diff --git a/OpenSim/Addons/Groups/GroupsModule.cs b/OpenSim/Addons/Groups/GroupsModule.cs index 2831326027..7b337cfd1b 100644 --- a/OpenSim/Addons/Groups/GroupsModule.cs +++ b/OpenSim/Addons/Groups/GroupsModule.cs @@ -137,13 +137,6 @@ namespace OpenSim.Groups if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - scene.EventManager.OnNewClient += OnNewClient; - scene.EventManager.OnMakeRootAgent += OnMakeRoot; - scene.EventManager.OnMakeChildAgent += OnMakeChild; - scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; - // The InstantMessageModule itself doesn't do this, - // so lets see if things explode if we don't do it - // scene.EventManager.OnClientClosed += OnClientClosed; if (m_groupData == null) { @@ -182,6 +175,13 @@ namespace OpenSim.Groups m_sceneList.Add(scene); } + scene.EventManager.OnNewClient += OnNewClient; + scene.EventManager.OnMakeRootAgent += OnMakeRoot; + scene.EventManager.OnMakeChildAgent += OnMakeChild; + scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; + // The InstantMessageModule itself doesn't do this, + // so lets see if things explode if we don't do it + // scene.EventManager.OnClientClosed += OnClientClosed; } @@ -237,6 +237,7 @@ namespace OpenSim.Groups client.OnRequestAvatarProperties += OnRequestAvatarProperties; } + private void OnMakeRoot(ScenePresence sp) { if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); @@ -245,8 +246,9 @@ namespace OpenSim.Groups // Used for Notices and Group Invites/Accept/Reject sp.ControllingClient.OnInstantMessage += OnInstantMessage; - // Send client their groups information. - SendAgentGroupDataUpdate(sp.ControllingClient, 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) @@ -262,7 +264,6 @@ namespace OpenSim.Groups { 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); } @@ -303,24 +304,13 @@ namespace OpenSim.Groups 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(GetRequestingAgentIDStr(remoteClient), dataForAgentID.ToString()); - 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) @@ -395,11 +385,12 @@ namespace OpenSim.Groups OutgoingInstantMessage(msg, invitee); - UpdateAllClientsWithGroupInfo(invitee); + IClientAPI client = GetActiveClient(invitee); + if (client != null) + SendDataUpdate(remoteClient, true); } m_groupData.RemoveAgentToGroupInvite(GetRequestingAgentIDStr(remoteClient), inviteID); - } // Reject @@ -462,7 +453,6 @@ namespace OpenSim.Groups { OnNewGroupNotice(GroupID, NoticeID); } - // Send notice out to everyone that wants notices foreach (GroupMembersData member in m_groupData.GetGroupMembers(GetRequestingAgentIDStr(remoteClient), GroupID)) @@ -508,7 +498,6 @@ namespace OpenSim.Groups remoteClient.SendInventoryItemCreateUpdate(itemCopy, 0); } - } // Interop, received special 210 code for ejecting a group member @@ -583,11 +572,7 @@ namespace OpenSim.Groups m_groupData.SetAgentActiveGroup(GetRequestingAgentIDStr(remoteClient), GetRequestingAgentIDStr(remoteClient), 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(remoteClient.AgentId); + SendAgentGroupDataUpdate(remoteClient, true); } /// @@ -634,7 +619,6 @@ namespace OpenSim.Groups } return data; - } public List GroupRoleDataRequest(IClientAPI remoteClient, UUID groupID) @@ -781,7 +765,7 @@ namespace OpenSim.Groups remoteClient.SendCreateGroupReply(groupID, true, "Group created successfullly"); // Update the founder with new group information. - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendAgentGroupDataUpdate(remoteClient, false); } else remoteClient.SendCreateGroupReply(groupID, false, reason); @@ -834,7 +818,7 @@ namespace OpenSim.Groups // 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); } @@ -875,7 +859,7 @@ namespace OpenSim.Groups } // TODO: This update really should send out updates for everyone in the role that just got changed. - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendDataUpdate(remoteClient, true); } public void GroupRoleChanges(IClientAPI remoteClient, UUID groupID, UUID roleID, UUID memberID, uint changes) @@ -901,7 +885,7 @@ namespace OpenSim.Groups } // TODO: This update really should send out updates for everyone in the role that just got changed. - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendDataUpdate(remoteClient, true); } public void GroupNoticeRequest(IClientAPI remoteClient, UUID groupNoticeID) @@ -969,14 +953,6 @@ namespace OpenSim.Groups 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); @@ -989,7 +965,7 @@ namespace OpenSim.Groups remoteClient.SendJoinGroupReply(groupID, true); // Should this send updates to everyone in the group? - SendAgentGroupDataUpdate(remoteClient, GetRequestingAgentID(remoteClient)); + SendAgentGroupDataUpdate(remoteClient, true); if (reason != string.Empty) // A warning @@ -1011,7 +987,7 @@ namespace OpenSim.Groups // 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) @@ -1123,7 +1099,7 @@ namespace OpenSim.Groups // SL sends out messages to everyone in the group // Who all should receive updates and what should they be updated with? - UpdateAllClientsWithGroupInfo(ejecteeID); + SendAgentGroupDataUpdate(remoteClient, false); } public void InviteGroupRequest(IClientAPI remoteClient, UUID groupID, UUID invitedAgentID, UUID roleID) @@ -1215,71 +1191,6 @@ namespace OpenSim.Groups return child; } - /// - /// Send 'remoteClient' the group membership 'data' for agent 'dataForAgentID'. - /// - private void SendGroupMembershipInfoViaCaps(IClientAPI remoteClient, UUID dataForAgentID, GroupMembershipData[] data) - { - if (m_debugEnabled) m_log.InfoFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - - // NPCs currently don't have a CAPs structure or event queues. There is a strong argument for conveying this information - // to them anyway since it makes writing server-side bots a lot easier, but for now we don't do anything. - if (remoteClient.SceneAgent.PresenceType == PresenceType.Npc) - return; - - OSDArray AgentData = new OSDArray(1); - OSDMap AgentDataMap = new OSDMap(1); - AgentDataMap.Add("AgentID", OSD.FromUUID(dataForAgentID)); - AgentData.Add(AgentDataMap); - - OSDArray GroupData = new OSDArray(data.Length); - OSDArray NewGroupData = new OSDArray(data.Length); - - foreach (GroupMembershipData membership in data) - { - if (GetRequestingAgentID(remoteClient) != dataForAgentID) - { - if (!membership.ListInProfile) - { - // If we're sending group info to remoteclient about another agent, - // filter out groups the other agent doesn't want to share. - continue; - } - } - - OSDMap GroupDataMap = new OSDMap(6); - OSDMap NewGroupDataMap = new OSDMap(1); - - GroupDataMap.Add("GroupID", OSD.FromUUID(membership.GroupID)); - GroupDataMap.Add("GroupPowers", OSD.FromULong(membership.GroupPowers)); - GroupDataMap.Add("AcceptNotices", OSD.FromBoolean(membership.AcceptNotices)); - GroupDataMap.Add("GroupInsigniaID", OSD.FromUUID(membership.GroupPicture)); - GroupDataMap.Add("Contribution", OSD.FromInteger(membership.Contribution)); - GroupDataMap.Add("GroupName", OSD.FromString(membership.GroupName)); - NewGroupDataMap.Add("ListInProfile", OSD.FromBoolean(membership.ListInProfile)); - - GroupData.Add(GroupDataMap); - NewGroupData.Add(NewGroupDataMap); - } - - OSDMap llDataStruct = new OSDMap(3); - llDataStruct.Add("AgentData", AgentData); - llDataStruct.Add("GroupData", GroupData); - llDataStruct.Add("NewGroupData", NewGroupData); - - if (m_debugEnabled) - { - m_log.InfoFormat("[Groups]: {0}", OSDParser.SerializeJsonString(llDataStruct)); - } - - IEventQueue queue = remoteClient.Scene.RequestModuleInterface(); - - if (queue != null) - { - queue.Enqueue(queue.BuildEvent("AgentGroupDataUpdate", llDataStruct), GetRequestingAgentID(remoteClient)); - } - } - private void SendScenePresenceUpdate(UUID AgentID, string Title) { if (m_debugEnabled) m_log.DebugFormat("[Groups]: Updating scene title for {0} with title: {1}", AgentID, Title); @@ -1302,47 +1213,28 @@ namespace OpenSim.Groups } } - /// - /// 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); - // 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 - // with an empty group membership to hopefully remove groups being displayed due - // to the core Groups Stub - //remoteClient.SendGroupMembership(new GroupMembershipData[0]); + SendDataUpdate(remoteClient, tellOthers); - GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, dataForAgentID); - SendGroupMembershipInfoViaCaps(remoteClient, dataForAgentID, membershipArray); + GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID); + remoteClient.SendAgentGroupDataUpdate(agentID, membershipArray); - //remoteClient.SendAvatarGroupsReply(dataForAgentID, membershipArray); - if (remoteClient.AgentId == dataForAgentID) - remoteClient.RefreshGroupMembership(); + remoteClient.RefreshGroupMembership(); } /// @@ -1394,27 +1286,49 @@ namespace OpenSim.Groups 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); + 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 - string firstname = "Unknown", lastname = "Unknown"; - string name = m_UserManagement.GetUserName(dataForAgentID); - if (!string.IsNullOrEmpty(name)) + 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.ToString(), agentID.ToString()); + if (membership != null) { - string[] parts = name.Split(new char[] { ' ' }); - if (parts.Length >= 2) - { - firstname = parts[0]; - lastname = parts[1]; - } + activeGroupID = membership.GroupID; + activeGroupTitle = membership.GroupTitle; + activeGroupPowers = membership.GroupPowers; + activeGroupName = membership.GroupName; } - - remoteClient.SendAgentDataUpdate(dataForAgentID, activeGroupID, firstname, + + UserAccount account = m_sceneList[0].UserAccountService.GetUserAccount(remoteClient.Scene.RegionInfo.ScopeID, agentID); + string firstname, lastname; + if (account != null) + { + firstname = account.FirstName; + lastname = account.LastName; + } + else + { + firstname = "Unknown"; + lastname = "Unknown"; + } + + 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 @@ -1463,5 +1377,4 @@ namespace OpenSim.Groups } } - }