diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index 3137f84219..ec5aecd0b6 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs @@ -265,10 +265,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups sp.ControllingClient.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest; // Used for Notices and Group Invites/Accept/Reject sp.ControllingClient.OnInstantMessage += OnInstantMessage; - // Send client their groups information. - SendAgentGroupDataUpdate(sp.ControllingClient, sp.UUID); - // only send data viwer will ask rest later -// OnAgentDataUpdateRequest(sp.ControllingClient, sp.UUID, sp.UUID); + + // we should send a DataUpdate here for compatibility, + // but this is a bad place and a bad thread to do it + // also current viewers do ignore it and ask later on a much nicer thread } private void OnMakeChild(ScenePresence sp) @@ -291,7 +291,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups { if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - //GroupMembershipData[] avatarGroups = m_groupData.GetAgentGroupMemberships(GetRequestingAgentID(remoteClient), avatarID).ToArray(); GroupMembershipData[] avatarGroups = GetProfileListedGroupMemberships(remoteClient, avatarID); remoteClient.SendAvatarGroupsReply(avatarID, avatarGroups); } @@ -332,24 +331,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups private void OnAgentDataUpdateRequest(IClientAPI remoteClient, UUID dataForAgentID, UUID sessionID) { - if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); + // this a private message for own agent only + if (dataForAgentID != GetRequestingAgentID(remoteClient)) + return; - UUID activeGroupID = UUID.Zero; - string activeGroupTitle = string.Empty; - string activeGroupName = string.Empty; - ulong activeGroupPowers = (ulong)GroupPowers.None; - - GroupMembershipData membership = m_groupData.GetAgentActiveMembership(GetRequestingAgentID(remoteClient), dataForAgentID); - if (membership != null) - { - activeGroupID = membership.GroupID; - activeGroupTitle = membership.GroupTitle; - activeGroupPowers = membership.GroupPowers; - } - - SendAgentDataUpdate(remoteClient, dataForAgentID, activeGroupID, activeGroupName, activeGroupPowers, activeGroupTitle); - - SendScenePresenceUpdate(dataForAgentID, activeGroupTitle); + SendAgentGroupDataUpdate(remoteClient, false); + // its a info request not a change, so nothing is sent to others + // they do get the group title with the avatar object update on arrivel to a region } private void HandleUUIDGroupNameRequest(UUID GroupID, IClientAPI remoteClient) @@ -420,7 +408,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups OutgoingInstantMessage(msg, inviteInfo.AgentID); - UpdateAllClientsWithGroupInfo(inviteInfo.AgentID); + IClientAPI client = GetActiveClient(inviteInfo.AgentID); + if (client != null) + SendDataUpdate(remoteClient, true); // TODO: If the inviter is still online, they need an agent dataupdate // and maybe group membership updates for the invitee @@ -673,13 +663,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups { if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - m_groupData.SetAgentActiveGroup(GetRequestingAgentID(remoteClient), GetRequestingAgentID(remoteClient), groupID); + UUID agentID = GetRequestingAgentID(remoteClient); + m_groupData.SetAgentActiveGroup(agentID, agentID, groupID); - // Changing active group changes title, active powers, all kinds of things - // anyone who is in any region that can see this client, should probably be - // updated with new group info. At a minimum, they should get ScenePresence - // updated with new title. - UpdateAllClientsWithGroupInfo(GetRequestingAgentID(remoteClient)); + // llClientView does this + SendAgentGroupDataUpdate(remoteClient, true); } /// @@ -689,7 +677,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups { if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - List agentRoles = m_groupData.GetAgentGroupRoles(GetRequestingAgentID(remoteClient), GetRequestingAgentID(remoteClient), groupID); GroupMembershipData agentMembership = m_groupData.GetAgentGroupMembership(GetRequestingAgentID(remoteClient), GetRequestingAgentID(remoteClient), groupID); @@ -727,7 +714,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups } return data; - } public List GroupRoleDataRequest(IClientAPI remoteClient, UUID groupID) @@ -865,7 +851,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups remoteClient.SendCreateGroupReply(groupID, true, "Group created successfullly"); // Update the founder with new group information. - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendAgentGroupDataUpdate(remoteClient, false); return groupID; } @@ -906,10 +892,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups // TODO: Not sure what all is needed here, but if the active group role change is for the group // the client currently has set active, then we need to do a scene presence update too // if (m_groupData.GetAgentActiveMembership(GetRequestingAgentID(remoteClient)).GroupID == GroupID) - - UpdateAllClientsWithGroupInfo(GetRequestingAgentID(remoteClient)); - } + SendDataUpdate(remoteClient, true); + } public void GroupRoleUpdate(IClientAPI remoteClient, UUID groupID, UUID roleID, string name, string description, string title, ulong powers, byte updateType) { @@ -946,7 +931,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups } // TODO: This update really should send out updates for everyone in the role that just got changed. - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendAgentGroupDataUpdate(remoteClient, false); } public void GroupRoleChanges(IClientAPI remoteClient, UUID groupID, UUID roleID, UUID memberID, uint changes) @@ -972,7 +957,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups } // TODO: This update really should send out updates for everyone in the role that just got changed. - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendAgentGroupDataUpdate(remoteClient, false); } public void GroupNoticeRequest(IClientAPI remoteClient, UUID groupNoticeID) @@ -1052,14 +1037,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups return msg; } - public void SendAgentGroupDataUpdate(IClientAPI remoteClient) - { - if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - - // Send agent information about his groups - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); - } - public void JoinGroupRequest(IClientAPI remoteClient, UUID groupID) { if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); @@ -1069,8 +1046,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups remoteClient.SendJoinGroupReply(groupID, true); - // Should this send updates to everyone in the group? - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendAgentGroupDataUpdate(remoteClient, true); } public void LeaveGroupRequest(IClientAPI remoteClient, UUID groupID) @@ -1085,7 +1061,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups // SL sends out notifcations to the group messaging session that the person has left // Should this also update everyone who is in the group? - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendAgentGroupDataUpdate(remoteClient, true); } public void EjectGroupMemberRequest(IClientAPI remoteClient, UUID groupID, UUID ejecteeID) @@ -1194,10 +1170,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups msg.binaryBucket = new byte[0]; OutgoingInstantMessage(msg, agentID); - // SL sends out messages to everyone in the group // Who all should receive updates and what should they be updated with? - UpdateAllClientsWithGroupInfo(ejecteeID); + // just tell this the group change + SendAgentGroupDataUpdate(remoteClient, false); + // TODO fix the rest of sends } public void InviteGroupRequest(IClientAPI remoteClient, UUID groupID, UUID invitedAgentID, UUID roleID) @@ -1377,8 +1354,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups if (queue != null) { queue.Enqueue(queue.BuildEvent("AgentGroupDataUpdate", llDataStruct), GetRequestingAgentID(remoteClient)); - } - + } } private void SendScenePresenceUpdate(UUID AgentID, string Title) @@ -1403,34 +1379,23 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups } } - /// - /// Send updates to all clients who might be interested in groups data for dataForClientID - /// - private void UpdateAllClientsWithGroupInfo(UUID dataForClientID) + public void SendAgentGroupDataUpdate(IClientAPI remoteClient) { - if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - - // TODO: Probably isn't nessesary to update every client in every scene. - // Need to examine client updates and do only what's nessesary. - lock (m_sceneList) - { - foreach (Scene scene in m_sceneList) - { - scene.ForEachClient(delegate(IClientAPI client) { SendAgentGroupDataUpdate(client, dataForClientID); }); - } - } + SendAgentGroupDataUpdate(remoteClient, true); } - /// - /// Update remoteClient with group information about dataForAgentID - /// - private void SendAgentGroupDataUpdate(IClientAPI remoteClient, UUID dataForAgentID) + /// + /// Tell remoteClient about its agent groups, and optionally send title to others + /// + private void SendAgentGroupDataUpdate(IClientAPI remoteClient, bool tellOthers) { if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called for {1}", System.Reflection.MethodBase.GetCurrentMethod().Name, remoteClient.Name); // TODO: All the client update functions need to be reexamined because most do too much and send too much stuff - OnAgentDataUpdateRequest(remoteClient, dataForAgentID, UUID.Zero); + UUID agentID = GetRequestingAgentID(remoteClient); + + SendDataUpdate(remoteClient, tellOthers); // Need to send a group membership update to the client // UDP version doesn't seem to behave nicely. But we're going to send it out here @@ -1438,13 +1403,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups // to the core Groups Stub remoteClient.SendGroupMembership(new GroupMembershipData[0]); - GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, dataForAgentID); - SendGroupMembershipInfoViaCaps(remoteClient, dataForAgentID, membershipArray); - remoteClient.SendAvatarGroupsReply(dataForAgentID, membershipArray); + GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID); + SendGroupMembershipInfoViaCaps(remoteClient, agentID, membershipArray); - if (remoteClient.AgentId == dataForAgentID) - remoteClient.RefreshGroupMembership(); - } + remoteClient.RefreshGroupMembership(); + } /// /// Get a list of groups memberships for the agent that are marked "ListInProfile" @@ -1495,13 +1458,27 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups return membershipArray; } - - private void SendAgentDataUpdate(IClientAPI remoteClient, UUID dataForAgentID, UUID activeGroupID, string activeGroupName, ulong activeGroupPowers, string activeGroupTitle) + //tell remoteClient about its agent group info, and optionally send title to others + private void SendDataUpdate(IClientAPI remoteClient, bool tellOthers) { if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - // TODO: All the client update functions need to be reexamined because most do too much and send too much stuff - UserAccount account = m_sceneList[0].UserAccountService.GetUserAccount(remoteClient.Scene.RegionInfo.ScopeID, dataForAgentID); + UUID activeGroupID = UUID.Zero; + string activeGroupTitle = string.Empty; + string activeGroupName = string.Empty; + ulong activeGroupPowers = (ulong)GroupPowers.None; + + UUID agentID = GetRequestingAgentID(remoteClient); + GroupMembershipData membership = m_groupData.GetAgentActiveMembership(agentID, agentID); + if (membership != null) + { + activeGroupID = membership.GroupID; + activeGroupTitle = membership.GroupTitle; + activeGroupPowers = membership.GroupPowers; + activeGroupName = membership.GroupName; + } + + UserAccount account = m_sceneList[0].UserAccountService.GetUserAccount(remoteClient.Scene.RegionInfo.ScopeID, agentID); string firstname, lastname; if (account != null) { @@ -1514,9 +1491,16 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups lastname = "Unknown"; } - remoteClient.SendAgentDataUpdate(dataForAgentID, activeGroupID, firstname, + remoteClient.SendAgentDataUpdate(agentID, activeGroupID, firstname, lastname, activeGroupPowers, activeGroupName, activeGroupTitle); + + if (tellOthers) + SendScenePresenceUpdate(agentID, activeGroupTitle); + + ScenePresence sp = (ScenePresence)remoteClient.SceneAgent; + if (sp != null) + sp.Grouptitle = activeGroupTitle; } #endregion