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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.IO;
- using System.Reflection;
- using System.Security;
- using System.Text;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.CoreModules.World.Estate
- {
- /// <summary>
- /// Estate management console commands.
- /// </summary>
- public class EstateManagementCommands
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- protected EstateManagementModule m_module;
-
- protected Commander m_commander = new Commander("estate");
-
- public EstateManagementCommands(EstateManagementModule module)
- {
- m_module = module;
- }
-
- public void Initialise()
- {
- m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
-
- m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
- "set terrain texture <number> <uuid> [<x>] [<y>]",
- "Sets the terrain <number> to <uuid>, if <x> or <y> are specified, it will only " +
- "set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
- " that coordinate.",
- consoleSetTerrainTexture);
- m_module.Scene.AddCommand("Regions", m_module, "set terrain heights",
- "set terrain heights <corner> <min> <max> [<x>] [<y>]",
- "Sets the terrain texture heights on corner #<corner> to <min>/<max>, if <x> or <y> are specified, it will only " +
- "set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
- " that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3, all corners = -1.",
- consoleSetTerrainHeights);
- m_module.Scene.AddCommand(
- "Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand);
- }
-
- public void Close() {}
-
- protected void consoleSetTerrainTexture(string module, string[] args)
- {
- string num = args[3];
- string uuid = args[4];
- int x = (args.Length > 5 ? int.Parse(args[5]) : -1);
- int y = (args.Length > 6 ? int.Parse(args[6]) : -1);
- if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x)
- {
- if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y)
- {
- int corner = int.Parse(num);
- UUID texture = UUID.Parse(uuid);
- m_log.Debug("[ESTATEMODULE]: Setting terrain textures for " + m_module.Scene.RegionInfo.RegionName +
- string.Format(" (C#{0} = {1})", corner, texture));
- switch (corner)
- {
- case 0:
- m_module.Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture;
- break;
- case 1:
- m_module.Scene.RegionInfo.RegionSettings.TerrainTexture2 = texture;
- break;
- case 2:
- m_module.Scene.RegionInfo.RegionSettings.TerrainTexture3 = texture;
- break;
- case 3:
- m_module.Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture;
- break;
- }
-
- m_module.Scene.RegionInfo.RegionSettings.Save();
- m_module.TriggerRegionInfoChange();
- m_module.sendRegionHandshakeToAll();
- }
- }
- }
-
- protected void consoleSetTerrainHeights(string module, string[] args)
- {
- string num = args[3];
- string min = args[4];
- string max = args[5];
- int x = (args.Length > 6 ? int.Parse(args[6]) : -1);
- int y = (args.Length > 7 ? int.Parse(args[7]) : -1);
- if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x)
- {
- if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y)
- {
- int corner = int.Parse(num);
- float lowValue = float.Parse(min, Culture.NumberFormatInfo);
- float highValue = float.Parse(max, Culture.NumberFormatInfo);
- m_log.Debug("[ESTATEMODULE]: Setting terrain heights " + m_module.Scene.RegionInfo.RegionName +
- string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue));
- switch (corner)
- {
- case -1:
- m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
- break;
- case 0:
- m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue;
- break;
- case 1:
- m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue;
- break;
- case 2:
- m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue;
- break;
- case 3:
- m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue;
- m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
- break;
- }
-
- m_module.Scene.RegionInfo.RegionSettings.Save();
- m_module.TriggerRegionInfoChange();
- m_module.sendRegionHandshakeToAll();
- }
- }
- }
-
- protected void ShowEstatesCommand(string module, string[] cmd)
- {
- StringBuilder report = new StringBuilder();
- RegionInfo ri = m_module.Scene.RegionInfo;
- EstateSettings es = ri.EstateSettings;
-
- report.AppendFormat("Estate information for region {0}\n", ri.RegionName);
- report.AppendFormat(
- "{0,-20} {1,-7} {2,-20}\n",
- "Estate Name",
- "ID",
- "Owner");
-
- report.AppendFormat(
- "{0,-20} {1,-7} {2,-20}\n",
- es.EstateName, es.EstateID, m_module.UserManager.GetUserName(es.EstateOwner));
-
- MainConsole.Instance.Output(report.ToString());
- }
- }
- }
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