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-rw-r--r--indra/newview/llcompilequeue.cpp756
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diff --git a/indra/newview/llcompilequeue.cpp b/indra/newview/llcompilequeue.cpp
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+++ b/indra/newview/llcompilequeue.cpp
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+/**
+ * @file llcompilequeue.cpp
+ * @brief LLCompileQueueData class implementation
+ *
+ * Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+/**
+ *
+ * Implementation of the script queue which keeps an array of object
+ * UUIDs and manipulates all of the scripts on each of them.
+ *
+ */
+
+
+#include "llviewerprecompiledheaders.h"
+
+#include "llcompilequeue.h"
+
+#include "llagent.h"
+#include "llchat.h"
+#include "llviewerwindow.h"
+#include "llcallbacklist.h"
+#include "llviewerobject.h"
+#include "llviewerobjectlist.h"
+#include "llviewerregion.h"
+#include "lscript_rt_interface.h"
+#include "llviewercontrol.h"
+#include "llviewerobject.h"
+#include "llviewerregion.h"
+#include "llresmgr.h"
+#include "llbutton.h"
+#include "lldir.h"
+#include "llfloaterchat.h"
+#include "llviewerstats.h"
+#include "llvieweruictrlfactory.h"
+
+// XUI:translate
+
+///----------------------------------------------------------------------------
+/// Local function declarations, constants, enums, and typedefs
+///----------------------------------------------------------------------------
+
+// XUI:translate
+const char* COMPILE_QUEUE_TITLE = "Recompilation Progress";
+const char* COMPILE_START_STRING = "recompile";
+const char* RESET_QUEUE_TITLE = "Reset Progress";
+const char* RESET_START_STRING = "reset";
+const char* RUN_QUEUE_TITLE = "Set Running Progress";
+const char* RUN_START_STRING = "set running";
+const char* NOT_RUN_QUEUE_TITLE = "Set Not Running Progress";
+const char* NOT_RUN_START_STRING = "set not running";
+
+struct LLCompileQueueData
+{
+ LLUUID mQueueID;
+ LLUUID mOldAssetID;
+ LLCompileQueueData(const LLUUID& q_id, const LLUUID& old_asset_id) :
+ mQueueID(q_id), mOldAssetID(old_asset_id) {}
+};
+
+struct LLScriptQueueData
+{
+ LLUUID mQueueID;
+ LLString mScriptName;
+ LLScriptQueueData(const LLUUID& q_id, const char* name) :
+ mQueueID(q_id), mScriptName(name) {}
+};
+
+///----------------------------------------------------------------------------
+/// Class LLFloaterScriptQueue
+///----------------------------------------------------------------------------
+
+// static
+LLMap<LLUUID, LLFloaterScriptQueue*> LLFloaterScriptQueue::sInstances;
+
+
+// Default constructor
+LLFloaterScriptQueue::LLFloaterScriptQueue(const std::string& name,
+ const LLRect& rect,
+ const char* title,
+ const char* start_string) :
+ LLFloater(name, rect, title,
+ RESIZE_YES, DEFAULT_MIN_WIDTH, DEFAULT_MIN_HEIGHT,
+ DRAG_ON_TOP, MINIMIZE_YES, CLOSE_YES)
+{
+
+ gUICtrlFactory->buildFloater(this,"floater_script_queue.xml");
+
+ childSetAction("close",onCloseBtn,this);
+ childSetEnabled("close",FALSE);
+
+ setTitle(title);
+
+ if (!getHost())
+ {
+ LLRect curRect = getRect();
+ translate(rect.mLeft - curRect.mLeft, rect.mTop - curRect.mTop);
+ }
+
+ mStartString = start_string;
+ mDone = FALSE;
+ sInstances.addData(mID, this);
+}
+
+// Destroys the object
+LLFloaterScriptQueue::~LLFloaterScriptQueue()
+{
+ sInstances.removeData(mID);
+}
+
+// find an instance by ID. Return NULL if it does not exist.
+// static
+LLFloaterScriptQueue* LLFloaterScriptQueue::findInstance(const LLUUID& id)
+{
+ if(sInstances.checkData(id))
+ {
+ return sInstances.getData(id);
+ }
+ return NULL;
+}
+
+
+// This is the callback method for the viewer object currently being
+// worked on.
+// NOT static, virtual!
+void LLFloaterScriptQueue::inventoryChanged(LLViewerObject* viewer_object,
+ InventoryObjectList* inv,
+ S32,
+ void* q_id)
+{
+ llinfos << "LLFloaterScriptQueue::inventoryChanged() for object "
+ << viewer_object->getID() << llendl;
+
+ //Remove this listener from the object since its
+ //listener callback is now being executed.
+
+ //We remove the listener here because the function
+ //removeVOInventoryListener removes the listener from a ViewerObject
+ //which it internally stores.
+
+ //If we call this further down in the function, calls to handleInventory
+ //and nextObject may update the interally stored viewer object causing
+ //the removal of the incorrect listener from an incorrect object.
+
+ //Fixes SL-6119:Recompile scripts fails to complete
+ removeVOInventoryListener();
+
+ if (viewer_object && inv && (viewer_object->getID() == mCurrentObjectID) )
+ {
+ handleInventory(viewer_object, inv);
+ }
+ else
+ {
+ // something went wrong...
+ // note that we're not working on this one, and move onto the
+ // next object in the list.
+ llwarns << "No inventory for " << mCurrentObjectID
+ << llendl;
+ nextObject();
+ }
+}
+
+
+// static
+void LLFloaterScriptQueue::onCloseBtn(void* user_data)
+{
+ LLFloaterScriptQueue* self = (LLFloaterScriptQueue*)user_data;
+ self->close();
+}
+
+void LLFloaterScriptQueue::addObject(const LLUUID& id)
+{
+ mObjectIDs.put(id);
+}
+
+BOOL LLFloaterScriptQueue::start()
+{
+ //llinfos << "LLFloaterCompileQueue::start()" << llendl;
+ char buffer[MAX_STRING];
+ sprintf(buffer, "Starting %s of %d items.", mStartString, mObjectIDs.count());
+
+ LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
+ list->addSimpleItem(buffer);
+
+ return nextObject();
+}
+
+BOOL LLFloaterScriptQueue::isDone() const
+{
+ return (mCurrentObjectID.isNull() && (mObjectIDs.count() == 0));
+}
+
+// go to the next object. If no objects left, it falls out silently
+// and waits to be killed by the window being closed.
+BOOL LLFloaterScriptQueue::nextObject()
+{
+ S32 count;
+ BOOL successful_start = FALSE;
+ do
+ {
+ count = mObjectIDs.count();
+ llinfos << "LLFloaterScriptQueue::nextObject() - " << count
+ << " objects left to process." << llendl;
+ mCurrentObjectID.setNull();
+ if(count > 0)
+ {
+ successful_start = popNext();
+ }
+ llinfos << "LLFloaterScriptQueue::nextObject() "
+ << (successful_start ? "successful" : "unsuccessful")
+ << llendl;
+ } while((mObjectIDs.count() > 0) && !successful_start);
+ if(isDone() && !mDone)
+ {
+
+ LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
+
+ mDone = TRUE;
+ char buffer[MAX_STRING];
+ sprintf(buffer, "Done.");
+ list->addSimpleItem(buffer);
+ childSetEnabled("close",TRUE);
+ }
+ return successful_start;
+}
+
+// returns true if the queue has started, otherwise false. This
+// method pops the top object off of the queue.
+BOOL LLFloaterScriptQueue::popNext()
+{
+ // get the first element off of the container, and attempt to get
+ // the inventory.
+ BOOL rv = FALSE;
+ S32 count = mObjectIDs.count();
+ if(mCurrentObjectID.isNull() && (count > 0))
+ {
+ mCurrentObjectID = mObjectIDs.get(0);
+ llinfos << "LLFloaterScriptQueue::popNext() - mCurrentID: "
+ << mCurrentObjectID << llendl;
+ mObjectIDs.remove(0);
+ LLViewerObject* obj = gObjectList.findObject(mCurrentObjectID);
+ if(obj)
+ {
+ llinfos << "LLFloaterScriptQueue::popNext() requesting inv for "
+ << mCurrentObjectID << llendl;
+ LLUUID* id = new LLUUID(mID);
+ registerVOInventoryListener(obj,id);
+ requestVOInventory();
+ rv = TRUE;
+ }
+ }
+ return rv;
+}
+
+
+///----------------------------------------------------------------------------
+/// Class LLFloaterCompileQueue
+///----------------------------------------------------------------------------
+
+// static
+LLFloaterCompileQueue* LLFloaterCompileQueue::create()
+{
+ S32 left, top;
+ gFloaterView->getNewFloaterPosition(&left, &top);
+ LLRect rect = gSavedSettings.getRect("CompileOutputRect");
+ rect.translate(left - rect.mLeft, top - rect.mTop);
+ LLFloaterCompileQueue* new_queue = new LLFloaterCompileQueue("queue",
+ rect);
+ new_queue->open();
+ return new_queue;
+}
+
+LLFloaterCompileQueue::LLFloaterCompileQueue(const std::string& name, const LLRect& rect)
+: LLFloaterScriptQueue(name, rect, COMPILE_QUEUE_TITLE, COMPILE_START_STRING)
+{ }
+
+LLFloaterCompileQueue::~LLFloaterCompileQueue()
+{
+}
+
+void LLFloaterCompileQueue::handleInventory(LLViewerObject *viewer_object,
+ InventoryObjectList* inv)
+{
+ // find all of the lsl, leaving off duplicates. We'll remove
+ // all matching asset uuids on compilation success.
+
+ typedef std::map<LLUUID, LLPointer<LLInventoryItem> > uuid_item_map;
+ uuid_item_map asset_item_map;
+
+ InventoryObjectList::const_iterator it = inv->begin();
+ InventoryObjectList::const_iterator end = inv->end();
+ for ( ; it != end; ++it)
+ {
+ if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
+ {
+ LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
+ // Check permissions before allowing the user to retrieve data.
+ if (item->getPermissions().allowModifyBy(gAgent.getID()) &&
+ item->getPermissions().allowCopyBy(gAgent.getID()) )
+ {
+ LLPointer<LLViewerInventoryItem> script = new LLViewerInventoryItem(item);
+ mCurrentScripts.put(script);
+
+ if (!asset_item_map.count(item->getAssetUUID()))
+ {
+ // No entry, put in an entry for this supposedly permissive script
+ asset_item_map[item->getAssetUUID()] = item;
+ }
+ }
+ }
+ }
+
+ if (asset_item_map.empty())
+ {
+ // There are no scripts in this object. move on.
+ nextObject();
+ }
+ else
+ {
+ // request all of the assets.
+ uuid_item_map::iterator iter;
+ for(iter = asset_item_map.begin(); iter != asset_item_map.end(); iter++)
+ {
+ LLInventoryItem *itemp = iter->second;
+ LLScriptQueueData* datap = new LLScriptQueueData(getID(), itemp->getName().c_str());
+
+ //llinfos << "ITEM NAME 2: " << names.get(i) << llendl;
+ gAssetStorage->getInvItemAsset(viewer_object->getRegion()->getHost(),
+ gAgent.getID(),
+ gAgent.getSessionID(),
+ itemp->getPermissions().getOwner(),
+ viewer_object->getID(),
+ itemp->getUUID(),
+ itemp->getAssetUUID(),
+ itemp->getType(),
+ LLFloaterCompileQueue::scriptArrived,
+ (void*)datap);
+ }
+ }
+}
+
+
+// This is the callback for when each script arrives
+// static
+void LLFloaterCompileQueue::scriptArrived(LLVFS *vfs, const LLUUID& asset_id,
+ LLAssetType::EType type,
+ void* user_data, S32 status)
+{
+ llinfos << "LLFloaterCompileQueue::scriptArrived()" << llendl;
+ LLScriptQueueData* data = (LLScriptQueueData*)user_data;
+ if(!data) return;
+ LLFloaterCompileQueue* queue = static_cast<LLFloaterCompileQueue*>
+ (LLFloaterScriptQueue::findInstance(data->mQueueID));
+ char buffer[MAX_STRING];
+ buffer[0] = '\0';
+ if(queue && (0 == status))
+ {
+ //llinfos << "ITEM NAME 3: " << data->mScriptName << llendl;
+
+ // Dump this into a file on the local disk so we can compile it.
+ char filename[LL_MAX_PATH] = "";
+ LLVFile file(vfs, asset_id, type);
+ char uuid_str[UUID_STR_LENGTH];
+ asset_id.toString(uuid_str);
+ sprintf(filename,"%s.%s",gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_str).c_str(),LLAssetType::lookup(type));
+
+ FILE *fp = LLFile::fopen(filename, "wb");
+ if (fp)
+ {
+ const S32 buf_size = 65536;
+ U8 copy_buf[buf_size];
+ while (file.read(copy_buf, buf_size))
+ {
+ if (fwrite(copy_buf, file.getLastBytesRead(), 1, fp) < 1)
+ {
+ // return a bad file error if we can't write the whole thing
+ status = LL_ERR_CANNOT_OPEN_FILE;
+ }
+ }
+
+ fclose(fp);
+ }
+
+ // It's now in the file, now compile it.
+ sprintf(buffer, "Downloaded, now compiling '%s'.", data->mScriptName.c_str());
+ queue->compile(filename, asset_id);
+
+ // Delete it after we're done compiling?
+ LLFile::remove(filename);
+ }
+ else
+ {
+ if( gViewerStats )
+ {
+ gViewerStats->incStat( LLViewerStats::ST_DOWNLOAD_FAILED );
+ }
+
+ if( LL_ERR_ASSET_REQUEST_NOT_IN_DATABASE == status )
+ {
+ LLChat chat("Script not found on server.");
+ LLFloaterChat::addChat(chat);
+ sprintf(buffer, "Problem downloading %s.",
+ data->mScriptName.c_str());
+ }
+ else if (LL_ERR_INSUFFICIENT_PERMISSIONS == status)
+ {
+ LLChat chat("Insufficient permissions to download a script.");
+ LLFloaterChat::addChat(chat);
+ sprintf(buffer, "Insufficient permissions for '%s'.",
+ data->mScriptName.c_str());
+ }
+ else
+ {
+ sprintf(buffer, "Unknown failure to download %s.",
+ data->mScriptName.c_str());
+ }
+
+ llwarns << "Problem downloading script asset." << llendl;
+ if(queue) queue->removeItemByAssetID(asset_id);
+ }
+ if(queue)
+ {
+ LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(queue, "queue output");
+ list->addSimpleItem(buffer);
+ }
+ delete data;
+}
+
+// static
+void LLFloaterCompileQueue::onSaveTextComplete(const LLUUID& asset_id, void* user_data, S32 status) // StoreAssetData callback (fixed)
+{
+ llinfos << "LLFloaterCompileQueue::onSaveTextComplete()" << llendl;
+ if (status)
+ {
+ llwarns << "Unable to save text for script." << llendl;
+ LLString::format_map_t args;
+ args["[REASON]"] = std::string(LLAssetStorage::getErrorString(status));
+ gViewerWindow->alertXml("CompileQueueSaveText", args);
+ }
+}
+
+// static
+void LLFloaterCompileQueue::onSaveBytecodeComplete(const LLUUID& asset_id, void* user_data, S32 status) // StoreAssetData callback (fixed)
+{
+ llinfos << "LLFloaterCompileQueue::onSaveBytecodeComplete()" << llendl;
+ LLCompileQueueData* data = (LLCompileQueueData*)user_data;
+ LLFloaterCompileQueue* queue = static_cast<LLFloaterCompileQueue*>
+ (LLFloaterScriptQueue::findInstance(data->mQueueID));
+ if(queue && (0 == status) && data)
+ {
+ queue->updateAssetID(data->mOldAssetID, asset_id);
+ queue->saveItemByAssetID(asset_id);
+ queue->removeItemByAssetID(asset_id);
+ }
+ else
+ {
+ llwarns << "Unable to save bytecode for script." << llendl;
+ LLStringBase<char>::format_map_t args;
+ args["[REASON]"] = std::string(LLAssetStorage::getErrorString(status));
+ gViewerWindow->alertXml("CompileQueueSaveBytecode", args);
+ }
+ delete data;
+ data = NULL;
+}
+
+// compile the file given and save it out.
+void LLFloaterCompileQueue::compile(const char* filename,
+ const LLUUID& asset_id)
+{
+ LLUUID new_asset_id;
+ LLTransactionID tid;
+ tid.generate();
+ new_asset_id = tid.makeAssetID(gAgent.getSecureSessionID());
+
+ char uuid_string[UUID_STR_LENGTH];
+ new_asset_id.toString(uuid_string);
+ char dst_filename[LL_MAX_PATH];
+ sprintf(dst_filename, "%s.lso", gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_string).c_str());
+ char err_filename[LL_MAX_PATH];
+ sprintf(err_filename, "%s.out", gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_string).c_str());
+
+ gAssetStorage->storeAssetData(filename, tid,
+ LLAssetType::AT_LSL_TEXT,
+ &onSaveTextComplete, NULL, FALSE);
+ if(!lscript_compile(filename, dst_filename, err_filename, gAgent.isGodlike()))
+ {
+ llwarns << "compile failed" << llendl;
+ removeItemByAssetID(asset_id);
+ }
+ else
+ {
+ llinfos << "compile successful." << llendl;
+ // Save the bytecode
+ LLCompileQueueData* data = new LLCompileQueueData(mID, asset_id);
+ gAssetStorage->storeAssetData(dst_filename, tid,
+ LLAssetType::AT_LSL_BYTECODE,
+ &onSaveBytecodeComplete,
+ (void*)data, FALSE);
+ }
+}
+
+void LLFloaterCompileQueue::removeItemByAssetID(const LLUUID& asset_id)
+{
+ llinfos << "LLFloaterCompileQueue::removeItemByAssetID()" << llendl;
+ for(S32 i = 0; i < mCurrentScripts.count(); )
+ {
+ if(asset_id == mCurrentScripts.get(i)->getAssetUUID())
+ {
+ mCurrentScripts.remove(i);
+ }
+ else
+ {
+ ++i;
+ }
+ }
+ if(mCurrentScripts.count() == 0)
+ {
+ nextObject();
+ }
+}
+
+void LLFloaterCompileQueue::saveItemByAssetID(const LLUUID& asset_id)
+{
+ llinfos << "LLFloaterCompileQueue::saveItemByAssetID()" << llendl;
+ LLViewerObject* viewer_object = gObjectList.findObject(mCurrentObjectID);
+ if(viewer_object)
+ {
+ S32 count = mCurrentScripts.count();
+ for(S32 i = 0; i < count; ++i)
+ {
+ if(asset_id == mCurrentScripts.get(i)->getAssetUUID())
+ {
+ // *FIX: this auto-resets active to TRUE. That might
+ // be a bad idea.
+ viewer_object->saveScript(mCurrentScripts.get(i), TRUE, false);
+ }
+ }
+ }
+ else
+ {
+ llwarns << "Unable to finish save!" << llendl;
+ }
+}
+
+// find old_asst_id, and set the asset id to new_asset_id
+void LLFloaterCompileQueue::updateAssetID(const LLUUID& old_asset_id,
+ const LLUUID& new_asset_id)
+{
+ S32 count = mCurrentScripts.count();
+ for(S32 i = 0; i < count; ++i)
+ {
+ if(old_asset_id == mCurrentScripts.get(i)->getAssetUUID())
+ {
+ mCurrentScripts.get(i)->setAssetUUID(new_asset_id);
+ }
+ }
+}
+
+///----------------------------------------------------------------------------
+/// Class LLFloaterResetQueue
+///----------------------------------------------------------------------------
+
+// static
+LLFloaterResetQueue* LLFloaterResetQueue::create()
+{
+ S32 left, top;
+ gFloaterView->getNewFloaterPosition(&left, &top);
+ LLRect rect = gSavedSettings.getRect("CompileOutputRect");
+ rect.translate(left - rect.mLeft, top - rect.mTop);
+ LLFloaterResetQueue* new_queue = new LLFloaterResetQueue("queue",
+ rect);
+ new_queue->open();
+ return new_queue;
+}
+
+LLFloaterResetQueue::LLFloaterResetQueue(const std::string& name, const LLRect& rect)
+: LLFloaterScriptQueue(name, rect, RESET_QUEUE_TITLE, RESET_START_STRING)
+{ }
+
+LLFloaterResetQueue::~LLFloaterResetQueue()
+{
+}
+
+void LLFloaterResetQueue::handleInventory(LLViewerObject* viewer_obj,
+ InventoryObjectList* inv)
+{
+ // find all of the lsl, leaving off duplicates. We'll remove
+ // all matching asset uuids on compilation success.
+ LLDynamicArray<const char*> names;
+
+ InventoryObjectList::const_iterator it = inv->begin();
+ InventoryObjectList::const_iterator end = inv->end();
+ for ( ; it != end; ++it)
+ {
+ if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
+ {
+ LLViewerObject* object = gObjectList.findObject(viewer_obj->getID());
+
+ if (object)
+ {
+ LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
+ LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
+ char buffer[MAX_STRING];
+ sprintf(buffer, "Resetting '%s'.", item->getName().c_str());
+ list->addSimpleItem(buffer);
+ LLMessageSystem* msg = gMessageSystem;
+ msg->newMessageFast(_PREHASH_ScriptReset);
+ msg->nextBlockFast(_PREHASH_AgentData);
+ msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
+ msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
+ msg->nextBlockFast(_PREHASH_Script);
+ msg->addUUIDFast(_PREHASH_ObjectID, viewer_obj->getID());
+ msg->addUUIDFast(_PREHASH_ItemID, (*it)->getUUID());
+ msg->sendReliable(object->getRegion()->getHost());
+ }
+ }
+ }
+
+ nextObject();
+}
+
+///----------------------------------------------------------------------------
+/// Class LLFloaterRunQueue
+///----------------------------------------------------------------------------
+
+// static
+LLFloaterRunQueue* LLFloaterRunQueue::create()
+{
+ S32 left, top;
+ gFloaterView->getNewFloaterPosition(&left, &top);
+ LLRect rect = gSavedSettings.getRect("CompileOutputRect");
+ rect.translate(left - rect.mLeft, top - rect.mTop);
+ LLFloaterRunQueue* new_queue = new LLFloaterRunQueue("queue",
+ rect);
+ new_queue->open();
+ return new_queue;
+}
+
+LLFloaterRunQueue::LLFloaterRunQueue(const std::string& name, const LLRect& rect)
+: LLFloaterScriptQueue(name, rect, RUN_QUEUE_TITLE, RUN_START_STRING)
+{ }
+
+LLFloaterRunQueue::~LLFloaterRunQueue()
+{
+}
+
+void LLFloaterRunQueue::handleInventory(LLViewerObject* viewer_obj,
+ InventoryObjectList* inv)
+{
+ // find all of the lsl, leaving off duplicates. We'll remove
+ // all matching asset uuids on compilation success.
+ LLDynamicArray<const char*> names;
+
+ InventoryObjectList::const_iterator it = inv->begin();
+ InventoryObjectList::const_iterator end = inv->end();
+ for ( ; it != end; ++it)
+ {
+ if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
+ {
+ LLViewerObject* object = gObjectList.findObject(viewer_obj->getID());
+
+ if (object)
+ {
+ LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
+ LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
+ char buffer[MAX_STRING];
+ sprintf(buffer, "Running '%s'.", item->getName().c_str());
+ list->addSimpleItem(buffer);
+
+ LLMessageSystem* msg = gMessageSystem;
+ msg->newMessageFast(_PREHASH_SetScriptRunning);
+ msg->nextBlockFast(_PREHASH_AgentData);
+ msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
+ msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
+ msg->nextBlockFast(_PREHASH_Script);
+ msg->addUUIDFast(_PREHASH_ObjectID, viewer_obj->getID());
+ msg->addUUIDFast(_PREHASH_ItemID, (*it)->getUUID());
+ msg->addBOOLFast(_PREHASH_Running, TRUE);
+ msg->sendReliable(object->getRegion()->getHost());
+ }
+ }
+ }
+
+ nextObject();
+}
+
+///----------------------------------------------------------------------------
+/// Class LLFloaterNotRunQueue
+///----------------------------------------------------------------------------
+
+// static
+LLFloaterNotRunQueue* LLFloaterNotRunQueue::create()
+{
+ S32 left, top;
+ gFloaterView->getNewFloaterPosition(&left, &top);
+ LLRect rect = gSavedSettings.getRect("CompileOutputRect");
+ rect.translate(left - rect.mLeft, top - rect.mTop);
+ LLFloaterNotRunQueue* new_queue = new LLFloaterNotRunQueue("queue",
+ rect);
+ new_queue->open();
+ return new_queue;
+}
+
+LLFloaterNotRunQueue::LLFloaterNotRunQueue(const std::string& name, const LLRect& rect)
+: LLFloaterScriptQueue(name, rect, NOT_RUN_QUEUE_TITLE, NOT_RUN_START_STRING)
+{ }
+
+LLFloaterNotRunQueue::~LLFloaterNotRunQueue()
+{
+}
+
+void LLFloaterNotRunQueue::handleInventory(LLViewerObject* viewer_obj,
+ InventoryObjectList* inv)
+{
+ // find all of the lsl, leaving off duplicates. We'll remove
+ // all matching asset uuids on compilation success.
+ LLDynamicArray<const char*> names;
+
+ InventoryObjectList::const_iterator it = inv->begin();
+ InventoryObjectList::const_iterator end = inv->end();
+ for ( ; it != end; ++it)
+ {
+ if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
+ {
+ LLViewerObject* object = gObjectList.findObject(viewer_obj->getID());
+
+ if (object)
+ {
+ LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
+ LLScrollListCtrl* list = LLUICtrlFactory::getScrollListByName(this, "queue output");
+ char buffer[MAX_STRING];
+ sprintf(buffer, "Not running '%s'.", item->getName().c_str());
+ list->addSimpleItem(buffer);
+
+ LLMessageSystem* msg = gMessageSystem;
+ msg->newMessageFast(_PREHASH_SetScriptRunning);
+ msg->nextBlockFast(_PREHASH_AgentData);
+ msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
+ msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
+ msg->nextBlockFast(_PREHASH_Script);
+ msg->addUUIDFast(_PREHASH_ObjectID, viewer_obj->getID());
+ msg->addUUIDFast(_PREHASH_ItemID, (*it)->getUUID());
+ msg->addBOOLFast(_PREHASH_Running, FALSE);
+ msg->sendReliable(object->getRegion()->getHost());
+ }
+ }
+ }
+
+ nextObject();
+}
+
+///----------------------------------------------------------------------------
+/// Local function definitions
+///----------------------------------------------------------------------------