void result(const LLSD& content) { if ( gIMMgr) { LLFloaterIMPanel* floaterp = gIMMgr->findFloaterBySession(mSessionID); if (floaterp) { //we've accepted our invitation //and received a list of agents that were //currently in the session when the reply was sent //to us. Now, it is possible that there were some agents //to slip in/out between when that message was sent to us //and now. //the agent list updates we've received have been //accurate from the time we were added to the session //but unfortunately, our base that we are receiving here //may not be the most up to date. It was accurate at //some point in time though. floaterp->setSpeakers(content); //we now have our base of users in the session //that was accurate at some point, but maybe not now //so now we apply all of the udpates we've received //in case of race conditions floaterp->updateSpeakersList( gIMMgr->getPendingAgentListUpdates(mSessionID)); if ( mInvitiationType == LLIMMgr::INVITATION_TYPE_VOICE ) { floaterp->requestAutoConnect(); LLFloaterIMPanel::onClickStartCall(floaterp); // always open IM window when connecting to voice LLFloaterChatterBox::showInstance(TRUE); } else if ( mInvitiationType == LLIMMgr::INVITATION_TYPE_IMMEDIATE ) { LLFloaterChatterBox::showInstance(TRUE); } } gIMMgr->clearPendingAgentListUpdates(mSessionID); gIMMgr->clearPendingInvitation(mSessionID); } }
virtual void post( ResponsePtr responder, const LLSD& context, const LLSD& input) const { LLFloaterIMPanel* floaterp = gIMMgr->findFloaterBySession(input["body"]["session_id"].asUUID()); if (floaterp) { floaterp->updateSpeakersList( input["body"]); } else { //we don't have a floater yet..something went wrong //we are probably receiving an update here before //a start or an acceptance of an invitation. Race condition. gIMMgr->addPendingAgentListUpdates( input["body"]["session_id"].asUUID(), input["body"]); } }