The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions.
114 lines
4.3 KiB
C#
114 lines
4.3 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenMetaverse;
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namespace OpenSim.Framework
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{
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[Serializable]
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public class GridInstantMessage
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{
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public Guid fromAgentID;
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public string fromAgentName;
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public Guid toAgentID;
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public byte dialog;
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public bool fromGroup;
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public string message;
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public Guid imSessionID;
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public byte offline;
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public Vector3 Position;
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public byte[] binaryBucket;
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public uint ParentEstateID;
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public Guid RegionID;
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public uint timestamp;
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public GridInstantMessage()
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{
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binaryBucket = new byte[0];
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}
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public GridInstantMessage(GridInstantMessage im, bool addTimestamp)
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{
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fromAgentID = im.fromAgentID;
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fromAgentName = im.fromAgentName;
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toAgentID = im.toAgentID;
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dialog = im.dialog;
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fromGroup = im.fromGroup;
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message = im.message;
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imSessionID = im.imSessionID;
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offline = im.offline;
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Position = im.Position;
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binaryBucket = im.binaryBucket;
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RegionID = im.RegionID;
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if (addTimestamp)
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timestamp = (uint)Util.UnixTimeSinceEpoch();
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}
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public GridInstantMessage(IScene scene, UUID _fromAgentID,
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string _fromAgentName, UUID _toAgentID,
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byte _dialog, bool _fromGroup, string _message,
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UUID _imSessionID, bool _offline, Vector3 _position,
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byte[] _binaryBucket, bool addTimestamp)
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{
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fromAgentID = _fromAgentID.Guid;
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fromAgentName = _fromAgentName;
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toAgentID = _toAgentID.Guid;
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dialog = _dialog;
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fromGroup = _fromGroup;
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message = _message;
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imSessionID = _imSessionID.Guid;
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if (_offline)
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offline = 1;
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else
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offline = 0;
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Position = _position;
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binaryBucket = _binaryBucket;
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if (scene != null)
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{
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ParentEstateID = scene.RegionInfo.EstateSettings.ParentEstateID;
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RegionID = scene.RegionInfo.RegionSettings.RegionUUID.Guid;
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}
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if (addTimestamp)
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timestamp = (uint)Util.UnixTimeSinceEpoch();
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}
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public GridInstantMessage(IScene scene, UUID _fromAgentID,
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string _fromAgentName, UUID _toAgentID, byte _dialog,
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string _message, bool _offline,
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Vector3 _position) : this(scene, _fromAgentID, _fromAgentName,
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_toAgentID, _dialog, false, _message,
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_fromAgentID ^ _toAgentID, _offline, _position, new byte[0], true)
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{
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}
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}
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}
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