apply changes to xmlrcp groups to groups V2, compiles but not tested :(
parent
04b32e1982
commit
dcd36d0c9b
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@ -137,13 +137,6 @@ namespace OpenSim.Groups
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if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnMakeRootAgent += OnMakeRoot;
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scene.EventManager.OnMakeChildAgent += OnMakeChild;
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scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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// The InstantMessageModule itself doesn't do this,
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// so lets see if things explode if we don't do it
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// scene.EventManager.OnClientClosed += OnClientClosed;
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if (m_groupData == null)
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if (m_groupData == null)
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{
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{
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@ -182,6 +175,13 @@ namespace OpenSim.Groups
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m_sceneList.Add(scene);
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m_sceneList.Add(scene);
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}
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}
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnMakeRootAgent += OnMakeRoot;
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scene.EventManager.OnMakeChildAgent += OnMakeChild;
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scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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// The InstantMessageModule itself doesn't do this,
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// so lets see if things explode if we don't do it
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// scene.EventManager.OnClientClosed += OnClientClosed;
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}
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}
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@ -237,6 +237,7 @@ namespace OpenSim.Groups
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client.OnRequestAvatarProperties += OnRequestAvatarProperties;
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client.OnRequestAvatarProperties += OnRequestAvatarProperties;
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}
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}
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private void OnMakeRoot(ScenePresence sp)
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private void OnMakeRoot(ScenePresence sp)
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{
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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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if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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@ -245,8 +246,9 @@ namespace OpenSim.Groups
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// Used for Notices and Group Invites/Accept/Reject
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// Used for Notices and Group Invites/Accept/Reject
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sp.ControllingClient.OnInstantMessage += OnInstantMessage;
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sp.ControllingClient.OnInstantMessage += OnInstantMessage;
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// Send client their groups information.
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// we should send a DataUpdate here for compatibility,
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SendAgentGroupDataUpdate(sp.ControllingClient, sp.UUID);
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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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}
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private void OnMakeChild(ScenePresence sp)
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private void OnMakeChild(ScenePresence sp)
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@ -262,7 +264,6 @@ namespace OpenSim.Groups
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{
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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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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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GroupMembershipData[] avatarGroups = GetProfileListedGroupMemberships(remoteClient, avatarID);
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remoteClient.SendAvatarGroupsReply(avatarID, avatarGroups);
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remoteClient.SendAvatarGroupsReply(avatarID, avatarGroups);
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}
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}
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@ -303,24 +304,13 @@ namespace OpenSim.Groups
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private void OnAgentDataUpdateRequest(IClientAPI remoteClient, UUID dataForAgentID, UUID sessionID)
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private void OnAgentDataUpdateRequest(IClientAPI remoteClient, UUID dataForAgentID, UUID sessionID)
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{
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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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SendAgentGroupDataUpdate(remoteClient, false);
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string activeGroupTitle = string.Empty;
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// its a info request not a change, so nothing is sent to others
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string activeGroupName = string.Empty;
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// they do get the group title with the avatar object update on arrivel to a region
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ulong activeGroupPowers = (ulong)GroupPowers.None;
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GroupMembershipData membership = m_groupData.GetAgentActiveMembership(GetRequestingAgentIDStr(remoteClient), dataForAgentID.ToString());
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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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}
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}
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private void HandleUUIDGroupNameRequest(UUID GroupID, IClientAPI remoteClient)
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private void HandleUUIDGroupNameRequest(UUID GroupID, IClientAPI remoteClient)
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@ -395,11 +385,12 @@ namespace OpenSim.Groups
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OutgoingInstantMessage(msg, invitee);
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OutgoingInstantMessage(msg, invitee);
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UpdateAllClientsWithGroupInfo(invitee);
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IClientAPI client = GetActiveClient(invitee);
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if (client != null)
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SendDataUpdate(remoteClient, true);
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}
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}
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m_groupData.RemoveAgentToGroupInvite(GetRequestingAgentIDStr(remoteClient), inviteID);
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m_groupData.RemoveAgentToGroupInvite(GetRequestingAgentIDStr(remoteClient), inviteID);
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}
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}
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// Reject
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// Reject
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@ -463,7 +454,6 @@ namespace OpenSim.Groups
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OnNewGroupNotice(GroupID, NoticeID);
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OnNewGroupNotice(GroupID, NoticeID);
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}
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}
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// Send notice out to everyone that wants notices
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// Send notice out to everyone that wants notices
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foreach (GroupMembersData member in m_groupData.GetGroupMembers(GetRequestingAgentIDStr(remoteClient), GroupID))
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foreach (GroupMembersData member in m_groupData.GetGroupMembers(GetRequestingAgentIDStr(remoteClient), GroupID))
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{
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{
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@ -508,7 +498,6 @@ namespace OpenSim.Groups
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remoteClient.SendInventoryItemCreateUpdate(itemCopy, 0);
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remoteClient.SendInventoryItemCreateUpdate(itemCopy, 0);
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}
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}
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}
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}
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// Interop, received special 210 code for ejecting a group member
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// Interop, received special 210 code for ejecting a group member
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@ -583,11 +572,7 @@ namespace OpenSim.Groups
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m_groupData.SetAgentActiveGroup(GetRequestingAgentIDStr(remoteClient), GetRequestingAgentIDStr(remoteClient), groupID);
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m_groupData.SetAgentActiveGroup(GetRequestingAgentIDStr(remoteClient), GetRequestingAgentIDStr(remoteClient), groupID);
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// Changing active group changes title, active powers, all kinds of things
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SendAgentGroupDataUpdate(remoteClient, true);
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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(remoteClient.AgentId);
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}
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}
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/// <summary>
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/// <summary>
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@ -634,7 +619,6 @@ namespace OpenSim.Groups
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}
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}
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return data;
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return data;
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}
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}
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public List<GroupRolesData> GroupRoleDataRequest(IClientAPI remoteClient, UUID groupID)
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public List<GroupRolesData> GroupRoleDataRequest(IClientAPI remoteClient, UUID groupID)
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@ -781,7 +765,7 @@ namespace OpenSim.Groups
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remoteClient.SendCreateGroupReply(groupID, true, "Group created successfullly");
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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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// 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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}
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}
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else
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else
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remoteClient.SendCreateGroupReply(groupID, false, reason);
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remoteClient.SendCreateGroupReply(groupID, false, reason);
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@ -834,7 +818,7 @@ namespace OpenSim.Groups
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// the client currently has set active, then we need to do a scene presence update too
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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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// if (m_groupData.GetAgentActiveMembership(GetRequestingAgentID(remoteClient)).GroupID == GroupID)
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UpdateAllClientsWithGroupInfo(GetRequestingAgentID(remoteClient));
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SendDataUpdate(remoteClient, true);
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}
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}
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}
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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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// 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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SendDataUpdate(remoteClient, true);
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}
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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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public void GroupRoleChanges(IClientAPI remoteClient, UUID groupID, UUID roleID, UUID memberID, uint changes)
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}
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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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// 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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SendDataUpdate(remoteClient, true);
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}
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}
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public void GroupNoticeRequest(IClientAPI remoteClient, UUID groupNoticeID)
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public void GroupNoticeRequest(IClientAPI remoteClient, UUID groupNoticeID)
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return msg;
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return msg;
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}
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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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public void JoinGroupRequest(IClientAPI remoteClient, UUID groupID)
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{
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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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if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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remoteClient.SendJoinGroupReply(groupID, true);
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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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// 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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if (reason != string.Empty)
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if (reason != string.Empty)
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// A warning
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// A warning
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@ -1011,7 +987,7 @@ namespace OpenSim.Groups
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// SL sends out notifcations to the group messaging session that the person has left
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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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// 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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}
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public void EjectGroupMemberRequest(IClientAPI remoteClient, UUID groupID, UUID ejecteeID)
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public void EjectGroupMemberRequest(IClientAPI remoteClient, UUID groupID, UUID ejecteeID)
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@ -1123,7 +1099,7 @@ namespace OpenSim.Groups
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// SL sends out messages to everyone in the group
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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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// Who all should receive updates and what should they be updated with?
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UpdateAllClientsWithGroupInfo(ejecteeID);
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SendAgentGroupDataUpdate(remoteClient, false);
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}
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}
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public void InviteGroupRequest(IClientAPI remoteClient, UUID groupID, UUID invitedAgentID, UUID roleID)
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public void InviteGroupRequest(IClientAPI remoteClient, UUID groupID, UUID invitedAgentID, UUID roleID)
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return child;
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return child;
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}
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}
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/// <summary>
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/// Send 'remoteClient' the group membership 'data' for agent 'dataForAgentID'.
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/// </summary>
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private void SendGroupMembershipInfoViaCaps(IClientAPI remoteClient, UUID dataForAgentID, GroupMembershipData[] data)
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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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// NPCs currently don't have a CAPs structure or event queues. There is a strong argument for conveying this information
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// to them anyway since it makes writing server-side bots a lot easier, but for now we don't do anything.
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if (remoteClient.SceneAgent.PresenceType == PresenceType.Npc)
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return;
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OSDArray AgentData = new OSDArray(1);
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OSDMap AgentDataMap = new OSDMap(1);
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AgentDataMap.Add("AgentID", OSD.FromUUID(dataForAgentID));
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AgentData.Add(AgentDataMap);
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OSDArray GroupData = new OSDArray(data.Length);
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OSDArray NewGroupData = new OSDArray(data.Length);
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foreach (GroupMembershipData membership in data)
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{
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if (GetRequestingAgentID(remoteClient) != dataForAgentID)
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{
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if (!membership.ListInProfile)
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{
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// If we're sending group info to remoteclient about another agent,
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// filter out groups the other agent doesn't want to share.
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continue;
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}
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}
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OSDMap GroupDataMap = new OSDMap(6);
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OSDMap NewGroupDataMap = new OSDMap(1);
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GroupDataMap.Add("GroupID", OSD.FromUUID(membership.GroupID));
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GroupDataMap.Add("GroupPowers", OSD.FromULong(membership.GroupPowers));
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GroupDataMap.Add("AcceptNotices", OSD.FromBoolean(membership.AcceptNotices));
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GroupDataMap.Add("GroupInsigniaID", OSD.FromUUID(membership.GroupPicture));
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GroupDataMap.Add("Contribution", OSD.FromInteger(membership.Contribution));
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GroupDataMap.Add("GroupName", OSD.FromString(membership.GroupName));
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NewGroupDataMap.Add("ListInProfile", OSD.FromBoolean(membership.ListInProfile));
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GroupData.Add(GroupDataMap);
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NewGroupData.Add(NewGroupDataMap);
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}
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OSDMap llDataStruct = new OSDMap(3);
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llDataStruct.Add("AgentData", AgentData);
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llDataStruct.Add("GroupData", GroupData);
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llDataStruct.Add("NewGroupData", NewGroupData);
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if (m_debugEnabled)
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{
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m_log.InfoFormat("[Groups]: {0}", OSDParser.SerializeJsonString(llDataStruct));
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}
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IEventQueue queue = remoteClient.Scene.RequestModuleInterface<IEventQueue>();
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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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private void SendScenePresenceUpdate(UUID AgentID, string Title)
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private void SendScenePresenceUpdate(UUID AgentID, string Title)
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{
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{
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if (m_debugEnabled) m_log.DebugFormat("[Groups]: Updating scene title for {0} with title: {1}", AgentID, Title);
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if (m_debugEnabled) m_log.DebugFormat("[Groups]: Updating scene title for {0} with title: {1}", AgentID, Title);
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}
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}
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}
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}
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/// <summary>
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public void SendAgentGroupDataUpdate(IClientAPI remoteClient)
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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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{
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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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SendAgentGroupDataUpdate(remoteClient, true);
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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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}
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}
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/// <summary>
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/// <summary>
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/// Update remoteClient with group information about dataForAgentID
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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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/// </summary>
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private void SendAgentGroupDataUpdate(IClientAPI remoteClient, UUID dataForAgentID)
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private void SendAgentGroupDataUpdate(IClientAPI remoteClient, bool tellOthers)
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{
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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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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
|
// 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
|
SendDataUpdate(remoteClient, tellOthers);
|
||||||
// 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]);
|
|
||||||
|
|
||||||
GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, dataForAgentID);
|
GroupMembershipData[] membershipArray = GetProfileListedGroupMemberships(remoteClient, agentID);
|
||||||
SendGroupMembershipInfoViaCaps(remoteClient, dataForAgentID, membershipArray);
|
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;
|
return membershipArray;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//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);
|
||||||
|
|
||||||
private void SendAgentDataUpdate(IClientAPI remoteClient, UUID dataForAgentID, UUID activeGroupID, string activeGroupName, ulong activeGroupPowers, string activeGroupTitle)
|
UUID activeGroupID = UUID.Zero;
|
||||||
{
|
string activeGroupTitle = string.Empty;
|
||||||
if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
|
string activeGroupName = string.Empty;
|
||||||
|
ulong activeGroupPowers = (ulong)GroupPowers.None;
|
||||||
|
|
||||||
// TODO: All the client update functions need to be reexamined because most do too much and send too much stuff
|
UUID agentID = GetRequestingAgentID(remoteClient);
|
||||||
string firstname = "Unknown", lastname = "Unknown";
|
GroupMembershipData membership = m_groupData.GetAgentActiveMembership(agentID.ToString(), agentID.ToString());
|
||||||
string name = m_UserManagement.GetUserName(dataForAgentID);
|
if (membership != null)
|
||||||
if (!string.IsNullOrEmpty(name))
|
|
||||||
{
|
{
|
||||||
string[] parts = name.Split(new char[] { ' ' });
|
activeGroupID = membership.GroupID;
|
||||||
if (parts.Length >= 2)
|
activeGroupTitle = membership.GroupTitle;
|
||||||
{
|
activeGroupPowers = membership.GroupPowers;
|
||||||
firstname = parts[0];
|
activeGroupName = membership.GroupName;
|
||||||
lastname = parts[1];
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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,
|
lastname, activeGroupPowers, activeGroupName,
|
||||||
activeGroupTitle);
|
activeGroupTitle);
|
||||||
|
|
||||||
|
if (tellOthers)
|
||||||
|
SendScenePresenceUpdate(agentID, activeGroupTitle);
|
||||||
|
|
||||||
|
ScenePresence sp = (ScenePresence)remoteClient.SceneAgent;
|
||||||
|
if (sp != null)
|
||||||
|
sp.Grouptitle = activeGroupTitle;
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
@ -1463,5 +1377,4 @@ namespace OpenSim.Groups
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue