Controller module for dynamic floaters (WIP)
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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.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public delegate bool HandlerDelegate(IClientAPI client, FloaterData data, string[] msg);
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public abstract class FloaterData
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{
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public abstract int Channel { get; }
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public abstract string FloaterName { get; }
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public virtual string XmlName { get; set; }
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public virtual HandlerDelegate Handler { get; set; }
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}
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public interface IDynamicFloaterModule
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{
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void DoUserFloater(UUID agentID, FloaterData dialogData, string configuration);
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void FloaterControl(ScenePresence sp, FloaterData d, string msg);
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}
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}
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@ -0,0 +1,228 @@
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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.IO;
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using System.Reflection;
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using System.Text;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenSim;
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using OpenSim.Region;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Framework;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using Nini.Config;
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using log4net;
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using Mono.Addins;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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using OSDMap = OpenMetaverse.StructuredData.OSDMap;
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namespace OpenSim.Region.OptionalModules.ViewerSupport
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DynamicFloater")]
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public class DynamicFloaterModule : INonSharedRegionModule, IDynamicFloaterModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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private Dictionary<UUID, Dictionary<int, FloaterData>> m_floaters = new Dictionary<UUID, Dictionary<int, FloaterData>>();
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public string Name
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{
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get { return "DynamicFloaterModule"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public void Initialise(IConfigSource config)
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{
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}
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public void Close()
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{
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}
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public void AddRegion(Scene scene)
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{
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m_scene = scene;
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnClientClosed += OnClientClosed;
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m_scene.RegisterModuleInterface<IDynamicFloaterModule>(this);
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void RemoveRegion(Scene scene)
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{
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}
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private void OnNewClient(IClientAPI client)
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{
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client.OnChatFromClient += OnChatFromClient;
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}
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private void OnClientClosed(UUID agentID, Scene scene)
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{
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m_floaters.Remove(agentID);
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}
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private void SendToClient(ScenePresence sp, string msg)
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{
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sp.ControllingClient.SendChatMessage(msg,
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(byte)ChatTypeEnum.Owner,
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sp.AbsolutePosition,
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"Server",
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UUID.Zero,
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UUID.Zero,
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(byte)ChatSourceType.Object,
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(byte)ChatAudibleLevel.Fully);
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}
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public void DoUserFloater(UUID agentID, FloaterData dialogData, string configuration)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentID);
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if (sp == null || sp.IsChildAgent)
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return;
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if (!m_floaters.ContainsKey(agentID))
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m_floaters[agentID] = new Dictionary<int, FloaterData>();
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m_floaters[agentID].Add(dialogData.Channel, dialogData);
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string xml;
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using (FileStream fs = File.Open(dialogData.XmlName + ".xml", FileMode.Open))
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{
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using (StreamReader sr = new StreamReader(fs))
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xml = sr.ReadToEnd().Replace("\n", "");
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}
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List<string> xparts = new List<string>();
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while (xml.Length > 0)
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{
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string x = xml;
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if (x.Length > 600)
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{
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x = x.Substring(0, 600);
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xml = xml.Substring(600);
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}
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else
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{
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xml = String.Empty;
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}
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xparts.Add(x);
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}
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for (int i = 0 ; i < xparts.Count ; i++)
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SendToClient(sp, String.Format("># floater {2} create {0}/{1} " + xparts[i], i + 1, xparts.Count, dialogData.FloaterName));
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SendToClient(sp, String.Format("># floater {0} {{notify:1}} {{channel: {1}}} {{node:cancel {{notify:1}}}} {{node:ok {{notify:1}}}} {2}", dialogData.FloaterName, (uint)dialogData.Channel, configuration));
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}
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private void OnChatFromClient(object sender, OSChatMessage msg)
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{
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if (msg.Sender == null)
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return;
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//m_log.DebugFormat("chan {0} msg {1}", msg.Channel, msg.Message);
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IClientAPI client = msg.Sender;
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if (!m_floaters.ContainsKey(client.AgentId))
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return;
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string[] parts = msg.Message.Split(new char[] {':'});
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if (parts.Length == 0)
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return;
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null || sp.IsChildAgent)
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return;
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Dictionary<int, FloaterData> d = m_floaters[client.AgentId];
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// Work around a viewer bug - VALUE from any
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// dialog can appear on this channel and needs to
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// be dispatched to ALL open dialogs for the user
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if (msg.Channel == 427169570)
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{
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if (parts[0] == "VALUE")
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{
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foreach (FloaterData dd in d.Values)
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{
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if(dd.Handler(client, dd, parts))
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{
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m_floaters[client.AgentId].Remove(dd.Channel);
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SendToClient(sp, String.Format("># floater {0} destroy", dd.FloaterName));
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break;
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}
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}
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}
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return;
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}
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if (!d.ContainsKey(msg.Channel))
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return;
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FloaterData data = d[msg.Channel];
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if (parts[0] == "NOTIFY")
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{
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if (parts[1] == "cancel" || parts[1] == data.FloaterName)
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{
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m_floaters[client.AgentId].Remove(data.Channel);
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SendToClient(sp, String.Format("># floater {0} destroy", data.FloaterName));
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}
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}
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if (data.Handler(client, data, parts))
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{
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m_floaters[client.AgentId].Remove(data.Channel);
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SendToClient(sp, String.Format("># floater {0} destroy", data.FloaterName));
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}
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}
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public void FloaterControl(ScenePresence sp, FloaterData d, string msg)
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{
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string sendData = String.Format("># floater {0} {1}", d.FloaterName, msg);
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SendToClient(sp, sendData);
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}
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}
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}
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