty Sender field!", sender);
return;
}
@ -220,17 +220,25 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
if (message.Length >= 1000) // libomv limit
message = message.Substring(0, 1000);
// m_log.DebugFormat("[CHAT]: DCTA: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, c.Type, sourceType);
// m_log.DebugFormat(
// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}",
// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType);
HashSet<UUID> receiverIDs = new HashSet<UUID>();
foreach (Scene s in m_scenes)
{
s.ForEachScenePresence(
delegate(ScenePresence presence)
{
TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType);
if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType))
receiverIDs.Add(presence.UUID);
}
);
}
(scene as Scene).EventManager.TriggerOnChatToClients(
fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
}
static private Vector3 CenterOfRegion = new Vector3(128, 128, 30);
@ -269,6 +277,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
// m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
HashSet<UUID> receiverIDs = new HashSet<UUID>();
((Scene)c.Scene).ForEachScenePresence(
delegate(ScenePresence presence)
{
@ -286,16 +296,32 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
(byte)sourceType, (byte)ChatAudibleLevel.Fully);
receiverIDs.Add(presence.UUID);
});
(c.Scene as Scene).EventManager.TriggerOnChatToClients(
fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
}
protected virtual void TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
/// <summary>
/// Try to send a message to the given presence
/// </summary>
/// <param name="presence">The receiver</param>
/// <param name="fromPos"></param>
/// <param name="regionPos">/param>
/// <param name="fromAgentID"></param>
/// <param name="fromName"></param>
/// <param name="type"></param>
/// <param name="message"></param>
/// <param name="src"></param>
/// <returns>true if the message was sent to the receiver, false if it was not sent due to failing a
/// precondition</returns>
protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
UUID fromAgentID, string fromName, ChatTypeEnum type,
string message, ChatSourceType src)
{
// don't send stuff to child agents
if (presence.IsChildAgent) return;
if (presence.IsChildAgent) return false;
Vector3 fromRegionPos = fromPos + regionPos;
Vector3 toRegionPos = presence.AbsolutePosition +
@ -308,12 +334,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
type == ChatTypeEnum.Say && dis > m_saydistance ||
type == ChatTypeEnum.Shout && dis > m_shoutdistance)
{
return;
return false;
}
// TODO: should change so the message is sent through the avatar rather than direct to the ClientView
presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
fromAgentID, (byte)src, (byte)ChatAudibleLevel.Fully);
return true;
}
}
}

View File

@ -292,6 +292,17 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ChatFromClientEvent(Object sender, OSChatMessage chat);
public event ChatFromClientEvent OnChatFromClient;
/// <summary>
/// ChatToClientsEvent is triggered via ChatModule (or
/// substitutes thereof) when a chat message is actually sent to clients. Clients will only be sent a
/// received chat message if they satisfy various conditions (within audible range, etc.)
/// </summary>
public delegate void ChatToClientsEvent(
UUID senderID, HashSet<UUID> receiverIDs,
string message, ChatTypeEnum type, Vector3 fromPos, string fromName,
ChatSourceType src, ChatAudibleLevel level);
public event ChatToClientsEvent OnChatToClients;
/// <summary>
/// ChatBroadcastEvent is called via Scene when a broadcast chat message
/// from world comes in
@ -1603,6 +1614,30 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
public void TriggerOnChatToClients(
UUID senderID, HashSet<UUID> receiverIDs,
string message, ChatTypeEnum type, Vector3 fromPos, string fromName,
ChatSourceType src, ChatAudibleLevel level)
{
ChatToClientsEvent handler = OnChatToClients;
if (handler != null)
{
foreach (ChatToClientsEvent d in handler.GetInvocationList())
{
try
{
d(senderID, receiverIDs, message, type, fromPos, fromName, src, level);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[EVENT MANAGER]: Delegate for TriggerOnChatToClients failed - continuing. {0} {1}",
e.Message, e.StackTrace);
}
}
}
}
public void TriggerOnChatBroadcast(Object sender, OSChatMessage chat)
{