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// CMController.cs
// User: bongiojp
//

using System;
using System.Collections.Generic;
using System.Collections;
using libsecondlife;
using OpenSim;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using log4net;
using OpenSim.Region.Physics.Manager;
using Axiom.Math;
using System.Threading;
using System.Diagnostics;

namespace OpenSim.Region.Environment.Modules.ContentManagement
{
	
	/// <summary>
	/// The controller in a Model-View-Controller framework. This controller catches actions by the avatars, creates work packets, loops through these work packets in a separate thread,
	/// then dictates to the model how the data should change and dictates to the view which data should be displayed. The main mechanism for interaction is through the simchat system.
	/// </summary>
	public class CMController
	{
		
		/// <value>
		/// The structure that defines the basic unit of work which is produced when a user sends commands to the ContentMangaementSystem.
		/// </value>
		private struct Work
		{
			public WorkType Type;
			public Object Data1; //Just space for holding data.
			public Object Data2; //Just more space for holding data.
			public uint LocalId; //Convenient
			public LLUUID UUID; //Convenient
		}
		
		/// <value>
		/// Identifies what the data in struct Work should be used for.
		/// </value>
		private enum WorkType
		{
			NONE,
			OBJECTATTRIBUTECHANGE,
			PRIMITIVEADDED,
			OBJECTDUPLICATED,
			OBJECTKILLED,
			UNDODID,
			NEWCLIENT,
			SIMCHAT
		}	
		
		/// <value>
		/// Used to keep track of whether a list has been produced yet and whether that list is up-to-date compard to latest revision on disk.
		/// </value>
		[Flags]
		private enum State
		{
			NONE = 0, 
			DIRTY = 1,  // The meta entities may not correctly represent the last revision.
			SHOWING_CHANGES = 1<<1 // The meta entities are being shown to user. 
		}
		
		private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
		
		/// <value>
		/// The queue that keeps track of which actions have happened. The MainLoop thread eats through this queue.
		/// </value>
		private static OpenSim.Framework.BlockingQueue<Work> m_WorkQueue = new OpenSim.Framework.BlockingQueue<Work>();
		
		/// <value>
		/// A list of all the scenes that should be revisioned. Controller is the only class that keeps track of all scenes in the region. 
		/// </value>
		Hashtable m_sceneList = Hashtable.Synchronized(new Hashtable());
		
		/// <value>
		/// The estate module is used to identify which clients are estateManagers. Presently, the controller only pays attention to estate managers.
		/// </value>
		IEstateModule m_estateModule = null;
		
		Thread m_thread = null;
		State m_state = State.NONE;
		bool init = false;
		
		//These have to be global variables, threading doesn't allow for passing parameters. (Used in MainLoop)
		CMModel m_model = null;
		CMView m_view = null;
		int m_channel = -1;
		
		/// <summary>
		/// Initializes a work thread with an initial scene. Additional scenes should be added through the RegisterNewRegion method.
		/// </summary>
		/// <param name="model">
		///  <see cref="CMModel"/>
		/// </param>
		/// <param name="view">
		/// <see cref="CMView"/>
		/// </param>
		/// <param name="scene">
		/// The first scene to keep track of. <see cref="Scene"/>
		/// </param>
		/// <param name="channel">
		/// The simchat channel number to listen to for instructions <see cref="System.Int32"/>
		/// </param>
		public CMController(CMModel model, CMView view, Scene scene, int channel)
		{			
			m_model = model; m_view = view; m_channel = channel;
			RegisterNewRegion(scene);
			Initialize(model, view, scene, channel);
		}
		
		private void Initialize(CMModel model, CMView view, Scene scene, int channel)
		{
			lock(this)
			{
				m_estateModule = scene.RequestModuleInterface<IEstateModule>();
				m_thread = new Thread( MainLoop ); 
				m_thread.Name = "Content Management";
				m_thread.IsBackground = true;
				m_thread.Start();
				ThreadTracker.Add(m_thread);
				m_state = State.NONE;
			}			
		}
		
		/// <summary>
		/// Register a new scene object to keep track of for revisioning. Starts the controller monitoring actions of clients within the given scene.
		/// </summary>
		/// <param name="scene">
		/// A <see cref="Scene"/>
		/// </param>
		public void RegisterNewRegion(Scene scene)
		{
			m_sceneList.Add(scene.RegionInfo.RegionID, scene);
			
			m_log.Debug("[CONTENT MANAGEMENT] Registering new region: " + scene.RegionInfo.RegionID);
			m_log.Debug("[CONTENT MANAGEMENT] Initializing Content Management System.");
			
			scene.EventManager.OnNewClient += StartManaging;
			scene.EventManager.OnRemovePresence += StopManaging;
		//	scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
			scene.EventManager.OnObjectBeingRemovedFromScene += GroupBeingDeleted;
		}
		
		/// <summary>
		/// Run in a thread of its own. A endless loop that consumes (or blocks on) and work queue. Thw work queue is filled through client actions.
		/// </summary>
		private void MainLoop()
		{
			CMModel model = m_model; CMView view = m_view; int channel = m_channel;
			Work currentJob = new Work();
			while(true)
			{
				currentJob = m_WorkQueue.Dequeue();
				m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- DeQueued a request");
				m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- Work type: " + currentJob.Type);
				switch(currentJob.Type)
				{
				case WorkType.NONE:
					break;
				case WorkType.OBJECTATTRIBUTECHANGE:
					ObjectAttributeChanged(model, view, currentJob.LocalId);
					break;
				case WorkType.PRIMITIVEADDED:
					PrimitiveAdded(model, view, currentJob);
					break;
				case WorkType.OBJECTDUPLICATED:
					ObjectDuplicated(model, view, currentJob.LocalId);
					break;
				case WorkType.OBJECTKILLED:
					ObjectKilled(model, view, (SceneObjectGroup) currentJob.Data1);
					break;
				case WorkType.UNDODID:
					UndoDid(model, view, currentJob.UUID);
					break;
				case WorkType.NEWCLIENT:
					NewClient(view, (IClientAPI) currentJob.Data1);
					break;
				case WorkType.SIMCHAT:
					m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- Message received:  " + ((ChatFromViewerArgs) currentJob.Data1).Message);
					SimChat(model, view, (ChatFromViewerArgs) currentJob.Data1, channel);
					break;
				default:
					m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- uuuuuuuuuh, what?");
					break;
				}
			}
		}
		
		/// <summary>
		/// Only called by the MainLoop. Updates the view of a new client with metaentities if diff-mode is currently enabled.
		/// </summary>
		private void NewClient(CMView view, IClientAPI client)
		{
			if ((m_state & State.SHOWING_CHANGES) > 0) 
				view.SendMetaEntitiesToNewClient(client);			
		}

		/// <summary>
		/// Only called by the MainLoop. Displays new green auras over the newly created part when a part is shift copied.
		/// </summary>
		private void ObjectDuplicated(CMModel model, CMView view, uint localId)
		{
			if ((m_state & State.SHOWING_CHANGES) > 0)
				view.DisplayAuras(model.CheckForNewEntitiesMissingAuras( GetGroupByPrim(localId).Scene ));
		}
		
		/// <summary>
		/// Only called by the MainLoop. 
		/// </summary>		
		private void ObjectKilled(CMModel model, CMView view, SceneObjectGroup group)
		{
			if ((m_state & State.SHOWING_CHANGES) > 0) 
			{
				view.RemoveOrUpdateDeletedEntity(group);
				model.RemoveOrUpdateDeletedEntity(group);
			}		
		}

		/// <summary>
		/// Only called by the MainLoop. 
		/// </summary>
		private void UndoDid(CMModel model, CMView view, LLUUID uuid)
		{
			if ((m_state & State.SHOWING_CHANGES) > 0) 
			{
				ContentManagementEntity ent = model.FindMetaEntityAffectedByUndo(uuid);
				if (ent != null)
					view.DisplayEntity(ent);
			}
		}
		
		/// <summary>
		/// Only called by the MainLoop. 
		/// </summary>
		private void ObjectAttributeChanged(CMModel model, CMView view, uint LocalId)
		{
			SceneObjectGroup group = null;
			if ((m_state & State.SHOWING_CHANGES) > 0) 
			{
				group = GetGroupByPrim(LocalId);
				if (group != null)
				{
					view.DisplayAuras( model.UpdateNormalEntityEffects(group) ); //Might be a normal entity (green aura)
					m_view.DisplayMetaEntity(group.UUID); //Might be a meta entity (blue aura)
				}
			}
		}
		
		/// <summary>
		/// Only called by the MainLoop. 
		/// </summary>
		private void PrimitiveAdded(CMModel model, CMView view, Work currentJob)
		{
			if ((m_state & State.SHOWING_CHANGES) > 0) 
			{
				foreach(Object scene in m_sceneList.Values)
					m_view.DisplayAuras(model.CheckForNewEntitiesMissingAuras((Scene) scene));
			}
		}
		
		/// <summary>
		/// Only called by the MainLoop. Takes the message from a user sent to the channel and executes the proper command.
		/// </summary>
		public void SimChat(CMModel model, CMView view, ChatFromViewerArgs e, int channel)
        {
			if (e.Channel != channel)
				return;
			if (e.Sender == null)
				return;	
			
			m_log.Debug("[CONTENT MANAGEMENT] Message received:  " + e.Message);
			
			IClientAPI client = e.Sender;
			Scene scene = (Scene) e.Scene;
			string message = e.Message;
			string[] args = e.Message.Split(new  char[] {' '});
			
			ScenePresence avatar = scene.GetScenePresence(client.AgentId);
			
			if (!(m_estateModule.IsManager(avatar.UUID)))
			{
				m_log.Debug("[CONTENT MANAGEMENT] Message sent from non Estate Manager ... ignoring.");
				view.SendSimChatMessage(scene, "You must be an estate manager to perform that action.");
				return;
			}
			
			switch(args[0])
			{
			case "ci":
			case "commit":
				commit(message, scene, model, view);
				break;
			case "dm":
			case "diff-mode":
				diffmode(scene, model, view);
				break;
			case "rb":
			case "rollback":
				rollback(scene, model, view);
				break;
			case "help":
				m_view.DisplayHelpMenu(scene);
				break;
			default:
				view.SendSimChatMessage(scene, "Command not found: " + args[0]);
				break;
			}
		}
		
		/// <summary>
		/// Only called from within the SimChat method. Hides all auras and meta entities, 
		/// retrieves the current scene object list with the most recent revision retrieved from the model for each scene, 
		/// then lets the view update the clients of the new objects.
		/// </summary>
		protected void rollback(Scene scene, CMModel model, CMView view)
		{
			if ((m_state & State.SHOWING_CHANGES) > 0)
			{
				view.HideAllAuras();
				view.HideAllMetaEntities();
			}
			
			System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity( m_sceneList, scene);
			foreach(Scene currScene in proximitySceneList)
				model.RollbackRegion(currScene);
			
			if ((m_state & State.DIRTY) != 0 )
			{
				model.DeleteAllMetaObjects();
				foreach(Scene currScene in proximitySceneList)
					model.UpdateCMEntities(currScene);
			}
			
			if ((m_state & State.SHOWING_CHANGES) > 0)
				view.DisplayRecentChanges();
			
		}
		
		/// <summary>
		/// Only called from within the SimChat method.
		/// </summary>
		protected void diffmode(Scene scene, CMModel model, CMView view)
		{
			System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity( m_sceneList, scene);
			
			if ((m_state & State.SHOWING_CHANGES) > 0)  // TURN OFF
			{
				view.SendSimChatMessage(scene, "Hiding all meta objects.");
				view.HideAllMetaEntities();
				view.HideAllAuras();
				view.SendSimChatMessage(scene, "Diff-mode = OFF");
				
				m_state &= ~State.SHOWING_CHANGES;
				return;
			}
			else // TURN ON
			{
				if ((m_state & State.DIRTY) != 0 || m_state == State.NONE)
				{
					view.SendSimChatMessage(scene, "Hiding meta objects and replacing with latest revision");
					//Hide objects from users and Forget about them
					view.HideAllMetaEntities();
					view.HideAllAuras();					
					model.DeleteAllMetaObjects();
					//Recreate them from backend files
					foreach(Object currScene in m_sceneList.Values)
						model.UpdateCMEntities((Scene) currScene);
				}
				else if ((m_state & State.DIRTY) != 0) {
					view.SendSimChatMessage(scene, "Forming list of meta entities with latest revision");
					foreach(Scene currScene in proximitySceneList)
						model.UpdateCMEntities(currScene);
				}

				view.SendSimChatMessage(scene, "Displaying differences between last revision and current environment");
				foreach(Scene currScene in proximitySceneList)
					model.CheckForNewEntitiesMissingAuras(currScene);
				view.DisplayRecentChanges();
				
				view.SendSimChatMessage(scene, "Diff-mode = ON");
				m_state |= State.SHOWING_CHANGES;
				m_state &= ~State.DIRTY;
			}			
		}
		
		/// <summary>
		/// Only called from within the SimChat method.
		/// </summary>
		protected void commit(string message, Scene scene, CMModel model, CMView view)
		{
			System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity( m_sceneList, scene);
			
			string[] args = message.Split(new  char[] {' '});
			
			char[] logMessage = {' '};
			if (args.Length > 1) 
			{
				logMessage = new char[message.Length - (args[0].Length)];
				message.CopyTo(args[0].Length, logMessage, 0, message.Length - (args[0].Length));
			} 
			
			m_log.Debug("[CONTENT MANAGEMENT] Saving terrain and objects of region.");
			foreach(Scene currScene in proximitySceneList)
			{
				model.CommitRegion(currScene, new String(logMessage));
				view.SendSimChatMessage(scene, "Region Saved Successfully: " + currScene.RegionInfo.RegionName);
			}
			
			view.SendSimChatMessage(scene, "Successfully saved all regions.");
			m_state |= State.DIRTY;
			
			if ((m_state & State.SHOWING_CHANGES) > 0) //DISPLAY NEW CHANGES INSTEAD OF OLD CHANGES
			{	
				view.SendSimChatMessage(scene, "Updating differences between new revision and current environment.");
				//Hide objects from users and Forget about them
				view.HideAllMetaEntities();
				view.HideAllAuras();					
				model.DeleteAllMetaObjects();
				
				//Recreate them from backend files
				foreach(Scene currScene in proximitySceneList)
				{
					model.UpdateCMEntities(currScene);
					view.SendSimChatMessage(scene, "Finished updating differences between current scene and last revision: " + currScene.RegionInfo.RegionName);
				}
				
				//Display new objects to users1
				view.DisplayRecentChanges();
				view.SendSimChatMessage(scene, "Finished updating for DIFF-MODE.");
				m_state &= ~(State.DIRTY);
				m_state |= State.SHOWING_CHANGES;
			}	
		}

		/// <summary>
		/// Takes a list of scenes and forms a new orderd list according to the proximity of scenes to the second argument.
		/// </summary>
		protected static System.Collections.Generic.List<Scene> ScenesInOrderOfProximity( Hashtable sceneList, Scene scene)
		{
			int somethingAddedToList = 1;
			System.Collections.Generic.List<Scene> newList = new List<Scene>();
			newList.Add(scene);
			
			if (! sceneList.ContainsValue(scene))
			{
				foreach(Object sceneObj in sceneList)
					newList.Add((Scene) sceneObj);
				return newList;
			}
			
			while(somethingAddedToList > 0)
			{
				somethingAddedToList = 0;
				for(int i = 0; i < newList.Count; i++)
				{
					foreach(Object sceneObj in sceneList.Values)
					{
						if (newList[i].CheckNeighborRegion(((Scene)sceneObj).RegionInfo) && (! newList.Contains((Scene)sceneObj)) )
						{
							newList.Add((Scene)sceneObj);
							somethingAddedToList++;
						}
					}
				}
			}
			
			foreach(Object sceneObj in sceneList.Values)
				if (! newList.Contains((Scene)sceneObj))
					newList.Add((Scene)sceneObj);
			
			return newList;
		}		
		
		/// <summary>
		/// Searches in all scenes for a SceneObjectGroup that contains a part with a specific localID. If found, the object is returned. Else null is returned.
		/// </summary>
		private SceneObjectGroup GetGroupByPrim(uint localID)
        {
			foreach(Object currScene in m_sceneList.Values)
			{
				foreach (EntityBase ent in ((Scene)currScene).GetEntities())
				{
					if (ent is SceneObjectGroup)
					{
						if (((SceneObjectGroup)ent).HasChildPrim(localID))
							return (SceneObjectGroup)ent;
					}
				}
			}
            return null;
        }
			//------------------------------------------------ EVENTS ----------------------------------------------------//
		
		private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, LLUUID regionID)
		{
		}
		
		/// <summary>
		/// Adds extra handlers to a number of events so that the controller can produce work based on the client's actions.
		/// </summary>
		protected void StartManaging(IClientAPI client) 
		{
			m_log.Debug("[CONTENT MANAGEMENT] Registering channel with chat services.");
			client.OnChatFromViewer += SimChatSent;	
			init = true;
			
			OnNewClient(client);
			
			m_log.Debug("[CONTENT MANAGEMENT] Adding handlers to client.");
			client.OnUpdatePrimScale += UpdateSingleScale;
            client.OnUpdatePrimGroupScale += UpdateMultipleScale;
			client.OnUpdatePrimGroupPosition += UpdateMultiplePosition;
            client.OnUpdatePrimSinglePosition += UpdateSinglePosition;
            client.OnUpdatePrimGroupRotation += UpdateMultipleRotation;
            client.OnUpdatePrimSingleRotation += UpdateSingleRotation;
			client.OnAddPrim += UpdateNewParts;
			client.OnObjectDuplicate += ObjectDuplicated;
            client.OnObjectDuplicateOnRay += ObjectDuplicatedOnRay;
			client.OnUndo += OnUnDid;
			//client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;			
		}
		
		/// <summary>
		/// 
		/// </summary>
		protected void StopManaging(LLUUID clientUUID) 
		{
			foreach(Object sceneobj in m_sceneList.Values)
			{
				ScenePresence presence = ((Scene)sceneobj).GetScenePresence(clientUUID);
					if (presence != null)
					{
						IClientAPI client = presence.ControllingClient;
						m_log.Debug("[CONTENT MANAGEMENT] Unregistering channel with chat services.");
						client.OnChatFromViewer -= SimChatSent;	
						
						m_log.Debug("[CONTENT MANAGEMENT] Removing handlers to client");
						client.OnUpdatePrimScale -= UpdateSingleScale;
						client.OnUpdatePrimGroupScale -= UpdateMultipleScale;
						client.OnUpdatePrimGroupPosition -= UpdateMultiplePosition;
						client.OnUpdatePrimSinglePosition -= UpdateSinglePosition;
						client.OnUpdatePrimGroupRotation -= UpdateMultipleRotation;
						client.OnUpdatePrimSingleRotation -= UpdateSingleRotation;
						client.OnAddPrim -= UpdateNewParts;
						client.OnObjectDuplicate -= ObjectDuplicated;
						client.OnObjectDuplicateOnRay -= ObjectDuplicatedOnRay;
						client.OnUndo -= OnUnDid;
						//client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;
						return;
				}
			}
		}
		
		protected void GroupBeingDeleted(SceneObjectGroup group)
		{
			m_log.Debug("[CONTENT MANAGEMENT] Something was deleted!!!");
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTKILLED;
			moreWork.Data1 = group.Copy();
			m_WorkQueue.Enqueue(moreWork);
		}		
		
		//This is stupid, the same information is contained in the first and second argument
		protected void SimChatSent(Object x, ChatFromViewerArgs e)
		{
			m_log.Debug("[CONTENT MANAGEMENT] SIMCHAT SENT !!!!!!!");
			m_log.Debug("[CONTENT MANAGEMENT] message was: " + e.Message);
			Work moreWork = new Work();
			moreWork.Type = WorkType.SIMCHAT;
			moreWork.Data1 = e;
			m_WorkQueue.Enqueue(moreWork);
		}
		
		protected void ObjectDuplicated(uint localID, LLVector3 offset, uint dupeFlags, LLUUID AgentID, LLUUID GroupID)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTDUPLICATED;
			moreWork.LocalId = localID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] dup queue");
		}

		protected void ObjectDuplicatedOnRay(uint localID, uint dupeFlags, LLUUID AgentID, LLUUID GroupID,
                                              LLUUID RayTargetObj, LLVector3 RayEnd, LLVector3 RayStart,
                                              bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTDUPLICATED;
			moreWork.LocalId = localID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] dup queue");
		}
		
		protected void OnNewClient(IClientAPI client)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.NEWCLIENT;
			moreWork.Data1 = client;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] new client");
		}
		
		protected void OnUnDid(IClientAPI remoteClient, LLUUID primId)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.UNDODID;
			moreWork.UUID = primId;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] undid");
		}
		
		protected void UpdateSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
			moreWork.LocalId = localID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] move");
		}
		
		/// <summary>
		/// 
		/// </summary>
		protected void UpdateSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
			moreWork.LocalId = localID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] rot");
		}

		protected void UpdateSingleScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
			moreWork.LocalId = localID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] scale");
		}
		
		protected void UpdateMultiplePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
			moreWork.LocalId = localID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] pos");
		}
		
		protected void UpdateMultipleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
		{				
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
			moreWork.LocalId = localID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] rot");
		}

		protected void UpdateMultipleScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
			moreWork.LocalId = localID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT]scale");
		}
		
		protected void UpdateNewParts(LLUUID ownerID, LLVector3 RayEnd, LLQuaternion rot, PrimitiveBaseShape shape,
		                           byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID,
		                           byte RayEndIsIntersection)
		{
			Work moreWork = new Work();
			moreWork.Type = WorkType.PRIMITIVEADDED;
			moreWork.UUID = ownerID;
			m_WorkQueue.Enqueue(moreWork);
			m_log.Debug("[CONTENT MANAGEMENT] new parts");
        }
	}
}