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/**
* @file llcompilequeue.h
* @brief LLCompileQueue class header file
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#ifndef LL_LLCOMPILEQUEUE_H
#define LL_LLCOMPILEQUEUE_H
#include "lldarray.h"
#include "llinventory.h"
#include "llviewerobject.h"
#include "llvoinventorylistener.h"
#include "llmap.h"
#include "lluuid.h"
#include "llfloater.h"
#include "llscrolllistctrl.h"
#include "llviewerinventory.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterScriptQueue
//
// This class provides a mechanism of adding objects to a list that
// will go through and execute action for the scripts on each object. The
// objects will be accessed serially and the scripts may be
// manipulated in parallel. For example, selecting two objects each
// with three scripts will result in the first object having all three
// scripts manipulated.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterScriptQueue : public LLFloater, public LLVOInventoryListener
{
public:
// addObject() accepts an object id.
void addObject(const LLUUID& id);
// start() returns TRUE if the queue has started, otherwise FALSE.
BOOL start();
// find an instance by ID. Return NULL if it does not exist.
static LLFloaterScriptQueue* findInstance(const LLUUID& id);
protected:
LLFloaterScriptQueue(const std::string& name, const LLRect& rect,
const std::string& title, const std::string& start_string);
virtual ~LLFloaterScriptQueue();
// This is the callback method for the viewer object currently
// being worked on.
/*virtual*/ void inventoryChanged(LLViewerObject* obj,
InventoryObjectList* inv,
S32 serial_num,
void* queue);
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv) = 0;
static void onCloseBtn(void* user_data);
// returns true if this is done
BOOL isDone() const;
// go to the next object. If no objects left, it falls out
// silently and waits to be killed by the deleteIfDone() callback.
BOOL nextObject();
BOOL popNext();
// Get this instances ID.
const LLUUID& getID() const { return mID; }
protected:
// UI
LLScrollListCtrl* mMessages;
LLButton* mCloseBtn;
// Object Queue
LLDynamicArray<LLUUID> mObjectIDs;
LLUUID mCurrentObjectID;
BOOL mDone;
LLUUID mID;
static LLMap<LLUUID, LLFloaterScriptQueue*> sInstances;
std::string mStartString;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterCompileQueue
//
// This script queue will recompile each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
struct LLCompileQueueData
{
LLUUID mQueueID;
LLUUID mItemId;
LLCompileQueueData(const LLUUID& q_id, const LLUUID& item_id) :
mQueueID(q_id), mItemId(item_id) {}
};
class LLAssetUploadQueue;
class LLFloaterCompileQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a compile queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterCompileQueue* create(BOOL mono);
static void onSaveBytecodeComplete(const LLUUID& asset_id,
void* user_data,
S32 status);
// remove any object in mScriptScripts with the matching uuid.
void removeItemByItemID(const LLUUID& item_id);
protected:
LLFloaterCompileQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterCompileQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv);
// This is the callback for when each script arrives
static void scriptArrived(LLVFS *vfs, const LLUUID& asset_id,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status);
static void onSaveTextComplete(const LLUUID& asset_id, void* user_data, S32 status, LLExtStat ext_status);
static void onSaveBytecodeComplete(const LLUUID& asset_id,
void* user_data,
S32 status, LLExtStat ext_status);
// compile the file given and save it out.
void compile(const std::string& filename, const LLUUID& asset_id);
// remove any object in mScriptScripts with the matching uuid.
void removeItemByAssetID(const LLUUID& asset_id);
// save the items indicated by the item id.
void saveItemByItemID(const LLUUID& item_id);
// find InventoryItem given item id.
const LLInventoryItem* findItemByItemID(const LLUUID& item_id) const;
protected:
LLViewerInventoryItem::item_array_t mCurrentScripts;
private:
BOOL mMono; // Compile to mono.
LLAssetUploadQueue* mUploadQueue;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterResetQueue
//
// This script queue will reset each script.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterResetQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a reset queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterResetQueue* create();
protected:
LLFloaterResetQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterResetQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv);
protected:
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterRunQueue
//
// This script queue will set each script as running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterRunQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a run queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterRunQueue* create();
protected:
LLFloaterRunQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterRunQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv);
protected:
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLFloaterNotRunQueue
//
// This script queue will set each script as not running.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLFloaterNotRunQueue : public LLFloaterScriptQueue
{
public:
// Use this method to create a not run queue. Once created, it
// will be responsible for it's own destruction.
static LLFloaterNotRunQueue* create();
protected:
LLFloaterNotRunQueue(const std::string& name, const LLRect& rect);
virtual ~LLFloaterNotRunQueue();
// This is called by inventoryChanged
virtual void handleInventory(LLViewerObject* viewer_obj,
InventoryObjectList* inv);
protected:
};
#endif // LL_LLCOMPILEQUEUE_H
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