* refactor: move code to send a dialog to a user from scene to DialogModule
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9a97a6866f
commit
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@ -79,6 +79,21 @@ namespace OpenSim.Region.Environment.Interfaces
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/// <param name="message"></param>
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/// <param name="message"></param>
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void SendGeneralAlert(string message);
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void SendGeneralAlert(string message);
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/// <summary>
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/// Send a dialog box to a particular user.
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/// </summary>
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/// <param name="avatarID"></param>
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/// <param name="objectName"></param>
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/// <param name="objectID"></param>
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/// <param name="ownerID"></param>
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/// <param name="message"></param>
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/// <param name="textureID"></param>
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/// <param name="ch"></param>
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/// <param name="buttonlabels"></param>
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void SendDialogToUser(
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UUID avatarID, string objectName, UUID objectID, UUID ownerID,
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string message, UUID textureID, int ch, string[] buttonlabels);
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/// <summary>
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/// <summary>
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/// Send a notification to all users in the scene. This notification should remain around until the
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/// Send a notification to all users in the scene. This notification should remain around until the
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/// user explicitly dismisses it.
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/// user explicitly dismisses it.
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@ -101,6 +101,16 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Dialog
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}
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}
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}
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}
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public void SendDialogToUser(
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UUID avatarID, string objectName, UUID objectID, UUID ownerID,
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string message, UUID textureID, int ch, string[] buttonlabels)
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{
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ScenePresence sp = m_scene.GetScenePresence(avatarID);
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if (sp != null)
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sp.ControllingClient.SendDialog(objectName, objectID, ownerID, message, textureID, ch, buttonlabels);
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}
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public void SendNotificationToUsersInEstate(
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public void SendNotificationToUsersInEstate(
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UUID fromAvatarID, string fromAvatarName, string message)
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UUID fromAvatarID, string fromAvatarName, string message)
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{
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{
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@ -3377,18 +3377,6 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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public void SendDialogToUser(UUID avatarID, string objectName, UUID objectID, UUID ownerID, string message, UUID TextureID, int ch, string[] buttonlabels)
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{
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lock (m_scenePresences)
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{
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if (m_scenePresences.ContainsKey(avatarID))
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{
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m_scenePresences[avatarID].ControllingClient.SendDialog(
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objectName, objectID, ownerID, message, TextureID, ch, buttonlabels);
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}
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}
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}
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public virtual void StoreAddFriendship(UUID ownerID, UUID friendID, uint perms)
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public virtual void StoreAddFriendship(UUID ownerID, UUID friendID, uint perms)
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{
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{
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m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
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m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
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@ -5722,6 +5722,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llDialog(string avatar, string message, LSL_List buttons, int chat_channel)
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public void llDialog(string avatar, string message, LSL_List buttons, int chat_channel)
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{
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{
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IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
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if (dm == null)
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return;
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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UUID av = new UUID();
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UUID av = new UUID();
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if (!UUID.TryParse(avatar,out av))
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if (!UUID.TryParse(avatar,out av))
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@ -5749,7 +5754,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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buts[i] = buttons.Data[i].ToString();
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buts[i] = buttons.Data[i].ToString();
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}
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}
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World.SendDialogToUser(av, m_host.Name, m_host.UUID, m_host.OwnerID, message, new UUID("00000000-0000-2222-3333-100000001000"), chat_channel, buts);
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dm.SendDialogToUser(
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av, m_host.Name, m_host.UUID, m_host.OwnerID,
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message, new UUID("00000000-0000-2222-3333-100000001000"), chat_channel, buts);
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// ScriptSleep(1000);
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// ScriptSleep(1000);
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}
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}
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