123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142 |
- /*
- * 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;
- using System.Collections.Generic;
- using System.IO;
- using System.Reflection;
- using log4net;
- using log4net.Config;
- using OpenMetaverse;
- using OpenSim.Data;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Console;
- using OpenSim.Framework.Servers;
- using OpenSim.Framework.Servers.HttpServer;
- using OpenSim.Framework.Statistics;
- using OpenSim.Grid.Communications.OGS1;
- using OpenSim.Grid.Framework;
- using OpenSim.Grid.UserServer.Modules;
- namespace OpenSim.Grid.UserServer
- {
- //Do we actually need these event dispatchers?
- //shouldn't the other modules just directly register event handlers to each other?
- public class UserServerEventDispatchModule
- {
- protected UserManager m_userManager;
- protected MessageServersConnector m_messagesService;
- protected UserLoginService m_loginService;
- public UserServerEventDispatchModule(UserManager userManager, MessageServersConnector messagesService, UserLoginService loginService)
- {
- m_userManager = userManager;
- m_messagesService = messagesService;
- m_loginService = loginService;
- }
- public void Initialise(IGridServiceCore core)
- {
- }
- public void PostInitialise()
- {
- m_loginService.OnUserLoggedInAtLocation += NotifyMessageServersUserLoggedInToLocation;
- m_userManager.OnLogOffUser += NotifyMessageServersUserLoggOff;
- m_messagesService.OnAgentLocation += HandleAgentLocation;
- m_messagesService.OnAgentLeaving += HandleAgentLeaving;
- m_messagesService.OnRegionStartup += HandleRegionStartup;
- m_messagesService.OnRegionShutdown += HandleRegionShutdown;
- }
- public void RegisterHandlers(BaseHttpServer httpServer)
- {
- }
- public void Close()
- {
- m_loginService.OnUserLoggedInAtLocation -= NotifyMessageServersUserLoggedInToLocation;
- }
- #region Event Handlers
- public void NotifyMessageServersUserLoggOff(UUID agentID)
- {
- m_messagesService.TellMessageServersAboutUserLogoff(agentID);
- }
- public void NotifyMessageServersUserLoggedInToLocation(UUID agentID, UUID sessionID, UUID RegionID,
- ulong regionhandle, float positionX, float positionY,
- float positionZ, string firstname, string lastname)
- {
- m_messagesService.TellMessageServersAboutUser(agentID, sessionID, RegionID, regionhandle, positionX,
- positionY, positionZ, firstname, lastname);
- }
- public void HandleAgentLocation(UUID agentID, UUID regionID, ulong regionHandle)
- {
- m_userManager.HandleAgentLocation(agentID, regionID, regionHandle);
- }
- public void HandleAgentLeaving(UUID agentID, UUID regionID, ulong regionHandle)
- {
- m_userManager.HandleAgentLeaving(agentID, regionID, regionHandle);
- }
- public void HandleRegionStartup(UUID regionID)
- {
- // This might seem strange, that we send this back to the
- // server it came from. But there is method to the madness.
- // There can be multiple user servers on the same database,
- // and each can have multiple messaging servers. So, we send
- // it to all known user servers, who send it to all known
- // message servers. That way, we should be able to finally
- // update presence to all regions and thereby all friends
- //
- m_userManager.HandleRegionStartup(regionID);
- m_messagesService.TellMessageServersAboutRegionShutdown(regionID);
- }
- public void HandleRegionShutdown(UUID regionID)
- {
- // This might seem strange, that we send this back to the
- // server it came from. But there is method to the madness.
- // There can be multiple user servers on the same database,
- // and each can have multiple messaging servers. So, we send
- // it to all known user servers, who send it to all known
- // message servers. That way, we should be able to finally
- // update presence to all regions and thereby all friends
- //
- m_userManager.HandleRegionShutdown(regionID);
- m_messagesService.TellMessageServersAboutRegionShutdown(regionID);
- }
- #endregion
- }
- }
|