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