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WebSocketEchoModule.cs
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27 
28 using System;
29 using System.Collections.Generic;
30 using System.Reflection;
31 using OpenSim.Framework.Servers;
32 using Mono.Addins;
33 using log4net;
34 using Nini.Config;
35 using OpenSim.Region.Framework.Interfaces;
36 using OpenSim.Region.Framework.Scenes;
37 
38 using OpenSim.Framework.Servers.HttpServer;
39 
40 
41 namespace OpenSim.Region.OptionalModules.WebSocketEchoModule
42 {
43 
44  [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "WebSocketEchoModule")]
46  {
47  private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48 
49  private bool enabled;
50  public string Name { get { return "WebSocketEchoModule"; } }
51 
52  public Type ReplaceableInterface { get { return null; } }
53 
54 
55  private HashSet<WebSocketHttpServerHandler> _activeHandlers = new HashSet<WebSocketHttpServerHandler>();
56 
57  public void Initialise(IConfigSource pConfig)
58  {
59  enabled = (pConfig.Configs["WebSocketEcho"] != null);
60 // if (enabled)
61 // m_log.DebugFormat("[WebSocketEchoModule]: INITIALIZED MODULE");
62  }
63 
67  public void PostInitialise()
68  {
69  if (enabled)
70  MainServer.Instance.AddWebSocketHandler("/echo", WebSocketHandlerCallback);
71  }
72 
73  // This gets called by BaseHttpServer and gives us an opportunity to set things on the WebSocket handler before we turn it on
74  public void WebSocketHandlerCallback(string path, WebSocketHttpServerHandler handler)
75  {
76  SubscribeToEvents(handler);
77  handler.SetChunksize(8192);
78  handler.NoDelay_TCP_Nagle = true;
79  handler.HandshakeAndUpgrade();
80  }
81 
82  //These are our normal events
84  {
85  handler.OnClose += HandlerOnOnClose;
86  handler.OnText += HandlerOnOnText;
87  handler.OnUpgradeCompleted += HandlerOnOnUpgradeCompleted;
88  handler.OnData += HandlerOnOnData;
89  handler.OnPong += HandlerOnOnPong;
90  }
91 
93  {
94  handler.OnClose -= HandlerOnOnClose;
95  handler.OnText -= HandlerOnOnText;
96  handler.OnUpgradeCompleted -= HandlerOnOnUpgradeCompleted;
97  handler.OnData -= HandlerOnOnData;
98  handler.OnPong -= HandlerOnOnPong;
99  }
100 
101  private void HandlerOnOnPong(object sender, PongEventArgs pongdata)
102  {
103  m_log.Info("[WebSocketEchoModule]: Got a pong.. ping time: " + pongdata.PingResponseMS);
104  }
105 
106  private void HandlerOnOnData(object sender, WebsocketDataEventArgs data)
107  {
109  obj.SendData(data.Data);
110  m_log.Info("[WebSocketEchoModule]: We received a bunch of ugly non-printable bytes");
111  obj.SendPingCheck();
112  }
113 
114 
115  private void HandlerOnOnUpgradeCompleted(object sender, UpgradeCompletedEventArgs completeddata)
116  {
118  _activeHandlers.Add(obj);
119  }
120 
121  private void HandlerOnOnText(object sender, WebsocketTextEventArgs text)
122  {
124  obj.SendMessage(text.Data);
125  m_log.Info("[WebSocketEchoModule]: We received this: " + text.Data);
126  }
127 
128  // Remove the references to our handler
129  private void HandlerOnOnClose(object sender, CloseEventArgs closedata)
130  {
132  UnSubscribeToEvents(obj);
133 
134  lock (_activeHandlers)
135  _activeHandlers.Remove(obj);
136  obj.Dispose();
137  }
138 
139  // Shutting down.. so shut down all sockets.
140  // Note.. this should be done outside of an ienumerable if you're also hook to the close event.
141  public void Close()
142  {
143  if (!enabled)
144  return;
145 
146  // We convert this to a for loop so we're not in in an IEnumerable when the close
147  //call triggers an event which then removes item from _activeHandlers that we're enumerating
148  WebSocketHttpServerHandler[] items = new WebSocketHttpServerHandler[_activeHandlers.Count];
149  _activeHandlers.CopyTo(items);
150 
151  for (int i = 0; i < items.Length; i++)
152  {
153  items[i].Close(string.Empty);
154  items[i].Dispose();
155  }
156  _activeHandlers.Clear();
157  MainServer.Instance.RemoveWebSocketHandler("/echo");
158  }
159 
160  public void AddRegion(Scene scene)
161  {
162 // m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName);
163  }
164 
165  public void RemoveRegion(Scene scene)
166  {
167 // m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
168  }
169 
170  public void RegionLoaded(Scene scene)
171  {
172 // m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} LOADED", scene.RegionInfo.RegionName);
173  }
174  }
175 }
void AddRegion(Scene scene)
This is called whenever a Scene is added. For shared modules, this can happen several times...
This class implements websockets. It grabs the network context from C::Webserver and utilizes it dire...
void RegionLoaded(Scene scene)
This will be called once for every scene loaded. In a shared module this will be multiple times in on...
void PostInitialise()
This method sets up the callback to WebSocketHandlerCallback below when a HTTPRequest comes in for /e...
void Initialise(IConfigSource pConfig)
This is called to initialize the region module. For shared modules, this is called exactly once...
void WebSocketHandlerCallback(string path, WebSocketHttpServerHandler handler)
void RemoveRegion(Scene scene)
This is called whenever a Scene is removed. For shared modules, this can happen several times...
Interactive OpenSim region server
Definition: OpenSim.cs:55