Add prototype dynamic objects map for scene object parts
This allows region modules to add dynamic objects to SOPs rather than having to continually push and pull OSD dynamic attributes. This is to explore the original MOAP use case for dynamic attributes where it could be very awkward and possibly time-consuming to keep reconstructing MediaEntrys from stored DynamicAttributes. This commit adds a DOExampleModule to demonstrate/evolve this code. Dynamic objects involve no storage or persistence changes - the 'backing store' for any data that does need to be saved will remain the DAMap. DOExampleModule in this commit only attaches a fresh dynamic object. Actually constructing this from stored dynamic attributes and handling persistence is left for later. These changes should affect no existing functionality, though it may or may not reveal necessary changes in DAMap down the road.user_profiles
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@ -180,7 +180,7 @@ namespace OpenSim.Framework
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/// Validate the key used for storing separate data stores.
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/// </summary>
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/// <param name='key'></param>
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private static void ValidateKey(string key)
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public static void ValidateKey(string key)
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{
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if (key.Length < MIN_STORE_NAME_LENGTH)
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throw new Exception("Minimum store name length is " + MIN_STORE_NAME_LENGTH);
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@ -0,0 +1,98 @@
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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;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Xml;
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using System.Xml.Schema;
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using System.Xml.Serialization;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// This class stores and retrieves dynamic objects.
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/// </summary>
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/// <remarks>
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/// Experimental - DO NOT USE.
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/// </remarks>
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public class DOMap
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{
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private IDictionary<string, object> m_map;
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public void Add(string key, object dynObj)
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{
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DAMap.ValidateKey(key);
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lock (this)
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{
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if (m_map == null)
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m_map = new Dictionary<string, object>();
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m_map.Add(key, dynObj);
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}
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}
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public bool ContainsKey(string key)
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{
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return Get(key) != null;
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}
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/// <summary>
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/// Get a dynamic object
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/// </summary>
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/// <remarks>
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/// Not providing an index method so that users can't casually overwrite each other's objects.
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/// </remarks>
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/// <param name='key'></param>
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public object Get(string key)
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{
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lock (this)
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{
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if (m_map == null)
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return null;
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else
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return m_map[key];
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}
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}
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public bool Remove(string key)
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{
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lock (this)
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{
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if (m_map == null)
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return false;
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else
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return m_map.Remove(key);
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}
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}
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}
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}
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@ -0,0 +1,117 @@
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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.Reflection;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Region.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.Framework.DynamicAttributes.DOExampleModule
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{
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/// <summary>
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/// Example module for experimenting with and demonstrating dynamic object ideas.
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/// </summary>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DOExampleModule")]
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public class DOExampleModule : INonSharedRegionModule
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{
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public class MyObject
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{
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public int Moves { get; set; }
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}
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly bool ENABLED = false; // enable for testing
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private Scene m_scene;
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private IDialogModule m_dialogMod;
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public string Name { get { return "DOExample Module"; } }
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public Type ReplaceableInterface { get { return null; } }
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public void Initialise(IConfigSource source) {}
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public void AddRegion(Scene scene)
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{
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if (ENABLED)
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{
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m_scene = scene;
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m_scene.EventManager.OnObjectAddedToScene += OnObjectAddedToScene;
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m_scene.EventManager.OnSceneGroupMove += OnSceneGroupMove;
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m_dialogMod = m_scene.RequestModuleInterface<IDialogModule>();
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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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if (ENABLED)
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{
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m_scene.EventManager.OnSceneGroupMove -= OnSceneGroupMove;
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}
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}
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public void RegionLoaded(Scene scene) {}
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public void Close()
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{
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RemoveRegion(m_scene);
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}
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private void OnObjectAddedToScene(SceneObjectGroup so)
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{
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so.RootPart.DynObjs.Add(Name, new MyObject());
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}
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private bool OnSceneGroupMove(UUID groupId, Vector3 delta)
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{
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SceneObjectGroup so = m_scene.GetSceneObjectGroup(groupId);
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if (so == null)
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return true;
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object rawObj = so.RootPart.DynObjs.Get(Name);
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if (rawObj != null)
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{
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MyObject myObj = (MyObject)rawObj;
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m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", so.Name, so.UUID, ++myObj.Moves));
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}
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return true;
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}
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}
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}
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@ -129,6 +129,27 @@ namespace OpenSim.Region.Framework.Scenes
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/// Dynamic attributes can be created and deleted as required.
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/// </summary>
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public DAMap DynAttrs { get; set; }
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private DOMap m_dynObjs;
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/// <summary>
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/// Dynamic objects that can be created and deleted as required.
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/// </summary>
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public DOMap DynObjs
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{
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get
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{
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if (m_dynObjs == null)
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m_dynObjs = new DOMap();
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return m_dynObjs;
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}
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set
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{
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m_dynObjs = value;
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}
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}
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/// <value>
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/// Is this a root part?
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@ -348,6 +369,7 @@ namespace OpenSim.Region.Framework.Scenes
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Rezzed = DateTime.UtcNow;
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Description = String.Empty;
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DynAttrs = new DAMap();
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DynObjs = new DOMap();
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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