/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Security; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Estate { public class EstateManagementCommands { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected EstateManagementModule m_module; public EstateManagementCommands(EstateManagementModule module) { m_module = module; } public void Initialise() { m_module.Scene.AddCommand(this, "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", "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); } protected void consoleSetTerrainTexture(string module, string[] args) { string num = args[3]; string uuid = args[4]; int x = (args.Length > 5 ? int.Parse(args[5]) : -1); int y = (args.Length > 6 ? int.Parse(args[6]) : -1); if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x) { if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y) { int corner = int.Parse(num); UUID texture = UUID.Parse(uuid); m_log.Debug("[ESTATEMODULE]: Setting terrain textures for " + m_module.Scene.RegionInfo.RegionName + string.Format(" (C#{0} = {1})", corner, texture)); switch (corner) { case 0: m_module.Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture; break; case 1: m_module.Scene.RegionInfo.RegionSettings.TerrainTexture2 = texture; break; case 2: m_module.Scene.RegionInfo.RegionSettings.TerrainTexture3 = texture; break; case 3: m_module.Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture; break; } m_module.Scene.RegionInfo.RegionSettings.Save(); m_module.TriggerRegionInfoChange(); m_module.sendRegionInfoPacketToAll(); } } } protected void consoleSetTerrainHeights(string module, string[] args) { string num = args[3]; string min = args[4]; string max = args[5]; int x = (args.Length > 6 ? int.Parse(args[6]) : -1); int y = (args.Length > 7 ? int.Parse(args[7]) : -1); if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x) { if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y) { int corner = int.Parse(num); float lowValue = float.Parse(min, Culture.NumberFormatInfo); float highValue = float.Parse(max, Culture.NumberFormatInfo); m_log.Debug("[ESTATEMODULE]: Setting terrain heights " + m_module.Scene.RegionInfo.RegionName + string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue)); switch (corner) { case 0: m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue; break; case 1: m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue; break; case 2: m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue; break; case 3: m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue; break; } m_module.Scene.RegionInfo.RegionSettings.Save(); m_module.TriggerRegionInfoChange(); m_module.sendRegionHandshakeToAll(); } } } } }