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1/**
2 * @file llcompilequeue.cpp
3 * @brief LLCompileQueueData class implementation
4 *
5 * Copyright (c) 2002-2007, Linden Research, Inc.
6 *
7 * The source code in this file ("Source Code") is provided by Linden Lab
8 * to you under the terms of the GNU General Public License, version 2.0
9 * ("GPL"), unless you have obtained a separate licensing agreement
10 * ("Other License"), formally executed by you and Linden Lab. Terms of
11 * the GPL can be found in doc/GPL-license.txt in this distribution, or
12 * online at http://secondlife.com/developers/opensource/gplv2
13 *
14 * There are special exceptions to the terms and conditions of the GPL as
15 * it is applied to this Source Code. View the full text of the exception
16 * in the file doc/FLOSS-exception.txt in this software distribution, or
17 * online at http://secondlife.com/developers/opensource/flossexception
18 *
19 * By copying, modifying or distributing this software, you acknowledge
20 * that you have read and understood your obligations described above,
21 * and agree to abide by those obligations.
22 *
23 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
24 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
25 * COMPLETENESS OR PERFORMANCE.
26 */
27
28/**
29 *
30 * Implementation of the script queue which keeps an array of object
31 * UUIDs and manipulates all of the scripts on each of them.
32 *
33 */
34
35
36#include "llviewerprecompiledheaders.h"
37
38#include "llcompilequeue.h"
39
40#include "llagent.h"
41#include "llchat.h"
42#include "llviewerwindow.h"
43#include "llcallbacklist.h"
44#include "llviewerobject.h"
45#include "llviewerobjectlist.h"
46#include "llviewerregion.h"
47#include "lscript_rt_interface.h"
48#include "llviewercontrol.h"
49#include "llviewerobject.h"
50#include "llviewerregion.h"
51#include "llresmgr.h"
52#include "llbutton.h"
53#include "lldir.h"
54#include "llfloaterchat.h"
55#include "llviewerstats.h"
56#include "llvieweruictrlfactory.h"
57
58// XUI:translate
59
60///----------------------------------------------------------------------------
61/// Local function declarations, constants, enums, and typedefs
62///----------------------------------------------------------------------------
63
64// XUI:translate
65const char* COMPILE_QUEUE_TITLE = "Recompilation Progress";
66const char* COMPILE_START_STRING = "recompile";
67const char* RESET_QUEUE_TITLE = "Reset Progress";
68const char* RESET_START_STRING = "reset";
69const char* RUN_QUEUE_TITLE = "Set Running Progress";
70const char* RUN_START_STRING = "set running";
71const char* NOT_RUN_QUEUE_TITLE = "Set Not Running Progress";
72const char* NOT_RUN_START_STRING = "set not running";
73
74struct LLCompileQueueData
75{
76 LLUUID mQueueID;
77 LLUUID mOldAssetID;
78 LLCompileQueueData(const LLUUID& q_id, const LLUUID& old_asset_id) :
79 mQueueID(q_id), mOldAssetID(old_asset_id) {}
80};
81
82struct LLScriptQueueData
83{
84 LLUUID mQueueID;
85 LLString mScriptName;
86 LLScriptQueueData(const LLUUID& q_id, const char* name) :
87 mQueueID(q_id), mScriptName(name) {}
88};
89
90///----------------------------------------------------------------------------
91/// Class LLFloaterScriptQueue
92///----------------------------------------------------------------------------
93
94// static
95LLMap<LLUUID, LLFloaterScriptQueue*> LLFloaterScriptQueue::sInstances;
96
97
98// Default constructor
99LLFloaterScriptQueue::LLFloaterScriptQueue(const std::string& name,
100 const LLRect& rect,
101 const char* title,
102 const char* start_string) :
103 LLFloater(name, rect, title,
104 RESIZE_YES, DEFAULT_MIN_WIDTH, DEFAULT_MIN_HEIGHT,
105 DRAG_ON_TOP, MINIMIZE_YES, CLOSE_YES)
106{
107
108 gUICtrlFactory->buildFloater(this,"floater_script_queue.xml");
109
110 childSetAction("close",onCloseBtn,this);
111 childSetEnabled("close",FALSE);
112
113 setTitle(title);
114
115 if (!getHost())
116 {
117 LLRect curRect = getRect();
118 translate(rect.mLeft - curRect.mLeft, rect.mTop - curRect.mTop);
119 }
120
121 mStartString = start_string;
122 mDone = FALSE;
123 sInstances.addData(mID, this);
124}
125
126// Destroys the object
127LLFloaterScriptQueue::~LLFloaterScriptQueue()
128{
129 sInstances.removeData(mID);
130}
131
132// find an instance by ID. Return NULL if it does not exist.
133// static
134LLFloaterScriptQueue* LLFloaterScriptQueue::findInstance(const LLUUID& id)
135{
136 if(sInstances.checkData(id))
137 {
138 return sInstances.getData(id);
139 }
140 return NULL;
141}
142
143
144// This is the callback method for the viewer object currently being
145// worked on.
146// NOT static, virtual!
147void LLFloaterScriptQueue::inventoryChanged(LLViewerObject* viewer_object,
148 InventoryObjectList* inv,
149 S32,
150 void* q_id)
151{
152 llinfos << "LLFloaterScriptQueue::inventoryChanged() for object "
153 << viewer_object->getID() << llendl;
154
155 //Remove this listener from the object since its
156 //listener callback is now being executed.
157
158 //We remove the listener here because the function
159 //removeVOInventoryListener removes the listener from a ViewerObject
160 //which it internally stores.
161
162 //If we call this further down in the function, calls to handleInventory
163 //and nextObject may update the interally stored viewer object causing
164 //the removal of the incorrect listener from an incorrect object.
165
166 //Fixes SL-6119:Recompile scripts fails to complete
167 removeVOInventoryListener();
168
169 if (viewer_object && inv && (viewer_object->getID() == mCurrentObjectID) )
170 {
171 handleInventory(viewer_object, inv);
172 }
173 else
174 {
175 // something went wrong...
176 // note that we're not working on this one, and move onto the
177 // next object in the list.
178 llwarns << "No inventory for " << mCurrentObjectID
179 << llendl;
180 nextObject();
181 }
182}
183
184
185// static
186void LLFloaterScriptQueue::onCloseBtn(void* user_data)
187{
188 LLFloaterScriptQueue* self = (LLFloaterScriptQueue*)user_data;
189 self->close();
190}
191
192void LLFloaterScriptQueue::addObject(const LLUUID& id)
193{
194 mObjectIDs.put(id);
195}
196
197BOOL LLFloaterScriptQueue::start()
198{
199 //llinfos << "LLFloaterCompileQueue::start()" << llendl;
200 char buffer[MAX_STRING];
201 sprintf(buffer, "Starting %s of %d items.", mStartString, mObjectIDs.count());
202
203 LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
204 list->addSimpleItem(buffer);
205
206 return nextObject();
207}
208
209BOOL LLFloaterScriptQueue::isDone() const
210{
211 return (mCurrentObjectID.isNull() && (mObjectIDs.count() == 0));
212}
213
214// go to the next object. If no objects left, it falls out silently
215// and waits to be killed by the window being closed.
216BOOL LLFloaterScriptQueue::nextObject()
217{
218 S32 count;
219 BOOL successful_start = FALSE;
220 do
221 {
222 count = mObjectIDs.count();
223 llinfos << "LLFloaterScriptQueue::nextObject() - " << count
224 << " objects left to process." << llendl;
225 mCurrentObjectID.setNull();
226 if(count > 0)
227 {
228 successful_start = popNext();
229 }
230 llinfos << "LLFloaterScriptQueue::nextObject() "
231 << (successful_start ? "successful" : "unsuccessful")
232 << llendl;
233 } while((mObjectIDs.count() > 0) && !successful_start);
234 if(isDone() && !mDone)
235 {
236
237 LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
238
239 mDone = TRUE;
240 char buffer[MAX_STRING];
241 sprintf(buffer, "Done.");
242 list->addSimpleItem(buffer);
243 childSetEnabled("close",TRUE);
244 }
245 return successful_start;
246}
247
248// returns true if the queue has started, otherwise false. This
249// method pops the top object off of the queue.
250BOOL LLFloaterScriptQueue::popNext()
251{
252 // get the first element off of the container, and attempt to get
253 // the inventory.
254 BOOL rv = FALSE;
255 S32 count = mObjectIDs.count();
256 if(mCurrentObjectID.isNull() && (count > 0))
257 {
258 mCurrentObjectID = mObjectIDs.get(0);
259 llinfos << "LLFloaterScriptQueue::popNext() - mCurrentID: "
260 << mCurrentObjectID << llendl;
261 mObjectIDs.remove(0);
262 LLViewerObject* obj = gObjectList.findObject(mCurrentObjectID);
263 if(obj)
264 {
265 llinfos << "LLFloaterScriptQueue::popNext() requesting inv for "
266 << mCurrentObjectID << llendl;
267 LLUUID* id = new LLUUID(mID);
268 registerVOInventoryListener(obj,id);
269 requestVOInventory();
270 rv = TRUE;
271 }
272 }
273 return rv;
274}
275
276
277///----------------------------------------------------------------------------
278/// Class LLFloaterCompileQueue
279///----------------------------------------------------------------------------
280
281// static
282LLFloaterCompileQueue* LLFloaterCompileQueue::create()
283{
284 S32 left, top;
285 gFloaterView->getNewFloaterPosition(&left, &top);
286 LLRect rect = gSavedSettings.getRect("CompileOutputRect");
287 rect.translate(left - rect.mLeft, top - rect.mTop);
288 LLFloaterCompileQueue* new_queue = new LLFloaterCompileQueue("queue",
289 rect);
290 new_queue->open();
291 return new_queue;
292}
293
294LLFloaterCompileQueue::LLFloaterCompileQueue(const std::string& name, const LLRect& rect)
295: LLFloaterScriptQueue(name, rect, COMPILE_QUEUE_TITLE, COMPILE_START_STRING)
296{ }
297
298LLFloaterCompileQueue::~LLFloaterCompileQueue()
299{
300}
301
302void LLFloaterCompileQueue::handleInventory(LLViewerObject *viewer_object,
303 InventoryObjectList* inv)
304{
305 // find all of the lsl, leaving off duplicates. We'll remove
306 // all matching asset uuids on compilation success.
307
308 typedef std::map<LLUUID, LLPointer<LLInventoryItem> > uuid_item_map;
309 uuid_item_map asset_item_map;
310
311 InventoryObjectList::const_iterator it = inv->begin();
312 InventoryObjectList::const_iterator end = inv->end();
313 for ( ; it != end; ++it)
314 {
315 if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
316 {
317 LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
318 // Check permissions before allowing the user to retrieve data.
319 if (item->getPermissions().allowModifyBy(gAgent.getID()) &&
320 item->getPermissions().allowCopyBy(gAgent.getID()) )
321 {
322 LLPointer<LLViewerInventoryItem> script = new LLViewerInventoryItem(item);
323 mCurrentScripts.put(script);
324
325 if (!asset_item_map.count(item->getAssetUUID()))
326 {
327 // No entry, put in an entry for this supposedly permissive script
328 asset_item_map[item->getAssetUUID()] = item;
329 }
330 }
331 }
332 }
333
334 if (asset_item_map.empty())
335 {
336 // There are no scripts in this object. move on.
337 nextObject();
338 }
339 else
340 {
341 // request all of the assets.
342 uuid_item_map::iterator iter;
343 for(iter = asset_item_map.begin(); iter != asset_item_map.end(); iter++)
344 {
345 LLInventoryItem *itemp = iter->second;
346 LLScriptQueueData* datap = new LLScriptQueueData(getID(), itemp->getName().c_str());
347
348 //llinfos << "ITEM NAME 2: " << names.get(i) << llendl;
349 gAssetStorage->getInvItemAsset(viewer_object->getRegion()->getHost(),
350 gAgent.getID(),
351 gAgent.getSessionID(),
352 itemp->getPermissions().getOwner(),
353 viewer_object->getID(),
354 itemp->getUUID(),
355 itemp->getAssetUUID(),
356 itemp->getType(),
357 LLFloaterCompileQueue::scriptArrived,
358 (void*)datap);
359 }
360 }
361}
362
363
364// This is the callback for when each script arrives
365// static
366void LLFloaterCompileQueue::scriptArrived(LLVFS *vfs, const LLUUID& asset_id,
367 LLAssetType::EType type,
368 void* user_data, S32 status)
369{
370 llinfos << "LLFloaterCompileQueue::scriptArrived()" << llendl;
371 LLScriptQueueData* data = (LLScriptQueueData*)user_data;
372 if(!data) return;
373 LLFloaterCompileQueue* queue = static_cast<LLFloaterCompileQueue*>
374 (LLFloaterScriptQueue::findInstance(data->mQueueID));
375 char buffer[MAX_STRING];
376 buffer[0] = '\0';
377 if(queue && (0 == status))
378 {
379 //llinfos << "ITEM NAME 3: " << data->mScriptName << llendl;
380
381 // Dump this into a file on the local disk so we can compile it.
382 char filename[LL_MAX_PATH] = "";
383 LLVFile file(vfs, asset_id, type);
384 char uuid_str[UUID_STR_LENGTH];
385 asset_id.toString(uuid_str);
386 sprintf(filename,"%s.%s",gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_str).c_str(),LLAssetType::lookup(type));
387
388 FILE *fp = LLFile::fopen(filename, "wb");
389 if (fp)
390 {
391 const S32 buf_size = 65536;
392 U8 copy_buf[buf_size];
393 while (file.read(copy_buf, buf_size))
394 {
395 if (fwrite(copy_buf, file.getLastBytesRead(), 1, fp) < 1)
396 {
397 // return a bad file error if we can't write the whole thing
398 status = LL_ERR_CANNOT_OPEN_FILE;
399 }
400 }
401
402 fclose(fp);
403 }
404
405 // It's now in the file, now compile it.
406 sprintf(buffer, "Downloaded, now compiling '%s'.", data->mScriptName.c_str());
407 queue->compile(filename, asset_id);
408
409 // Delete it after we're done compiling?
410 LLFile::remove(filename);
411 }
412 else
413 {
414 if( gViewerStats )
415 {
416 gViewerStats->incStat( LLViewerStats::ST_DOWNLOAD_FAILED );
417 }
418
419 if( LL_ERR_ASSET_REQUEST_NOT_IN_DATABASE == status )
420 {
421 LLChat chat("Script not found on server.");
422 LLFloaterChat::addChat(chat);
423 sprintf(buffer, "Problem downloading %s.",
424 data->mScriptName.c_str());
425 }
426 else if (LL_ERR_INSUFFICIENT_PERMISSIONS == status)
427 {
428 LLChat chat("Insufficient permissions to download a script.");
429 LLFloaterChat::addChat(chat);
430 sprintf(buffer, "Insufficient permissions for '%s'.",
431 data->mScriptName.c_str());
432 }
433 else
434 {
435 sprintf(buffer, "Unknown failure to download %s.",
436 data->mScriptName.c_str());
437 }
438
439 llwarns << "Problem downloading script asset." << llendl;
440 if(queue) queue->removeItemByAssetID(asset_id);
441 }
442 if(queue)
443 {
444 LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(queue, "queue output");
445 list->addSimpleItem(buffer);
446 }
447 delete data;
448}
449
450// static
451void LLFloaterCompileQueue::onSaveTextComplete(const LLUUID& asset_id, void* user_data, S32 status) // StoreAssetData callback (fixed)
452{
453 llinfos << "LLFloaterCompileQueue::onSaveTextComplete()" << llendl;
454 if (status)
455 {
456 llwarns << "Unable to save text for script." << llendl;
457 LLString::format_map_t args;
458 args["[REASON]"] = std::string(LLAssetStorage::getErrorString(status));
459 gViewerWindow->alertXml("CompileQueueSaveText", args);
460 }
461}
462
463// static
464void LLFloaterCompileQueue::onSaveBytecodeComplete(const LLUUID& asset_id, void* user_data, S32 status) // StoreAssetData callback (fixed)
465{
466 llinfos << "LLFloaterCompileQueue::onSaveBytecodeComplete()" << llendl;
467 LLCompileQueueData* data = (LLCompileQueueData*)user_data;
468 LLFloaterCompileQueue* queue = static_cast<LLFloaterCompileQueue*>
469 (LLFloaterScriptQueue::findInstance(data->mQueueID));
470 if(queue && (0 == status) && data)
471 {
472 queue->updateAssetID(data->mOldAssetID, asset_id);
473 queue->saveItemByAssetID(asset_id);
474 queue->removeItemByAssetID(asset_id);
475 }
476 else
477 {
478 llwarns << "Unable to save bytecode for script." << llendl;
479 LLStringBase<char>::format_map_t args;
480 args["[REASON]"] = std::string(LLAssetStorage::getErrorString(status));
481 gViewerWindow->alertXml("CompileQueueSaveBytecode", args);
482 }
483 delete data;
484 data = NULL;
485}
486
487// compile the file given and save it out.
488void LLFloaterCompileQueue::compile(const char* filename,
489 const LLUUID& asset_id)
490{
491 LLUUID new_asset_id;
492 LLTransactionID tid;
493 tid.generate();
494 new_asset_id = tid.makeAssetID(gAgent.getSecureSessionID());
495
496 char uuid_string[UUID_STR_LENGTH];
497 new_asset_id.toString(uuid_string);
498 char dst_filename[LL_MAX_PATH];
499 sprintf(dst_filename, "%s.lso", gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_string).c_str());
500 char err_filename[LL_MAX_PATH];
501 sprintf(err_filename, "%s.out", gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_string).c_str());
502
503 gAssetStorage->storeAssetData(filename, tid,
504 LLAssetType::AT_LSL_TEXT,
505 &onSaveTextComplete, NULL, FALSE);
506 if(!lscript_compile(filename, dst_filename, err_filename, gAgent.isGodlike()))
507 {
508 llwarns << "compile failed" << llendl;
509 removeItemByAssetID(asset_id);
510 }
511 else
512 {
513 llinfos << "compile successful." << llendl;
514 // Save the bytecode
515 LLCompileQueueData* data = new LLCompileQueueData(mID, asset_id);
516 gAssetStorage->storeAssetData(dst_filename, tid,
517 LLAssetType::AT_LSL_BYTECODE,
518 &onSaveBytecodeComplete,
519 (void*)data, FALSE);
520 }
521}
522
523void LLFloaterCompileQueue::removeItemByAssetID(const LLUUID& asset_id)
524{
525 llinfos << "LLFloaterCompileQueue::removeItemByAssetID()" << llendl;
526 for(S32 i = 0; i < mCurrentScripts.count(); )
527 {
528 if(asset_id == mCurrentScripts.get(i)->getAssetUUID())
529 {
530 mCurrentScripts.remove(i);
531 }
532 else
533 {
534 ++i;
535 }
536 }
537 if(mCurrentScripts.count() == 0)
538 {
539 nextObject();
540 }
541}
542
543void LLFloaterCompileQueue::saveItemByAssetID(const LLUUID& asset_id)
544{
545 llinfos << "LLFloaterCompileQueue::saveItemByAssetID()" << llendl;
546 LLViewerObject* viewer_object = gObjectList.findObject(mCurrentObjectID);
547 if(viewer_object)
548 {
549 S32 count = mCurrentScripts.count();
550 for(S32 i = 0; i < count; ++i)
551 {
552 if(asset_id == mCurrentScripts.get(i)->getAssetUUID())
553 {
554 // *FIX: this auto-resets active to TRUE. That might
555 // be a bad idea.
556 viewer_object->saveScript(mCurrentScripts.get(i), TRUE, false);
557 }
558 }
559 }
560 else
561 {
562 llwarns << "Unable to finish save!" << llendl;
563 }
564}
565
566// find old_asst_id, and set the asset id to new_asset_id
567void LLFloaterCompileQueue::updateAssetID(const LLUUID& old_asset_id,
568 const LLUUID& new_asset_id)
569{
570 S32 count = mCurrentScripts.count();
571 for(S32 i = 0; i < count; ++i)
572 {
573 if(old_asset_id == mCurrentScripts.get(i)->getAssetUUID())
574 {
575 mCurrentScripts.get(i)->setAssetUUID(new_asset_id);
576 }
577 }
578}
579
580///----------------------------------------------------------------------------
581/// Class LLFloaterResetQueue
582///----------------------------------------------------------------------------
583
584// static
585LLFloaterResetQueue* LLFloaterResetQueue::create()
586{
587 S32 left, top;
588 gFloaterView->getNewFloaterPosition(&left, &top);
589 LLRect rect = gSavedSettings.getRect("CompileOutputRect");
590 rect.translate(left - rect.mLeft, top - rect.mTop);
591 LLFloaterResetQueue* new_queue = new LLFloaterResetQueue("queue",
592 rect);
593 new_queue->open();
594 return new_queue;
595}
596
597LLFloaterResetQueue::LLFloaterResetQueue(const std::string& name, const LLRect& rect)
598: LLFloaterScriptQueue(name, rect, RESET_QUEUE_TITLE, RESET_START_STRING)
599{ }
600
601LLFloaterResetQueue::~LLFloaterResetQueue()
602{
603}
604
605void LLFloaterResetQueue::handleInventory(LLViewerObject* viewer_obj,
606 InventoryObjectList* inv)
607{
608 // find all of the lsl, leaving off duplicates. We'll remove
609 // all matching asset uuids on compilation success.
610 LLDynamicArray<const char*> names;
611
612 InventoryObjectList::const_iterator it = inv->begin();
613 InventoryObjectList::const_iterator end = inv->end();
614 for ( ; it != end; ++it)
615 {
616 if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
617 {
618 LLViewerObject* object = gObjectList.findObject(viewer_obj->getID());
619
620 if (object)
621 {
622 LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
623 LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
624 char buffer[MAX_STRING];
625 sprintf(buffer, "Resetting '%s'.", item->getName().c_str());
626 list->addSimpleItem(buffer);
627 LLMessageSystem* msg = gMessageSystem;
628 msg->newMessageFast(_PREHASH_ScriptReset);
629 msg->nextBlockFast(_PREHASH_AgentData);
630 msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
631 msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
632 msg->nextBlockFast(_PREHASH_Script);
633 msg->addUUIDFast(_PREHASH_ObjectID, viewer_obj->getID());
634 msg->addUUIDFast(_PREHASH_ItemID, (*it)->getUUID());
635 msg->sendReliable(object->getRegion()->getHost());
636 }
637 }
638 }
639
640 nextObject();
641}
642
643///----------------------------------------------------------------------------
644/// Class LLFloaterRunQueue
645///----------------------------------------------------------------------------
646
647// static
648LLFloaterRunQueue* LLFloaterRunQueue::create()
649{
650 S32 left, top;
651 gFloaterView->getNewFloaterPosition(&left, &top);
652 LLRect rect = gSavedSettings.getRect("CompileOutputRect");
653 rect.translate(left - rect.mLeft, top - rect.mTop);
654 LLFloaterRunQueue* new_queue = new LLFloaterRunQueue("queue",
655 rect);
656 new_queue->open();
657 return new_queue;
658}
659
660LLFloaterRunQueue::LLFloaterRunQueue(const std::string& name, const LLRect& rect)
661: LLFloaterScriptQueue(name, rect, RUN_QUEUE_TITLE, RUN_START_STRING)
662{ }
663
664LLFloaterRunQueue::~LLFloaterRunQueue()
665{
666}
667
668void LLFloaterRunQueue::handleInventory(LLViewerObject* viewer_obj,
669 InventoryObjectList* inv)
670{
671 // find all of the lsl, leaving off duplicates. We'll remove
672 // all matching asset uuids on compilation success.
673 LLDynamicArray<const char*> names;
674
675 InventoryObjectList::const_iterator it = inv->begin();
676 InventoryObjectList::const_iterator end = inv->end();
677 for ( ; it != end; ++it)
678 {
679 if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
680 {
681 LLViewerObject* object = gObjectList.findObject(viewer_obj->getID());
682
683 if (object)
684 {
685 LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
686 LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
687 char buffer[MAX_STRING];
688 sprintf(buffer, "Running '%s'.", item->getName().c_str());
689 list->addSimpleItem(buffer);
690
691 LLMessageSystem* msg = gMessageSystem;
692 msg->newMessageFast(_PREHASH_SetScriptRunning);
693 msg->nextBlockFast(_PREHASH_AgentData);
694 msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
695 msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
696 msg->nextBlockFast(_PREHASH_Script);
697 msg->addUUIDFast(_PREHASH_ObjectID, viewer_obj->getID());
698 msg->addUUIDFast(_PREHASH_ItemID, (*it)->getUUID());
699 msg->addBOOLFast(_PREHASH_Running, TRUE);
700 msg->sendReliable(object->getRegion()->getHost());
701 }
702 }
703 }
704
705 nextObject();
706}
707
708///----------------------------------------------------------------------------
709/// Class LLFloaterNotRunQueue
710///----------------------------------------------------------------------------
711
712// static
713LLFloaterNotRunQueue* LLFloaterNotRunQueue::create()
714{
715 S32 left, top;
716 gFloaterView->getNewFloaterPosition(&left, &top);
717 LLRect rect = gSavedSettings.getRect("CompileOutputRect");
718 rect.translate(left - rect.mLeft, top - rect.mTop);
719 LLFloaterNotRunQueue* new_queue = new LLFloaterNotRunQueue("queue",
720 rect);
721 new_queue->open();
722 return new_queue;
723}
724
725LLFloaterNotRunQueue::LLFloaterNotRunQueue(const std::string& name, const LLRect& rect)
726: LLFloaterScriptQueue(name, rect, NOT_RUN_QUEUE_TITLE, NOT_RUN_START_STRING)
727{ }
728
729LLFloaterNotRunQueue::~LLFloaterNotRunQueue()
730{
731}
732
733void LLFloaterNotRunQueue::handleInventory(LLViewerObject* viewer_obj,
734 InventoryObjectList* inv)
735{
736 // find all of the lsl, leaving off duplicates. We'll remove
737 // all matching asset uuids on compilation success.
738 LLDynamicArray<const char*> names;
739
740 InventoryObjectList::const_iterator it = inv->begin();
741 InventoryObjectList::const_iterator end = inv->end();
742 for ( ; it != end; ++it)
743 {
744 if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
745 {
746 LLViewerObject* object = gObjectList.findObject(viewer_obj->getID());
747
748 if (object)
749 {
750 LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
751 LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
752 char buffer[MAX_STRING];
753 sprintf(buffer, "Not running '%s'.", item->getName().c_str());
754 list->addSimpleItem(buffer);
755
756 LLMessageSystem* msg = gMessageSystem;
757 msg->newMessageFast(_PREHASH_SetScriptRunning);
758 msg->nextBlockFast(_PREHASH_AgentData);
759 msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
760 msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
761 msg->nextBlockFast(_PREHASH_Script);
762 msg->addUUIDFast(_PREHASH_ObjectID, viewer_obj->getID());
763 msg->addUUIDFast(_PREHASH_ItemID, (*it)->getUUID());
764 msg->addBOOLFast(_PREHASH_Running, FALSE);
765 msg->sendReliable(object->getRegion()->getHost());
766 }
767 }
768 }
769
770 nextObject();
771}
772
773///----------------------------------------------------------------------------
774/// Local function definitions
775///----------------------------------------------------------------------------