123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442 |
- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System.Collections;
- using System.Collections.Generic;
- using System.Net;
- using System.Reflection;
- using log4net;
- using Nini.Config;
- using Nwc.XmlRpc;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using GridRegion = OpenSim.Services.Interfaces.GridRegion;
- namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
- {
- public class PresenceModule : IRegionModule, IPresenceModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private bool m_Enabled = false;
- private bool m_Gridmode = false;
- // some default scene for doing things that aren't connected to a specific scene. Avoids locking.
- private Scene m_initialScene;
- private List<Scene> m_Scenes = new List<Scene>();
- // we currently are only interested in root-agents. If the root isn't here, we don't know the region the
- // user is in, so we have to ask the messaging server anyway.
- private Dictionary<UUID, Scene> m_RootAgents =
- new Dictionary<UUID, Scene>();
- public event PresenceChange OnPresenceChange;
- public event BulkPresenceData OnBulkPresenceData;
- public void Initialise(Scene scene, IConfigSource config)
- {
- lock (m_Scenes)
- {
- // This is a shared module; Initialise will be called for every region on this server.
- // Only check config once for the first region.
- if (m_Scenes.Count == 0)
- {
- IConfig cnf = config.Configs["Messaging"];
- if (cnf != null && cnf.GetString(
- "PresenceModule", "PresenceModule") !=
- "PresenceModule")
- return;
- cnf = config.Configs["Startup"];
- if (cnf != null)
- m_Gridmode = cnf.GetBoolean("gridmode", false);
- m_Enabled = true;
- m_initialScene = scene;
- }
- if (m_Gridmode)
- NotifyMessageServerOfStartup(scene);
- m_Scenes.Add(scene);
- }
- scene.RegisterModuleInterface<IPresenceModule>(this);
- scene.EventManager.OnNewClient += OnNewClient;
- scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
- scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- if (!m_Gridmode || !m_Enabled)
- return;
- if (OnPresenceChange != null)
- {
- lock (m_RootAgents)
- {
- // on shutdown, users are kicked, too
- foreach (KeyValuePair<UUID, Scene> pair in m_RootAgents)
- {
- OnPresenceChange(new PresenceInfo(pair.Key, UUID.Zero));
- }
- }
- }
- lock (m_Scenes)
- {
- foreach (Scene scene in m_Scenes)
- NotifyMessageServerOfShutdown(scene);
- }
- }
- public string Name
- {
- get { return "PresenceModule"; }
- }
- public bool IsSharedModule
- {
- get { return true; }
- }
- public void RequestBulkPresenceData(UUID[] users)
- {
- if (OnBulkPresenceData != null)
- {
- PresenceInfo[] result = new PresenceInfo[users.Length];
- if (m_Gridmode)
- {
- // first check the local information
- List<UUID> uuids = new List<UUID>(); // the uuids to check remotely
- List<int> indices = new List<int>(); // just for performance.
- lock (m_RootAgents)
- {
- for (int i = 0; i < uuids.Count; ++i)
- {
- Scene scene;
- if (m_RootAgents.TryGetValue(users[i], out scene))
- {
- result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
- }
- else
- {
- uuids.Add(users[i]);
- indices.Add(i);
- }
- }
- }
- // now we have filtered out all the local root agents. The rest we have to request info about
- Dictionary<UUID, FriendRegionInfo> infos = m_initialScene.GetFriendRegionInfos(uuids);
- for (int i = 0; i < uuids.Count; ++i)
- {
- FriendRegionInfo info;
- if (infos.TryGetValue(uuids[i], out info) && info.isOnline)
- {
- UUID regionID = info.regionID;
- if (regionID == UUID.Zero)
- {
- // TODO this is the old messaging-server protocol; only the regionHandle is available.
- // Fetch region-info to get the id
- uint x = 0, y = 0;
- Utils.LongToUInts(info.regionHandle, out x, out y);
- GridRegion regionInfo = m_initialScene.GridService.GetRegionByPosition(m_initialScene.RegionInfo.ScopeID,
- (int)x, (int)y);
- regionID = regionInfo.RegionID;
- }
- result[indices[i]] = new PresenceInfo(uuids[i], regionID);
- }
- else result[indices[i]] = new PresenceInfo(uuids[i], UUID.Zero);
- }
- }
- else
- {
- // in standalone mode, we have all the info locally available.
- lock (m_RootAgents)
- {
- for (int i = 0; i < users.Length; ++i)
- {
- Scene scene;
- if (m_RootAgents.TryGetValue(users[i], out scene))
- {
- result[i] = new PresenceInfo(users[i], scene.RegionInfo.RegionID);
- }
- else
- {
- result[i] = new PresenceInfo(users[i], UUID.Zero);
- }
- }
- }
- }
- // tell everyone
- OnBulkPresenceData(result);
- }
- }
- // new client doesn't mean necessarily that user logged in, it just means it entered one of the
- // the regions on this server
- public void OnNewClient(IClientAPI client)
- {
- client.OnConnectionClosed += OnConnectionClosed;
- client.OnLogout += OnLogout;
- // KLUDGE: See handler for details.
- client.OnEconomyDataRequest += OnEconomyDataRequest;
- }
- // connection closed just means *one* client connection has been closed. It doesn't mean that the
- // user has logged off; it might have just TPed away.
- public void OnConnectionClosed(IClientAPI client)
- {
- // TODO: Have to think what we have to do here...
- // Should we just remove the root from the list (if scene matches)?
- if (!(client.Scene is Scene))
- return;
- Scene scene = (Scene)client.Scene;
- lock (m_RootAgents)
- {
- Scene rootScene;
- if (!(m_RootAgents.TryGetValue(client.AgentId, out rootScene)) || scene != rootScene)
- return;
- m_RootAgents.Remove(client.AgentId);
- }
- // Should it have logged off, we'll do the logout part in OnLogout, even if no root is stored
- // anymore. It logged off, after all...
- }
- // Triggered when the user logs off.
- public void OnLogout(IClientAPI client)
- {
- if (!(client.Scene is Scene))
- return;
- Scene scene = (Scene)client.Scene;
- // On logout, we really remove the client from rootAgents, even if the scene doesn't match
- lock (m_RootAgents)
- {
- if (m_RootAgents.ContainsKey(client.AgentId)) m_RootAgents.Remove(client.AgentId);
- }
- // now inform the messaging server and anyone who is interested
- NotifyMessageServerOfAgentLeaving(client.AgentId, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
- if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(client.AgentId, UUID.Zero));
- }
- public void OnSetRootAgentScene(UUID agentID, Scene scene)
- {
- // OnSetRootAgentScene can be called from several threads at once (with different agentID).
- // Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
- // correct locking).
- lock (m_RootAgents)
- {
- Scene rootScene;
- if (m_RootAgents.TryGetValue(agentID, out rootScene) && scene == rootScene)
- {
- return;
- }
- m_RootAgents[agentID] = scene;
- }
- // inform messaging server that agent changed the region
- Util.FireAndForget(
- delegate(object o)
- {
- NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
- }
- );
- }
- private void OnEconomyDataRequest(UUID agentID)
- {
- // KLUDGE: This is the only way I found to get a message (only) after login was completed and the
- // client is connected enough to receive UDP packets.
- // This packet seems to be sent only once, just after connection was established to the first
- // region after login.
- // We use it here to trigger a presence update; the old update-on-login was never be heard by
- // the freshly logged in viewer, as it wasn't connected to the region at that time.
- // TODO: Feel free to replace this by a better solution if you find one.
- // get the agent. This should work every time, as we just got a packet from it
- ScenePresence agent = null;
- lock (m_Scenes)
- {
- foreach (Scene scene in m_Scenes)
- {
- agent = scene.GetScenePresence(agentID);
- if (agent != null) break;
- }
- }
- // just to be paranoid...
- if (agent == null)
- {
- m_log.ErrorFormat("[PRESENCE]: Got a packet from agent {0} who can't be found anymore!?", agentID);
- return;
- }
- // we are a bit premature here, but the next packet will switch this child agent to root.
- if (OnPresenceChange != null) OnPresenceChange(new PresenceInfo(agentID, agent.Scene.RegionInfo.RegionID));
- }
- public void OnMakeChildAgent(ScenePresence agent)
- {
- // OnMakeChildAgent can be called from several threads at once (with different agent).
- // Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
- // correct locking).
- lock (m_RootAgents)
- {
- Scene rootScene;
- if (m_RootAgents.TryGetValue(agent.UUID, out rootScene) && agent.Scene == rootScene)
- {
- m_RootAgents.Remove(agent.UUID);
- }
- }
- // don't notify the messaging-server; either this agent just had been downgraded and another one will be upgraded
- // to root momentarily (which will notify the messaging-server), or possibly it will be closed in a moment,
- // which will update the messaging-server, too.
- }
- private void NotifyMessageServerOfStartup(Scene scene)
- {
- Hashtable xmlrpcdata = new Hashtable();
- xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
- ArrayList SendParams = new ArrayList();
- SendParams.Add(xmlrpcdata);
- try
- {
- XmlRpcRequest UpRequest = new XmlRpcRequest("region_startup", SendParams);
- XmlRpcResponse resp = UpRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000);
- Hashtable responseData = (Hashtable)resp.Value;
- if (responseData == null || (!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
- {
- m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName);
- }
- }
- catch (WebException)
- {
- m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region startup for region {0}", scene.RegionInfo.RegionName);
- }
- }
- private void NotifyMessageServerOfShutdown(Scene scene)
- {
- if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
- return;
-
- Hashtable xmlrpcdata = new Hashtable();
- xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
- ArrayList SendParams = new ArrayList();
- SendParams.Add(xmlrpcdata);
- try
- {
- XmlRpcRequest DownRequest = new XmlRpcRequest("region_shutdown", SendParams);
- XmlRpcResponse resp = DownRequest.Send(scene.CommsManager.NetworkServersInfo.MessagingURL, 5000);
- Hashtable responseData = (Hashtable)resp.Value;
- if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
- {
- m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName);
- }
- }
- catch (WebException)
- {
- m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of region shutdown for region {0}", scene.RegionInfo.RegionName);
- }
- }
- private void NotifyMessageServerOfAgentLocation(UUID agentID, UUID region, ulong regionHandle)
- {
- if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
- return;
- Hashtable xmlrpcdata = new Hashtable();
- xmlrpcdata["AgentID"] = agentID.ToString();
- xmlrpcdata["RegionUUID"] = region.ToString();
- xmlrpcdata["RegionHandle"] = regionHandle.ToString();
- ArrayList SendParams = new ArrayList();
- SendParams.Add(xmlrpcdata);
- try
- {
- XmlRpcRequest LocationRequest = new XmlRpcRequest("agent_location", SendParams);
- XmlRpcResponse resp = LocationRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000);
- Hashtable responseData = (Hashtable)resp.Value;
- if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
- {
- m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent location for {0}", agentID.ToString());
- }
- }
- catch (WebException)
- {
- m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent location for {0}", agentID.ToString());
- }
- }
- private void NotifyMessageServerOfAgentLeaving(UUID agentID, UUID region, ulong regionHandle)
- {
- if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
- return;
- Hashtable xmlrpcdata = new Hashtable();
- xmlrpcdata["AgentID"] = agentID.ToString();
- xmlrpcdata["RegionUUID"] = region.ToString();
- xmlrpcdata["RegionHandle"] = regionHandle.ToString();
- ArrayList SendParams = new ArrayList();
- SendParams.Add(xmlrpcdata);
- try
- {
- XmlRpcRequest LeavingRequest = new XmlRpcRequest("agent_leaving", SendParams);
- XmlRpcResponse resp = LeavingRequest.Send(m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL, 5000);
- Hashtable responseData = (Hashtable)resp.Value;
- if ((!responseData.ContainsKey("success")) || (string)responseData["success"] != "TRUE")
- {
- m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent leaving for {0}", agentID.ToString());
- }
- }
- catch (WebException)
- {
- m_log.ErrorFormat("[PRESENCE]: Failed to notify message server of agent leaving for {0}", agentID.ToString());
- }
- }
- }
- }
|