clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.IO; |
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31 | using System.Reflection; |
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32 | using System.Security; |
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33 | using System.Text; |
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34 | using log4net; |
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35 | using Nini.Config; |
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36 | using OpenMetaverse; |
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37 | using OpenSim.Framework; |
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38 | using OpenSim.Framework.Console; |
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39 | using OpenSim.Region.CoreModules.Framework.InterfaceCommander; |
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40 | using OpenSim.Region.Framework.Interfaces; |
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41 | using OpenSim.Region.Framework.Scenes; |
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42 | using OpenSim.Services.Interfaces; |
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43 | |||
44 | namespace OpenSim.Region.CoreModules.World.Estate |
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45 | { |
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46 | /// <summary> |
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47 | /// Estate management console commands. |
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48 | /// </summary> |
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49 | public class EstateManagementCommands |
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50 | { |
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51 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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52 | |||
53 | protected EstateManagementModule m_module; |
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54 | |||
55 | public EstateManagementCommands(EstateManagementModule module) |
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56 | { |
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57 | m_module = module; |
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58 | } |
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59 | |||
60 | public void Initialise() |
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61 | { |
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62 | // m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName); |
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63 | |||
64 | m_module.Scene.AddCommand("Regions", m_module, "set terrain texture", |
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65 | "set terrain texture <number> <uuid> [<x>] [<y>]", |
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66 | "Sets the terrain <number> to <uuid>, if <x> or <y> are specified, it will only " + |
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67 | "set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" + |
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68 | " that coordinate.", |
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69 | consoleSetTerrainTexture); |
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70 | |||
71 | m_module.Scene.AddCommand("Regions", m_module, "set terrain heights", |
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72 | "set terrain heights <corner> <min> <max> [<x>] [<y>]", |
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73 | "Sets the terrain texture heights on corner #<corner> to <min>/<max>, if <x> or <y> are specified, it will only " + |
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74 | "set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" + |
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75 | " that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3, all corners = -1.", |
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76 | consoleSetTerrainHeights); |
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77 | |||
78 | m_module.Scene.AddCommand("Regions", m_module, "set water height", |
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79 | "set water height <height> [<x>] [<y>]", |
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80 | "Sets the water height in meters. If <x> and <y> are specified, it will only set it on regions with a matching coordinate. " + |
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81 | "Specify -1 in <x> or <y> to wildcard that coordinate.", |
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82 | consoleSetWaterHeight); |
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83 | |||
84 | m_module.Scene.AddCommand( |
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85 | "Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand); |
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86 | } |
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87 | |||
88 | public void Close() {} |
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89 | |||
90 | #region CommandHandlers |
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91 | protected void consoleSetTerrainTexture(string module, string[] args) |
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92 | { |
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93 | string num = args[3]; |
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94 | string uuid = args[4]; |
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95 | int x = (args.Length > 5 ? int.Parse(args[5]) : -1); |
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96 | int y = (args.Length > 6 ? int.Parse(args[6]) : -1); |
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97 | |||
98 | if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x) |
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99 | { |
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100 | if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y) |
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101 | { |
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102 | int corner = int.Parse(num); |
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103 | UUID texture = UUID.Parse(uuid); |
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104 | |||
105 | m_log.Debug("[ESTATEMODULE]: Setting terrain textures for " + m_module.Scene.RegionInfo.RegionName + |
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106 | string.Format(" (C#{0} = {1})", corner, texture)); |
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107 | |||
108 | switch (corner) |
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109 | { |
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110 | case 0: |
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111 | m_module.Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture; |
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112 | break; |
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113 | case 1: |
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114 | m_module.Scene.RegionInfo.RegionSettings.TerrainTexture2 = texture; |
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115 | break; |
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116 | case 2: |
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117 | m_module.Scene.RegionInfo.RegionSettings.TerrainTexture3 = texture; |
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118 | break; |
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119 | case 3: |
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120 | m_module.Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture; |
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121 | break; |
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122 | } |
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123 | |||
124 | m_module.Scene.RegionInfo.RegionSettings.Save(); |
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125 | m_module.TriggerRegionInfoChange(); |
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126 | m_module.sendRegionHandshakeToAll(); |
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127 | } |
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128 | } |
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129 | } |
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130 | protected void consoleSetWaterHeight(string module, string[] args) |
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131 | { |
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132 | string heightstring = args[3]; |
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133 | |||
134 | int x = (args.Length > 4 ? int.Parse(args[4]) : -1); |
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135 | int y = (args.Length > 5 ? int.Parse(args[5]) : -1); |
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136 | |||
137 | if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x) |
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138 | { |
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139 | if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y) |
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140 | { |
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141 | double selectedheight = double.Parse(heightstring); |
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142 | |||
143 | m_log.Debug("[ESTATEMODULE]: Setting water height in " + m_module.Scene.RegionInfo.RegionName + " to " + |
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144 | string.Format(" {0}", selectedheight)); |
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145 | m_module.Scene.RegionInfo.RegionSettings.WaterHeight = selectedheight; |
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146 | |||
147 | m_module.Scene.RegionInfo.RegionSettings.Save(); |
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148 | m_module.TriggerRegionInfoChange(); |
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149 | m_module.sendRegionHandshakeToAll(); |
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150 | } |
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151 | } |
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152 | } |
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153 | protected void consoleSetTerrainHeights(string module, string[] args) |
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154 | { |
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155 | string num = args[3]; |
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156 | string min = args[4]; |
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157 | string max = args[5]; |
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158 | int x = (args.Length > 6 ? int.Parse(args[6]) : -1); |
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159 | int y = (args.Length > 7 ? int.Parse(args[7]) : -1); |
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160 | |||
161 | if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x) |
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162 | { |
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163 | if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y) |
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164 | { |
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165 | int corner = int.Parse(num); |
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166 | float lowValue = float.Parse(min, Culture.NumberFormatInfo); |
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167 | float highValue = float.Parse(max, Culture.NumberFormatInfo); |
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168 | |||
169 | m_log.Debug("[ESTATEMODULE]: Setting terrain heights " + m_module.Scene.RegionInfo.RegionName + |
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170 | string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue)); |
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171 | |||
172 | switch (corner) |
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173 | { |
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174 | case -1: |
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175 | m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue; |
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176 | m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue; |
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177 | m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue; |
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178 | m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue; |
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179 | m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue; |
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180 | m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue; |
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181 | m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue; |
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182 | m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue; |
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183 | break; |
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184 | case 0: |
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185 | m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue; |
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186 | m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue; |
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187 | break; |
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188 | case 1: |
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189 | m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue; |
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190 | m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue; |
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191 | break; |
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192 | case 2: |
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193 | m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue; |
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194 | m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue; |
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195 | break; |
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196 | case 3: |
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197 | m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue; |
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198 | m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue; |
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199 | break; |
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200 | } |
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201 | |||
202 | m_module.Scene.RegionInfo.RegionSettings.Save(); |
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203 | m_module.TriggerRegionInfoChange(); |
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204 | m_module.sendRegionHandshakeToAll(); |
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205 | } |
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206 | } |
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207 | } |
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208 | |||
209 | protected void ShowEstatesCommand(string module, string[] cmd) |
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210 | { |
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211 | StringBuilder report = new StringBuilder(); |
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212 | RegionInfo ri = m_module.Scene.RegionInfo; |
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213 | EstateSettings es = ri.EstateSettings; |
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214 | |||
215 | report.AppendFormat("Estate information for region {0}\n", ri.RegionName); |
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216 | report.AppendFormat( |
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217 | "{0,-20} {1,-7} {2,-20}\n", |
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218 | "Estate Name", |
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219 | "ID", |
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220 | "Owner"); |
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221 | |||
222 | report.AppendFormat( |
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223 | "{0,-20} {1,-7} {2,-20}\n", |
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224 | es.EstateName, es.EstateID, m_module.UserManager.GetUserName(es.EstateOwner)); |
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225 | |||
226 | MainConsole.Instance.Output(report.ToString()); |
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227 | } |
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228 | #endregion |
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229 | } |
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230 | } |