Merge branch 'master' into 0.8-post-fixes

0.8.0.3 0.8-rc1
Justin Clark-Casey 2014-05-06 19:57:31 +01:00
commit c38736de82
4 changed files with 285 additions and 86 deletions

View File

@ -402,6 +402,12 @@ namespace OpenSim
"Delete a region from disk",
RunCommand);
m_console.Commands.AddCommand("Estates", false, "estate create",
"estate create <owner UUID> <estate name>",
"Creates a new estate with the specified name, owned by the specified user."
+ " Estate name must be unique.",
CreateEstateCommand);
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. ",
@ -411,6 +417,11 @@ namespace OpenSim
"estate set name <estate-id> <new name>",
"Sets the name of the specified estate to the specified value. New name must be unique.",
SetEstateNameCommand);
m_console.Commands.AddCommand("Estates", false, "estate link region",
"estate link region <estate ID> <region ID>",
"Attaches the specified region to the specified estate.",
EstateLinkRegionCommand);
}
protected override void ShutdownSpecific()
@ -1177,6 +1188,58 @@ namespace OpenSim
SceneManager.SaveCurrentSceneToArchive(cmdparams);
}
protected void CreateEstateCommand(string module, string[] args)
{
string response = null;
UUID userID;
if (args.Length == 2)
{
response = "No user specified.";
}
else if (!UUID.TryParse(args[2], out userID))
{
response = String.Format("{0} is not a valid UUID", args[2]);
}
else if (args.Length == 3)
{
response = "No estate name specified.";
}
else
{
Scene scene = SceneManager.CurrentOrFirstScene;
// TODO: Is there a better choice here?
UUID scopeID = UUID.Zero;
UserAccount account = scene.UserAccountService.GetUserAccount(scopeID, userID);
if (account == null)
{
response = String.Format("Could not find user {0}", userID);
}
else
{
// concatenate it all to "name"
StringBuilder sb = new StringBuilder(args[3]);
for (int i = 4; i < args.Length; i++)
sb.Append (" " + args[i]);
string estateName = sb.ToString().Trim();
// send it off for processing.
IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
response = estateModule.CreateEstate(estateName, userID);
if (response == String.Empty)
{
List<int> estates = scene.EstateDataService.GetEstates(estateName);
response = String.Format("Estate {0} created as \"{1}\"", estates.ElementAt(0), estateName);
}
}
}
// give the user some feedback
if (response != null)
MainConsole.Instance.Output(response);
}
protected void SetEstateOwnerCommand(string module, string[] args)
{
string response = null;
@ -1299,6 +1362,56 @@ namespace OpenSim
MainConsole.Instance.Output(response);
}
private void EstateLinkRegionCommand(string module, string[] args)
{
int estateId =-1;
UUID regionId = UUID.Zero;
Scene scene = null;
string response = null;
if (args.Length == 3)
{
response = "No estate specified.";
}
else 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 region specified.";
}
else if (!UUID.TryParse(args[4], out regionId))
{
response = String.Format("\"{0}\" is not a valid UUID for a Region", args [4]);
}
else if (!SceneManager.TryGetScene(regionId, out scene))
{
// region may exist, but on a different sim.
response = String.Format("No access to Region \"{0}\"", args [4]);
}
if (response != null)
{
MainConsole.Instance.Output(response);
return;
}
// send it off for processing.
IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
response = estateModule.SetRegionEstate(scene.RegionInfo, estateId);
if (response == String.Empty)
{
estateModule.TriggerRegionInfoChange();
estateModule.sendRegionHandshakeToAll();
response = String.Format ("Region {0} is now attached to estate {1}", regionId, estateId);
}
// give the user some feedback
if (response != null)
MainConsole.Instance.Output (response);
}
#endregion
private static string CombineParams(string[] commandParams, int pos)

View File

@ -428,7 +428,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
/// <summary>
/// delegate for sending a grid instant message asynchronously
/// </summary>
public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
protected virtual void GridInstantMessageCompleted(IAsyncResult iar)
{
@ -442,118 +442,138 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
{
GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync;
d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d);
}
/// <summary>
/// Internal SendGridInstantMessage over XMLRPC method.
/// Recursive SendGridInstantMessage over XMLRPC method.
/// This is called from within a dedicated thread.
/// The first time this is called, prevRegionHandle will be 0 Subsequent times this is called from
/// itself, prevRegionHandle will be the last region handle that we tried to send.
/// If the handles are the same, we look up the user's location using the grid.
/// If the handles are still the same, we end. The send failed.
/// </summary>
private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result)
/// <param name="prevRegionHandle">
/// Pass in 0 the first time this method is called. It will be called recursively with the last
/// regionhandle tried
/// </param>
protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
{
UUID toAgentID = new UUID(im.toAgentID);
UUID regionID;
bool lookupAgent;
/*
* Try to get what region the agent is in from the cache.
*/
PresenceInfo upd = null;
bool lookupAgent = false;
lock (m_UserRegionMap)
{
lookupAgent = !m_UserRegionMap.TryGetValue(toAgentID, out regionID);
if (m_UserRegionMap.ContainsKey(toAgentID))
{
upd = new PresenceInfo();
upd.RegionID = m_UserRegionMap[toAgentID];
// We need to compare the current regionhandle with the previous region handle
// or the recursive loop will never end because it will never try to lookup the agent again
if (prevRegionID == upd.RegionID)
{
lookupAgent = true;
}
}
else
{
lookupAgent = true;
}
}
while (true)
{
/*
* If not in cache, try to find out what region the agent is in.
* Also do this if we know the existing cache entry is bad.
*/
// Are we needing to look-up an agent?
if (lookupAgent)
{
// Non-cached user agent lookup.
PresenceInfo[] presences = PresenceService.GetAgents(new string[] { toAgentID.ToString() });
regionID = UUID.Zero;
if (presences != null)
if (presences != null && presences.Length > 0)
{
foreach (PresenceInfo p in presences)
{
if (p.RegionID != UUID.Zero)
{
regionID = p.RegionID;
upd = p;
break;
}
}
}
// If not found, message is undeliverable
if (regionID == UUID.Zero)
if (upd != null)
{
break;
}
}
/*
* Try to find out about region.
* If unable, message is undeliverable.
*/
GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, regionID);
if (reginfo == null)
// check if we've tried this before..
// This is one way to end the recursive loop
//
if (upd.RegionID == prevRegionID)
{
m_log.WarnFormat("[GRID INSTANT MESSAGE]: Unable to find region {0}", regionID);
break;
}
/*
* Try to send message to agent in the region.
*/
Hashtable msgdata = ConvertGridInstantMessageToXMLRPC(im);
msgdata["region_handle"] = 0;
bool imresult = doIMSending(reginfo, msgdata);
/*
* If message delivery successful, save cache entry because we know it is good.
* Then tell caller message has been delivered and we are done.
*/
if (imresult)
{
lock (m_UserRegionMap)
{
m_UserRegionMap[toAgentID] = regionID;
}
result(true);
return;
}
/*
* Message delivery failed.
* If we just looked up what region the agent is in, message is undeliverable.
*/
if (lookupAgent)
{
break;
}
/*
* We used a cached entry that we now know is bad.
* Try again by searching the grid for the user.
*/
lookupAgent = true;
}
/*
* Message is undeliverable for one reason or another.
* Remove possible bad entry from cache.
* Then inform caller that the message is undeliverable.
*/
lock (m_UserRegionMap)
{
m_UserRegionMap.Remove(toAgentID);
}
// m_log.Error("[GRID INSTANT MESSAGE]: Unable to deliver an instant message");
HandleUndeliveredMessage(im, result);
return;
}
}
else
{
// m_log.Error("[GRID INSTANT MESSAGE]: Unable to deliver an instant message");
HandleUndeliveredMessage(im, result);
return;
}
}
if (upd != null)
{
GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID,
upd.RegionID);
if (reginfo != null)
{
Hashtable msgdata = ConvertGridInstantMessageToXMLRPC(im);
// Not actually used anymore, left in for compatibility
// Remove at next interface change
//
msgdata["region_handle"] = 0;
bool imresult = doIMSending(reginfo, msgdata);
if (imresult)
{
// IM delivery successful, so store the Agent's location in our local cache.
lock (m_UserRegionMap)
{
if (m_UserRegionMap.ContainsKey(toAgentID))
{
m_UserRegionMap[toAgentID] = upd.RegionID;
}
else
{
m_UserRegionMap.Add(toAgentID, upd.RegionID);
}
}
result(true);
}
else
{
// try again, but lookup user this time.
// Warning, this must call the Async version
// of this method or we'll be making thousands of threads
// The version within the spawned thread is SendGridInstantMessageViaXMLRPCAsync
// The version that spawns the thread is SendGridInstantMessageViaXMLRPC
// This is recursive!!!!!
SendGridInstantMessageViaXMLRPCAsync(im, result,
upd.RegionID);
}
}
else
{
m_log.WarnFormat("[GRID INSTANT MESSAGE]: Unable to find region {0}", upd.RegionID);
HandleUndeliveredMessage(im, result);
}
}
else
{
HandleUndeliveredMessage(im, result);
}
}
/// <summary>

View File

@ -313,6 +313,69 @@ namespace OpenSim.Region.CoreModules.World.Estate
return response;
}
public string SetRegionEstate(RegionInfo regionInfo, int estateID)
{
string response;
if (regionInfo.EstateSettings.EstateID == estateID)
{
response = String.Format("\"{0}\" is already part of estate {1}", regionInfo.RegionName, estateID);
}
else
{
// get the current settings from DB
EstateSettings dbSettings = Scene.EstateDataService.LoadEstateSettings(estateID);
if (dbSettings.EstateID == 0)
{
response = String.Format("No estate found with ID {0}", estateID);
}
else if (Scene.EstateDataService.LinkRegion(regionInfo.RegionID, estateID))
{
// make sure there's a log entry to document the change
m_log.InfoFormat("[ESTATE]: Region {0} ({1}) moved to Estate {2} ({3}).", regionInfo.RegionID, regionInfo.RegionName, estateID, dbSettings.EstateName);
// propagate the change
ChangeDelegate change = OnEstateInfoChange;
if (change != null)
change(regionInfo.RegionID);
response = String.Empty;
}
else
{
response = String.Format("Could not move \"{0}\" to estate {1}", regionInfo.RegionName, estateID);
}
}
return response;
}
public string CreateEstate(string estateName, UUID ownerID)
{
string response;
if (string.IsNullOrEmpty(estateName))
{
response = "No estate name specified.";
}
else
{
List<int> estates = Scene.EstateDataService.GetEstates(estateName);
if (estates.Count() > 0)
{
response = String.Format("An estate named \"{0}\" already exists.", estateName);
}
else
{
EstateSettings settings = Scene.EstateDataService.CreateNewEstate();
settings.EstateOwner = ownerID;
settings.EstateName = estateName;
settings.Save();
response = String.Empty;
}
}
return response;
}
#endregion
#region Packet Data Responders

View File

@ -26,6 +26,7 @@
*/
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.Framework.Interfaces
@ -44,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
string SetEstateOwner(int estateID, UserAccount account);
string SetEstateName(int estateID, string newName);
string SetRegionEstate(RegionInfo regionInfo, int estateID);
string CreateEstate(string estateName, UUID ownerID);
/// <summary>
/// Tell all clients about the current state of the region (terrain textures, water height, etc.).