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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.
- */
- #region Header
- // CMController.cs
- // User: bongiojp
- //
- #endregion Header
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Threading;
- using OpenMetaverse;
- using OpenSim;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Physics.Manager;
- using log4net;
- namespace OpenSim.Region.OptionalModules.ContentManagement
- {
- /// <summary>
- /// 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,
- /// 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.
- /// </summary>
- public class CMController
- {
- #region Static Fields
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- /// <value>
- /// The queue that keeps track of which actions have happened. The MainLoop thread eats through this queue.
- /// </value>
- private static OpenSim.Framework.BlockingQueue<Work> m_WorkQueue = new OpenSim.Framework.BlockingQueue<Work>();
- #endregion Static Fields
- #region Fields
- //bool init = false;
- int m_channel = -1;
- /// <value>
- /// The estate module is used to identify which clients are estateManagers. Presently, the controller only pays attention to estate managers.
- /// </value>
- IEstateModule m_estateModule = null;
- //These have to be global variables, threading doesn't allow for passing parameters. (Used in MainLoop)
- CMModel m_model = null;
- /// <value>
- /// A list of all the scenes that should be revisioned. Controller is the only class that keeps track of all scenes in the region.
- /// </value>
- Hashtable m_sceneList = Hashtable.Synchronized(new Hashtable());
- State m_state = State.NONE;
- Thread m_thread = null;
- CMView m_view = null;
- #endregion Fields
- #region Constructors
- /// <summary>
- /// Initializes a work thread with an initial scene. Additional scenes should be added through the RegisterNewRegion method.
- /// </summary>
- /// <param name="model">
- /// <see cref="CMModel"/>
- /// </param>
- /// <param name="view">
- /// <see cref="CMView"/>
- /// </param>
- /// <param name="scene">
- /// The first scene to keep track of. <see cref="Scene"/>
- /// </param>
- /// <param name="channel">
- /// The simchat channel number to listen to for instructions <see cref="System.Int32"/>
- /// </param>
- public CMController(CMModel model, CMView view, Scene scene, int channel)
- {
- m_model = model; m_view = view; m_channel = channel;
- RegisterNewRegion(scene);
- Initialize(model, view, scene, channel);
- }
- #endregion Constructors
- #region Private Methods
- //------------------------------------------------ EVENTS ----------------------------------------------------//
- // private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, LLUUID regionID)
- // {
- // }
- /// <summary>
- /// 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.
- /// </summary>
- private SceneObjectGroup GetGroupByPrim(uint localID)
- {
- foreach (Object currScene in m_sceneList.Values)
- {
- foreach (EntityBase ent in ((Scene)currScene).GetEntities())
- {
- if (ent is SceneObjectGroup)
- {
- if (((SceneObjectGroup)ent).HasChildPrim(localID))
- return (SceneObjectGroup)ent;
- }
- }
- }
- return null;
- }
- private void Initialize(CMModel model, CMView view, Scene scene, int channel)
- {
- lock (this)
- {
- m_estateModule = scene.RequestModuleInterface<IEstateModule>();
- m_thread = new Thread(MainLoop);
- m_thread.Name = "Content Management";
- m_thread.IsBackground = true;
- m_thread.Start();
- m_state = State.NONE;
- }
- }
- /// <summary>
- /// 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.
- /// </summary>
- private void MainLoop()
- {
- try
- {
- CMModel model = m_model; CMView view = m_view; int channel = m_channel;
- Work currentJob = new Work();
- while (true)
- {
- currentJob = m_WorkQueue.Dequeue();
- m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- DeQueued a request");
- m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- Work type: " + currentJob.Type);
- switch (currentJob.Type)
- {
- case WorkType.NONE:
- break;
- case WorkType.OBJECTATTRIBUTECHANGE:
- ObjectAttributeChanged(model, view, currentJob.LocalId);
- break;
- case WorkType.PRIMITIVEADDED:
- PrimitiveAdded(model, view, currentJob);
- break;
- case WorkType.OBJECTDUPLICATED:
- ObjectDuplicated(model, view, currentJob.LocalId);
- break;
- case WorkType.OBJECTKILLED:
- ObjectKilled(model, view, (SceneObjectGroup) currentJob.Data1);
- break;
- case WorkType.UNDODID:
- UndoDid(model, view, currentJob.UUID);
- break;
- case WorkType.NEWCLIENT:
- NewClient(view, (IClientAPI) currentJob.Data1);
- break;
- case WorkType.SIMCHAT:
- m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- Message received: " + ((OSChatMessage) currentJob.Data1).Message);
- SimChat(model, view, (OSChatMessage) currentJob.Data1, channel);
- break;
- default:
- m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- uuuuuuuuuh, what?");
- break;
- }
- }
- }
- catch (Exception e)
- {
- // TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
- m_log.ErrorFormat(
- "[CONTENT MANAGEMENT]: Content management thread terminating with exception. PLEASE REBOOT YOUR SIM - CONTENT MANAGEMENT WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
- e);
- }
- }
- /// <summary>
- /// Only called by the MainLoop. Updates the view of a new client with metaentities if diff-mode is currently enabled.
- /// </summary>
- private void NewClient(CMView view, IClientAPI client)
- {
- if ((m_state & State.SHOWING_CHANGES) > 0)
- view.SendMetaEntitiesToNewClient(client);
- }
- /// <summary>
- /// Only called by the MainLoop.
- /// </summary>
- private void ObjectAttributeChanged(CMModel model, CMView view, uint LocalId)
- {
- SceneObjectGroup group = null;
- if ((m_state & State.SHOWING_CHANGES) > 0)
- {
- group = GetGroupByPrim(LocalId);
- if (group != null)
- {
- view.DisplayAuras(model.UpdateNormalEntityEffects(group)); //Might be a normal entity (green aura)
- m_view.DisplayMetaEntity(group.UUID); //Might be a meta entity (blue aura)
- }
- }
- }
- /// <summary>
- /// Only called by the MainLoop. Displays new green auras over the newly created part when a part is shift copied.
- /// </summary>
- private void ObjectDuplicated(CMModel model, CMView view, uint localId)
- {
- if ((m_state & State.SHOWING_CHANGES) > 0)
- view.DisplayAuras(model.CheckForNewEntitiesMissingAuras(GetGroupByPrim(localId).Scene));
- }
- /// <summary>
- /// Only called by the MainLoop.
- /// </summary>
- private void ObjectKilled(CMModel model, CMView view, SceneObjectGroup group)
- {
- if ((m_state & State.SHOWING_CHANGES) > 0)
- {
- view.RemoveOrUpdateDeletedEntity(group);
- model.RemoveOrUpdateDeletedEntity(group);
- }
- }
- /// <summary>
- /// Only called by the MainLoop.
- /// </summary>
- private void PrimitiveAdded(CMModel model, CMView view, Work currentJob)
- {
- if ((m_state & State.SHOWING_CHANGES) > 0)
- {
- foreach (Object scene in m_sceneList.Values)
- m_view.DisplayAuras(model.CheckForNewEntitiesMissingAuras((Scene) scene));
- }
- }
- /// <summary>
- /// Only called by the MainLoop.
- /// </summary>
- private void UndoDid(CMModel model, CMView view, UUID uuid)
- {
- if ((m_state & State.SHOWING_CHANGES) > 0)
- {
- ContentManagementEntity ent = model.FindMetaEntityAffectedByUndo(uuid);
- if (ent != null)
- view.DisplayEntity(ent);
- }
- }
- #endregion Private Methods
- #region Protected Methods
- protected void GroupBeingDeleted(SceneObjectGroup group)
- {
- m_log.Debug("[CONTENT MANAGEMENT] Something was deleted!!!");
- Work moreWork = new Work();
- moreWork.Type = WorkType.OBJECTKILLED;
- moreWork.Data1 = group.Copy();
- m_WorkQueue.Enqueue(moreWork);
- }
- protected void ObjectDuplicated(uint localID, Vector3 offset, uint dupeFlags, UUID AgentID, UUID GroupID)
- {
- Work moreWork = new Work();
- moreWork.Type = WorkType.OBJECTDUPLICATED;
- moreWork.LocalId = localID;
- m_WorkQueue.Enqueue(moreWork);
- m_log.Debug("[CONTENT MANAGEMENT] dup queue");
- }
- protected void ObjectDuplicatedOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID,
- UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart,
- bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
- {
- Work moreWork = new Work();
- moreWork.Type = WorkType.OBJECTDUPLICATED;
- moreWork.LocalId = localID;
- m_WorkQueue.Enqueue(moreWork);
- m_log.Debug("[CONTENT MANAGEMENT] dup queue");
- }
- protected void OnNewClient(IClientAPI client)
- {
- Work moreWork = new Work();
- moreWork.Type = WorkType.NEWCLIENT;
- moreWork.Data1 = client;
- m_WorkQueue.Enqueue(moreWork);
- m_log.Debug("[CONTENT MANAGEMENT] new client");
- }
- protected void OnUnDid(IClientAPI remoteClient, UUID primId)
- {
- Work moreWork = new Work();
- moreWork.Type = WorkType.UNDODID;
- moreWork.UUID = primId;
- m_WorkQueue.Enqueue(moreWork);
- m_log.Debug("[CONTENT MANAGEMENT] undid");
- }
- /// <summary>
- /// Takes a list of scenes and forms a new orderd list according to the proximity of scenes to the second argument.
- /// </summary>
- protected static System.Collections.Generic.List<Scene> ScenesInOrderOfProximity(Hashtable sceneList, Scene scene)
- {
- int somethingAddedToList = 1;
- System.Collections.Generic.List<Scene> newList = new List<Scene>();
- newList.Add(scene);
- if (!sceneList.ContainsValue(scene))
- {
- foreach (Object sceneObj in sceneList)
- newList.Add((Scene) sceneObj);
- return newList;
- }
- while (somethingAddedToList > 0)
- {
- somethingAddedToList = 0;
- for (int i = 0; i < newList.Count; i++)
- {
- foreach (Object sceneObj in sceneList.Values)
- {
- if (newList[i].CheckNeighborRegion(((Scene)sceneObj).RegionInfo) && (!newList.Contains((Scene)sceneObj)))
- {
- newList.Add((Scene)sceneObj);
- somethingAddedToList++;
- }
- }
- }
- }
- foreach (Object sceneObj in sceneList.Values)
- if (!newList.Contains((Scene)sceneObj))
- newList.Add((Scene)sceneObj);
- return newList;
- }
- //This is stupid, the same information is contained in the first and second argument
- protected void SimChatSent(Object x, OSChatMessage e)
- {
- m_log.Debug("[CONTENT MANAGEMENT] SIMCHAT SENT !!!!!!!");
- m_log.Debug("[CONTENT MANAGEMENT] message was: " + e.Message);
- Work moreWork = new Work();
- moreWork.Type = WorkType.SIMCHAT;
- moreWork.Data1 = e;
- m_WorkQueue.Enqueue(moreWork);
- }
- /// <summary>
- /// Adds extra handlers to a number of events so that the controller can produce work based on the client's actions.
- /// </summary>
- protected void StartManaging(IClientAPI client)
- {
- m_log.Debug("[CONTENT MANAGEMENT] Registering channel with chat services.");
- // client.OnChatFromClient += SimChatSent;
- //init = true;
- OnNewClient(client);
- 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;
- 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
- }
- }
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