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|
/*
* 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 OpenSim 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.
*/
#region Header
// CMController.cs
// User: bongiojp
//
#endregion Header
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using OpenMetaverse;
using OpenSim;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Physics.Manager;
using log4net;
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
{
#region Static Fields
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>();
#endregion Static Fields
#region Fields
//bool init = false;
int m_channel = -1;
/// <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;
//These have to be global variables, threading doesn't allow for passing parameters. (Used in MainLoop)
CMModel m_model = null;
/// <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());
State m_state = State.NONE;
Thread m_thread = null;
CMView m_view = null;
#endregion Fields
#region Constructors
/// <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);
}
#endregion Constructors
#region Private Methods
//------------------------------------------------ EVENTS ----------------------------------------------------//
// private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, LLUUID regionID)
// {
// }
/// <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;
}
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>
/// 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()
{
try
{
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: " + ((OSChatMessage) currentJob.Data1).Message);
SimChat(model, view, (OSChatMessage) currentJob.Data1, channel);
break;
default:
m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- uuuuuuuuuh, what?");
break;
}
}
}
catch (Exception e)
{
// TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
m_log.ErrorFormat(
"[CONTENT MANAGEMENT]: Content management thread terminating with exception. PLEASE REBOOT YOUR SIM - CONTENT MANAGEMENT WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
e);
}
}
/// <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.
/// </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. 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 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.
/// </summary>
private void UndoDid(CMModel model, CMView view, UUID uuid)
{
if ((m_state & State.SHOWING_CHANGES) > 0)
{
ContentManagementEntity ent = model.FindMetaEntityAffectedByUndo(uuid);
if (ent != null)
view.DisplayEntity(ent);
}
}
#endregion Private Methods
#region Protected Methods
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);
}
protected void ObjectDuplicated(uint localID, Vector3 offset, uint dupeFlags, UUID AgentID, UUID 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, UUID AgentID, UUID GroupID,
UUID RayTargetObj, Vector3 RayEnd, Vector3 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, UUID primId)
{
Work moreWork = new Work();
moreWork.Type = WorkType.UNDODID;
moreWork.UUID = primId;
m_WorkQueue.Enqueue(moreWork);
m_log.Debug("[CONTENT MANAGEMENT] undid");
}
/// <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;
}
//This is stupid, the same information is contained in the first and second argument
protected void SimChatSent(Object x, OSChatMessage 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);
}
/// <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.OnChatFromClient += 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(UUID 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 UpdateMultiplePosition(uint localID, Vector3 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, Quaternion 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, Vector3 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(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
byte bypassRaycast, Vector3 RayStart, UUID 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");
}
protected void UpdateSinglePosition(uint localID, Vector3 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, Quaternion 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, Vector3 scale, IClientAPI remoteClient)
{
Work moreWork = new Work();
moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE;
moreWork.LocalId = localID;
m_WorkQueue.Enqueue(moreWork);
m_log.Debug("[CONTENT MANAGEMENT] scale");
}
/// <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>
/// 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. 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();
}
#endregion Protected Methods
#region Public Methods
/// <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.OnChatFromClient += SimChatSent;
scene.EventManager.OnRemovePresence += StopManaging;
// scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
scene.EventManager.OnObjectBeingRemovedFromScene += GroupBeingDeleted;
}
/// <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, OSChatMessage 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;
}
}
#endregion Public Methods
#region Other
/// <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.
}
/// <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
{
#region Fields
public Object Data1; //Just space for holding data.
public Object Data2; //Just more space for holding data.
public uint LocalId; //Convenient
public WorkType Type;
public UUID UUID; //Convenient
#endregion Fields
}
/// <value>
/// Identifies what the data in struct Work should be used for.
/// </value>
private enum WorkType
{
NONE,
OBJECTATTRIBUTECHANGE,
PRIMITIVEADDED,
OBJECTDUPLICATED,
OBJECTKILLED,
UNDODID,
NEWCLIENT,
SIMCHAT
}
#endregion Other
}
}
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