Make the estate communications handler selectable
Still defaults to the core EstateModule if not configured differentlymelanie
parent
e0a6691932
commit
de16ce35a3
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@ -52,6 +52,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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protected List<Scene> m_Scenes = new List<Scene>();
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protected List<Scene> m_Scenes = new List<Scene>();
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protected bool m_InInfoUpdate = false;
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protected bool m_InInfoUpdate = false;
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private string token = "7db8eh2gvgg45jj";
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private string token = "7db8eh2gvgg45jj";
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protected bool m_enabled = false;
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public bool InInfoUpdate
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public bool InInfoUpdate
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{
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{
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@ -73,10 +74,19 @@ namespace OpenSim.Region.CoreModules.World.Estate
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IConfig estateConfig = config.Configs["Estates"];
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IConfig estateConfig = config.Configs["Estates"];
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if (estateConfig != null)
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if (estateConfig != null)
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{
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{
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if (estateConfig.GetString("EstateCommunicationsHandler", Name) == Name)
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m_enabled = true;
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else
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return;
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port = (uint)estateConfig.GetInt("Port", 0);
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port = (uint)estateConfig.GetInt("Port", 0);
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// this will need to came from somewhere else
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// this will need to came from somewhere else
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token = estateConfig.GetString("Token", token);
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token = estateConfig.GetString("Token", token);
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}
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}
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else
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{
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m_enabled = true;
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}
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m_EstateConnector = new EstateConnector(this, token, port);
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m_EstateConnector = new EstateConnector(this, token, port);
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@ -98,12 +108,18 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public void AddRegion(Scene scene)
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public void AddRegion(Scene scene)
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{
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{
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if (!m_enabled)
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return;
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lock (m_Scenes)
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lock (m_Scenes)
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m_Scenes.Add(scene);
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m_Scenes.Add(scene);
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}
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}
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public void RegionLoaded(Scene scene)
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public void RegionLoaded(Scene scene)
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{
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{
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if (!m_enabled)
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return;
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IEstateModule em = scene.RequestModuleInterface<IEstateModule>();
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IEstateModule em = scene.RequestModuleInterface<IEstateModule>();
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em.OnRegionInfoChange += OnRegionInfoChange;
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em.OnRegionInfoChange += OnRegionInfoChange;
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@ -115,6 +131,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public void RemoveRegion(Scene scene)
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public void RemoveRegion(Scene scene)
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{
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{
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if (!m_enabled)
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return;
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lock (m_Scenes)
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lock (m_Scenes)
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m_Scenes.Remove(scene);
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m_Scenes.Remove(scene);
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}
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}
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