WIP: Adding a few things to PresenceModule. Not quite finished yet.

0.6.1-post-fixes
Homer Horwitz 2008-11-24 22:07:45 +00:00
parent c13bf719e1
commit 62c263d32b
4 changed files with 101 additions and 3 deletions

View File

@ -25,11 +25,14 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using OpenMetaverse;
namespace OpenSim.Framework
{
public class FriendRegionInfo
{
public bool isOnline;
public ulong regionHandle;
public UUID regionID;
}
}

View File

@ -770,7 +770,15 @@ namespace OpenSim.Region.Communications.OGS1
{
FriendRegionInfo info = new FriendRegionInfo();
info.isOnline = (bool)respData["isOnline_" + i];
if (info.isOnline) info.regionHandle = Convert.ToUInt64(respData["regionHandle_" + i]);
if (info.isOnline)
{
// TODO remove this after the next protocol update (say, r7800?)
info.regionHandle = Convert.ToUInt64(respData["regionHandle_" + i]);
// accept missing id
if(respData.ContainsKey("regionID_" + i))
UUID.TryParse((string)respData["regionID_" + i], out info.regionID);
}
result.Add(uuid, info);
}

View File

@ -48,6 +48,10 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
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>();
private Dictionary<UUID, Scene> m_RootAgents =
@ -75,6 +79,8 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
m_Gridmode = cnf.GetBoolean("gridmode", false);
m_Enabled = true;
m_initialScene = scene;
}
if (m_Gridmode)
@ -84,6 +90,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
scene.EventManager.OnNewClient += OnNewClient;
scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
//scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
m_Scenes.Add(scene);
}
@ -98,9 +105,12 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
if (!m_Gridmode || !m_Enabled)
return;
lock (m_Scenes)
{
foreach (Scene scene in m_Scenes)
NotifyMessageServerOfShutdown(scene);
}
}
public string Name
{
@ -114,6 +124,58 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
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<UUID, FriendRegionInfo> infos = m_initialScene.GetFriendRegionInfos(new List<UUID>(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)
@ -160,6 +222,25 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
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();

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@ -35,6 +35,12 @@ namespace OpenSim.Region.Interfaces
{
public UUID userID;
public UUID regionID;
public PresenceInfo(UUID userID, UUID regionID)
{
this.userID = userID;
this.regionID = regionID;
}
}
public delegate void PresenceChange(PresenceInfo info);