/* * 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.Reflection; using System.Collections.Generic; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.Framework.Scenes { public class UndoState { const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later) public ObjectChangeData data; public DateTime creationtime; /// /// Constructor. /// /// /// bit field with what is changed /// public UndoState(SceneObjectPart part, ObjectChangeType change) { data = new ObjectChangeData(); data.change = change; creationtime = DateTime.UtcNow; if (part.ParentGroup.RootPart == part) { if ((change & ObjectChangeType.Position) != 0) data.position = part.ParentGroup.AbsolutePosition; if ((change & ObjectChangeType.Rotation) != 0) data.rotation = part.RotationOffset; if ((change & ObjectChangeType.Scale) != 0) data.scale = part.Shape.Scale; } else { if ((change & ObjectChangeType.Position) != 0) data.position = part.OffsetPosition; if ((change & ObjectChangeType.Rotation) != 0) data.rotation = part.RotationOffset; if ((change & ObjectChangeType.Scale) != 0) data.scale = part.Shape.Scale; } } /// /// check if undo or redo is too old /// public bool checkExpire() { TimeSpan t = DateTime.UtcNow - creationtime; if (t.Seconds > UNDOEXPIRESECONDS) return true; return false; } /// /// updates undo or redo creation time to now /// public void updateExpire() { creationtime = DateTime.UtcNow; } /// /// Compare the relevant state in the given part to this state. /// /// /// true what fiels and related data are equal, False otherwise. /// public bool Compare(SceneObjectPart part, ObjectChangeType change) { if (data.change != change) // if diferent targets, then they are diferent return false; if (part != null) { if (part.ParentID == 0) { if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition) return false; } else { if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition) return false; } if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset) return false; if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale) return false; return true; } return false; } /// /// executes the undo or redo to a part or its group /// /// /// public void PlayState(SceneObjectPart part) { part.Undoing = true; SceneObjectGroup grp = part.ParentGroup; if (grp != null) { grp.doChangeObject(part, data); } part.Undoing = false; } } public class UndoRedoState { int size; public LinkedList m_redo = new LinkedList(); public LinkedList m_undo = new LinkedList(); /// /// creates a new UndoRedoState with default states memory size /// public UndoRedoState() { size = 5; } /// /// creates a new UndoRedoState with states memory having indicated size /// /// public UndoRedoState(int _size) { if (_size < 3) size = 3; else size = _size; } /// /// returns number of undo entries in memory /// public int Count { get { return m_undo.Count; } } /// /// clears all undo and redo entries /// public void Clear() { m_undo.Clear(); m_redo.Clear(); } /// /// adds a new state undo to part or its group, with changes indicated by what bits /// /// /// bit field with what is changed public void StoreUndo(SceneObjectPart part, ObjectChangeType change) { lock (m_undo) { UndoState last; if (m_redo.Count > 0) // last code seems to clear redo on every new undo { m_redo.Clear(); } if (m_undo.Count > 0) { // check expired entry last = m_undo.First.Value; if (last != null && last.checkExpire()) m_undo.Clear(); else { // see if we actually have a change if (last != null) { if (last.Compare(part, change)) return; } } } // limite size while (m_undo.Count >= size) m_undo.RemoveLast(); UndoState nUndo = new UndoState(part, change); m_undo.AddFirst(nUndo); } } /// /// executes last state undo to part or its group /// current state is pushed into redo /// /// public void Undo(SceneObjectPart part) { lock (m_undo) { UndoState nUndo; // expire redo if (m_redo.Count > 0) { nUndo = m_redo.First.Value; if (nUndo != null && nUndo.checkExpire()) m_redo.Clear(); } if (m_undo.Count > 0) { UndoState goback = m_undo.First.Value; // check expired if (goback != null && goback.checkExpire()) { m_undo.Clear(); return; } if (goback != null) { m_undo.RemoveFirst(); // redo limite size while (m_redo.Count >= size) m_redo.RemoveLast(); nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy? m_redo.AddFirst(nUndo); goback.PlayState(part); } } } } /// /// executes last state redo to part or its group /// current state is pushed into undo /// /// public void Redo(SceneObjectPart part) { lock (m_undo) { UndoState nUndo; // expire undo if (m_undo.Count > 0) { nUndo = m_undo.First.Value; if (nUndo != null && nUndo.checkExpire()) m_undo.Clear(); } if (m_redo.Count > 0) { UndoState gofwd = m_redo.First.Value; // check expired if (gofwd != null && gofwd.checkExpire()) { m_redo.Clear(); return; } if (gofwd != null) { m_redo.RemoveFirst(); // limite undo size while (m_undo.Count >= size) m_undo.RemoveLast(); nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy? m_undo.AddFirst(nUndo); gofwd.PlayState(part); } } } } } public class LandUndoState { public ITerrainModule m_terrainModule; public ITerrainChannel m_terrainChannel; public LandUndoState(ITerrainModule terrainModule, ITerrainChannel terrainChannel) { m_terrainModule = terrainModule; m_terrainChannel = terrainChannel; } public bool Compare(ITerrainChannel terrainChannel) { return m_terrainChannel == terrainChannel; } public void PlaybackState() { m_terrainModule.UndoTerrain(m_terrainChannel); } } }