OpenSimMirror/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs

201 lines
9.6 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Security;
using System.Text;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Estate
{
/// <summary>
/// Estate management console commands.
/// </summary>
public class EstateManagementCommands
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected EstateManagementModule m_module;
protected Commander m_commander = new Commander("estate");
public EstateManagementCommands(EstateManagementModule module)
{
m_module = module;
}
public void Initialise()
{
m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
"set terrain texture <number> <uuid> [<x>] [<y>]",
"Sets the terrain <number> to <uuid>, if <x> or <y> are specified, it will only " +
"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
" that coordinate.",
consoleSetTerrainTexture);
m_module.Scene.AddCommand("Regions", m_module, "set terrain heights",
"set terrain heights <corner> <min> <max> [<x>] [<y>]",
"Sets the terrain texture heights on corner #<corner> to <min>/<max>, if <x> or <y> are specified, it will only " +
"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
" that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3, all corners = -1.",
consoleSetTerrainHeights);
m_module.Scene.AddCommand(
"Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand);
}
public void Close() {}
protected void consoleSetTerrainTexture(string module, string[] args)
{
string num = args[3];
string uuid = args[4];
int x = (args.Length > 5 ? int.Parse(args[5]) : -1);
int y = (args.Length > 6 ? int.Parse(args[6]) : -1);
if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x)
{
if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y)
{
int corner = int.Parse(num);
UUID texture = UUID.Parse(uuid);
m_log.Debug("[ESTATEMODULE]: Setting terrain textures for " + m_module.Scene.RegionInfo.RegionName +
string.Format(" (C#{0} = {1})", corner, texture));
switch (corner)
{
case 0:
m_module.Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture;
break;
case 1:
m_module.Scene.RegionInfo.RegionSettings.TerrainTexture2 = texture;
break;
case 2:
m_module.Scene.RegionInfo.RegionSettings.TerrainTexture3 = texture;
break;
case 3:
m_module.Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture;
break;
}
m_module.Scene.RegionInfo.RegionSettings.Save();
m_module.TriggerRegionInfoChange();
m_module.sendRegionHandshakeToAll();
}
}
}
protected void consoleSetTerrainHeights(string module, string[] args)
{
string num = args[3];
string min = args[4];
string max = args[5];
int x = (args.Length > 6 ? int.Parse(args[6]) : -1);
int y = (args.Length > 7 ? int.Parse(args[7]) : -1);
if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x)
{
if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y)
{
int corner = int.Parse(num);
float lowValue = float.Parse(min, Culture.NumberFormatInfo);
float highValue = float.Parse(max, Culture.NumberFormatInfo);
m_log.Debug("[ESTATEMODULE]: Setting terrain heights " + m_module.Scene.RegionInfo.RegionName +
string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue));
switch (corner)
{
case -1:
m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
break;
case 0:
m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue;
break;
case 1:
m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue;
break;
case 2:
m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue;
break;
case 3:
m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue;
m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
break;
}
m_module.Scene.RegionInfo.RegionSettings.Save();
m_module.TriggerRegionInfoChange();
m_module.sendRegionHandshakeToAll();
}
}
}
protected void ShowEstatesCommand(string module, string[] cmd)
{
StringBuilder report = new StringBuilder();
RegionInfo ri = m_module.Scene.RegionInfo;
EstateSettings es = ri.EstateSettings;
report.AppendFormat("Estate information for region {0}\n", ri.RegionName);
report.AppendFormat(
"{0,-20} {1,-7} {2,-20}\n",
"Estate Name",
"ID",
"Owner");
report.AppendFormat(
"{0,-20} {1,-7} {2,-20}\n",
es.EstateName, es.EstateID, m_module.UserManager.GetUserName(es.EstateOwner));
MainConsole.Instance.Output(report.ToString());
}
}
}