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https://github.com/opensim/opensim.git
synced 2026-08-01 06:06:06 +08:00
refactor some common code in RegionModulesControllerPlugin
also some minor doc changes in BareBonesNonSharedModule
This commit is contained in:
@@ -62,7 +62,7 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
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new List<ISharedRegionModule>();
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#region IApplicationPlugin implementation
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public void Initialise (OpenSimBase openSim)
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{
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m_openSim = openSim;
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@@ -91,66 +91,24 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
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{
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if (node.Type.GetInterface(typeof(ISharedRegionModule).ToString()) != null)
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{
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// Get the config string
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string moduleString =
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modulesConfig.GetString("Setup_" + node.Id, String.Empty);
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// We have a selector
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if (moduleString != String.Empty)
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if (CheckModuleEnabled(node, modulesConfig))
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{
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// Allow disabling modules even if they don't have
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// support for it
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if (moduleString == "disabled")
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continue;
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// Split off port, if present
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string[] moduleParts = moduleString.Split(new char[] { '/' }, 2);
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// Format is [port/][class]
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string className = moduleParts[0];
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if (moduleParts.Length > 1)
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className = moduleParts[1];
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// Match the class name if given
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if (className != String.Empty &&
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node.Type.ToString() != className)
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continue;
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m_log.DebugFormat("[REGIONMODULES]: Found shared region module {0}, class {1}", node.Id, node.Type);
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m_sharedModules.Add(node);
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}
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m_log.DebugFormat("[REGIONMODULES]: Found shared region module {0}, class {1}", node.Id, node.Type);
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m_sharedModules.Add(node);
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}
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else if (node.Type.GetInterface(typeof(INonSharedRegionModule).ToString()) != null)
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{
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// Get the config string
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string moduleString =
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modulesConfig.GetString("Setup_" + node.Id, String.Empty);
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// We have a selector
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if (moduleString != String.Empty)
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if (CheckModuleEnabled(node, modulesConfig))
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{
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// Allow disabling modules even if they don't have
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// support for it
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if (moduleString == "disabled")
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continue;
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// Split off port, if present
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string[] moduleParts = moduleString.Split(new char[] { '/' }, 2);
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// Format is [port/][class]
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string className = moduleParts[0];
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if (moduleParts.Length > 1)
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className = moduleParts[1];
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// Match the class name if given
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if (className != String.Empty &&
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node.Type.ToString() != className)
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continue;
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m_log.DebugFormat("[REGIONMODULES]: Found non-shared region module {0}, class {1}", node.Id, node.Type);
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m_nonSharedModules.Add(node);
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}
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m_log.DebugFormat("[REGIONMODULES]: Found non-shared region module {0}, class {1}", node.Id, node.Type);
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m_nonSharedModules.Add(node);
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}
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else
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{
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m_log.DebugFormat("[REGIONMODULES]: Found unknown type of module {0}, class {1}", node.Id, node.Type);
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}
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}
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// Load and init the module. We try a constructor with a port
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@@ -197,8 +155,6 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
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m_sharedInstances.Add(module);
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module.Initialise(m_openSim.ConfigSource.Source);
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}
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}
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public void PostInitialise ()
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@@ -210,7 +166,6 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
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{
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module.PostInitialise();
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}
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}
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#endregion
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@@ -244,7 +199,6 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
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#endregion
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public string Version
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{
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get
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@@ -262,6 +216,42 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
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}
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#region IRegionModulesController implementation
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/// <summary>
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/// Check that the given module is no disabled in the [Modules] section of the config files.
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/// </summary>
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/// <param name="node"></param>
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/// <param name="modulesConfig">The config section</param>
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/// <returns>true if the module is enabled, false if it is disabled</returns>
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protected bool CheckModuleEnabled(TypeExtensionNode node, IConfig modulesConfig)
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{
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// Get the config string
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string moduleString =
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modulesConfig.GetString("Setup_" + node.Id, String.Empty);
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// We have a selector
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if (moduleString != String.Empty)
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{
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// Allow disabling modules even if they don't have
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// support for it
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if (moduleString == "disabled")
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return false;
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// Split off port, if present
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string[] moduleParts = moduleString.Split(new char[] { '/' }, 2);
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// Format is [port/][class]
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string className = moduleParts[0];
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if (moduleParts.Length > 1)
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className = moduleParts[1];
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// Match the class name if given
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if (className != String.Empty &&
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node.Type.ToString() != className)
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return false;
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}
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return true;
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}
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// The root of all evil.
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// This is where we handle adding the modules to scenes when they
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