Move new Estate commands to OpenSim.cs
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>0.8.0.3
parent
672bd9fc98
commit
4aa483777b
|
@ -45,6 +45,7 @@ using OpenSim.Framework.Servers;
|
|||
using OpenSim.Framework.Monitoring;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
namespace OpenSim
|
||||
{
|
||||
|
@ -399,6 +400,16 @@ namespace OpenSim
|
|||
"delete-region <name>",
|
||||
"Delete a region from disk",
|
||||
RunCommand);
|
||||
|
||||
m_console.Commands.AddCommand("Estates", false, "estate set owner",
|
||||
"estate set owner <estate-id>[ <UUID> | <Firstname> <Lastname> ]",
|
||||
"Sets the owner of the specified estate to the specified UUID or user. ",
|
||||
SetEstateOwnerCommand);
|
||||
|
||||
m_console.Commands.AddCommand("Estates", false, "estate set name",
|
||||
"estate set name <estate-id> <new name>",
|
||||
"Sets the name of the specified estate to the specified value. New name must be unique.",
|
||||
SetEstateNameCommand);
|
||||
}
|
||||
|
||||
protected override void ShutdownSpecific()
|
||||
|
@ -1165,6 +1176,130 @@ namespace OpenSim
|
|||
SceneManager.SaveCurrentSceneToArchive(cmdparams);
|
||||
}
|
||||
|
||||
protected void SetEstateOwnerCommand(string module, string[] args)
|
||||
{
|
||||
string response = null;
|
||||
|
||||
Scene scene = SceneManager.CurrentOrFirstScene;
|
||||
IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
|
||||
|
||||
if (args.Length == 3)
|
||||
{
|
||||
response = "No estate specified.";
|
||||
}
|
||||
else
|
||||
{
|
||||
int estateId;
|
||||
if (!int.TryParse(args[3], out estateId))
|
||||
{
|
||||
response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (args.Length == 4)
|
||||
{
|
||||
response = "No user specified.";
|
||||
}
|
||||
else
|
||||
{
|
||||
UserAccount account = null;
|
||||
|
||||
// TODO: Is there a better choice here?
|
||||
UUID scopeID = UUID.Zero;
|
||||
|
||||
string s1 = args[4];
|
||||
if (args.Length == 5)
|
||||
{
|
||||
// attempt to get account by UUID
|
||||
UUID u;
|
||||
if (UUID.TryParse(s1, out u))
|
||||
{
|
||||
account = scene.UserAccountService.GetUserAccount(scopeID, u);
|
||||
if (account == null)
|
||||
response = String.Format("Could not find user {0}", s1);
|
||||
}
|
||||
else
|
||||
{
|
||||
response = String.Format("Invalid UUID {0}", s1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// attempt to get account by Firstname, Lastname
|
||||
string s2 = args[5];
|
||||
account = scene.UserAccountService.GetUserAccount(scopeID, s1, s2);
|
||||
if (account == null)
|
||||
response = String.Format("Could not find user {0} {1}", s1, s2);
|
||||
}
|
||||
|
||||
// If it's valid, send it off for processing.
|
||||
if (account != null)
|
||||
response = estateModule.SetEstateOwner(estateId, account);
|
||||
|
||||
if (response == String.Empty)
|
||||
{
|
||||
response = String.Format("Estate owner changed to {0} ({1} {2})", account.PrincipalID, account.FirstName, account.LastName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// give the user some feedback
|
||||
if (response != null)
|
||||
MainConsole.Instance.Output(response);
|
||||
}
|
||||
|
||||
protected void SetEstateNameCommand(string module, string[] args)
|
||||
{
|
||||
string response = null;
|
||||
|
||||
Scene scene = SceneManager.CurrentOrFirstScene;
|
||||
IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
|
||||
|
||||
if (args.Length == 3)
|
||||
{
|
||||
response = "No estate specified.";
|
||||
}
|
||||
else
|
||||
{
|
||||
int estateId;
|
||||
if (!int.TryParse(args[3], out estateId))
|
||||
{
|
||||
response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (args.Length == 4)
|
||||
{
|
||||
response = "No name specified.";
|
||||
}
|
||||
else
|
||||
{
|
||||
// everything after the estate ID is "name"
|
||||
StringBuilder sb = new StringBuilder(args[4]);
|
||||
for (int i = 5; i < args.Length; i++)
|
||||
sb.Append (" " + args[i]);
|
||||
|
||||
string estateName = sb.ToString();
|
||||
|
||||
// send it off for processing.
|
||||
response = estateModule.SetEstateName(estateId, estateName);
|
||||
|
||||
if (response == String.Empty)
|
||||
{
|
||||
response = String.Format("Estate {0} renamed to \"{1}\"", estateId, estateName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// give the user some feedback
|
||||
if (response != null)
|
||||
MainConsole.Instance.Output(response);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private static string CombineParams(string[] commandParams, int pos)
|
||||
{
|
||||
string result = String.Empty;
|
||||
|
@ -1175,7 +1310,5 @@ namespace OpenSim
|
|||
result = result.TrimEnd(' ');
|
||||
return result;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -52,10 +52,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
|
||||
protected EstateManagementModule m_module;
|
||||
|
||||
// used to prevent multiple processing of commands when called from root region
|
||||
private static string[] m_currentCmd = null;
|
||||
private static EstateSettings m_estateSettings = null;
|
||||
|
||||
public EstateManagementCommands(EstateManagementModule module)
|
||||
{
|
||||
m_module = module;
|
||||
|
@ -87,15 +83,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
|
||||
m_module.Scene.AddCommand(
|
||||
"Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand);
|
||||
|
||||
m_module.Scene.AddCommand(
|
||||
"Estates", m_module, "estate set owner", "estate set owner <estate-id>[ <UUID> | <Firstname> <Lastname> ]",
|
||||
"Sets the owner of the specified estate to the specified UUID or user. ", SetEstateOwnerCommand);
|
||||
|
||||
m_module.Scene.AddCommand(
|
||||
"Estates", m_module, "estate set name", "estate set name <estate-id> <new name>",
|
||||
"Sets the name of the specified estate to the specified value. " +
|
||||
"New name must be unique.", SetEstateNameCommand);
|
||||
}
|
||||
|
||||
public void Close() {}
|
||||
|
@ -238,177 +225,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
|
||||
MainConsole.Instance.Output(report.ToString());
|
||||
}
|
||||
|
||||
protected void SetEstateOwnerCommand(string module, string[] args)
|
||||
{
|
||||
string response = null;
|
||||
|
||||
EstateSettings es = m_module.Scene.RegionInfo.EstateSettings;
|
||||
|
||||
if (args == m_currentCmd)
|
||||
{
|
||||
// HACK to propagate new estate info to Scene Regions
|
||||
if (m_estateSettings != null && es.EstateID == m_estateSettings.EstateID)
|
||||
es.EstateOwner = m_estateSettings.EstateOwner;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// new command... clear out the old value
|
||||
m_currentCmd = args;
|
||||
|
||||
if (args.Length == 3)
|
||||
{
|
||||
response = "No estate specified.";
|
||||
}
|
||||
else
|
||||
{
|
||||
int estateId;
|
||||
if (!int.TryParse(args[3], out estateId))
|
||||
{
|
||||
response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (args.Length == 4)
|
||||
{
|
||||
response = "No user specified.";
|
||||
}
|
||||
else
|
||||
{
|
||||
UserAccount account = null;
|
||||
|
||||
// TODO: Is there a better choice here?
|
||||
UUID scopeID = UUID.Zero;
|
||||
|
||||
string s1 = args[4];
|
||||
if (args.Length == 5)
|
||||
{
|
||||
// attempt to get account by UUID
|
||||
UUID u;
|
||||
if (UUID.TryParse(s1, out u))
|
||||
{
|
||||
account = m_module.Scene.UserAccountService.GetUserAccount(scopeID, u);
|
||||
if (account == null)
|
||||
response = String.Format("Could not find user {0}", s1);
|
||||
}
|
||||
else
|
||||
{
|
||||
response = String.Format("Invalid UUID {0}", s1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// attempt to get account by Firstname, Lastname
|
||||
string s2 = args[5];
|
||||
account = m_module.Scene.UserAccountService.GetUserAccount(scopeID, s1, s2);
|
||||
if (account == null)
|
||||
response = String.Format("Could not find user {0} {1}", s1, s2);
|
||||
}
|
||||
|
||||
// If it's valid, send it off for processing.
|
||||
if (account != null)
|
||||
response = m_module.SetEstateOwner(estateId, account);
|
||||
|
||||
if (response == String.Empty)
|
||||
{
|
||||
response = String.Format("Estate owner changed to {0} ({1} {2})", account.PrincipalID, account.FirstName, account.LastName);
|
||||
|
||||
// save data for propagation to other Scene Regions
|
||||
m_estateSettings = new EstateSettings();
|
||||
m_estateSettings.EstateID = (uint)estateId;
|
||||
m_estateSettings.EstateOwner = account.PrincipalID;
|
||||
|
||||
// update current Scene Region if appropriate
|
||||
if (es.EstateID == estateId)
|
||||
es.EstateOwner = account.PrincipalID;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_estateSettings = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// give the user some feedback
|
||||
if (response != null)
|
||||
MainConsole.Instance.Output(response);
|
||||
}
|
||||
|
||||
protected void SetEstateNameCommand(string module, string[] args)
|
||||
{
|
||||
string response = null;
|
||||
|
||||
EstateSettings es = m_module.Scene.RegionInfo.EstateSettings;
|
||||
|
||||
if (args == m_currentCmd)
|
||||
{
|
||||
// HACK to propagate new estate info to Scene Regions
|
||||
if (m_estateSettings != null && es.EstateID == m_estateSettings.EstateID)
|
||||
es.EstateName = m_estateSettings.EstateName;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// new command... clear out the old value
|
||||
m_currentCmd = args;
|
||||
|
||||
if (args.Length == 3)
|
||||
{
|
||||
response = "No estate specified.";
|
||||
}
|
||||
else
|
||||
{
|
||||
int estateId;
|
||||
if (!int.TryParse(args[3], out estateId))
|
||||
{
|
||||
response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (args.Length == 4)
|
||||
{
|
||||
response = "No name specified.";
|
||||
}
|
||||
else
|
||||
{
|
||||
// everything after the estate ID is "name"
|
||||
StringBuilder sb = new StringBuilder(args[4]);
|
||||
for (int i = 5; i < args.Length; i++)
|
||||
sb.Append (" " + args[i]);
|
||||
|
||||
string estateName = sb.ToString();
|
||||
|
||||
// send it off for processing.
|
||||
response = m_module.SetEstateName(estateId, estateName);
|
||||
|
||||
if (response == String.Empty)
|
||||
{
|
||||
response = String.Format("Estate {0} renamed from \"{1}\" to \"{2}\"", estateId, es.EstateName, estateName);
|
||||
|
||||
// save data for propagation to other Scene Regions
|
||||
m_estateSettings = new EstateSettings();
|
||||
m_estateSettings.EstateID = (uint)estateId;
|
||||
m_estateSettings.EstateName = estateName;
|
||||
|
||||
// update current Scene Region if appropriate
|
||||
if (es.EstateID == estateId)
|
||||
es.EstateName = estateName;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_estateSettings = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// give the user some feedback
|
||||
if (response != null)
|
||||
MainConsole.Instance.Output(response);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -251,8 +251,17 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
m_log.InfoFormat("[ESTATE]: Estate Owner for {0} changed to {1} ({2} {3})", dbSettings.EstateName,
|
||||
account.PrincipalID, account.FirstName, account.LastName);
|
||||
|
||||
TriggerEstateInfoChange();
|
||||
sendRegionHandshakeToAll();
|
||||
// propagate the change
|
||||
List<UUID> regions = Scene.GetEstateRegions(estateID);
|
||||
UUID regionId = (regions.Count() > 0) ? regions.ElementAt(0) : UUID.Zero;
|
||||
if (regionId != UUID.Zero)
|
||||
{
|
||||
ChangeDelegate change = OnEstateInfoChange;
|
||||
|
||||
if (change != null)
|
||||
change(regionId);
|
||||
}
|
||||
|
||||
}
|
||||
return response;
|
||||
}
|
||||
|
@ -289,8 +298,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
// make sure there's a log entry to document the change
|
||||
m_log.InfoFormat("[ESTATE]: Estate {0} renamed from \"{1}\" to \"{2}\"", estateID, oldName, newName);
|
||||
|
||||
TriggerEstateInfoChange();
|
||||
sendRegionHandshakeToAll();
|
||||
// propagate the change
|
||||
List<UUID> regions = Scene.GetEstateRegions(estateID);
|
||||
UUID regionId = (regions.Count() > 0) ? regions.ElementAt(0) : UUID.Zero;
|
||||
if (regionId != UUID.Zero)
|
||||
{
|
||||
ChangeDelegate change = OnEstateInfoChange;
|
||||
|
||||
if (change != null)
|
||||
change(regionId);
|
||||
}
|
||||
}
|
||||
}
|
||||
return response;
|
||||
|
|
Loading…
Reference in New Issue