From 7e21c1eadf28e86b29fdd24b33e29950e195c6db Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 12 Feb 2011 00:46:01 +0000 Subject: Hack in a crude temporary "estate show" command This will show the estate for each region, along with that estate's id and the estate owner. This is temporary because the command output might change. This commit also converts the estate module from the old to the new region module format --- .../World/Estate/EstateManagementCommands.cs | 74 +++++++++++++++++++++- .../World/Estate/EstateManagementModule.cs | 40 ++++++------ .../Region/Framework/Interfaces/IEstateModule.cs | 2 +- 3 files changed, 94 insertions(+), 22 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs index 14f5b1e..f6d1a82 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs @@ -30,21 +30,29 @@ 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 { + /// + /// Estate management console commands. + /// 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; @@ -52,20 +60,60 @@ namespace OpenSim.Region.CoreModules.World.Estate public void Initialise() { - m_module.Scene.AddCommand(this, "set terrain texture", + m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName); + + m_module.Scene.AddCommand(m_module, "set terrain texture", "set terrain texture [] []", "Sets the terrain to , if or are specified, it will only " + "set it on regions with a matching coordinate. Specify -1 in or to wildcard" + " that coordinate.", consoleSetTerrainTexture); - m_module.Scene.AddCommand(this, "set terrain heights", + m_module.Scene.AddCommand(m_module, "set terrain heights", "set terrain heights [] []", "Sets the terrain texture heights on corner # to /, if or are specified, it will only " + "set it on regions with a matching coordinate. Specify -1 in or to wildcard" + " that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.", consoleSetTerrainHeights); - } + + Command showCommand + = new Command("show", CommandIntentions.COMMAND_STATISTICAL, ShowEstatesCommand, "Shows all estates on the simulator."); + + m_commander.RegisterCommand("show", showCommand); + + m_module.Scene.RegisterModuleCommander(m_commander); + + m_module.Scene.EventManager.OnPluginConsole += EventManagerOnPluginConsole; + } + + public void Close() + { + m_module.Scene.EventManager.OnPluginConsole -= EventManagerOnPluginConsole; + m_module.Scene.UnregisterModuleCommander(m_commander.Name); + } + + /// + /// Processes commandline input. Do not call directly. + /// + /// Commandline arguments + protected void EventManagerOnPluginConsole(string[] args) + { + if (args[0] == "estate") + { + if (args.Length == 1) + { + m_commander.ProcessConsoleCommand("help", new string[0]); + return; + } + + string[] tmpArgs = new string[args.Length - 2]; + int i; + for (i = 2; i < args.Length; i++) + tmpArgs[i - 2] = args[i]; + + m_commander.ProcessConsoleCommand(args[1], tmpArgs); + } + } protected void consoleSetTerrainTexture(string module, string[] args) { @@ -152,5 +200,25 @@ namespace OpenSim.Region.CoreModules.World.Estate } } } + + protected void ShowEstatesCommand(Object[] args) + { + 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()); + } } } \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index 54d3c61..57ab135 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -31,6 +31,7 @@ using System.IO; using System.Reflection; using System.Security; using log4net; +using Mono.Addins; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; @@ -39,15 +40,17 @@ using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Estate { - public class EstateManagementModule : IEstateModule + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EstateManagementModule")] + public class EstateManagementModule : IEstateModule, INonSharedRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private delegate void LookupUUIDS(List uuidLst); public Scene Scene { get; private set; } + public IUserManagement UserManager { get; private set; } - protected EstateManagementCommands m_commands; + protected EstateManagementCommands m_commands; private EstateTerrainXferHandler TerrainUploader; @@ -895,9 +898,15 @@ namespace OpenSim.Region.CoreModules.World.Estate #endregion #region IRegionModule Members + + public string Name { get { return "EstateManagementModule"; } } + + public Type ReplaceableInterface { get { return null; } } - public void Initialise(Scene scene, IConfigSource source) - { + public void Initialise(IConfigSource source) {} + + public void AddRegion(Scene scene) + { Scene = scene; Scene.RegisterModuleInterface(this); Scene.EventManager.OnNewClient += EventManager_OnNewClient; @@ -906,26 +915,21 @@ namespace OpenSim.Region.CoreModules.World.Estate m_commands = new EstateManagementCommands(this); m_commands.Initialise(); } - - public void PostInitialise() + + public void RemoveRegion(Scene scene) {} + + public void RegionLoaded(Scene scene) { // Sets up the sun module based no the saved Estate and Region Settings // DO NOT REMOVE or the sun will stop working - Scene.TriggerEstateSunUpdate(); - } - - public void Close() - { - } - - public string Name - { - get { return "EstateManagementModule"; } + scene.TriggerEstateSunUpdate(); + + UserManager = scene.RequestModuleInterface(); } - public bool IsSharedModule + public void Close() { - get { return false; } + m_commands.Close(); } #endregion diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs index c850f7f..721f0ee 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs @@ -32,7 +32,7 @@ namespace OpenSim.Region.Framework.Interfaces public delegate void ChangeDelegate(UUID regionID); public delegate void MessageDelegate(UUID regionID, UUID fromID, string fromName, string message); - public interface IEstateModule : IRegionModule + public interface IEstateModule { event ChangeDelegate OnRegionInfoChange; event ChangeDelegate OnEstateInfoChange; -- cgit v1.1 From 03d82a5a8524cfba07d95456d59be6f35ab72048 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 12 Feb 2011 01:08:56 +0000 Subject: Fix bug where "My estate" name was always used even if the user entered a different name on initial setup. Turns out we had stopped saving estate settings immediately after the name change. The scene constructor then reloade the settings and oblitereted the different name. This code could be more efficient since there's no reason for scene to reload the settings when they are already known to be valid. Thanks to Thoneve for the spot on this. --- OpenSim/Region/Application/OpenSimBase.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 1652b82..e950613 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -795,9 +795,7 @@ namespace OpenSim /// /// Load the estate information for the provided RegionInfo object. /// - /// - /// A - /// + /// public void PopulateRegionEstateInfo(RegionInfo regInfo) { IEstateDataService estateDataService = EstateDataService; @@ -819,7 +817,13 @@ namespace OpenSim regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, true); regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName); - //regInfo.EstateSettings.Save(); + + // FIXME: Later on, the scene constructor will reload the estate settings no matter what. + // Therefore, we need to do an initial save here otherwise the new estate name will be reset + // back to the default. The reloading of estate settings by scene could be eliminated if it + // knows that the passed in settings in RegionInfo are already valid. Also, it might be + // possible to eliminate some additional later saves made by callers of this method. + regInfo.EstateSettings.Save(); break; } else -- cgit v1.1 From 9801bf03f8ab59e1fe8d439a216ca48a5bd68dc7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 12 Feb 2011 01:14:12 +0000 Subject: minor: add comment explaining that GetRegionsByName needs to stay in TeleportAgent for its side effects. --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 3f8735e..688dfe4 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -702,6 +702,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // and convert the regionName to the target region if (regionName.Contains(".") && regionName.Contains(":")) { + // Even though we use none of the results, we need to perform this call because it appears + // to have some the side effect of setting up hypergrid teleport locations. World.GridService.GetRegionsByName(World.RegionInfo.ScopeID, regionName, 1); // List regions = World.GridService.GetRegionsByName(World.RegionInfo.ScopeID, regionName, 1); -- cgit v1.1 From a8ced66e873d09bd1c9fd0cfe5d0487bf0ee27e7 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 12 Feb 2011 07:28:21 -0800 Subject: Improved error message on TP failure --- .../Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 80a8041..1337143 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -243,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } catch (Exception e) { - m_log.WarnFormat("[ENTITY TRANSFER MODULE]: Exception on teleport: {0}\n{1}", e.Message, e.StackTrace); + m_log.WarnFormat("[ENTITY TRANSFER MODULE]: Exception on teleport: {0} {1}", e.Message, e.StackTrace); sp.ControllingClient.SendTeleportFailed("Internal error"); } } -- cgit v1.1 From c75e916ccfb195554c5010ab4187c4d74b81c4e1 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Sun, 13 Feb 2011 00:30:43 -0500 Subject: Set filter to send proper rotations for root part This allows the root prim, alone or in a set, to send it's rotation. This fixes unsitting the avatar on sit-offsest type teleports where the sit target is in the root prim of a linkset. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 6a92378..4d5eedf 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -2099,7 +2099,7 @@ namespace OpenSim.Region.Framework.Scenes { Quaternion newRot; - if (this.LinkNum == 0) + if (this.LinkNum == 0 || this.LinkNum == 1) { newRot = RotationOffset; } -- cgit v1.1