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author | Melanie | 2011-03-27 21:41:54 +0100 |
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committer | Melanie | 2011-03-27 21:41:54 +0100 |
commit | a62b435a396a5837fd1e26ac905520f895d8610a (patch) | |
tree | 743b8cb91fa101ce461b2fc8ebf7078165e3c7d1 /OpenSim/Region/Application | |
parent | Upgrade terse to full update on root rotation change. Not entirely sure why, ... (diff) | |
parent | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim (diff) | |
download | opensim-SC-a62b435a396a5837fd1e26ac905520f895d8610a.zip opensim-SC-a62b435a396a5837fd1e26ac905520f895d8610a.tar.gz opensim-SC-a62b435a396a5837fd1e26ac905520f895d8610a.tar.bz2 opensim-SC-a62b435a396a5837fd1e26ac905520f895d8610a.tar.xz |
Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Application')
-rw-r--r-- | OpenSim/Region/Application/OpenSimBase.cs | 125 |
1 files changed, 87 insertions, 38 deletions
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 9960a54..503123e 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs | |||
@@ -875,66 +875,115 @@ namespace OpenSim | |||
875 | } | 875 | } |
876 | 876 | ||
877 | /// <summary> | 877 | /// <summary> |
878 | /// Load the estate information for the provided RegionInfo object. | 878 | /// Create an estate with an initial region. |
879 | /// </summary> | 879 | /// </summary> |
880 | /// <remarks> | ||
881 | /// This method doesn't allow an estate to be created with the same name as existing estates. | ||
882 | /// </remarks> | ||
880 | /// <param name="regInfo"></param> | 883 | /// <param name="regInfo"></param> |
881 | public void PopulateRegionEstateInfo(RegionInfo regInfo) | 884 | /// <param name="existingName">A list of estate names that already exist.</param> |
885 | /// <returns>true if the estate was created, false otherwise</returns> | ||
886 | public bool CreateEstate(RegionInfo regInfo, List<string> existingNames) | ||
882 | { | 887 | { |
883 | IEstateDataService estateDataService = EstateDataService; | 888 | // Create a new estate |
889 | regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true); | ||
890 | string newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName); | ||
884 | 891 | ||
885 | if (estateDataService != null) | 892 | if (existingNames.Contains(newName)) |
886 | { | 893 | { |
887 | regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, false); | 894 | MainConsole.Instance.OutputFormat("An estate named {0} already exists. Please try again.", newName); |
895 | return false; | ||
888 | } | 896 | } |
897 | |||
898 | regInfo.EstateSettings.EstateName = newName; | ||
899 | |||
900 | // FIXME: Later on, the scene constructor will reload the estate settings no matter what. | ||
901 | // Therefore, we need to do an initial save here otherwise the new estate name will be reset | ||
902 | // back to the default. The reloading of estate settings by scene could be eliminated if it | ||
903 | // knows that the passed in settings in RegionInfo are already valid. Also, it might be | ||
904 | // possible to eliminate some additional later saves made by callers of this method. | ||
905 | regInfo.EstateSettings.Save(); | ||
906 | |||
907 | return true; | ||
908 | } | ||
909 | |||
910 | /// <summary> | ||
911 | /// Load the estate information for the provided RegionInfo object. | ||
912 | /// </summary> | ||
913 | /// <param name="regInfo"></param> | ||
914 | public void PopulateRegionEstateInfo(RegionInfo regInfo) | ||
915 | { | ||
916 | if (EstateDataService != null) | ||
917 | regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false); | ||
889 | 918 | ||
890 | if (regInfo.EstateSettings.EstateID == 0) // No record at all | 919 | if (regInfo.EstateSettings.EstateID == 0) // No record at all |
891 | { | 920 | { |
892 | MainConsole.Instance.Output("Your region is not part of an estate."); | 921 | MainConsole.Instance.OutputFormat("Region {0} is not part of an estate.", regInfo.RegionName); |
922 | |||
923 | List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll(); | ||
924 | List<string> estateNames = new List<string>(); | ||
925 | foreach (EstateSettings estate in estates) | ||
926 | estateNames.Add(estate.EstateName); | ||
927 | |||
893 | while (true) | 928 | while (true) |
894 | { | 929 | { |
895 | string response = MainConsole.Instance.CmdPrompt("Do you wish to join an existing estate?", "no", new List<string>() { "yes", "no" }); | 930 | if (estates.Count == 0) |
896 | if (response == "no") | 931 | { |
897 | { | 932 | MainConsole.Instance.Output("No existing estates found. You must create a new one."); |
898 | // Create a new estate | ||
899 | regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, true); | ||
900 | |||
901 | regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName); | ||
902 | 933 | ||
903 | // FIXME: Later on, the scene constructor will reload the estate settings no matter what. | 934 | if (CreateEstate(regInfo, estateNames)) |
904 | // Therefore, we need to do an initial save here otherwise the new estate name will be reset | 935 | break; |
905 | // back to the default. The reloading of estate settings by scene could be eliminated if it | 936 | else |
906 | // knows that the passed in settings in RegionInfo are already valid. Also, it might be | 937 | continue; |
907 | // possible to eliminate some additional later saves made by callers of this method. | ||
908 | regInfo.EstateSettings.Save(); | ||
909 | break; | ||
910 | } | 938 | } |
911 | else | 939 | else |
912 | { | 940 | { |
913 | response = MainConsole.Instance.CmdPrompt("Estate name to join", "None"); | 941 | string response |
914 | if (response == "None") | 942 | = MainConsole.Instance.CmdPrompt( |
915 | continue; | 943 | string.Format( |
916 | 944 | "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), | |
917 | List<int> estateIDs = estateDataService.GetEstates(response); | 945 | "no", |
918 | if (estateIDs.Count < 1) | 946 | new List<string>() { "yes", "no" }); |
947 | |||
948 | if (response == "no") | ||
919 | { | 949 | { |
920 | MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again"); | 950 | if (CreateEstate(regInfo, estateNames)) |
921 | continue; | 951 | break; |
952 | else | ||
953 | continue; | ||
954 | } | ||
955 | else | ||
956 | { | ||
957 | response | ||
958 | = MainConsole.Instance.CmdPrompt( | ||
959 | string.Format( | ||
960 | "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), | ||
961 | "None"); | ||
962 | |||
963 | if (response == "None") | ||
964 | continue; | ||
965 | |||
966 | List<int> estateIDs = EstateDataService.GetEstates(response); | ||
967 | if (estateIDs.Count < 1) | ||
968 | { | ||
969 | MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); | ||
970 | continue; | ||
971 | } | ||
972 | |||
973 | int estateID = estateIDs[0]; | ||
974 | |||
975 | regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID); | ||
976 | |||
977 | if (EstateDataService.LinkRegion(regInfo.RegionID, estateID)) | ||
978 | break; | ||
979 | |||
980 | MainConsole.Instance.Output("Joining the estate failed. Please try again."); | ||
922 | } | 981 | } |
923 | |||
924 | int estateID = estateIDs[0]; | ||
925 | |||
926 | regInfo.EstateSettings = estateDataService.LoadEstateSettings(estateID); | ||
927 | |||
928 | if (estateDataService.LinkRegion(regInfo.RegionID, estateID)) | ||
929 | break; | ||
930 | |||
931 | MainConsole.Instance.Output("Joining the estate failed. Please try again."); | ||
932 | } | 982 | } |
933 | } | 983 | } |
934 | } | 984 | } |
935 | } | 985 | } |
936 | } | 986 | } |
937 | |||
938 | 987 | ||
939 | public class OpenSimConfigSource | 988 | public class OpenSimConfigSource |
940 | { | 989 | { |