apply changes to xmlrcp groups to groups V2, compiles but not tested :(

avinationmerge
UbitUmarov 2015-09-27 16:53:36 +01:00
parent 04b32e1982
commit dcd36d0c9b
1 changed files with 77 additions and 164 deletions

View File

@ -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
@ -463,7 +454,6 @@ 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);
}
/// <summary>
@ -634,7 +619,6 @@ namespace OpenSim.Groups
}
return data;
}
public List<GroupRolesData> 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;
}
/// <summary>
/// Send 'remoteClient' the group membership 'data' for agent 'dataForAgentID'.
/// </summary>
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<IEventQueue>();
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
}
}
/// <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
/// </summary>
private void SendAgentGroupDataUpdate(IClientAPI remoteClient, UUID dataForAgentID)
/// <summary>
/// Tell remoteClient about its agent groups, and optionally send title to others
/// </summary>
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();
}
/// <summary>
@ -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
}
}
}