Add ability to specify a default estate to be used when creating regions.

This is configured in the new [Estates] section of OpenSim.ini.
If a default estate is configured then all new regions are automatically joined to it instead of asking the user.
If the default estate does not already exist then it is created.
Current default behaviour remains the same - the user is asked for estate details when necessary.
Thanks to Frenando Oliveira for the patch which I adapated further.
0.7.4.1
Justin Clark-Casey (justincc) 2012-03-10 01:27:05 +00:00
parent bdc968f1fc
commit d6ebf2d6ca
2 changed files with 171 additions and 67 deletions

View File

@ -28,6 +28,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq;
using System.Net; using System.Net;
using System.Reflection; using System.Reflection;
using System.Text; using System.Text;
@ -67,6 +68,9 @@ namespace OpenSim
private const string PLUGIN_ASSET_CACHE = "/OpenSim/AssetCache"; private const string PLUGIN_ASSET_CACHE = "/OpenSim/AssetCache";
private const string PLUGIN_ASSET_SERVER_CLIENT = "/OpenSim/AssetClient"; private const string PLUGIN_ASSET_SERVER_CLIENT = "/OpenSim/AssetClient";
// OpenSim.ini Section name for ESTATES Settings
public const string ESTATE_SECTION_NAME = "Estates";
protected string proxyUrl; protected string proxyUrl;
protected int proxyOffset = 0; protected int proxyOffset = 0;
@ -445,12 +449,42 @@ namespace OpenSim
{ {
RegionInfo regionInfo = scene.RegionInfo; RegionInfo regionInfo = scene.RegionInfo;
string estateOwnerFirstName = null;
string estateOwnerLastName = null;
string estateOwnerEMail = null;
string estateOwnerPassword = null;
string rawEstateOwnerUuid = null;
if (m_config.Source.Configs[ESTATE_SECTION_NAME] != null)
{
string defaultEstateOwnerName
= m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerName", "").Trim();
string[] ownerNames = defaultEstateOwnerName.Split(' ');
if (ownerNames.Length >= 2)
{
estateOwnerFirstName = ownerNames[0];
estateOwnerLastName = ownerNames[1];
}
// Info to be used only on Standalone Mode
rawEstateOwnerUuid = m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerUUID", null);
estateOwnerEMail = m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerEMail", null);
estateOwnerPassword = m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateOwnerPassword", null);
}
MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName); MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName);
List<char> excluded = new List<char>(new char[1]{' '}); List<char> excluded = new List<char>(new char[1]{' '});
string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded);
string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded);
UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, first, last);
if (estateOwnerFirstName == null || estateOwnerLastName == null)
{
estateOwnerFirstName = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded);
estateOwnerLastName = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded);
}
UserAccount account
= scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, estateOwnerFirstName, estateOwnerLastName);
if (account == null) if (account == null)
{ {
@ -469,23 +503,35 @@ namespace OpenSim
if (scene.UserAccountService is UserAccountService) if (scene.UserAccountService is UserAccountService)
{ {
string password = MainConsole.Instance.PasswdPrompt("Password"); if (estateOwnerPassword == null)
string email = MainConsole.Instance.CmdPrompt("Email", ""); estateOwnerPassword = MainConsole.Instance.PasswdPrompt("Password");
string rawPrincipalId = MainConsole.Instance.CmdPrompt("User ID", UUID.Random().ToString()); if (estateOwnerEMail == null)
estateOwnerEMail = MainConsole.Instance.CmdPrompt("Email");
if (rawEstateOwnerUuid == null)
rawEstateOwnerUuid = MainConsole.Instance.CmdPrompt("User ID", UUID.Random().ToString());
UUID principalId = UUID.Zero; UUID estateOwnerUuid = UUID.Zero;
if (!UUID.TryParse(rawPrincipalId, out principalId)) if (!UUID.TryParse(rawEstateOwnerUuid, out estateOwnerUuid))
{ {
m_log.ErrorFormat("[OPENSIM]: ID {0} is not a valid UUID", rawPrincipalId); m_log.ErrorFormat("[OPENSIM]: ID {0} is not a valid UUID", rawEstateOwnerUuid);
return; return;
} }
// If we've been given a zero uuid then this signals that we should use a random user id
if (estateOwnerUuid == UUID.Zero)
estateOwnerUuid = UUID.Random();
account account
= ((UserAccountService)scene.UserAccountService).CreateUser( = ((UserAccountService)scene.UserAccountService).CreateUser(
regionInfo.ScopeID, principalId, first, last, password, email); regionInfo.ScopeID,
estateOwnerUuid,
estateOwnerFirstName,
estateOwnerLastName,
estateOwnerPassword,
estateOwnerEMail);
} }
// }
} }
if (account == null) if (account == null)
@ -885,15 +931,21 @@ namespace OpenSim
/// This method doesn't allow an estate to be created with the same name as existing estates. /// This method doesn't allow an estate to be created with the same name as existing estates.
/// </remarks> /// </remarks>
/// <param name="regInfo"></param> /// <param name="regInfo"></param>
/// <param name="existingName">A list of estate names that already exist.</param> /// <param name="estatesByName">A list of estate names that already exist.</param>
/// <param name="estateName">Estate name to create if already known</param>
/// <returns>true if the estate was created, false otherwise</returns> /// <returns>true if the estate was created, false otherwise</returns>
public bool CreateEstate(RegionInfo regInfo, List<string> existingNames) public bool CreateEstate(RegionInfo regInfo, Dictionary<string, EstateSettings> estatesByName, string estateName)
{ {
// Create a new estate // Create a new estate
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true); regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true);
string newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
if (existingNames.Contains(newName)) string newName;
if (estateName != null && estateName != "")
newName = estateName;
else
newName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
if (estatesByName.ContainsKey(newName))
{ {
MainConsole.Instance.OutputFormat("An estate named {0} already exists. Please try again.", newName); MainConsole.Instance.OutputFormat("An estate named {0} already exists. Please try again.", newName);
return false; return false;
@ -920,66 +972,102 @@ namespace OpenSim
if (EstateDataService != null) if (EstateDataService != null)
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false); regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, false);
if (regInfo.EstateSettings.EstateID == 0) // No record at all if (regInfo.EstateSettings.EstateID != 0)
return;
m_log.WarnFormat("[ESTATE] Region {0} is not part of an estate.", regInfo.RegionName);
List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll();
Dictionary<string, EstateSettings> estatesByName = new Dictionary<string, EstateSettings>();
foreach (EstateSettings estate in estates)
estatesByName[estate.EstateName] = estate;
string defaultEstateName = null;
if (m_config.Source.Configs[ESTATE_SECTION_NAME] != null)
{ {
m_log.WarnFormat("[ESTATE] Region {0} is not part of an estate.", regInfo.RegionName); defaultEstateName = m_config.Source.Configs[ESTATE_SECTION_NAME].GetString("DefaultEstateName", null);
List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll(); if (defaultEstateName != null)
List<string> estateNames = new List<string>();
foreach (EstateSettings estate in estates)
estateNames.Add(estate.EstateName);
while (true)
{ {
if (estates.Count == 0) EstateSettings defaultEstate;
{ bool defaultEstateJoined = false;
m_log.Info("[ESTATE] No existing estates found. You must create a new one.");
if (estatesByName.ContainsKey(defaultEstateName))
if (CreateEstate(regInfo, estateNames)) {
break; defaultEstate = estatesByName[defaultEstateName];
if (EstateDataService.LinkRegion(regInfo.RegionID, (int)defaultEstate.EstateID))
defaultEstateJoined = true;
}
else
{
if (CreateEstate(regInfo, estatesByName, defaultEstateName))
defaultEstateJoined = true;
}
if (defaultEstateJoined)
return;
else
m_log.ErrorFormat(
"[OPENSIM BASE]: Joining default estate {0} failed", defaultEstateName);
}
}
// If we have no default estate or creation of the default estate failed then ask the user.
while (true)
{
if (estates.Count == 0)
{
m_log.Info("[ESTATE]: No existing estates found. You must create a new one.");
if (CreateEstate(regInfo, estatesByName, null))
break;
else
continue;
}
else
{
string response
= MainConsole.Instance.CmdPrompt(
string.Format(
"Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
"yes",
new List<string>() { "yes", "no" });
if (response == "no")
{
if (CreateEstate(regInfo, estatesByName, null))
break;
else else
continue; continue;
} }
else else
{ {
string response string[] estateNames = estatesByName.Keys.ToArray();
response
= MainConsole.Instance.CmdPrompt( = MainConsole.Instance.CmdPrompt(
string.Format( string.Format(
"Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), "Name of estate to join. Existing estate names are ({0})",
"yes", string.Join(", ", estateNames)),
new List<string>() { "yes", "no" }); estateNames[0]);
if (response == "no") List<int> estateIDs = EstateDataService.GetEstates(response);
if (estateIDs.Count < 1)
{ {
if (CreateEstate(regInfo, estateNames)) MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
break; continue;
else
continue;
}
else
{
response
= MainConsole.Instance.CmdPrompt(
string.Format(
"Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
estateNames[0]);
List<int> estateIDs = EstateDataService.GetEstates(response);
if (estateIDs.Count < 1)
{
MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
continue;
}
int estateID = estateIDs[0];
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
break;
MainConsole.Instance.Output("Joining the estate failed. Please try again.");
} }
int estateID = estateIDs[0];
regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
break;
MainConsole.Instance.Output("Joining the estate failed. Please try again.");
} }
} }
} }

View File

@ -36,7 +36,6 @@
[Startup] [Startup]
;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) " ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
;; Console prompt ;; Console prompt
;; Certain special characters can be used to customize the prompt ;; Certain special characters can be used to customize the prompt
@ -232,6 +231,24 @@
;; server to send mail through. ;; server to send mail through.
; emailmodule = DefaultEmailModule ; emailmodule = DefaultEmailModule
[Estates]
; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
; If these values are uncommented then they will be used to create a default estate as necessary.
; New regions will be automatically assigned to that default estate.
; DefaultEstateName = My Estate
; DefaultEstateOwnerName = FirstName LastName
; The following parameters will only be used on a standalone system to create an estate owner that does not already exist
; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random UUID will be assigned.
; This is normally what you want
; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
; DefaultEstateOwnerEMail = owner@domain.com
; DefaultEstateOwnerPassword = password
[SMTP] [SMTP]
;; The SMTP server enabled the email module to send email to external ;; The SMTP server enabled the email module to send email to external
;; destinations. ;; destinations.
@ -753,8 +770,7 @@
;; groups service if the service is using these keys ;; groups service if the service is using these keys
; XmlRpcServiceReadKey = 1234 ; XmlRpcServiceReadKey = 1234
; XmlRpcServiceWriteKey = 1234 ; XmlRpcServiceWriteKey = 1234
[InterestManagement] [InterestManagement]
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
;; This section controls how state updates are prioritized for each client ;; This section controls how state updates are prioritized for each client