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this is step 2 of 2 of the OpenSim.Region.Environment refactor.
NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
This commit is contained in:
@@ -0,0 +1,757 @@
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/*
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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 OpenSim 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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#region Header
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// CMController.cs
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// User: bongiojp
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//
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#endregion Header
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading;
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using OpenMetaverse;
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using OpenSim;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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using log4net;
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namespace OpenSim.Region.OptionalModules.ContentManagement
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{
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/// <summary>
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/// The controller in a Model-View-Controller framework. This controller catches actions by the avatars, creates work packets, loops through these work packets in a separate thread,
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/// then dictates to the model how the data should change and dictates to the view which data should be displayed. The main mechanism for interaction is through the simchat system.
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/// </summary>
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public class CMController
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{
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#region Static Fields
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <value>
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/// The queue that keeps track of which actions have happened. The MainLoop thread eats through this queue.
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/// </value>
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private static OpenSim.Framework.BlockingQueue<Work> m_WorkQueue = new OpenSim.Framework.BlockingQueue<Work>();
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#endregion Static Fields
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#region Fields
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//bool init = false;
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int m_channel = -1;
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/// <value>
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/// The estate module is used to identify which clients are estateManagers. Presently, the controller only pays attention to estate managers.
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/// </value>
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IEstateModule m_estateModule = null;
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//These have to be global variables, threading doesn't allow for passing parameters. (Used in MainLoop)
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CMModel m_model = null;
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/// <value>
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/// A list of all the scenes that should be revisioned. Controller is the only class that keeps track of all scenes in the region.
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/// </value>
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Hashtable m_sceneList = Hashtable.Synchronized(new Hashtable());
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State m_state = State.NONE;
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Thread m_thread = null;
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CMView m_view = null;
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#endregion Fields
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#region Constructors
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/// <summary>
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/// Initializes a work thread with an initial scene. Additional scenes should be added through the RegisterNewRegion method.
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/// </summary>
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/// <param name="model">
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/// <see cref="CMModel"/>
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/// </param>
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/// <param name="view">
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/// <see cref="CMView"/>
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/// </param>
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/// <param name="scene">
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/// The first scene to keep track of. <see cref="Scene"/>
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/// </param>
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/// <param name="channel">
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/// The simchat channel number to listen to for instructions <see cref="System.Int32"/>
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/// </param>
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public CMController(CMModel model, CMView view, Scene scene, int channel)
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{
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m_model = model; m_view = view; m_channel = channel;
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RegisterNewRegion(scene);
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Initialize(model, view, scene, channel);
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}
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#endregion Constructors
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#region Private Methods
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//------------------------------------------------ EVENTS ----------------------------------------------------//
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// private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, LLUUID regionID)
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// {
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// }
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/// <summary>
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/// Searches in all scenes for a SceneObjectGroup that contains a part with a specific localID. If found, the object is returned. Else null is returned.
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/// </summary>
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private SceneObjectGroup GetGroupByPrim(uint localID)
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{
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foreach (Object currScene in m_sceneList.Values)
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{
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foreach (EntityBase ent in ((Scene)currScene).GetEntities())
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{
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup)ent).HasChildPrim(localID))
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return (SceneObjectGroup)ent;
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}
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}
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}
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return null;
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}
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private void Initialize(CMModel model, CMView view, Scene scene, int channel)
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{
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lock (this)
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{
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m_estateModule = scene.RequestModuleInterface<IEstateModule>();
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m_thread = new Thread(MainLoop);
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m_thread.Name = "Content Management";
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m_thread.IsBackground = true;
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m_thread.Start();
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ThreadTracker.Add(m_thread);
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m_state = State.NONE;
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}
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}
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/// <summary>
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/// Run in a thread of its own. A endless loop that consumes (or blocks on) and work queue. Thw work queue is filled through client actions.
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/// </summary>
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private void MainLoop()
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{
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try
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{
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CMModel model = m_model; CMView view = m_view; int channel = m_channel;
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Work currentJob = new Work();
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while (true)
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{
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currentJob = m_WorkQueue.Dequeue();
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m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- DeQueued a request");
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m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- Work type: " + currentJob.Type);
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switch (currentJob.Type)
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{
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case WorkType.NONE:
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break;
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case WorkType.OBJECTATTRIBUTECHANGE:
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ObjectAttributeChanged(model, view, currentJob.LocalId);
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break;
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case WorkType.PRIMITIVEADDED:
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PrimitiveAdded(model, view, currentJob);
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break;
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case WorkType.OBJECTDUPLICATED:
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ObjectDuplicated(model, view, currentJob.LocalId);
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break;
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case WorkType.OBJECTKILLED:
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ObjectKilled(model, view, (SceneObjectGroup) currentJob.Data1);
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break;
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case WorkType.UNDODID:
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UndoDid(model, view, currentJob.UUID);
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break;
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case WorkType.NEWCLIENT:
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NewClient(view, (IClientAPI) currentJob.Data1);
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break;
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case WorkType.SIMCHAT:
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m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- Message received: " + ((OSChatMessage) currentJob.Data1).Message);
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SimChat(model, view, (OSChatMessage) currentJob.Data1, channel);
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break;
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default:
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m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- uuuuuuuuuh, what?");
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break;
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}
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}
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}
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catch (Exception e)
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{
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// TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
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m_log.ErrorFormat(
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"[CONTENT MANAGEMENT]: Content management thread terminating with exception. PLEASE REBOOT YOUR SIM - CONTENT MANAGEMENT WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
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e);
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}
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}
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/// <summary>
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/// Only called by the MainLoop. Updates the view of a new client with metaentities if diff-mode is currently enabled.
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/// </summary>
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private void NewClient(CMView view, IClientAPI client)
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{
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if ((m_state & State.SHOWING_CHANGES) > 0)
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view.SendMetaEntitiesToNewClient(client);
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}
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/// <summary>
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/// Only called by the MainLoop.
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/// </summary>
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private void ObjectAttributeChanged(CMModel model, CMView view, uint LocalId)
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{
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SceneObjectGroup group = null;
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if ((m_state & State.SHOWING_CHANGES) > 0)
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{
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group = GetGroupByPrim(LocalId);
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if (group != null)
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{
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view.DisplayAuras(model.UpdateNormalEntityEffects(group)); //Might be a normal entity (green aura)
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m_view.DisplayMetaEntity(group.UUID); //Might be a meta entity (blue aura)
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}
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}
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}
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/// <summary>
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/// Only called by the MainLoop. Displays new green auras over the newly created part when a part is shift copied.
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/// </summary>
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private void ObjectDuplicated(CMModel model, CMView view, uint localId)
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{
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if ((m_state & State.SHOWING_CHANGES) > 0)
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view.DisplayAuras(model.CheckForNewEntitiesMissingAuras(GetGroupByPrim(localId).Scene));
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}
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/// <summary>
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/// Only called by the MainLoop.
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/// </summary>
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private void ObjectKilled(CMModel model, CMView view, SceneObjectGroup group)
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{
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if ((m_state & State.SHOWING_CHANGES) > 0)
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{
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view.RemoveOrUpdateDeletedEntity(group);
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model.RemoveOrUpdateDeletedEntity(group);
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}
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}
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/// <summary>
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/// Only called by the MainLoop.
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/// </summary>
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private void PrimitiveAdded(CMModel model, CMView view, Work currentJob)
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{
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if ((m_state & State.SHOWING_CHANGES) > 0)
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{
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foreach (Object scene in m_sceneList.Values)
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m_view.DisplayAuras(model.CheckForNewEntitiesMissingAuras((Scene) scene));
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}
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}
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/// <summary>
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/// Only called by the MainLoop.
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/// </summary>
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private void UndoDid(CMModel model, CMView view, UUID uuid)
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{
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if ((m_state & State.SHOWING_CHANGES) > 0)
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{
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ContentManagementEntity ent = model.FindMetaEntityAffectedByUndo(uuid);
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if (ent != null)
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view.DisplayEntity(ent);
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}
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}
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#endregion Private Methods
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#region Protected Methods
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protected void GroupBeingDeleted(SceneObjectGroup group)
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{
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m_log.Debug("[CONTENT MANAGEMENT] Something was deleted!!!");
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Work moreWork = new Work();
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moreWork.Type = WorkType.OBJECTKILLED;
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moreWork.Data1 = group.Copy();
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m_WorkQueue.Enqueue(moreWork);
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}
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protected void ObjectDuplicated(uint localID, Vector3 offset, uint dupeFlags, UUID AgentID, UUID GroupID)
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{
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Work moreWork = new Work();
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moreWork.Type = WorkType.OBJECTDUPLICATED;
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moreWork.LocalId = localID;
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m_WorkQueue.Enqueue(moreWork);
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m_log.Debug("[CONTENT MANAGEMENT] dup queue");
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}
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protected void ObjectDuplicatedOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID,
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UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart,
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bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
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{
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Work moreWork = new Work();
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moreWork.Type = WorkType.OBJECTDUPLICATED;
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moreWork.LocalId = localID;
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m_WorkQueue.Enqueue(moreWork);
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m_log.Debug("[CONTENT MANAGEMENT] dup queue");
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}
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protected void OnNewClient(IClientAPI client)
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{
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Work moreWork = new Work();
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moreWork.Type = WorkType.NEWCLIENT;
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moreWork.Data1 = client;
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m_WorkQueue.Enqueue(moreWork);
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m_log.Debug("[CONTENT MANAGEMENT] new client");
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}
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protected void OnUnDid(IClientAPI remoteClient, UUID primId)
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{
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Work moreWork = new Work();
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moreWork.Type = WorkType.UNDODID;
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moreWork.UUID = primId;
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m_WorkQueue.Enqueue(moreWork);
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m_log.Debug("[CONTENT MANAGEMENT] undid");
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}
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/// <summary>
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/// Takes a list of scenes and forms a new orderd list according to the proximity of scenes to the second argument.
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/// </summary>
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protected static System.Collections.Generic.List<Scene> ScenesInOrderOfProximity(Hashtable sceneList, Scene scene)
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{
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int somethingAddedToList = 1;
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System.Collections.Generic.List<Scene> newList = new List<Scene>();
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newList.Add(scene);
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if (!sceneList.ContainsValue(scene))
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{
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foreach (Object sceneObj in sceneList)
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newList.Add((Scene) sceneObj);
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return newList;
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}
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while (somethingAddedToList > 0)
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{
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somethingAddedToList = 0;
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for (int i = 0; i < newList.Count; i++)
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{
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foreach (Object sceneObj in sceneList.Values)
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{
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if (newList[i].CheckNeighborRegion(((Scene)sceneObj).RegionInfo) && (!newList.Contains((Scene)sceneObj)))
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{
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newList.Add((Scene)sceneObj);
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somethingAddedToList++;
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}
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}
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}
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}
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foreach (Object sceneObj in sceneList.Values)
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if (!newList.Contains((Scene)sceneObj))
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newList.Add((Scene)sceneObj);
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return newList;
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}
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//This is stupid, the same information is contained in the first and second argument
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protected void SimChatSent(Object x, OSChatMessage e)
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{
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m_log.Debug("[CONTENT MANAGEMENT] SIMCHAT SENT !!!!!!!");
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m_log.Debug("[CONTENT MANAGEMENT] message was: " + e.Message);
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Work moreWork = new Work();
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moreWork.Type = WorkType.SIMCHAT;
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moreWork.Data1 = e;
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m_WorkQueue.Enqueue(moreWork);
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}
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/// <summary>
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/// Adds extra handlers to a number of events so that the controller can produce work based on the client's actions.
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/// </summary>
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||||
protected void StartManaging(IClientAPI client)
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{
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m_log.Debug("[CONTENT MANAGEMENT] Registering channel with chat services.");
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||||
// client.OnChatFromClient += SimChatSent;
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||||
//init = true;
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||||
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||||
OnNewClient(client);
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||||
m_log.Debug("[CONTENT MANAGEMENT] Adding handlers to client.");
|
||||
client.OnUpdatePrimScale += UpdateSingleScale;
|
||||
client.OnUpdatePrimGroupScale += UpdateMultipleScale;
|
||||
client.OnUpdatePrimGroupPosition += UpdateMultiplePosition;
|
||||
client.OnUpdatePrimSinglePosition += UpdateSinglePosition;
|
||||
client.OnUpdatePrimGroupRotation += UpdateMultipleRotation;
|
||||
client.OnUpdatePrimSingleRotation += UpdateSingleRotation;
|
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client.OnAddPrim += UpdateNewParts;
|
||||
client.OnObjectDuplicate += ObjectDuplicated;
|
||||
client.OnObjectDuplicateOnRay += ObjectDuplicatedOnRay;
|
||||
client.OnUndo += OnUnDid;
|
||||
//client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
protected void StopManaging(UUID clientUUID)
|
||||
{
|
||||
foreach (Object sceneobj in m_sceneList.Values)
|
||||
{
|
||||
ScenePresence presence = ((Scene)sceneobj).GetScenePresence(clientUUID);
|
||||
if (presence != null)
|
||||
{
|
||||
IClientAPI client = presence.ControllingClient;
|
||||
m_log.Debug("[CONTENT MANAGEMENT] Unregistering channel with chat services.");
|
||||
// client.OnChatFromViewer -= SimChatSent;
|
||||
|
||||
m_log.Debug("[CONTENT MANAGEMENT] Removing handlers to client");
|
||||
client.OnUpdatePrimScale -= UpdateSingleScale;
|
||||
client.OnUpdatePrimGroupScale -= UpdateMultipleScale;
|
||||
client.OnUpdatePrimGroupPosition -= UpdateMultiplePosition;
|
||||
client.OnUpdatePrimSinglePosition -= UpdateSinglePosition;
|
||||
client.OnUpdatePrimGroupRotation -= UpdateMultipleRotation;
|
||||
client.OnUpdatePrimSingleRotation -= UpdateSingleRotation;
|
||||
client.OnAddPrim -= UpdateNewParts;
|
||||
client.OnObjectDuplicate -= ObjectDuplicated;
|
||||
client.OnObjectDuplicateOnRay -= ObjectDuplicatedOnRay;
|
||||
client.OnUndo -= OnUnDid;
|
||||
//client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void UpdateMultiplePosition(uint localID, Vector3 pos, IClientAPI remoteClient)
|
||||
{
|
||||
Work moreWork = new Work();
|
||||
moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
|
||||
moreWork.LocalId = localID;
|
||||
m_WorkQueue.Enqueue(moreWork);
|
||||
m_log.Debug("[CONTENT MANAGEMENT] pos");
|
||||
}
|
||||
|
||||
protected void UpdateMultipleRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
|
||||
{
|
||||
Work moreWork = new Work();
|
||||
moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
|
||||
moreWork.LocalId = localID;
|
||||
m_WorkQueue.Enqueue(moreWork);
|
||||
m_log.Debug("[CONTENT MANAGEMENT] rot");
|
||||
}
|
||||
|
||||
protected void UpdateMultipleScale(uint localID, Vector3 scale, IClientAPI remoteClient)
|
||||
{
|
||||
Work moreWork = new Work();
|
||||
moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
|
||||
moreWork.LocalId = localID;
|
||||
m_WorkQueue.Enqueue(moreWork);
|
||||
m_log.Debug("[CONTENT MANAGEMENT]scale");
|
||||
}
|
||||
|
||||
protected void UpdateNewParts(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
|
||||
byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
|
||||
byte RayEndIsIntersection)
|
||||
{
|
||||
Work moreWork = new Work();
|
||||
moreWork.Type = WorkType.PRIMITIVEADDED;
|
||||
moreWork.UUID = ownerID;
|
||||
m_WorkQueue.Enqueue(moreWork);
|
||||
m_log.Debug("[CONTENT MANAGEMENT] new parts");
|
||||
}
|
||||
|
||||
protected void UpdateSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient)
|
||||
{
|
||||
Work moreWork = new Work();
|
||||
moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
|
||||
moreWork.LocalId = localID;
|
||||
m_WorkQueue.Enqueue(moreWork);
|
||||
m_log.Debug("[CONTENT MANAGEMENT] move");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
protected void UpdateSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
|
||||
{
|
||||
Work moreWork = new Work();
|
||||
moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
|
||||
moreWork.LocalId = localID;
|
||||
m_WorkQueue.Enqueue(moreWork);
|
||||
m_log.Debug("[CONTENT MANAGEMENT] rot");
|
||||
}
|
||||
|
||||
protected void UpdateSingleScale(uint localID, Vector3 scale, IClientAPI remoteClient)
|
||||
{
|
||||
Work moreWork = new Work();
|
||||
moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
|
||||
moreWork.LocalId = localID;
|
||||
m_WorkQueue.Enqueue(moreWork);
|
||||
m_log.Debug("[CONTENT MANAGEMENT] scale");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only called from within the SimChat method.
|
||||
/// </summary>
|
||||
protected void commit(string message, Scene scene, CMModel model, CMView view)
|
||||
{
|
||||
System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity(m_sceneList, scene);
|
||||
|
||||
string[] args = message.Split(new char[] {' '});
|
||||
|
||||
char[] logMessage = {' '};
|
||||
if (args.Length > 1)
|
||||
{
|
||||
logMessage = new char[message.Length - (args[0].Length)];
|
||||
message.CopyTo(args[0].Length, logMessage, 0, message.Length - (args[0].Length));
|
||||
}
|
||||
|
||||
m_log.Debug("[CONTENT MANAGEMENT] Saving terrain and objects of region.");
|
||||
foreach (Scene currScene in proximitySceneList)
|
||||
{
|
||||
model.CommitRegion(currScene, new String(logMessage));
|
||||
view.SendSimChatMessage(scene, "Region Saved Successfully: " + currScene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
view.SendSimChatMessage(scene, "Successfully saved all regions.");
|
||||
m_state |= State.DIRTY;
|
||||
|
||||
if ((m_state & State.SHOWING_CHANGES) > 0) //DISPLAY NEW CHANGES INSTEAD OF OLD CHANGES
|
||||
{
|
||||
view.SendSimChatMessage(scene, "Updating differences between new revision and current environment.");
|
||||
//Hide objects from users and Forget about them
|
||||
view.HideAllMetaEntities();
|
||||
view.HideAllAuras();
|
||||
model.DeleteAllMetaObjects();
|
||||
|
||||
//Recreate them from backend files
|
||||
foreach (Scene currScene in proximitySceneList)
|
||||
{
|
||||
model.UpdateCMEntities(currScene);
|
||||
view.SendSimChatMessage(scene, "Finished updating differences between current scene and last revision: " + currScene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
//Display new objects to users1
|
||||
view.DisplayRecentChanges();
|
||||
view.SendSimChatMessage(scene, "Finished updating for DIFF-MODE.");
|
||||
m_state &= ~(State.DIRTY);
|
||||
m_state |= State.SHOWING_CHANGES;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only called from within the SimChat method.
|
||||
/// </summary>
|
||||
protected void diffmode(Scene scene, CMModel model, CMView view)
|
||||
{
|
||||
System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity(m_sceneList, scene);
|
||||
|
||||
if ((m_state & State.SHOWING_CHANGES) > 0) // TURN OFF
|
||||
{
|
||||
view.SendSimChatMessage(scene, "Hiding all meta objects.");
|
||||
view.HideAllMetaEntities();
|
||||
view.HideAllAuras();
|
||||
view.SendSimChatMessage(scene, "Diff-mode = OFF");
|
||||
|
||||
m_state &= ~State.SHOWING_CHANGES;
|
||||
return;
|
||||
}
|
||||
else // TURN ON
|
||||
{
|
||||
if ((m_state & State.DIRTY) != 0 || m_state == State.NONE)
|
||||
{
|
||||
view.SendSimChatMessage(scene, "Hiding meta objects and replacing with latest revision");
|
||||
//Hide objects from users and Forget about them
|
||||
view.HideAllMetaEntities();
|
||||
view.HideAllAuras();
|
||||
model.DeleteAllMetaObjects();
|
||||
//Recreate them from backend files
|
||||
foreach (Object currScene in m_sceneList.Values)
|
||||
model.UpdateCMEntities((Scene) currScene);
|
||||
}
|
||||
else if ((m_state & State.DIRTY) != 0) {
|
||||
view.SendSimChatMessage(scene, "Forming list of meta entities with latest revision");
|
||||
foreach (Scene currScene in proximitySceneList)
|
||||
model.UpdateCMEntities(currScene);
|
||||
}
|
||||
|
||||
view.SendSimChatMessage(scene, "Displaying differences between last revision and current environment");
|
||||
foreach (Scene currScene in proximitySceneList)
|
||||
model.CheckForNewEntitiesMissingAuras(currScene);
|
||||
view.DisplayRecentChanges();
|
||||
|
||||
view.SendSimChatMessage(scene, "Diff-mode = ON");
|
||||
m_state |= State.SHOWING_CHANGES;
|
||||
m_state &= ~State.DIRTY;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only called from within the SimChat method. Hides all auras and meta entities,
|
||||
/// retrieves the current scene object list with the most recent revision retrieved from the model for each scene,
|
||||
/// then lets the view update the clients of the new objects.
|
||||
/// </summary>
|
||||
protected void rollback(Scene scene, CMModel model, CMView view)
|
||||
{
|
||||
if ((m_state & State.SHOWING_CHANGES) > 0)
|
||||
{
|
||||
view.HideAllAuras();
|
||||
view.HideAllMetaEntities();
|
||||
}
|
||||
|
||||
System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity(m_sceneList, scene);
|
||||
foreach (Scene currScene in proximitySceneList)
|
||||
model.RollbackRegion(currScene);
|
||||
|
||||
if ((m_state & State.DIRTY) != 0)
|
||||
{
|
||||
model.DeleteAllMetaObjects();
|
||||
foreach (Scene currScene in proximitySceneList)
|
||||
model.UpdateCMEntities(currScene);
|
||||
}
|
||||
|
||||
if ((m_state & State.SHOWING_CHANGES) > 0)
|
||||
view.DisplayRecentChanges();
|
||||
}
|
||||
|
||||
#endregion Protected Methods
|
||||
|
||||
#region Public Methods
|
||||
|
||||
/// <summary>
|
||||
/// Register a new scene object to keep track of for revisioning. Starts the controller monitoring actions of clients within the given scene.
|
||||
/// </summary>
|
||||
/// <param name="scene">
|
||||
/// A <see cref="Scene"/>
|
||||
/// </param>
|
||||
public void RegisterNewRegion(Scene scene)
|
||||
{
|
||||
m_sceneList.Add(scene.RegionInfo.RegionID, scene);
|
||||
|
||||
m_log.Debug("[CONTENT MANAGEMENT] Registering new region: " + scene.RegionInfo.RegionID);
|
||||
m_log.Debug("[CONTENT MANAGEMENT] Initializing Content Management System.");
|
||||
|
||||
scene.EventManager.OnNewClient += StartManaging;
|
||||
scene.EventManager.OnChatFromClient += SimChatSent;
|
||||
scene.EventManager.OnRemovePresence += StopManaging;
|
||||
// scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
|
||||
scene.EventManager.OnObjectBeingRemovedFromScene += GroupBeingDeleted;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only called by the MainLoop. Takes the message from a user sent to the channel and executes the proper command.
|
||||
/// </summary>
|
||||
public void SimChat(CMModel model, CMView view, OSChatMessage e, int channel)
|
||||
{
|
||||
if (e.Channel != channel)
|
||||
return;
|
||||
if (e.Sender == null)
|
||||
return;
|
||||
|
||||
m_log.Debug("[CONTENT MANAGEMENT] Message received: " + e.Message);
|
||||
|
||||
IClientAPI client = e.Sender;
|
||||
Scene scene = (Scene) e.Scene;
|
||||
string message = e.Message;
|
||||
string[] args = e.Message.Split(new char[] {' '});
|
||||
|
||||
ScenePresence avatar = scene.GetScenePresence(client.AgentId);
|
||||
|
||||
if (!(m_estateModule.IsManager(avatar.UUID)))
|
||||
{
|
||||
m_log.Debug("[CONTENT MANAGEMENT] Message sent from non Estate Manager ... ignoring.");
|
||||
view.SendSimChatMessage(scene, "You must be an estate manager to perform that action.");
|
||||
return;
|
||||
}
|
||||
|
||||
switch (args[0])
|
||||
{
|
||||
case "ci":
|
||||
case "commit":
|
||||
commit(message, scene, model, view);
|
||||
break;
|
||||
case "dm":
|
||||
case "diff-mode":
|
||||
diffmode(scene, model, view);
|
||||
break;
|
||||
case "rb":
|
||||
case "rollback":
|
||||
rollback(scene, model, view);
|
||||
break;
|
||||
case "help":
|
||||
m_view.DisplayHelpMenu(scene);
|
||||
break;
|
||||
default:
|
||||
view.SendSimChatMessage(scene, "Command not found: " + args[0]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Public Methods
|
||||
|
||||
#region Other
|
||||
|
||||
/// <value>
|
||||
/// Used to keep track of whether a list has been produced yet and whether that list is up-to-date compard to latest revision on disk.
|
||||
/// </value>
|
||||
[Flags]
|
||||
private enum State
|
||||
{
|
||||
NONE = 0,
|
||||
DIRTY = 1, // The meta entities may not correctly represent the last revision.
|
||||
SHOWING_CHANGES = 1<<1 // The meta entities are being shown to user.
|
||||
}
|
||||
|
||||
/// <value>
|
||||
/// The structure that defines the basic unit of work which is produced when a user sends commands to the ContentMangaementSystem.
|
||||
/// </value>
|
||||
private struct Work
|
||||
{
|
||||
#region Fields
|
||||
|
||||
public Object Data1; //Just space for holding data.
|
||||
public Object Data2; //Just more space for holding data.
|
||||
public uint LocalId; //Convenient
|
||||
public WorkType Type;
|
||||
public UUID UUID; //Convenient
|
||||
|
||||
#endregion Fields
|
||||
}
|
||||
|
||||
/// <value>
|
||||
/// Identifies what the data in struct Work should be used for.
|
||||
/// </value>
|
||||
private enum WorkType
|
||||
{
|
||||
NONE,
|
||||
OBJECTATTRIBUTECHANGE,
|
||||
PRIMITIVEADDED,
|
||||
OBJECTDUPLICATED,
|
||||
OBJECTKILLED,
|
||||
UNDODID,
|
||||
NEWCLIENT,
|
||||
SIMCHAT
|
||||
}
|
||||
|
||||
#endregion Other
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user