* Simply friends code by only sending notifications to a newly logged on user for other users who are online.

* No need to send offline notifications since the client assumes this (and future clients should be able to do the same).
0.6.1-post-fixes
Justin Clarke Casey 2008-12-17 16:34:11 +00:00
parent b4680f653d
commit 890d8d4215
1 changed files with 23 additions and 20 deletions

View File

@ -755,17 +755,18 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
// TODO: If we ever switch to .NET >= 3, replace those Lists with HashSets. // TODO: If we ever switch to .NET >= 3, replace those Lists with HashSets.
// I can't believe that we have Dictionaries, but no Sets, considering Java introduced them years ago... // I can't believe that we have Dictionaries, but no Sets, considering Java introduced them years ago...
List<UUID> friendIDsToSendTo = new List<UUID>(); List<UUID> friendIDsToSendTo = new List<UUID>();
List<UUID> friendIDsToReceiveFromOffline = new List<UUID>(); List<UUID> candidateFriendIDsToReceive = new List<UUID>();
List<UUID> friendIDsToReceiveFromOnline = new List<UUID>();
foreach (FriendListItem item in friendList) foreach (FriendListItem item in friendList)
{ {
if (((item.FriendListOwnerPerms | item.FriendPerms) & (uint)FriendRights.CanSeeOnline) != 0) if (((item.FriendListOwnerPerms | item.FriendPerms) & (uint)FriendRights.CanSeeOnline) != 0)
{ {
// friend is allowed to see my presence => add // friend is allowed to see my presence => add
if ((item.FriendListOwnerPerms & (uint)FriendRights.CanSeeOnline) != 0) friendIDsToSendTo.Add(item.Friend); if ((item.FriendListOwnerPerms & (uint)FriendRights.CanSeeOnline) != 0)
friendIDsToSendTo.Add(item.Friend);
// I'm allowed to see friend's presence => add as offline, we might reconsider in a momnet... if ((item.FriendPerms & (uint)FriendRights.CanSeeOnline) != 0)
if ((item.FriendPerms & (uint)FriendRights.CanSeeOnline) != 0) friendIDsToReceiveFromOffline.Add(item.Friend); candidateFriendIDsToReceive.Add(item.Friend);
} }
} }
@ -780,18 +781,20 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
{ {
// build a list of friends to look up region-information and on-/offline-state for // build a list of friends to look up region-information and on-/offline-state for
List<UUID> friendIDsToLookup = new List<UUID>(friendIDsToSendTo); List<UUID> friendIDsToLookup = new List<UUID>(friendIDsToSendTo);
foreach (UUID uuid in friendIDsToReceiveFromOffline) foreach (UUID uuid in candidateFriendIDsToReceive)
{ {
if (!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid); if (!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid);
} }
m_log.DebugFormat("[FRIEND]: {0} to lookup, {1} to send to, {2} to receive from for agent {3}", m_log.DebugFormat(
friendIDsToLookup.Count, friendIDsToSendTo.Count, friendIDsToReceiveFromOffline.Count, client.Name); "[FRIEND]: {0} to lookup, {1} to send to, {2} candidates to receive from for agent {3}",
friendIDsToLookup.Count, friendIDsToSendTo.Count, candidateFriendIDsToReceive.Count, client.Name);
// we have to fetch FriendRegionInfos, as the (cached) FriendListItems don't // we have to fetch FriendRegionInfos, as the (cached) FriendListItems don't
// necessarily contain the correct online state... // necessarily contain the correct online state...
Dictionary<UUID, FriendRegionInfo> friendRegions = m_initialScene.GetFriendRegionInfos(friendIDsToLookup); Dictionary<UUID, FriendRegionInfo> friendRegions = m_initialScene.GetFriendRegionInfos(friendIDsToLookup);
m_log.DebugFormat("[FRIEND]: Found {0} regionInfos for {1} friends of {2}", m_log.DebugFormat(
"[FRIEND]: Found {0} regionInfos for {1} friends of {2}",
friendRegions.Count, friendIDsToLookup.Count, client.Name); friendRegions.Count, friendIDsToLookup.Count, client.Name);
// argument for SendAgentOn/Offline; we shouldn't generate that repeatedly within loops. // argument for SendAgentOn/Offline; we shouldn't generate that repeatedly within loops.
@ -800,26 +803,26 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
// first, send to friend presence state to me, if I'm online... // first, send to friend presence state to me, if I'm online...
if (iAmOnline) if (iAmOnline)
{ {
for (int i = friendIDsToReceiveFromOffline.Count - 1; i >= 0; --i) List<UUID> friendIDsToReceive = new List<UUID>();
for (int i = candidateFriendIDsToReceive.Count - 1; i >= 0; --i)
{ {
UUID uuid = friendIDsToReceiveFromOffline[i]; UUID uuid = candidateFriendIDsToReceive[i];
FriendRegionInfo info; FriendRegionInfo info;
if (friendRegions.TryGetValue(uuid, out info) && info != null && info.isOnline) if (friendRegions.TryGetValue(uuid, out info) && info != null && info.isOnline)
{ {
friendIDsToReceiveFromOffline.RemoveAt(i); friendIDsToReceive.Add(uuid);
friendIDsToReceiveFromOnline.Add(uuid);
} }
} }
m_log.DebugFormat("[FRIEND]: Sending {0} offline and {1} online friends to {2}", m_log.DebugFormat(
friendIDsToReceiveFromOffline.Count, friendIDsToReceiveFromOnline.Count, client.Name); "[FRIEND]: Sending {0} online friends to {1}", friendIDsToReceive.Count, client.Name);
if (friendIDsToReceiveFromOffline.Count > 0) client.SendAgentOffline(friendIDsToReceiveFromOffline.ToArray()); if (friendIDsToReceive.Count > 0)
if (friendIDsToReceiveFromOnline.Count > 0) client.SendAgentOnline(friendIDsToReceiveFromOnline.ToArray()); client.SendAgentOnline(friendIDsToReceive.ToArray());
// clear them for a possible second iteration; we don't have to repeat this // clear them for a possible second iteration; we don't have to repeat this
friendIDsToReceiveFromOffline.Clear(); candidateFriendIDsToReceive.Clear();
friendIDsToReceiveFromOnline.Clear();
} }
// now, send my presence state to my friends // now, send my presence state to my friends