Revert "Simplify friends caching by only doing this for root agents - no functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b
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0.7.4.1
parent
a1de9bc33f
commit
93ac47f0d3
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@ -710,7 +710,7 @@ namespace OpenSim.Framework
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/// The scene agent for this client. This will only be set if the client has an agent in a scene (i.e. if it
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/// is connected).
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/// </summary>
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ISceneAgent SceneAgent { get; set; }
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ISceneAgent SceneAgent { get; }
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UUID SessionId { get; }
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@ -384,7 +384,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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set { m_startpos = value; }
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}
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public UUID AgentId { get { return m_agentId; } }
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public ISceneAgent SceneAgent { get; set; }
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public ISceneAgent SceneAgent { get; private set; }
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public UUID ActiveGroupId { get { return m_activeGroupID; } }
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public string ActiveGroupName { get { return m_activeGroupName; } }
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public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
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@ -695,7 +695,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public virtual void Start()
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{
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m_scene.AddNewClient(this, PresenceType.User);
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SceneAgent = m_scene.AddNewClient(this, PresenceType.User);
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RefreshGroupMembership();
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}
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@ -57,6 +57,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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public UUID PrincipalID;
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public FriendInfo[] Friends;
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public int Refcount;
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public bool IsFriend(string friend)
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{
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@ -254,9 +255,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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private void OnNewClient(IClientAPI client)
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{
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if (client.SceneAgent.IsChildAgent)
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return;
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client.OnInstantMessage += OnInstantMessage;
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client.OnApproveFriendRequest += OnApproveFriendRequest;
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client.OnDenyFriendRequest += OnDenyFriendRequest;
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@ -283,15 +281,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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UUID agentID = client.AgentId;
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lock (m_Friends)
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{
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UserFriendData friendsData = new UserFriendData();
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UserFriendData friendsData;
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if (m_Friends.TryGetValue(agentID, out friendsData))
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{
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friendsData.Refcount++;
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return false;
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}
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else
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{
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friendsData = new UserFriendData();
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friendsData.PrincipalID = agentID;
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friendsData.Friends = GetFriendsFromService(client);
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friendsData.Refcount = 1;
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m_Friends[agentID] = friendsData;
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}
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return true;
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}
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}
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}
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private void OnClientClosed(UUID agentID, Scene scene)
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{
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@ -300,17 +307,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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// do this for root agents closing out
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StatusChange(agentID, false);
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}
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lock (m_Friends)
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{
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UserFriendData friendsData;
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if (m_Friends.TryGetValue(agentID, out friendsData))
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{
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friendsData.Refcount--;
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if (friendsData.Refcount <= 0)
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m_Friends.Remove(agentID);
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}
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}
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}
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private void OnMakeRootAgent(ScenePresence sp)
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{
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// FIXME: Ideally, we want to avoid doing this here since it sits the EventManager.OnMakeRootAgent event
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// is on the critical path for transferring an avatar from one region to another.
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CacheFriends(sp.ControllingClient);
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RecacheFriends(sp.ControllingClient);
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}
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private void OnClientLogin(IClientAPI client)
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@ -616,7 +629,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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}
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// Update the local cache.
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CacheFriends(client);
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RecacheFriends(client);
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//
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// Notify the friend
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@ -678,7 +691,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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client.SendAlertMessage("Unable to terminate friendship on this sim.");
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// Update local cache
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CacheFriends(client);
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RecacheFriends(client);
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client.SendTerminateFriend(exfriendID);
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@ -799,7 +812,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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// Update the local cache
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CacheFriends(friendClient);
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RecacheFriends(friendClient);
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// we're done
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return true;
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@ -832,7 +845,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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// the friend in this sim as root agent
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friendClient.SendTerminateFriend(exfriendID);
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// update local cache
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CacheFriends(friendClient);
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RecacheFriends(friendClient);
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// we're done
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return true;
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}
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@ -933,6 +946,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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return FriendsService.GetFriends(client.AgentId);
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}
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protected void RecacheFriends(IClientAPI client)
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{
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// FIXME: Ideally, we want to avoid doing this here since it sits the EventManager.OnMakeRootAgent event
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// is on the critical path for transferring an avatar from one region to another.
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UUID agentID = client.AgentId;
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lock (m_Friends)
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{
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UserFriendData friendsData;
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if (m_Friends.TryGetValue(agentID, out friendsData))
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friendsData.Friends = GetFriendsFromService(client);
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}
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}
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/// <summary>
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/// Are friends cached on this simulator for a particular user?
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/// </summary>
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@ -121,7 +121,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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UUID agentID = client.AgentId;
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// we do this only for the root agent
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if (!client.SceneAgent.IsChildAgent)
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if (m_Friends[agentID].Refcount == 1)
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{
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// We need to preload the user management cache with the names
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// of foreign friends, just like we do with SOPs' creators
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@ -426,14 +426,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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agentClientCircuit = ((Scene)(agentClient.Scene)).AuthenticateHandler.GetAgentCircuitData(agentClient.CircuitCode);
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agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit);
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agentFriendService = agentClientCircuit.ServiceURLs["FriendsServerURI"].ToString();
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CacheFriends(agentClient);
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RecacheFriends(agentClient);
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}
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if (friendClient != null)
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{
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friendClientCircuit = ((Scene)(friendClient.Scene)).AuthenticateHandler.GetAgentCircuitData(friendClient.CircuitCode);
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friendUUI = Util.ProduceUserUniversalIdentifier(friendClientCircuit);
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friendFriendService = friendClientCircuit.ServiceURLs["FriendsServerURI"].ToString();
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CacheFriends(friendClient);
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RecacheFriends(friendClient);
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}
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m_log.DebugFormat("[HGFRIENDS MODULE] HG Friendship! thisUUI={0}; friendUUI={1}; foreignThisFriendService={2}; foreignFriendFriendService={3}",
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@ -71,7 +71,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// Triggered when a new client is added to the scene.
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/// </summary>
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/// <remarks>
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/// This is triggered for both child and root agent client connections.
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/// Triggered before OnClientLogin.
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/// </remarks>
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public event OnNewClientDelegate OnNewClient;
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@ -192,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void ClientClosed(UUID clientID, Scene scene);
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/// <summary>
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/// Fired when a client is removed from a scene whether it's a child or a root agent.
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/// Fired when a client is removed from a scene.
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/// </summary>
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/// <remarks>
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/// At the point of firing, the scene still contains the client's scene presence.
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@ -2670,7 +2670,6 @@ namespace OpenSim.Region.Framework.Scenes
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sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
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}
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client.SceneAgent = sp;
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m_LastLogin = Util.EnvironmentTickCount();
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// Cache the user's name
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@ -55,7 +55,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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private UUID m_agentID = UUID.Random();
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public ISceneAgent SceneAgent { get; set; }
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public ISceneAgent SceneAgent { get; private set; }
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private string m_username;
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private string m_nick;
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@ -895,7 +895,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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public void Start()
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{
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m_scene.AddNewClient(this, PresenceType.User);
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SceneAgent = m_scene.AddNewClient(this, PresenceType.User);
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// Mimicking LLClientView which gets always set appearance from client.
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AvatarAppearance appearance;
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@ -72,7 +72,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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get { return m_ownerID; }
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}
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public ISceneAgent SceneAgent { get; set; }
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public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } }
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public void Say(string message)
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{
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@ -327,7 +327,7 @@ namespace OpenSim.Tests.Common.Mock
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/// </value>
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private UUID m_agentId;
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public ISceneAgent SceneAgent { get; set; }
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public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } }
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/// <value>
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/// The last caps seed url that this client was given.
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