several changes to xmlrpcGroups. Packets AgentData and AgentGroupData are private to the requesting agent, etc
parent
238b32d95f
commit
b269185031
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@ -265,10 +265,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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sp.ControllingClient.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest;
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// Used for Notices and Group Invites/Accept/Reject
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sp.ControllingClient.OnInstantMessage += OnInstantMessage;
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// Send client their groups information.
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SendAgentGroupDataUpdate(sp.ControllingClient, sp.UUID);
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// only send data viwer will ask rest later
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// OnAgentDataUpdateRequest(sp.ControllingClient, sp.UUID, sp.UUID);
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// we should send a DataUpdate here for compatibility,
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// but this is a bad place and a bad thread to do it
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// also current viewers do ignore it and ask later on a much nicer thread
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}
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private void OnMakeChild(ScenePresence sp)
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@ -291,7 +291,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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{
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if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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//GroupMembershipData[] avatarGroups = m_groupData.GetAgentGroupMemberships(GetRequestingAgentID(remoteClient), avatarID).ToArray();
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GroupMembershipData[] avatarGroups = GetProfileListedGroupMemberships(remoteClient, avatarID);
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remoteClient.SendAvatarGroupsReply(avatarID, avatarGroups);
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}
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@ -332,24 +331,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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private void OnAgentDataUpdateRequest(IClientAPI remoteClient, UUID dataForAgentID, UUID sessionID)
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{
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if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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// this a private message for own agent only
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if (dataForAgentID != GetRequestingAgentID(remoteClient))
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return;
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UUID activeGroupID = UUID.Zero;
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string activeGroupTitle = string.Empty;
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string activeGroupName = string.Empty;
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ulong activeGroupPowers = (ulong)GroupPowers.None;
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GroupMembershipData membership = m_groupData.GetAgentActiveMembership(GetRequestingAgentID(remoteClient), dataForAgentID);
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if (membership != null)
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{
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activeGroupID = membership.GroupID;
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activeGroupTitle = membership.GroupTitle;
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activeGroupPowers = membership.GroupPowers;
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}
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SendAgentDataUpdate(remoteClient, dataForAgentID, activeGroupID, activeGroupName, activeGroupPowers, activeGroupTitle);
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SendScenePresenceUpdate(dataForAgentID, activeGroupTitle);
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SendAgentGroupDataUpdate(remoteClient, false);
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// its a info request not a change, so nothing is sent to others
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// they do get the group title with the avatar object update on arrivel to a region
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}
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private void HandleUUIDGroupNameRequest(UUID GroupID, IClientAPI remoteClient)
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@ -420,7 +408,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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OutgoingInstantMessage(msg, inviteInfo.AgentID);
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UpdateAllClientsWithGroupInfo(inviteInfo.AgentID);
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IClientAPI client = GetActiveClient(inviteInfo.AgentID);
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if (client != null)
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SendDataUpdate(remoteClient, true);
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// TODO: If the inviter is still online, they need an agent dataupdate
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// and maybe group membership updates for the invitee
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@ -673,13 +663,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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{
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if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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m_groupData.SetAgentActiveGroup(GetRequestingAgentID(remoteClient), GetRequestingAgentID(remoteClient), groupID);
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UUID agentID = GetRequestingAgentID(remoteClient);
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m_groupData.SetAgentActiveGroup(agentID, agentID, groupID);
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// Changing active group changes title, active powers, all kinds of things
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// anyone who is in any region that can see this client, should probably be
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// updated with new group info. At a minimum, they should get ScenePresence
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// updated with new title.
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UpdateAllClientsWithGroupInfo(GetRequestingAgentID(remoteClient));
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// llClientView does this
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SendAgentGroupDataUpdate(remoteClient, true);
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}
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/// <summary>
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@ -689,7 +677,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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{
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if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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List<GroupRolesData> agentRoles = m_groupData.GetAgentGroupRoles(GetRequestingAgentID(remoteClient), GetRequestingAgentID(remoteClient), groupID);
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GroupMembershipData agentMembership = m_groupData.GetAgentGroupMembership(GetRequestingAgentID(remoteClient), GetRequestingAgentID(remoteClient), groupID);
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@ -727,7 +714,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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}
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return data;
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}
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public List<GroupRolesData> GroupRoleDataRequest(IClientAPI remoteClient, UUID groupID)
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@ -865,7 +851,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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remoteClient.SendCreateGroupReply(groupID, true, "Group created successfullly");
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// Update the founder with new group information.
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SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient));
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SendAgentGroupDataUpdate(remoteClient, false);
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return groupID;
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}
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@ -906,10 +892,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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// TODO: Not sure what all is needed here, but if the active group role change is for the group
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// the client currently has set active, then we need to do a scene presence update too
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// if (m_groupData.GetAgentActiveMembership(GetRequestingAgentID(remoteClient)).GroupID == GroupID)
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UpdateAllClientsWithGroupInfo(GetRequestingAgentID(remoteClient));
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}
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SendDataUpdate(remoteClient, true);
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}
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public void GroupRoleUpdate(IClientAPI remoteClient, UUID groupID, UUID roleID, string name, string description, string title, ulong powers, byte updateType)
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{
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@ -946,7 +931,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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}
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// TODO: This update really should send out updates for everyone in the role that just got changed.
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SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient));
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SendAgentGroupDataUpdate(remoteClient, false);
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}
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public void GroupRoleChanges(IClientAPI remoteClient, UUID groupID, UUID roleID, UUID memberID, uint changes)
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@ -972,7 +957,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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}
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// TODO: This update really should send out updates for everyone in the role that just got changed.
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SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient));
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SendAgentGroupDataUpdate(remoteClient, false);
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}
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public void GroupNoticeRequest(IClientAPI remoteClient, UUID groupNoticeID)
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@ -1052,14 +1037,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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return msg;
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}
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public void SendAgentGroupDataUpdate(IClientAPI remoteClient)
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{
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if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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// Send agent information about his groups
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SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient));
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}
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public void JoinGroupRequest(IClientAPI remoteClient, UUID groupID)
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{
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if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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@ -1069,8 +1046,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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remoteClient.SendJoinGroupReply(groupID, true);
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// Should this send updates to everyone in the group?
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SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient));
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SendAgentGroupDataUpdate(remoteClient, true);
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}
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public void LeaveGroupRequest(IClientAPI remoteClient, UUID groupID)
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@ -1085,7 +1061,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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// SL sends out notifcations to the group messaging session that the person has left
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// Should this also update everyone who is in the group?
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SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient));
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SendAgentGroupDataUpdate(remoteClient, true);
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}
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public void EjectGroupMemberRequest(IClientAPI remoteClient, UUID groupID, UUID ejecteeID)
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@ -1194,10 +1170,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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msg.binaryBucket = new byte[0];
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OutgoingInstantMessage(msg, agentID);
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// SL sends out messages to everyone in the group
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// Who all should receive updates and what should they be updated with?
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UpdateAllClientsWithGroupInfo(ejecteeID);
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// just tell this the group change
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SendAgentGroupDataUpdate(remoteClient, false);
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// TODO fix the rest of sends
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}
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public void InviteGroupRequest(IClientAPI remoteClient, UUID groupID, UUID invitedAgentID, UUID roleID)
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@ -1377,8 +1354,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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if (queue != null)
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{
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queue.Enqueue(queue.BuildEvent("AgentGroupDataUpdate", llDataStruct), GetRequestingAgentID(remoteClient));
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}
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}
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}
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private void SendScenePresenceUpdate(UUID AgentID, string Title)
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@ -1403,34 +1379,23 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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}
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}
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/// <summary>
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/// Send updates to all clients who might be interested in groups data for dataForClientID
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/// </summary>
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private void UpdateAllClientsWithGroupInfo(UUID dataForClientID)
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public void SendAgentGroupDataUpdate(IClientAPI remoteClient)
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{
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if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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// TODO: Probably isn't nessesary to update every client in every scene.
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// Need to examine client updates and do only what's nessesary.
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lock (m_sceneList)
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{
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foreach (Scene scene in m_sceneList)
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{
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scene.ForEachClient(delegate(IClientAPI client) { SendAgentGroupDataUpdate(client, dataForClientID); });
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}
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}
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SendAgentGroupDataUpdate(remoteClient, true);
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}
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/// <summary>
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/// Update remoteClient with group information about dataForAgentID
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/// </summary>
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private void SendAgentGroupDataUpdate(IClientAPI remoteClient, UUID dataForAgentID)
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/// <summary>
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/// Tell remoteClient about its agent groups, and optionally send title to others
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/// </summary>
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private void SendAgentGroupDataUpdate(IClientAPI remoteClient, bool tellOthers)
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{
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if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name);
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// TODO: All the client update functions need to be reexamined because most do too much and send too much stuff
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OnAgentDataUpdateRequest(remoteClient, dataForAgentID, UUID.Zero);
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UUID agentID = GetRequestingAgentID(remoteClient);
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SendDataUpdate(remoteClient, tellOthers);
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// Need to send a group membership update to the client
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// UDP version doesn't seem to behave nicely. But we're going to send it out here
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@ -1438,13 +1403,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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// to the core Groups Stub
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remoteClient.SendGroupMembership(new GroupMembershipData[0]);
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GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, dataForAgentID);
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SendGroupMembershipInfoViaCaps(remoteClient, dataForAgentID, membershipArray);
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remoteClient.SendAvatarGroupsReply(dataForAgentID, membershipArray);
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GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID);
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SendGroupMembershipInfoViaCaps(remoteClient, agentID, membershipArray);
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if (remoteClient.AgentId == dataForAgentID)
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remoteClient.RefreshGroupMembership();
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}
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remoteClient.RefreshGroupMembership();
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}
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/// <summary>
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/// Get a list of groups memberships for the agent that are marked "ListInProfile"
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@ -1495,13 +1458,27 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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return membershipArray;
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}
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private void SendAgentDataUpdate(IClientAPI remoteClient, UUID dataForAgentID, UUID activeGroupID, string activeGroupName, ulong activeGroupPowers, string activeGroupTitle)
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//tell remoteClient about its agent group info, and optionally send title to others
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private void SendDataUpdate(IClientAPI remoteClient, bool tellOthers)
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{
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if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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// TODO: All the client update functions need to be reexamined because most do too much and send too much stuff
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UserAccount account = m_sceneList[0].UserAccountService.GetUserAccount(remoteClient.Scene.RegionInfo.ScopeID, dataForAgentID);
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UUID activeGroupID = UUID.Zero;
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string activeGroupTitle = string.Empty;
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string activeGroupName = string.Empty;
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ulong activeGroupPowers = (ulong)GroupPowers.None;
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UUID agentID = GetRequestingAgentID(remoteClient);
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GroupMembershipData membership = m_groupData.GetAgentActiveMembership(agentID, agentID);
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if (membership != null)
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{
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activeGroupID = membership.GroupID;
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activeGroupTitle = membership.GroupTitle;
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activeGroupPowers = membership.GroupPowers;
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activeGroupName = membership.GroupName;
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}
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UserAccount account = m_sceneList[0].UserAccountService.GetUserAccount(remoteClient.Scene.RegionInfo.ScopeID, agentID);
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string firstname, lastname;
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if (account != null)
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{
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@ -1514,9 +1491,16 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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lastname = "Unknown";
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}
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remoteClient.SendAgentDataUpdate(dataForAgentID, activeGroupID, firstname,
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remoteClient.SendAgentDataUpdate(agentID, activeGroupID, firstname,
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lastname, activeGroupPowers, activeGroupName,
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activeGroupTitle);
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if (tellOthers)
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SendScenePresenceUpdate(agentID, activeGroupTitle);
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ScenePresence sp = (ScenePresence)remoteClient.SceneAgent;
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if (sp != null)
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sp.Grouptitle = activeGroupTitle;
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}
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#endregion
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