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author | BlueWall | 2011-04-13 09:53:44 -0400 |
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committer | BlueWall | 2011-04-13 09:53:44 -0400 |
commit | d3457eae7a33f01a8fa906c4040792cdc4a67857 (patch) | |
tree | f92e60733b8397576b86c486e05aa5219f27d034 /OpenSim/Region/Application/OpenSimBase.cs | |
parent | Merge branch 'master' of /home/opensim/src/OpenSim/Core (diff) | |
parent | Move example HttpProxy setting to OpenSim.ini.example and tidy (diff) | |
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Merge branch 'master' of /home/git/repo/OpenSim
Diffstat (limited to 'OpenSim/Region/Application/OpenSimBase.cs')
-rw-r--r-- | OpenSim/Region/Application/OpenSimBase.cs | 122 |
1 files changed, 84 insertions, 38 deletions
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index e950613..ea9edf6 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs | |||
@@ -793,66 +793,112 @@ namespace OpenSim | |||
793 | } | 793 | } |
794 | 794 | ||
795 | /// <summary> | 795 | /// <summary> |
796 | /// Load the estate information for the provided RegionInfo object. | 796 | /// Create an estate with an initial region. |
797 | /// </summary> | 797 | /// </summary> |
798 | /// <remarks> | ||
799 | /// This method doesn't allow an estate to be created with the same name as existing estates. | ||
800 | /// </remarks> | ||
798 | /// <param name="regInfo"></param> | 801 | /// <param name="regInfo"></param> |
799 | public void PopulateRegionEstateInfo(RegionInfo regInfo) | 802 | /// <param name="existingName">A list of estate names that already exist.</param> |
803 | /// <returns>true if the estate was created, false otherwise</returns> | ||
804 | public bool CreateEstate(RegionInfo regInfo, List<string> existingNames) | ||
800 | { | 805 | { |
801 | IEstateDataService estateDataService = EstateDataService; | 806 | // Create a new estate |
807 | regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true); | ||
808 | string newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName); | ||
802 | 809 | ||
803 | if (estateDataService != null) | 810 | if (existingNames.Contains(newName)) |
804 | { | 811 | { |
805 | regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, false); | 812 | MainConsole.Instance.OutputFormat("An estate named {0} already exists. Please try again.", newName); |
813 | return false; | ||
806 | } | 814 | } |
815 | |||
816 | regInfo.EstateSettings.EstateName = newName; | ||
817 | |||
818 | // FIXME: Later on, the scene constructor will reload the estate settings no matter what. | ||
819 | // Therefore, we need to do an initial save here otherwise the new estate name will be reset | ||
820 | // back to the default. The reloading of estate settings by scene could be eliminated if it | ||
821 | // knows that the passed in settings in RegionInfo are already valid. Also, it might be | ||
822 | // possible to eliminate some additional later saves made by callers of this method. | ||
823 | regInfo.EstateSettings.Save(); | ||
824 | |||
825 | return true; | ||
826 | } | ||
827 | |||
828 | /// <summary> | ||
829 | /// Load the estate information for the provided RegionInfo object. | ||
830 | /// </summary> | ||
831 | /// <param name="regInfo"></param> | ||
832 | public void PopulateRegionEstateInfo(RegionInfo regInfo) | ||
833 | { | ||
834 | if (EstateDataService != null) | ||
835 | regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false); | ||
807 | 836 | ||
808 | if (regInfo.EstateSettings.EstateID == 0) // No record at all | 837 | if (regInfo.EstateSettings.EstateID == 0) // No record at all |
809 | { | 838 | { |
810 | MainConsole.Instance.Output("Your region is not part of an estate."); | 839 | MainConsole.Instance.OutputFormat("Region {0} is not part of an estate.", regInfo.RegionName); |
840 | |||
841 | List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll(); | ||
842 | List<string> estateNames = new List<string>(); | ||
843 | foreach (EstateSettings estate in estates) | ||
844 | estateNames.Add(estate.EstateName); | ||
845 | |||
811 | while (true) | 846 | while (true) |
812 | { | 847 | { |
813 | string response = MainConsole.Instance.CmdPrompt("Do you wish to join an existing estate?", "no", new List<string>() { "yes", "no" }); | 848 | if (estates.Count == 0) |
814 | if (response == "no") | 849 | { |
815 | { | 850 | MainConsole.Instance.Output("No existing estates found. You must create a new one."); |
816 | // Create a new estate | ||
817 | regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, true); | ||
818 | |||
819 | regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName); | ||
820 | 851 | ||
821 | // FIXME: Later on, the scene constructor will reload the estate settings no matter what. | 852 | if (CreateEstate(regInfo, estateNames)) |
822 | // Therefore, we need to do an initial save here otherwise the new estate name will be reset | 853 | break; |
823 | // back to the default. The reloading of estate settings by scene could be eliminated if it | 854 | else |
824 | // knows that the passed in settings in RegionInfo are already valid. Also, it might be | 855 | continue; |
825 | // possible to eliminate some additional later saves made by callers of this method. | ||
826 | regInfo.EstateSettings.Save(); | ||
827 | break; | ||
828 | } | 856 | } |
829 | else | 857 | else |
830 | { | 858 | { |
831 | response = MainConsole.Instance.CmdPrompt("Estate name to join", "None"); | 859 | string response |
832 | if (response == "None") | 860 | = MainConsole.Instance.CmdPrompt( |
833 | continue; | 861 | string.Format( |
834 | 862 | "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), | |
835 | List<int> estateIDs = estateDataService.GetEstates(response); | 863 | "yes", |
836 | if (estateIDs.Count < 1) | 864 | new List<string>() { "yes", "no" }); |
865 | |||
866 | if (response == "no") | ||
837 | { | 867 | { |
838 | MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again"); | 868 | if (CreateEstate(regInfo, estateNames)) |
839 | continue; | 869 | break; |
870 | else | ||
871 | continue; | ||
872 | } | ||
873 | else | ||
874 | { | ||
875 | response | ||
876 | = MainConsole.Instance.CmdPrompt( | ||
877 | string.Format( | ||
878 | "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), | ||
879 | estateNames[0]); | ||
880 | |||
881 | List<int> estateIDs = EstateDataService.GetEstates(response); | ||
882 | if (estateIDs.Count < 1) | ||
883 | { | ||
884 | MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); | ||
885 | continue; | ||
886 | } | ||
887 | |||
888 | int estateID = estateIDs[0]; | ||
889 | |||
890 | regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID); | ||
891 | |||
892 | if (EstateDataService.LinkRegion(regInfo.RegionID, estateID)) | ||
893 | break; | ||
894 | |||
895 | MainConsole.Instance.Output("Joining the estate failed. Please try again."); | ||
840 | } | 896 | } |
841 | |||
842 | int estateID = estateIDs[0]; | ||
843 | |||
844 | regInfo.EstateSettings = estateDataService.LoadEstateSettings(estateID); | ||
845 | |||
846 | if (estateDataService.LinkRegion(regInfo.RegionID, estateID)) | ||
847 | break; | ||
848 | |||
849 | MainConsole.Instance.Output("Joining the estate failed. Please try again."); | ||
850 | } | 897 | } |
851 | } | 898 | } |
852 | } | 899 | } |
853 | } | 900 | } |
854 | } | 901 | } |
855 | |||
856 | 902 | ||
857 | public class OpenSimConfigSource | 903 | public class OpenSimConfigSource |
858 | { | 904 | { |