several changes to xmlrpcGroups. Packets AgentData and AgentGroupData are private to the requesting agent, etc

avinationmerge
UbitUmarov 2015-09-27 06:10:12 +01:00
parent 238b32d95f
commit b269185031
1 changed files with 67 additions and 83 deletions

View File

@ -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);
}
/// <summary>
@ -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<GroupRolesData> 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<GroupRolesData> 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;
}
@ -907,10 +893,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
// 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)
{
if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
@ -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)
@ -1378,7 +1355,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
{
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
}
}
/// <summary>
/// Send updates to all clients who might be interested in groups data for dataForClientID
/// </summary>
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);
}
/// <summary>
/// Update remoteClient with group information about dataForAgentID
/// Tell remoteClient about its agent groups, and optionally send title to others
/// </summary>
private void SendAgentGroupDataUpdate(IClientAPI remoteClient, UUID dataForAgentID)
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
@ -1438,11 +1403,9 @@ 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();
}
@ -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