예제 #1
0
 /// <summary>
 /// Initializes a new instance of the Presence class.
 /// </summary>
 /// <param name="to">The JID of the intended recipient for the stanza.</param>
 /// <param name="from">The JID of the sender.</param>
 /// <param name="type">The type of the presence stanza.</param>
 /// <param name="data">The content of the stanza.</param>
 /// <param name="id">The ID of the Presence stanza.</param>
 /// <param name="language">The language of the XML character data of
 /// the stanza.</param>
 public Presence(Jid to = null, Jid from = null,
     PresenceType type = PresenceType.Available, string id = null,
     CultureInfo language = null, params XmlElement[] data)
     : base(to, from, id, language, data)
 {
     Type = type;
 }
예제 #2
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파일: MockScene.cs 프로젝트: 4U2NV/opensim
        public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
        {
            client.OnObjectName += RecordObjectNameCall;

            // FIXME
            return null;
        }
예제 #3
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 public PresenceBubble(long time, BubbleDirection direction, string address, bool party, Service service, 
     PresenceType presence, PlatformType platform) 
     : base(time, direction, service)
 {
     Presence = presence;
     Platform = platform;
     Address = address;
     Party = party;
 }
예제 #4
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        /// <summary>
        /// Sends a presence packet to the XMPP server.
        /// </summary>
        /// <param name="t">The type of presence.</param>
        /// <param name="status">Determines the status of the presence.</param>
        /// <param name="show">Shows the available, away, dnd and so on status.</param>
        /// <param name="priority">Prioritizes this connection.
        /// Higher number mean higher priority. 0 minumum, 127 max.
        /// -1 means this is a presence-only connection.</param>
        public void Presence(PresenceType t,
                             string status,
                             string show,
                             int priority)
        {
            if (IsAuthenticated)
            {
                if ((priority < -128) || (priority > 127))
                {
                    throw new ArgumentException("Priority must be -128 to 127", "priority");
                }

                Presence p = new Presence(Document);
                if (status != null)
                {
                    p.Status = status;
                }
                if (t != PresenceType.available)
                {
                    p.Type = t;
                }
                if (show != null)
                {
                    p.Show = show;
                }
                p.Priority = priority.ToString();

                if (OnBeforePresenceOut != null)
                {
                    OnBeforePresenceOut(this, p);
                }
                Write(p);
                if (OnAfterPresenceOut != null)
                {
                    OnAfterPresenceOut(this, p);
                }
            }
            else
            {
                throw new InvalidOperationException("Client must be authenticated before sending presence.");
            }
        }
예제 #5
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        public MucRoomMember(MucRoom room, Jid memberJid, Jid realJid, XmppStream stream, XmppHandlerContext context)
        {
            if (room == null)
            {
                throw new ArgumentNullException("room");
            }
            if (memberJid == null)
            {
                throw new ArgumentNullException("memberJid");
            }
            if (realJid == null)
            {
                throw new ArgumentNullException("realJid");
            }
            if (context == null)
            {
                throw new ArgumentNullException("sender");
            }
            this.room    = room;
            this.stream  = stream;
            this.context = context;
            this.sender  = context.Sender;

            //Register disconect
            context.SessionManager.SessionUnavailable += SessionManager_SessionUnavailable;

            ParentService = room;
            RealJid       = realJid;
            Jid           = memberJid;
            Name          = memberJid.Resource;
            presenceType  = PresenceType.unavailable;
            //Create handler
            lock (Handlers)
            {
                Handlers.Add(new MucRoomMemberStanzaHandler(this));
                Handlers.Add(new MucRoomMemberDiscoHandler(Jid, RealJid));
            }
            DiscoInfo.AddIdentity(new DiscoIdentity("text", Name, "member"));
            DiscoInfo.AddFeature(new DiscoFeature(Core.protocol.Uri.DISCO_INFO));
            DiscoInfo.AddFeature(new DiscoFeature(Core.protocol.Uri.DISCO_ITEMS));
        }
예제 #6
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        private void GotPresence(object sender, Presence p)
        {
            PresenceType t = p.Type;
            if ((t != PresenceType.available) &&
                (t != PresenceType.unavailable))
                return;

			System.Diagnostics.Debug.Assert(p.From != null);
			if (p.From != null)
			{
				JID f = p.From;
				lock (this)
				{
					UserPresenceManager upm = (UserPresenceManager)m_items[f.Bare];

					if (t == PresenceType.available)
					{
						if (upm == null)
						{
							upm = new UserPresenceManager(f.Bare);
							m_items[f.Bare] = upm;
						}

						upm.AddPresence(p, this);
					}
					else
					{
						if (upm != null)
						{
							upm.RemovePresence(p, this);
							if (upm.Count == 0)
							{
								m_items.Remove(f.Bare);
							}
						}
					}
				}
			}
			
        }
예제 #7
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 /// <summary>
 /// Event arguments for presence events.
 /// </summary>
 /// <param name="e">Copies attributes from this event arguments class.</param>
 protected PresenceEventArgs(PresenceEventArgs e)
 {
     this.statuses     = e.statuses;
     this.presence     = e.presence;
     this.content      = e.content;
     this.errorElement = e.errorElement;
     this.errorType    = e.errorType;
     this.stanzaError  = e.stanzaError;
     this.errorText    = e.errorText;
     this.client       = e.client;
     this.component    = e.component;
     this.type         = e.type;
     this.availability = e.availability;
     this.from         = e.from;
     this.fromBareJid  = e.fromBareJid;
     this.to           = e.to;
     this.id           = e.id;
     this.status       = e.status;
     this.errorCode    = e.errorCode;
     this.priority     = e.priority;
     this.ok           = e.ok;
 }
예제 #8
0
        /// <summary>
        /// Converts <see cref="PresenceType"/> to a string
        /// </summary>
        /// <param name="type">The presence to convert</param>
        /// <returns>The XMPP string equivalent</returns>
        public static string ConvertPresenceTypeToString(PresenceType type)
        {
            switch (type)
            {
            case PresenceType.Available:
                return("available");

            case PresenceType.Error:
                return("error");

            case PresenceType.Invisible:
                return("invis");

            case PresenceType.Probe:
                return("probe");

            case PresenceType.Subscribe:
                return("subscribe");

            case PresenceType.Subscribed:
                return("subscribed");

            case PresenceType.Unavailable:
                return("unavailabe");

            case PresenceType.Unsubscribe:
                return("unsubscribe");

            case PresenceType.Unsubscribed:
                return("unsubscribed");

            case PresenceType.Visible:
                return("visible");

            default:
                return(type.ToString("G").ToLower());
            }
        }
예제 #9
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 public static byte GetState(ShowType show, PresenceType type)
 {
     switch (show)
     {
         case ShowType.NONE:
             switch (type)
             {
                 case PresenceType.unavailable:
                     return USER_OFFLINE;
                 default:
                     return USER_ONLINE;
             }
         case ShowType.chat:
             return USER_ONLINE;
         case ShowType.away:
             return USER_AWAY;
         case ShowType.dnd:
         case ShowType.xa:
             return USER_NOT_AVAILVABLE;
         default:
             return NO_STATE;
     }
 }
예제 #10
0
 ///////////////////////////////////////////////////////////////
 // Set In-a-Call state
 public bool SetPresence(ObiUser usr, bool bTalking)
 {
     try
     {
         PresenceType pt = new PresenceType();
         if (bTalking)
         {
             pt.CallState = UserCallState.Talking;
         }
         else
         {
             pt.CallState = UserCallState.Idle;
         }
         pt.ServiceState    = UserServiceState.No_Change;
         pt.PresenceProfile = "";
         m_PSI.SetUserPresence(m_PSI_Session, usr.UserId, pt);
         m_PL.Bcm_PresenceUpdated(usr);
     }
     catch (Exception e)
     {
         m_log.Log("Exception in BCM_Control::SetPresence: " + e);
     }
     return(false);
 }
예제 #11
0
파일: StatusEntry.cs 프로젝트: GNOME/banter
        public StatusEntry()
        {
            ModifyBg (StateType.Normal, Style.Background (StateType.Active));
            BorderWidth = 0;

            customAvailableMessages = new SerializableDictionary<string,string> ();
            customBusyMessages = new SerializableDictionary<string,string> ();
            customAwayMessages = new SerializableDictionary<string,string> ();

            presence = null;
            potentialPresenceType = PresenceType.Offline;

            notebook = new Notebook ();
            notebook.ModifyBg (StateType.Normal, Style.Background (StateType.Active));
            notebook.ShowTabs = false;
            notebook.ShowBorder = false;

            notebook.AppendPage (CreateViewWidget (), new Label ());
            notebook.AppendPage (CreateEditWidget (), new Label());

            notebook.Show ();

            Add (notebook);
        }
예제 #12
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        /// <summary>
        /// Gets a default translated string for status
        /// </summary>
        static public string GetStatusString(PresenceType type)
        {
            switch (type)
            {
            case PresenceType.Offline:
                return(Catalog.GetString("Offline"));

            case PresenceType.Available:
                return(Catalog.GetString("Available"));

            case PresenceType.Away:
                return(Catalog.GetString("Away"));

            case PresenceType.XA:
                return(Catalog.GetString("XA"));

            case PresenceType.Hidden:
                return(Catalog.GetString("Hidden"));

            case PresenceType.Busy:
                return(Catalog.GetString("Busy"));
            }
            return(String.Empty);
        }
예제 #13
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        public StatusEntry()
        {
            ModifyBg(StateType.Normal, Style.Background(StateType.Active));
            BorderWidth = 0;

            customAvailableMessages = new SerializableDictionary <string, string> ();
            customBusyMessages      = new SerializableDictionary <string, string> ();
            customAwayMessages      = new SerializableDictionary <string, string> ();

            presence = null;
            potentialPresenceType = PresenceType.Offline;

            notebook = new Notebook();
            notebook.ModifyBg(StateType.Normal, Style.Background(StateType.Active));
            notebook.ShowTabs   = false;
            notebook.ShowBorder = false;

            notebook.AppendPage(CreateViewWidget(), new Label());
            notebook.AppendPage(CreateEditWidget(), new Label());

            notebook.Show();

            Add(notebook);
        }
 public SubscriptionsEventArgs(Jid jid, PresenceType presenceType)
 {
     PresenceType = presenceType;
     Jid          = jid;
 }
예제 #15
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 private void SwitchToEditMode(PresenceType type)
 {
     this.potentialPresenceType = type;
     SwitchToEditMode();
 }
예제 #16
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 public StatusUpdatedEventArgs(LeagueStatus status, PresenceType presenceType, ShowType show) {
   Status = status;
   PresenceType = presenceType;
   Show = show;
 }
예제 #17
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파일: Presence.cs 프로젝트: luz-sf/Net.Xmpp
 /// <summary>
 /// Initializes a new instance of the Presence class from the specified
 /// instance.
 /// </summary>
 /// <param name="presence">An instance of the Core.Presence class to
 /// initialize this instance with.</param>
 /// <exception cref="ArgumentNullException">The presence parameter is null.</exception>
 /// <exception cref="ArgumentException">The 'type' attribute of the
 /// specified presence stanza is invalid.</exception>
 public Presence(Core.Presence presence)
 {
     presence.ThrowIfNull("presence");
     type    = ParseType(presence.Data.GetAttribute("type"));
     element = presence.Data;
 }
예제 #18
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        private void ChangeOutboundPresence(State state, UserRosterItem itemSendingPresence, UserRosterItem itemRecivingPresence, PresenceType newType, out bool bRoute)
        {
            //Change state of sending presence!
            bRoute = false;

            if (newType == PresenceType.subscribed)
            {
                switch (state)
                {
                case State.None_PendingIn:
                    bRoute = true;
                    SetState(State.From, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.None_PendingInOut:
                    bRoute = true;
                    SetState(State.From_PendingOut, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.To_PendingIn:
                    bRoute = true;
                    SetState(State.Both, itemSendingPresence, itemRecivingPresence);
                    break;
                }
            }
            if (newType == PresenceType.unsubscribed)
            {
                switch (state)
                {
                case State.None_PendingIn:
                    bRoute = true;
                    SetState(State.None, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.None_PendingInOut:
                    bRoute = true;
                    SetState(State.None_PendingOut, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.To_PendingIn:
                    bRoute = true;
                    SetState(State.To, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.From:
                    bRoute = true;
                    SetState(State.None, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.From_PendingOut:
                    bRoute = true;
                    SetState(State.None_PendingOut, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.Both:
                    bRoute = true;
                    SetState(State.To, itemSendingPresence, itemRecivingPresence);
                    break;
                }
            }
        }
예제 #19
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 public static bool IsAvailable(PresenceType presence)
 {
     return presence == PresenceType.Online || presence == PresenceType.Active;
 }
예제 #20
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 /// <summary>
 /// Constructs a Presence Object with a specific message
 /// </summary>
 public Presence(PresenceType type, string message)
 {
     this.presenceType = type;
     this.message      = message;
     this.time         = 0;
 }
예제 #21
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 /// <summary>
 /// Constructs a Presence Object
 /// </summary>
 public Presence(PresenceType type)
 {
     this.presenceType = type;
     this.message      = GetStatusString(type);
     this.time         = 0;
 }
예제 #22
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 private static string GetPresenceType(PresenceType presenceType)
 {
     return(PresenceTypeMap[presenceType]);
 }
예제 #23
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파일: Elements.cs 프로젝트: nihed/magnetism
 public Presence(string to, PresenceType type)
     : base(to, Element.ElementType.PRESENCE, (Element.ElementSubType) type)
 {
 }
예제 #24
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파일: Elements.cs 프로젝트: nihed/magnetism
 public Presence(PresenceType type)
     : base(null, Element.ElementType.PRESENCE, (Element.ElementSubType) type)
 {
 }
예제 #25
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        public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
        {
            ScenePresence sp;
            bool vialogin;
            bool reallyNew = true;

            // Update the number of users attempting to login
            StatsReporter.UpdateUsersLoggingIn(true);

            // Validation occurs in LLUDPServer
            //
            // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
            // each other.  In practice, this does not currently occur in the code.
            AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);

            // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection
            // and a simultaneous one that removes it (as can happen if the client is closed at a particular point
            // whilst connecting).
            //
            // It would be easier to lock across all NewUserConnection(), AddNewAgent() and
            // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
            // response in some module listening to AddNewAgent()) from holding up unrelated agent calls.
            //
            // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
            // AddNewClient() operations (though not other ops).
            // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
            lock (aCircuit)
            {
                vialogin
                    = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
                        || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
    
                CheckHeartbeat();
    

                sp = GetScenePresence(client.AgentId);

                // XXX: Not sure how good it is to add a new client if a scene presence already exists.  Possibly this
                // could occur if a viewer crashes and relogs before the old client is kicked out.  But this could cause
                // other problems, and possibly the code calling AddNewAgent() should ensure that no client is already
                // connected.
                if (sp == null)
                {
                    m_log.DebugFormat(
                        "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}",
                        client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos,
                        ((TPFlags)aCircuit.teleportFlags).ToString());
    
                    m_clientManager.Add(client);
                    SubscribeToClientEvents(client);
    
                    sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);

                    sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;

/* done in completMovement
                    InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
                    if (cof == null)
                        sp.COF = UUID.Zero;
                    else
                        sp.COF = cof.ID;

                    m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
 */
                    m_eventManager.TriggerOnNewPresence(sp);
                }
                else
                {
                    // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
                    // client is for a root or child agent.
                    // XXX: This may be better set for a new client before that client is added to the client manager.
                    // But need to know what happens in the case where a ScenePresence is already present (and if this 
                    // actually occurs).
                    

                    m_log.WarnFormat(
                        "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
                        sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);

                    reallyNew = false;
                }
				client.SceneAgent = sp;

                // This is currently also being done earlier in NewUserConnection for real users to see if this 
                // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other
                // places.  However, we still need to do it here for NPCs.
                CacheUserName(sp, aCircuit);

                if (reallyNew)
                    EventManager.TriggerOnNewClient(client);

                if (vialogin)
                    EventManager.TriggerOnClientLogin(client);
            }

            // User has logged into the scene so update the list of users logging
            // in
            StatsReporter.UpdateUsersLoggingIn(false);

            m_LastLogin = Util.EnvironmentTickCount();

            return sp;
        }
예제 #26
0
        private void cli_OnPresence(object sender, Presence pres)
        {
            PresenceType typ = pres.Type;

            switch (typ)
            {
            case PresenceType.available:
            case PresenceType.unavailable:
            case PresenceType.error:
            case PresenceType.probe:
                return;

            case PresenceType.subscribe:
                switch (m_autoAllow)
                {
                case AutoSubscriptionHanding.AllowAll:
                    ReplyAllow(pres);
                    return;

                case AutoSubscriptionHanding.DenyAll:
                    ReplyDeny(pres);
                    return;

                case AutoSubscriptionHanding.NONE:
                    if (OnSubscription != null)
                    {
                        OnSubscription(this, this[pres.From], pres);
                    }
                    return;

                case AutoSubscriptionHanding.AllowIfSubscribed:
                    Item ri = this[pres.From];
                    if (ri != null)
                    {
                        switch (ri.Subscription)
                        {
                        case Subscription.to:
                            ReplyAllow(pres);
                            return;

                        case Subscription.from:
                        case Subscription.both:
                            // Almost an assert
                            throw new InvalidOperationException("Server sent a presence subscribe for an already-subscribed contact");

                        case Subscription.none:
                            if (ri.Ask == Ask.subscribe)
                            {
                                ReplyAllow(pres);
                                return;
                            }
                            break;
                        }
                    }
                    if (OnSubscription != null)
                    {
                        OnSubscription(this, ri, pres);
                    }
                    break;
                }
                break;

            case PresenceType.subscribed:
                // This is the new ack case.
                Presence sub_ack = new Presence(m_stream.Document);
                sub_ack.To   = pres.From;
                sub_ack.Type = PresenceType.subscribe;
                Write(sub_ack);
                break;

            case PresenceType.unsubscribe:
                // ack.  we'll likely get an unsubscribed soon, anyway.
                Presence un_ack = new Presence(m_stream.Document);
                un_ack.To   = pres.From;
                un_ack.Type = PresenceType.unsubscribed;
                Write(un_ack);
                break;

            case PresenceType.unsubscribed:
                bool remove = true;
                if (OnUnsubscription != null)
                {
                    OnUnsubscription(this, pres, ref remove);
                }

                if (remove)
                {
                    Remove(pres.From);
                }
                break;
            }
        }
예제 #27
0
파일: StatusEntry.cs 프로젝트: GNOME/banter
 private void SwitchToEditMode(PresenceType type)
 {
     this.potentialPresenceType = type;
     SwitchToEditMode ();
 }
예제 #28
0
 public static bool IsAvailable(PresenceType presence)
 {
     return(presence == PresenceType.Online || presence == PresenceType.Active);
 }
예제 #29
0
        public ScenePresence(
            IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
        {
            AttachmentsSyncLock = new Object();

            m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
            Animator = new ScenePresenceAnimator(this);
            PresenceType = type;
            DrawDistance = world.DefaultDrawDistance;
            RegionHandle = world.RegionInfo.RegionHandle;
            ControllingClient = client;
            Firstname = ControllingClient.FirstName;
            Lastname = ControllingClient.LastName;
            m_name = String.Format("{0} {1}", Firstname, Lastname);
            m_scene = world;
            m_uuid = client.AgentId;
            LocalId = m_scene.AllocateLocalId();

            UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
            if (account != null)
                m_userFlags = account.UserFlags;
            else
                m_userFlags = 0;

            if (account != null)
                UserLevel = account.UserLevel;

            IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
            if (gm != null)
                Grouptitle = gm.GetGroupTitle(m_uuid);

            m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
            
            AbsolutePosition = posLastSignificantMove = CameraPosition =
                m_lastCameraPosition = ControllingClient.StartPos;

            m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
            m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
            m_reprioritization_timer.AutoReset = false;

            AdjustKnownSeeds();

            // TODO: I think, this won't send anything, as we are still a child here...
            Animator.TrySetMovementAnimation("STAND"); 

            // we created a new ScenePresence (a new child agent) in a fresh region.
            // Request info about all the (root) agents in this region
            // Note: This won't send data *to* other clients in that region (children don't send)

// MIC: This gets called again in CompleteMovement
            // SendInitialFullUpdateToAllClients();
            SendOtherAgentsAvatarDataToMe();
            SendOtherAgentsAppearanceToMe();

            RegisterToEvents();
            SetDirectionVectors();

            Appearance = appearance;
        }
예제 #30
0
 private static string GetPresenceType(PresenceType presenceType)
 {
     return PresenceTypeMap[presenceType];
 }
예제 #31
0
파일: Scene.cs 프로젝트: NovaGrid/opensim
        /// <summary>
        /// Add a new client and create a child agent for it.
        /// </summary>
        /// <param name="client"></param>
        /// <param name="type">The type of agent to add.</param>
        public override void AddNewClient(IClientAPI client, PresenceType type)
        {
            AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
            bool vialogin = false;

            if (aCircuit == null) // no good, didn't pass NewUserConnection successfully
                return;

            vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 || 
                       (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;

            CheckHeartbeat();

            if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
            {
                m_log.Debug("[SCENE]: Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName);

                m_clientManager.Add(client);
                SubscribeToClientEvents(client);

                ScenePresence sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
                m_eventManager.TriggerOnNewPresence(sp);

                sp.TeleportFlags = (TeleportFlags)aCircuit.teleportFlags;

                // HERE!!! Do the initial attachments right here
                // first agent upon login is a root agent by design.
                // All other AddNewClient calls find aCircuit.child to be true
                if (aCircuit.child == false)
                {
                    sp.IsChildAgent = false;
                    Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
                }
            }

            ScenePresence createdSp = GetScenePresence(client.AgentId);
            if (createdSp != null)
            {
                m_LastLogin = Util.EnvironmentTickCount();

                // Cache the user's name
                CacheUserName(createdSp, aCircuit);

                EventManager.TriggerOnNewClient(client);
                if (vialogin)
                    EventManager.TriggerOnClientLogin(client);
            }
        }
예제 #32
0
        /// <summary>
        /// Sends a presence packet to the XMPP server.
        /// </summary>
        /// <param name="t">The type of presence.</param>
        /// <param name="status">Determines the status of the presence.</param>
        /// <param name="show">Shows the available, away, dnd and so on status.</param>
        /// <param name="priority">Prioritizes this connection.
        /// Higher number mean higher priority. 0 minumum, 127 max.
        /// -1 means this is a presence-only connection.</param>
        public void Presence(PresenceType t, string status, string show, int priority)
        {
            if (IsAuthenticated)
            {
                if ((priority < -128) || (priority > 127))
                {
                    throw new ArgumentException("Priority must be -128 to 127", "priority");
                }

                Presence p = new Presence(Document);
                if (status != null)
                    p.Status = status;
                if (t != PresenceType.available)
                {
                    p.Type = t;
                }
                if (show != null)
                    p.Show = show;
                p.Priority = priority.ToString();

                if (OnBeforePresenceOut != null)
                    OnBeforePresenceOut(this, p);
                Write(p);
                if (OnAfterPresenceOut != null)
                    OnAfterPresenceOut(this, p);
            }
            else
            {
                throw new InvalidOperationException("Client must be authenticated before sending presence.");
            }
        }
예제 #33
0
 public PresenceFilterAttribute(PresenceType allowed)
 {
     this.allowed = allowed;
 }
예제 #34
0
파일: Presence.cs 프로젝트: gwupe/Gwupe
 public void SetIdleState(IdleState idleState)
 {
     switch (idleState)
     {
         case IdleState.InUse:
             Type = PresenceType.available;
             Mode = PresenceMode.available;
             Priority = 2;
             break;
         case IdleState.Idle:
             Type = PresenceType.available;
             Mode = PresenceMode.away;
             Priority = 0;
             break;
         case IdleState.ExtendedIdle:
             Type = PresenceType.available;
             Mode = PresenceMode.xa;
             Priority = 0;
             break;
     }
 }
예제 #35
0
 /// <summary>
 /// Initializes a new instance of the <see cref="Presence"/> class.
 /// </summary>
 /// <param name="type">The <see cref="PresenceType"/>.</param>
 public Presence(PresenceType type)
     : this()
 {
     Type = type;
 }
예제 #36
0
 private void SwitchToViewMode()
 {
     potentialPresenceType = PresenceType.Offline;
     statusEntry.Text      = string.Empty;
     notebook.Page         = 0;
 }
예제 #37
0
		/// <summary>
		/// Initializes a new instance of the Presence class from the specified
		/// instance.
		/// </summary>
		/// <param name="presence">An instance of the Core.Presence class to
		/// initialize this instance with.</param>
		/// <exception cref="ArgumentNullException">The presence parameter is null.</exception>
		/// <exception cref="ArgumentException">The 'type' attribute of the
		/// specified presence stanza is invalid.</exception>
		public Presence(Core.Presence presence) {
			presence.ThrowIfNull("presence");
			type = ParseType(presence.Data.GetAttribute("type"));
			element = presence.Data;
		}
예제 #38
0
 public Presence(S22.Xmpp.Core.Presence presence) : base(null, null, null, null, new XmlElement[0])
 {
     presence.ThrowIfNull <S22.Xmpp.Core.Presence>("presence");
     this.type    = this.ParseType(presence.Data.GetAttribute("type"));
     base.element = presence.Data;
 }
예제 #39
0
 public Presence(Jid to = null, Jid from = null, PresenceType type = 0, string id = null, CultureInfo language = null, params XmlElement[] data) : base(to, from, id, language, data)
 {
     this.Type = type;
 }
예제 #40
0
        protected internal ScenePresence CreateAndAddChildScenePresence(
            IClientAPI client, AvatarAppearance appearance, PresenceType type)
        {
            // ScenePresence always defaults to child agent
            ScenePresence presence = new ScenePresence(client, m_parentScene, appearance, type);

            Entities[presence.UUID] = presence;

            lock (m_presenceLock)
            {
                m_numChildAgents++;

                Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
                List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);

                if (!newmap.ContainsKey(presence.UUID))
                {
                    newmap.Add(presence.UUID, presence);
                    newlist.Add(presence);
                }
                else
                {
                    // Remember the old presence reference from the dictionary
                    ScenePresence oldref = newmap[presence.UUID];
                    // Replace the presence reference in the dictionary with the new value
                    newmap[presence.UUID] = presence;
                    // Find the index in the list where the old ref was stored and update the reference
                    newlist[newlist.IndexOf(oldref)] = presence;
                }

                // Swap out the dictionary and list with new references
                m_scenePresenceMap = newmap;
                m_scenePresenceArray = newlist;
            }

            return presence;
        }
예제 #41
0
 private PresenceStanza(JId from, JId to, string id, PresenceType presenceType, PresenceAvailabilityStatus presenceAvailabilityStatus, string detailStatus)
     : base(from, to, id)
 {
     this.presenceType = presenceType;
     this.presenceAvailabilityStatus = presenceAvailabilityStatus;
 }
예제 #42
0
        protected internal ScenePresence CreateAndAddChildScenePresence(
            IClientAPI client, AvatarAppearance appearance, PresenceType type)
        {
            ScenePresence newAvatar = null;

            // ScenePresence always defaults to child agent
            newAvatar = new ScenePresence(client, m_parentScene, appearance, type);

            AddScenePresence(newAvatar);

            return newAvatar;
        }
예제 #43
0
 public StatusUpdatedEventArgs(LeagueStatus status, PresenceType presenceType, ShowType show)
 {
     Status       = status;
     PresenceType = presenceType;
     Show         = show;
 }
 public PresenceConfiguration(int id, PresenceType presenceType)
 {
     ID = id;
     this.presenceType = presenceType;
 }
예제 #45
0
        public ScenePresence(
            IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
        {            
            m_scene = world;
            AttachmentsSyncLock = new Object();
            AllowMovement = true;
            IsChildAgent = true;
            IsLoggingIn = false;
            m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
            Animator = new ScenePresenceAnimator(this);
            Overrides = new MovementAnimationOverrides();
            PresenceType = type;
            DrawDistance = world.DefaultDrawDistance;
            RegionHandle = world.RegionInfo.RegionHandle;
            ControllingClient = client;
            Firstname = ControllingClient.FirstName;
            Lastname = ControllingClient.LastName;
            m_name = String.Format("{0} {1}", Firstname, Lastname);
            m_uuid = client.AgentId;
            LocalId = m_scene.AllocateLocalId();
            LegacySitOffsets = m_scene.LegacySitOffsets;

            UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
            if (account != null)
                m_userFlags = account.UserFlags;
            else
                m_userFlags = 0;

            if (account != null)
                UserLevel = account.UserLevel;

            IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
            if (gm != null)
               Grouptitle = gm.GetGroupTitle(m_uuid);

            m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
            
            AbsolutePosition = posLastSignificantMove = CameraPosition =
                m_lastCameraPosition = ControllingClient.StartPos;

            m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
            m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
            m_reprioritization_timer.AutoReset = false;

            AdjustKnownSeeds();

            RegisterToEvents();
            SetDirectionVectors();

            Appearance = appearance;

            m_stateMachine = new ScenePresenceStateMachine(this);
        }
예제 #46
0
        private PresenceEventArgs(XmppClient Client, XmppComponent Component, XmlElement Presence)
        {
            XmlElement E;
            int        i;

            this.presence     = Presence;
            this.client       = Client;
            this.component    = Component;
            this.from         = XML.Attribute(Presence, "from");
            this.to           = XML.Attribute(Presence, "to");
            this.id           = XML.Attribute(Presence, "id");
            this.ok           = true;
            this.errorCode    = 0;
            this.availability = Availability.Online;

            i = this.from.IndexOf('/');
            if (i < 0)
            {
                this.fromBareJid = this.from;
            }
            else
            {
                this.fromBareJid = this.from.Substring(0, i);
            }

            switch (XML.Attribute(Presence, "type").ToLower())
            {
            case "error":
                this.type = PresenceType.Error;
                break;

            case "probe":
                this.type = PresenceType.Probe;
                break;

            case "subscribe":
                this.type = PresenceType.Subscribe;
                break;

            case "subscribed":
                this.type = PresenceType.Subscribed;
                break;

            case "unavailable":
                this.type         = PresenceType.Unavailable;
                this.availability = Availability.Offline;
                break;

            case "unsubscribe":
                this.type = PresenceType.Unsubscribe;
                break;

            case "unsubscribed":
                this.type = PresenceType.Unsubscribed;
                break;

            default:
                this.type = PresenceType.Available;
                break;
            }

            SortedDictionary <string, string> Statuses = new SortedDictionary <string, string>();

            foreach (XmlNode N in Presence.ChildNodes)
            {
                E = N as XmlElement;
                if (E == null)
                {
                    continue;
                }

                if (E.NamespaceURI == Presence.NamespaceURI)
                {
                    switch (E.LocalName)
                    {
                    case "show":
                        switch (E.InnerText.ToLower())
                        {
                        case "away":
                            this.availability = Availability.Away;
                            break;

                        case "chat":
                            this.availability = Availability.Chat;
                            break;

                        case "dnd":
                            this.availability = Availability.DoNotDisturb;
                            break;

                        case "xa":
                            this.availability = Availability.ExtendedAway;
                            break;

                        default:
                            this.availability = Availability.Online;
                            break;
                        }
                        break;

                    case "status":
                        if (string.IsNullOrEmpty(this.status))
                        {
                            this.status = N.InnerText;
                        }

                        string Language = XML.Attribute(E, "xml:lang");
                        Statuses[Language] = N.InnerText;
                        break;

                    case "priority":
                        if (!sbyte.TryParse(N.InnerText, out this.priority))
                        {
                            this.priority = 0;
                        }
                        break;

                    case "error":
                        this.errorElement = E;
                        this.errorCode    = XML.Attribute(E, "code", 0);
                        this.ok           = false;

                        switch (XML.Attribute(E, "type"))
                        {
                        case "auth":
                            this.errorType = ErrorType.Auth;
                            break;

                        case "cancel":
                            this.errorType = ErrorType.Cancel;
                            break;

                        case "continue":
                            this.errorType = ErrorType.Continue;
                            break;

                        case "modify":
                            this.errorType = ErrorType.Modify;
                            break;

                        case "wait":
                            this.errorType = ErrorType.Wait;
                            break;

                        default:
                            this.errorType = ErrorType.Undefined;
                            break;
                        }

                        this.stanzaError = XmppClient.GetStanzaExceptionObject(E);
                        this.errorText   = this.stanzaError.Message;
                        break;
                    }
                }
                else if (E.NamespaceURI == XmppClient.NamespaceEntityCapabilities && E.LocalName == "c")
                {
                    this.entityCapabilityVersion      = XML.Attribute(E, "ver");
                    this.entityCapabilityNode         = XML.Attribute(E, "node");
                    this.entityCapabilityHashFunction = XML.Attribute(E, "hash");
                    this.hasEntityCapabilities        = true;
                }
                else if (this.content == null)
                {
                    this.content = E;
                }
            }

            this.statuses = new KeyValuePair <string, string> [Statuses.Count];
            Statuses.CopyTo(this.statuses, 0);
        }
예제 #47
0
 public TestCasePresence(string ecosystem, string project, string testCaseFullName, PresenceType presence)
 {
     this.ecosystem        = ecosystem;
     this.project          = project;
     this.testCaseFullName = testCaseFullName;
     this.presence         = presence;
 }
예제 #48
0
        private void ChangeInboundPresence(State state, UserRosterItem itemSendingPresence, UserRosterItem itemRecivingPresence, PresenceType newType, out bool bRoute, out bool bAutoReply)
        {
            bRoute     = false;
            bAutoReply = false;
            //Inbound! change state of reciving item!!!
            if (newType == PresenceType.subscribe)
            {
                switch (state)
                {
                case State.None:
                    SetState(State.None_PendingIn, itemSendingPresence, itemRecivingPresence);
                    bRoute = true;
                    break;

                case State.None_PendingOut:
                    SetState(State.None_PendingInOut, itemSendingPresence, itemRecivingPresence);
                    bRoute = true;
                    break;

                case State.To:
                    SetState(State.To_PendingIn, itemSendingPresence, itemRecivingPresence);
                    bRoute = true;
                    break;

                case State.From:
                case State.From_PendingOut:
                case State.Both:
                    bAutoReply = true;
                    break;
                }
            }
            if (newType == PresenceType.unsubscribe)
            {
                switch (state)
                {
                case State.None_PendingIn:
                    bRoute     = true;
                    bAutoReply = true;
                    SetState(State.None, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.None_PendingInOut:
                    bRoute     = true;
                    bAutoReply = true;
                    SetState(State.None_PendingOut, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.To_PendingIn:
                    bRoute     = true;
                    bAutoReply = true;
                    SetState(State.To, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.From:
                    bRoute     = true;
                    bAutoReply = true;
                    SetState(State.None, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.From_PendingOut:
                    bRoute     = true;
                    bAutoReply = true;
                    SetState(State.None_PendingOut, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.Both:
                    bRoute     = true;
                    bAutoReply = true;
                    SetState(State.To, itemSendingPresence, itemRecivingPresence);
                    break;
                }
            }
            if (newType == PresenceType.subscribed)
            {
                switch (state)
                {
                case State.None_PendingOut:
                    bRoute = true;
                    SetState(State.To, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.None_PendingInOut:
                    bRoute = true;
                    SetState(State.To_PendingIn, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.From_PendingOut:
                    bRoute = true;
                    SetState(State.Both, itemSendingPresence, itemRecivingPresence);
                    break;
                }
            }
            if (newType == PresenceType.unsubscribed)
            {
                switch (state)
                {
                case State.None_PendingOut:
                    bRoute = true;
                    SetState(State.None, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.None_PendingInOut:
                    bRoute = true;
                    SetState(State.None_PendingIn, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.To:
                    bRoute = true;
                    SetState(State.None, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.To_PendingIn:
                    bRoute = true;
                    SetState(State.None_PendingIn, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.From_PendingOut:
                    bRoute = true;
                    SetState(State.From, itemSendingPresence, itemRecivingPresence);
                    break;

                case State.Both:
                    bRoute = true;
                    SetState(State.From, itemSendingPresence, itemRecivingPresence);
                    break;
                }
            }
        }
예제 #49
0
		private void ChangeInboundPresence(State state, UserRosterItem itemSendingPresence, UserRosterItem itemRecivingPresence, PresenceType newType, out bool bRoute, out bool bAutoReply)
		{
			bRoute = false;
			bAutoReply = false;
			//Inbound! change state of reciving item!!!
			if (newType == PresenceType.subscribe)
			{
				switch (state)
				{
					case State.None:
						SetState(State.None_PendingIn, itemSendingPresence, itemRecivingPresence);
						bRoute = true;
						break;
					case State.None_PendingOut:
						SetState(State.None_PendingInOut, itemSendingPresence, itemRecivingPresence);
						bRoute = true;
						break;
					case State.To:
						SetState(State.To_PendingIn, itemSendingPresence, itemRecivingPresence);
						bRoute = true;
						break;
					case State.From:
					case State.From_PendingOut:
					case State.Both:
						bAutoReply = true;
						break;
				}
			}
			if (newType == PresenceType.unsubscribe)
			{
				switch (state)
				{
					case State.None_PendingIn:
						bRoute = true;
						bAutoReply = true;
						SetState(State.None, itemSendingPresence, itemRecivingPresence);
						break;
					case State.None_PendingInOut:
						bRoute = true;
						bAutoReply = true;
						SetState(State.None_PendingOut, itemSendingPresence, itemRecivingPresence);
						break;
					case State.To_PendingIn:
						bRoute = true;
						bAutoReply = true;
						SetState(State.To, itemSendingPresence, itemRecivingPresence);
						break;
					case State.From:
						bRoute = true;
						bAutoReply = true;
						SetState(State.None, itemSendingPresence, itemRecivingPresence);
						break;
					case State.From_PendingOut:
						bRoute = true;
						bAutoReply = true;
						SetState(State.None_PendingOut, itemSendingPresence, itemRecivingPresence);
						break;
					case State.Both:
						bRoute = true;
						bAutoReply = true;
						SetState(State.To, itemSendingPresence, itemRecivingPresence);
						break;
				}
			}
			if (newType == PresenceType.subscribed)
			{
				switch (state)
				{
					case State.None_PendingOut:
						bRoute = true;
						SetState(State.To, itemSendingPresence, itemRecivingPresence);
						break;
					case State.None_PendingInOut:
						bRoute = true;
						SetState(State.To_PendingIn, itemSendingPresence, itemRecivingPresence);
						break;
					case State.From_PendingOut:
						bRoute = true;
						SetState(State.Both, itemSendingPresence, itemRecivingPresence);
						break;
				}

			}
			if (newType == PresenceType.unsubscribed)
			{
				switch (state)
				{
					case State.None_PendingOut:
						bRoute = true;
						SetState(State.None, itemSendingPresence, itemRecivingPresence);
						break;
					case State.None_PendingInOut:
						bRoute = true;
						SetState(State.None_PendingIn, itemSendingPresence, itemRecivingPresence);
						break;
					case State.To:
						bRoute = true;
						SetState(State.None, itemSendingPresence, itemRecivingPresence);
						break;
					case State.To_PendingIn:
						bRoute = true;
						SetState(State.None_PendingIn, itemSendingPresence, itemRecivingPresence);
						break;
					case State.From_PendingOut:
						bRoute = true;
						SetState(State.From, itemSendingPresence, itemRecivingPresence);
						break;
					case State.Both:
						bRoute = true;
						SetState(State.From, itemSendingPresence, itemRecivingPresence);
						break;
				}
			}
		}
예제 #50
0
        public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
        {
            // Validation occurs in LLUDPServer
            AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
            bool vialogin = false;

            //            if (aCircuit == null) // no good, didn't pass NewUserConnection successfully
            //                return;

            vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 ||
                       (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;

            CheckHeartbeat();

            ScenePresence sp = GetScenePresence(client.AgentId);

            // XXX: Not sure how good it is to add a new client if a scene presence already exists.  Possibly this
            // could occur if a viewer crashes and relogs before the old client is kicked out.  But this could cause
            // other problems, and possible the code calling AddNewClient() should ensure that no client is already
            // connected.
            if (sp == null)
            {
                m_log.DebugFormat(
                    "[SCENE]: Adding new child scene presence {0} to scene {1} at pos {2}", client.Name, RegionInfo.RegionName, client.StartPos);

                m_clientManager.Add(client);
                SubscribeToClientEvents(client);

                sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
                m_eventManager.TriggerOnNewPresence(sp);

                sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;

                // The first agent upon login is a root agent by design.
                // For this agent we will have to rez the attachments.
                // All other AddNewClient calls find aCircuit.child to be true.
                if (aCircuit.child == false)
                {
                    // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to
                    // start the scripts again (since this is done in RezAttachments()).
                    // XXX: This is convoluted.
                    sp.IsChildAgent = false;

                    if (AttachmentsModule != null)
                        Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
                }
            }
            else
            {
                m_log.WarnFormat(
                    "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
                    sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
            }

            m_LastLogin = Util.EnvironmentTickCount();

            // Cache the user's name
            CacheUserName(sp, aCircuit);

            EventManager.TriggerOnNewClient(client);
            if (vialogin)
                EventManager.TriggerOnClientLogin(client);

            return sp;
        }
예제 #51
0
		private void ChangeOutboundPresence(State state, UserRosterItem itemSendingPresence, UserRosterItem itemRecivingPresence, PresenceType newType, out bool bRoute)
		{
			//Change state of sending presence!
			bRoute = false;

			if (newType == PresenceType.subscribed)
			{
				switch (state)
				{
					case State.None_PendingIn:
						bRoute = true;
						SetState(State.From, itemSendingPresence, itemRecivingPresence);
						break;
					case State.None_PendingInOut:
						bRoute = true;
						SetState(State.From_PendingOut, itemSendingPresence, itemRecivingPresence);
						break;
					case State.To_PendingIn:
						bRoute = true;
						SetState(State.Both, itemSendingPresence, itemRecivingPresence);
						break;
				}
			}
			if (newType == PresenceType.unsubscribed)
			{
				switch (state)
				{
					case State.None_PendingIn:
						bRoute = true;
						SetState(State.None, itemSendingPresence, itemRecivingPresence);
						break;
					case State.None_PendingInOut:
						bRoute = true;
						SetState(State.None_PendingOut, itemSendingPresence, itemRecivingPresence);
						break;
					case State.To_PendingIn:
						bRoute = true;
						SetState(State.To, itemSendingPresence, itemRecivingPresence);
						break;
					case State.From:
						bRoute = true;
						SetState(State.None, itemSendingPresence, itemRecivingPresence);
						break;
					case State.From_PendingOut:
						bRoute = true;
						SetState(State.None_PendingOut, itemSendingPresence, itemRecivingPresence);
						break;
					case State.Both:
						bRoute = true;
						SetState(State.To, itemSendingPresence, itemRecivingPresence);
						break;
				}
			}
		}
예제 #52
0
 public Presence(PresenceType type, string from, string to)
     : base(_NAME, _XMLNS)
 {
     base.Type = GetPresenceType(type);
     From = from;
     To = to;
 }
예제 #53
0
 public override void AddNewClient(IClientAPI client, PresenceType type)
 {
     client.OnObjectName += RecordObjectNameCall;
 }
예제 #54
0
 public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
예제 #55
0
        private void cli_OnPresence(object sender, Presence pres)
        {
            PresenceType typ = pres.Type;

            switch (typ)
            {
            case PresenceType.available:
            case PresenceType.unavailable:
            case PresenceType.error:
            case PresenceType.probe:
                return;

            case PresenceType.subscribe:
                switch (m_autoAllow)
                {
                case AutoSubscriptionHanding.AllowAll:
                    ReplyAllow(pres);
                    return;

                case AutoSubscriptionHanding.DenyAll:
                    ReplyDeny(pres);
                    return;

                case AutoSubscriptionHanding.NONE:
                    if (OnSubscription != null)
                    {
                        OnSubscription(this, this[pres.From], pres);
                    }
                    return;

                case AutoSubscriptionHanding.AllowIfSubscribed:
                    Item ri = this[pres.From];
                    if (ri != null)
                    {
                        switch (ri.Subscription)
                        {
                        case Subscription.to:
                            ReplyAllow(pres);
                            return;

                        case Subscription.from:
                        case Subscription.both:
                            // Almost an assert
                            throw new InvalidOperationException("Server sent a presence subscribe for an already-subscribed contact");

                        case Subscription.none:
                            if (ri.Ask == Ask.subscribe)
                            {
                                ReplyAllow(pres);
                                return;
                            }
                            break;
                        }
                    }
                    if (OnSubscription != null)
                    {
                        OnSubscription(this, ri, pres);
                    }
                    break;
                }
                break;

            case PresenceType.subscribed:
                // the contact has given us permission to see presence updates
                break;

            case PresenceType.unsubscribe:
                // the contact does not wish to see our presence updates anymore
                // that's fine, who cares?
                break;

            case PresenceType.unsubscribed:
                bool remove = true;
                if (OnUnsubscription != null)
                {
                    OnUnsubscription(this, pres, ref remove);
                }

                if (remove)
                {
                    Remove(pres.From);
                }
                // the contact has taken away our permission to see presence updates
                break;
            }
        }
예제 #56
0
파일: Scene.cs 프로젝트: CCIR/opensim
        public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
        {
            ScenePresence sp;
            bool vialogin;

            // Validation occurs in LLUDPServer
            //
            // XXX: A race condition exists here where two simultaneous calls to AddNewClient can interfere with
            // each other.  In practice, this does not currently occur in the code.
            AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);

            // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection
            // and a simultaneous one that removes it (as can happen if the client is closed at a particular point
            // whilst connecting).
            //
            // It would be easier to lock across all NewUserConnection(), AddNewClient() and
            // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
            // response in some module listening to AddNewClient()) from holding up unrelated agent calls.
            //
            // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
            // AddNewClient() operations (though not other ops).
            // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
            lock (aCircuit)
            {
                vialogin
                    = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
                        || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
    
    //            CheckHeartbeat();
    
                sp = GetScenePresence(client.AgentId);

                // XXX: Not sure how good it is to add a new client if a scene presence already exists.  Possibly this
                // could occur if a viewer crashes and relogs before the old client is kicked out.  But this could cause
                // other problems, and possible the code calling AddNewClient() should ensure that no client is already
                // connected.
                if (sp == null)
                {
                    m_log.DebugFormat(
                        "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
                        client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
    
                    m_clientManager.Add(client);
                    SubscribeToClientEvents(client);
    
                    sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
                    m_eventManager.TriggerOnNewPresence(sp);
    
                    sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
    
                    // The first agent upon login is a root agent by design.
                    // For this agent we will have to rez the attachments.
                    // All other AddNewClient calls find aCircuit.child to be true.
                    if (aCircuit.child == false)
                    {
                        // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to
                        // start the scripts again (since this is done in RezAttachments()).
                        // XXX: This is convoluted.
                        sp.IsChildAgent = false;
    
                        if (AttachmentsModule != null)
                            Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
                    }
                }
                else
                {
                    m_log.WarnFormat(
                        "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
                        sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
                }
    
                // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
                // client is for a root or child agent.
                client.SceneAgent = sp;

                // Cache the user's name
                CacheUserName(sp, aCircuit);
    
                EventManager.TriggerOnNewClient(client);
                if (vialogin)
                    EventManager.TriggerOnClientLogin(client);
            }

            m_LastLogin = Util.EnvironmentTickCount();

            return sp;
        }
예제 #57
0
파일: StatusEntry.cs 프로젝트: GNOME/banter
 private void SwitchToViewMode()
 {
     potentialPresenceType = PresenceType.Offline;
     statusEntry.Text = string.Empty;
     notebook.Page = 0;
 }
예제 #58
0
        public ScenePresence(
            IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
        {
            m_scene = world;
            AttachmentsSyncLock = new Object();
            AllowMovement = true;
            IsChildAgent = true;
            IsLoggingIn = false;
            m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
            Animator = new ScenePresenceAnimator(this);
            Overrides = new MovementAnimationOverrides();
            PresenceType = type;
            DrawDistance = world.DefaultDrawDistance;
            RegionHandle = world.RegionInfo.RegionHandle;
            ControllingClient = client;
            Firstname = ControllingClient.FirstName;
            Lastname = ControllingClient.LastName;
            m_name = String.Format("{0} {1}", Firstname, Lastname);
            m_uuid = client.AgentId;
            LocalId = m_scene.AllocateLocalId();
            LegacySitOffsets = m_scene.LegacySitOffsets;

            UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
            if (account != null)
                m_userFlags = account.UserFlags;
            else
                m_userFlags = 0;

            if (account != null)
                UserLevel = account.UserLevel;

            //           IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
            //           if (gm != null)
            //              Grouptitle = gm.GetGroupTitle(m_uuid);

            m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();

            AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition =
               m_reprioritizationLastPosition = ControllingClient.StartPos;

            m_reprioritizationLastDrawDistance = DrawDistance;

            // disable updates workjobs for now
            childUpdatesBusy = true;
            m_reprioritizationBusy = true;

            AdjustKnownSeeds();

            RegisterToEvents();
            SetDirectionVectors();

            Appearance = appearance;

            m_stateMachine = new ScenePresenceStateMachine(this);

            HealRate = 0.5f;

            IConfig sconfig = m_scene.Config.Configs["EntityTransfer"];
            if (sconfig != null)
            {
                string lpb = sconfig.GetString("LandingPointBehavior", "LandingPointBehavior_OS");
                if (lpb == "LandingPointBehavior_SL")
                    m_LandingPointBehavior = LandingPointBehavior.SL;
            }

        }
예제 #59
0
파일: Presence.cs 프로젝트: GNOME/banter
 /// <summary>
 /// Constructs a Presence Object with a specific message
 /// </summary>
 public Presence(PresenceType type, string message)
 {
     this.presenceType = type;
     this.message = message;
     this.time = 0;
 }