public override string Execute(string[] args, UUID fromAgentID) { if (args.Length < 1) return Description; string groupName = String.Empty; for (int i = 0; i < args.Length; i++) groupName += args[i] + " "; groupName = groupName.Trim(); UUID groupUUID = Client.GroupName2UUID(groupName); if (UUID.Zero != groupUUID) { GroupManager.GroupLeftCallback lcallback = new GroupManager.GroupLeftCallback(Groups_OnGroupLeft); Client.Groups.OnGroupLeft += lcallback; Client.Groups.LeaveGroup(groupUUID); GroupsEvent.WaitOne(30000, false); Client.Groups.OnGroupLeft -= lcallback; GroupsEvent.Reset(); Client.ReloadGroupsCache(); if (leftGroup) return Client.ToString() + " has left the group " + groupName; return "failed to leave the group " + groupName; } return Client.ToString() + " doesn't seem to be member of the group " + groupName; }
public override string Execute(string[] args, LLUUID fromAgentID) { if (args.Length < 1) return Description; groups.Clear(); string groupName = String.Empty; for (int i = 0; i < args.Length; i++) groupName += args[i] + " "; groupName = groupName.Trim(); GroupManager.CurrentGroupsCallback callback = new GroupManager.CurrentGroupsCallback(Groups_OnCurrentGroups); Client.Groups.OnCurrentGroups += callback; Client.Groups.RequestCurrentGroups(); GroupsEvent.WaitOne(30000, false); Client.Groups.OnCurrentGroups -= callback; GroupsEvent.Reset(); if (groups.Count > 0) { foreach (Group currentGroup in groups.Values) if (currentGroup.Name.ToLower() == groupName.ToLower()) { GroupManager.GroupLeftCallback lcallback = new GroupManager.GroupLeftCallback(Groups_OnGroupLeft); Client.Groups.OnGroupLeft += lcallback; Client.Groups.LeaveGroup(currentGroup.ID); /* A.Biondi * TODO: modify GroupsCommand.cs * GroupsCommand.cs doesn't refresh the groups list until a new * CurrentGroupsCallback occurs, so if you'd issue the command * 'Groups' right after have left a group, it'll display still yet * the group you just left (unless you have 0 groups, because it * would force the refresh with Client.Groups.RequestCurrentGroups). */ GroupsEvent.WaitOne(30000, false); Client.Groups.OnGroupLeft -= lcallback; GroupsEvent.Reset(); if (leftGroup) return Client.ToString() + " has left the group " + groupName; return "failed to left the group " + groupName; } return Client.ToString() + " doesn't seem to be member of the group " + groupName; } return Client.ToString() + " doesn't seem member of any group"; }
public override string Execute(string[] args, UUID fromAgentID) { if (args.Length < 1) { return(Description); } groups.Clear(); string groupName = String.Empty; for (int i = 0; i < args.Length; i++) { groupName += args[i] + " "; } groupName = groupName.Trim(); GroupManager.CurrentGroupsCallback callback = new GroupManager.CurrentGroupsCallback(Groups_OnCurrentGroups); Client.Groups.OnCurrentGroups += callback; Client.Groups.RequestCurrentGroups(); GroupsEvent.WaitOne(30000, false); Client.Groups.OnCurrentGroups -= callback; GroupsEvent.Reset(); if (groups.Count > 0) { foreach (Group currentGroup in groups.Values) { if (currentGroup.Name.ToLower() == groupName.ToLower()) { GroupManager.GroupLeftCallback lcallback = new GroupManager.GroupLeftCallback(Groups_OnGroupLeft); Client.Groups.OnGroupLeft += lcallback; Client.Groups.LeaveGroup(currentGroup.ID); /* A.Biondi * TODO: modify GroupsCommand.cs * GroupsCommand.cs doesn't refresh the groups list until a new * CurrentGroupsCallback occurs, so if you'd issue the command * 'Groups' right after have left a group, it'll display still yet * the group you just left (unless you have 0 groups, because it * would force the refresh with Client.Groups.RequestCurrentGroups). */ GroupsEvent.WaitOne(30000, false); Client.Groups.OnGroupLeft -= lcallback; GroupsEvent.Reset(); if (leftGroup) { return(Client.ToString() + " has left the group " + groupName); } return("failed to left the group " + groupName); } } return(Client.ToString() + " doesn't seem to be member of the group " + groupName); } return(Client.ToString() + " doesn't seem member of any group"); }