Merge branch 'master' into presence-refactor

This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
This commit is contained in:
Melanie
2010-01-16 00:05:08 +00:00
56 changed files with 2913 additions and 531 deletions

View File

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.World
{
public class AccessModule : ISharedRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private List<Scene> m_SceneList = new List<Scene>();
public void Initialise(IConfigSource config)
{
MainConsole.Instance.Commands.AddCommand("access", true,
"login enable",
"login enable",
"Enable simulator logins",
String.Empty,
HandleLoginCommand);
MainConsole.Instance.Commands.AddCommand("access", true,
"login disable",
"login disable",
"Disable simulator logins",
String.Empty,
HandleLoginCommand);
MainConsole.Instance.Commands.AddCommand("access", true,
"login status",
"login status",
"Show login status",
String.Empty,
HandleLoginCommand);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "AccessModule"; }
}
public Type ReplaceableInterface
{
get { return null; }
}
public void AddRegion(Scene scene)
{
if (!m_SceneList.Contains(scene))
m_SceneList.Add(scene);
}
public void RemoveRegion(Scene scene)
{
m_SceneList.Remove(scene);
}
public void RegionLoaded(Scene scene)
{
}
public void HandleLoginCommand(string module, string[] cmd)
{
if ((Scene)MainConsole.Instance.ConsoleScene == null)
{
foreach (Scene s in m_SceneList)
{
if(!ProcessCommand(s, cmd))
break;
}
}
else
{
ProcessCommand((Scene)MainConsole.Instance.ConsoleScene, cmd);
}
}
bool ProcessCommand(Scene scene, string[] cmd)
{
if (cmd.Length < 2)
{
MainConsole.Instance.Output("Syntax: login enable|disable|status");
return false;
}
switch (cmd[1])
{
case "enable":
if (scene.LoginsDisabled)
MainConsole.Instance.Output(String.Format("Enabling logins for region {0}", scene.RegionInfo.RegionName));
scene.LoginsDisabled = false;
break;
case "disable":
if (!scene.LoginsDisabled)
MainConsole.Instance.Output(String.Format("Disabling logins for region {0}", scene.RegionInfo.RegionName));
scene.LoginsDisabled = true;
break;
case "status":
if (scene.LoginsDisabled)
MainConsole.Instance.Output(String.Format("Login in {0} are disabled", scene.RegionInfo.RegionName));
else
MainConsole.Instance.Output(String.Format("Login in {0} are enabled", scene.RegionInfo.RegionName));
break;
default:
MainConsole.Instance.Output("Syntax: login enable|disable|status");
return false;
}
return true;
}
}
}