On initial opensim setup, don't ask the user whether they want to join an existing opensim estate when there aren't any. Proceed directly to estate setup instead.
parent
ee7cfc2854
commit
060a53b896
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@ -792,6 +792,25 @@ namespace OpenSim
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regionnum = m_sceneManager.Scenes.Count;
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regionnum = m_sceneManager.Scenes.Count;
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}
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}
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/// <summary>
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/// Create an estate with an initial region.
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/// </summary>
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/// <param name="regInfo"></param>
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public void CreateEstate(RegionInfo regInfo)
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{
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// Create a new estate
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regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true);
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regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
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// FIXME: Later on, the scene constructor will reload the estate settings no matter what.
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// Therefore, we need to do an initial save here otherwise the new estate name will be reset
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// back to the default. The reloading of estate settings by scene could be eliminated if it
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// knows that the passed in settings in RegionInfo are already valid. Also, it might be
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// possible to eliminate some additional later saves made by callers of this method.
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regInfo.EstateSettings.Save();
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}
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/// <summary>
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/// <summary>
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/// Load the estate information for the provided RegionInfo object.
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/// Load the estate information for the provided RegionInfo object.
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/// </summary>
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/// </summary>
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@ -804,56 +823,61 @@ namespace OpenSim
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if (regInfo.EstateSettings.EstateID == 0) // No record at all
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if (regInfo.EstateSettings.EstateID == 0) // No record at all
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{
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{
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MainConsole.Instance.Output("Your region is not part of an estate.");
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MainConsole.Instance.Output("Your region is not part of an estate.");
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List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll();
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while (true)
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while (true)
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{
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{
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string response = MainConsole.Instance.CmdPrompt("Do you wish to join an existing estate?", "no", new List<string>() { "yes", "no" });
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if (estates.Count == 0)
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if (response == "no")
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{
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{
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MainConsole.Instance.Output(
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// Create a new estate
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"There aren't any existing estates. You will need to create a new one for this region.");
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regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true);
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regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
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// FIXME: Later on, the scene constructor will reload the estate settings no matter what.
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CreateEstate(regInfo);
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// Therefore, we need to do an initial save here otherwise the new estate name will be reset
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// back to the default. The reloading of estate settings by scene could be eliminated if it
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// knows that the passed in settings in RegionInfo are already valid. Also, it might be
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// possible to eliminate some additional later saves made by callers of this method.
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regInfo.EstateSettings.Save();
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break;
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break;
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}
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}
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else
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else
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{
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{
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List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll();
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string response
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List<string> estateNames = new List<string>();
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foreach (EstateSettings estate in estates)
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estateNames.Add(estate.EstateName);
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response
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= MainConsole.Instance.CmdPrompt(
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= MainConsole.Instance.CmdPrompt(
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string.Format(
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"Do you wish to join an existing estate (yes/no)?", "no", new List<string>() { "yes", "no" });
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"Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
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"None");
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if (response == "None")
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if (response == "no")
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continue;
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List<int> estateIDs = EstateDataService.GetEstates(response);
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if (estateIDs.Count < 1)
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{
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{
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MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again");
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CreateEstate(regInfo);
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continue;
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}
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int estateID = estateIDs[0];
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regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
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if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
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break;
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break;
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}
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MainConsole.Instance.Output("Joining the estate failed. Please try again.");
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else
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{
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List<string> estateNames = new List<string>();
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foreach (EstateSettings estate in estates)
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estateNames.Add(estate.EstateName);
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response
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= MainConsole.Instance.CmdPrompt(
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string.Format(
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"Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
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"None");
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if (response == "None")
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continue;
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List<int> estateIDs = EstateDataService.GetEstates(response);
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if (estateIDs.Count < 1)
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{
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MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again");
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continue;
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}
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int estateID = estateIDs[0];
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regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
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if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
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break;
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MainConsole.Instance.Output("Joining the estate failed. Please try again.");
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}
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}
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}
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}
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}
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}
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}
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