/** * @file llcompilequeue.cpp * @brief LLCompileQueueData class implementation * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ /** * * 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 "llassetuploadqueue.h" #include "llassetuploadresponders.h" #include "llchat.h" #include "llfloaterreg.h" #include "llviewerwindow.h" #include "llviewerobject.h" #include "llviewerobjectlist.h" #include "llviewerregion.h" #include "llviewercontrol.h" #include "llviewerobject.h" #include "llviewerregion.h" #include "llresmgr.h" #include "llbutton.h" #include "lldir.h" #include "llnotificationsutil.h" #include "llviewerstats.h" #include "llvfile.h" #include "lluictrlfactory.h" #include "lltrans.h" #include "llselectmgr.h" // *TODO: This should be separated into the script queue, and the floater views of that queue. // There should only be one floater class that can view any queue type ///---------------------------------------------------------------------------- /// Local function declarations, constants, enums, and typedefs ///---------------------------------------------------------------------------- struct LLScriptQueueData { LLUUID mQueueID; std::string mScriptName; LLUUID mTaskId; LLUUID mItemId; LLScriptQueueData(const LLUUID& q_id, const std::string& name, const LLUUID& task_id, const LLUUID& item_id) : mQueueID(q_id), mScriptName(name), mTaskId(task_id), mItemId(item_id) {} }; ///---------------------------------------------------------------------------- /// Class LLFloaterScriptQueue ///---------------------------------------------------------------------------- // Default constructor LLFloaterScriptQueue::LLFloaterScriptQueue(const LLSD& key) : LLFloater(key), mDone(false), mMono(false) { } // Destroys the object LLFloaterScriptQueue::~LLFloaterScriptQueue() { } BOOL LLFloaterScriptQueue::postBuild() { childSetAction("close",onCloseBtn,this); getChildView("close")->setEnabled(FALSE); setVisible(true); return TRUE; } // This is the callback method for the viewer object currently being // worked on. // NOT static, virtual! void LLFloaterScriptQueue::inventoryChanged(LLViewerObject* viewer_object, LLInventoryObject::object_list_t* inv, S32, void* q_id) { LL_INFOS() << "LLFloaterScriptQueue::inventoryChanged() for object " << viewer_object->getID() << LL_ENDL; //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. LL_WARNS() << "No inventory for " << mCurrentObjectID << LL_ENDL; nextObject(); } } // static void LLFloaterScriptQueue::onCloseBtn(void* user_data) { LLFloaterScriptQueue* self = (LLFloaterScriptQueue*)user_data; self->closeFloater(); } void LLFloaterScriptQueue::addObject(const LLUUID& id) { mObjectIDs.push_back(id); } BOOL LLFloaterScriptQueue::start() { std::string buffer; LLStringUtil::format_map_t args; args["[START]"] = mStartString; args["[COUNT]"] = llformat ("%d", mObjectIDs.size()); buffer = getString ("Starting", args); getChild("queue output")->addSimpleElement(buffer, ADD_BOTTOM); return nextObject(); } BOOL LLFloaterScriptQueue::isDone() const { return (mCurrentObjectID.isNull() && (mObjectIDs.size() == 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() { U32 count; BOOL successful_start = FALSE; do { count = mObjectIDs.size(); LL_INFOS() << "LLFloaterScriptQueue::nextObject() - " << count << " objects left to process." << LL_ENDL; mCurrentObjectID.setNull(); if(count > 0) { successful_start = popNext(); } LL_INFOS() << "LLFloaterScriptQueue::nextObject() " << (successful_start ? "successful" : "unsuccessful") << LL_ENDL; } while((mObjectIDs.size() > 0) && !successful_start); if(isDone() && !mDone) { mDone = true; getChild("queue output")->addSimpleElement(getString("Done"), ADD_BOTTOM); getChildView("close")->setEnabled(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.size(); if(mCurrentObjectID.isNull() && (count > 0)) { mCurrentObjectID = mObjectIDs.at(0); LL_INFOS() << "LLFloaterScriptQueue::popNext() - mCurrentID: " << mCurrentObjectID << LL_ENDL; mObjectIDs.erase(mObjectIDs.begin()); LLViewerObject* obj = gObjectList.findObject(mCurrentObjectID); if(obj) { LL_INFOS() << "LLFloaterScriptQueue::popNext() requesting inv for " << mCurrentObjectID << LL_ENDL; LLUUID* id = new LLUUID(getKey().asUUID()); registerVOInventoryListener(obj,id); requestVOInventory(); rv = TRUE; } } return rv; } ///---------------------------------------------------------------------------- /// Class LLFloaterCompileQueue ///---------------------------------------------------------------------------- class LLCompileFloaterUploadQueueSupplier : public LLAssetUploadQueueSupplier { public: LLCompileFloaterUploadQueueSupplier(const LLUUID& queue_id) : mQueueId(queue_id) { } virtual LLAssetUploadQueue* get() const { LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance("compile_queue", LLSD(mQueueId)); if(NULL == queue) { return NULL; } return queue->getUploadQueue(); } virtual void log(std::string message) const { LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance("compile_queue", LLSD(mQueueId)); if(NULL == queue) { return; } queue->getChild("queue output")->addSimpleElement(message, ADD_BOTTOM); } private: LLUUID mQueueId; }; LLFloaterCompileQueue::LLFloaterCompileQueue(const LLSD& key) : LLFloaterScriptQueue(key) { setTitle(LLTrans::getString("CompileQueueTitle")); setStartString(LLTrans::getString("CompileQueueStart")); mUploadQueue = new LLAssetUploadQueue(new LLCompileFloaterUploadQueueSupplier(key.asUUID())); } LLFloaterCompileQueue::~LLFloaterCompileQueue() { } void LLFloaterCompileQueue::handleInventory(LLViewerObject *viewer_object, LLInventoryObject::object_list_t* inv) { // find all of the lsl, leaving off duplicates. We'll remove // all matching asset uuids on compilation success. typedef std::multimap > uuid_item_map; uuid_item_map asset_item_map; LLInventoryObject::object_list_t::const_iterator it = inv->begin(); LLInventoryObject::object_list_t::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(), gAgent.getGroupID()) && item->getPermissions().allowCopyBy(gAgent.getID(), gAgent.getGroupID()) ) { LLPointer script = new LLViewerInventoryItem(item); mCurrentScripts.push_back(script); asset_item_map.insert(std::make_pair(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(getKey().asUUID(), itemp->getName(), viewer_object->getID(), itemp->getUUID()); //LL_INFOS() << "ITEM NAME 2: " << names.get(i) << LL_ENDL; 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, LLExtStat ext_status) { LL_INFOS() << "LLFloaterCompileQueue::scriptArrived()" << LL_ENDL; LLScriptQueueData* data = (LLScriptQueueData*)user_data; if(!data) { return; } LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance("compile_queue", data->mQueueID); std::string buffer; if(queue && (0 == status)) { //LL_INFOS() << "ITEM NAME 3: " << data->mScriptName << LL_ENDL; // Dump this into a file on the local disk so we can compile it. std::string filename; LLVFile file(vfs, asset_id, type); std::string uuid_str; asset_id.toString(uuid_str); filename = gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_str) + llformat(".%s",LLAssetType::lookup(type)); const bool is_running = true; LLViewerObject* object = gObjectList.findObject(data->mTaskId); if (object) { std::string url = object->getRegion()->getCapability("UpdateScriptTask"); if(!url.empty()) { // Read script source in to buffer. U32 script_size = file.getSize(); U8* script_data = new U8[script_size]; file.read(script_data, script_size); queue->mUploadQueue->queue(filename, data->mTaskId, data->mItemId, is_running, queue->mMono, queue->getKey().asUUID(), script_data, script_size, data->mScriptName); } else { buffer = LLTrans::getString("CompileQueueServiceUnavailable") + (": ") + data->mScriptName; } } } else { if( LL_ERR_ASSET_REQUEST_NOT_IN_DATABASE == status ) { LLSD args; args["MESSAGE"] = LLTrans::getString("CompileQueueScriptNotFound"); LLNotificationsUtil::add("SystemMessage", args); buffer = LLTrans::getString("CompileQueueProblemDownloading") + (": ") + data->mScriptName; } else if (LL_ERR_INSUFFICIENT_PERMISSIONS == status) { LLSD args; args["MESSAGE"] = LLTrans::getString("CompileQueueInsufficientPermDownload"); LLNotificationsUtil::add("SystemMessage", args); buffer = LLTrans::getString("CompileQueueInsufficientPermFor") + (": ") + data->mScriptName; } else { buffer = LLTrans::getString("CompileQueueUnknownFailure") + (" ") + data->mScriptName; } LL_WARNS() << "Problem downloading script asset." << LL_ENDL; if(queue) queue->removeItemByItemID(data->mItemId); } if(queue && (buffer.size() > 0)) { queue->getChild("queue output")->addSimpleElement(buffer, ADD_BOTTOM); } delete data; } ///---------------------------------------------------------------------------- /// Class LLFloaterResetQueue ///---------------------------------------------------------------------------- LLFloaterResetQueue::LLFloaterResetQueue(const LLSD& key) : LLFloaterScriptQueue(key) { setTitle(LLTrans::getString("ResetQueueTitle")); setStartString(LLTrans::getString("ResetQueueStart")); } LLFloaterResetQueue::~LLFloaterResetQueue() { } void LLFloaterResetQueue::handleInventory(LLViewerObject* viewer_obj, LLInventoryObject::object_list_t* inv) { // find all of the lsl, leaving off duplicates. We'll remove // all matching asset uuids on compilation success. LLInventoryObject::object_list_t::const_iterator it = inv->begin(); LLInventoryObject::object_list_t::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)); std::string buffer; buffer = getString("Resetting") + (": ") + item->getName(); getChild("queue output")->addSimpleElement(buffer, ADD_BOTTOM); 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 ///---------------------------------------------------------------------------- LLFloaterRunQueue::LLFloaterRunQueue(const LLSD& key) : LLFloaterScriptQueue(key) { setTitle(LLTrans::getString("RunQueueTitle")); setStartString(LLTrans::getString("RunQueueStart")); } LLFloaterRunQueue::~LLFloaterRunQueue() { } void LLFloaterRunQueue::handleInventory(LLViewerObject* viewer_obj, LLInventoryObject::object_list_t* inv) { // find all of the lsl, leaving off duplicates. We'll remove // all matching asset uuids on compilation success. LLInventoryObject::object_list_t::const_iterator it = inv->begin(); LLInventoryObject::object_list_t::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 = getChild("queue output"); std::string buffer; buffer = getString("Running") + (": ") + item->getName(); list->addSimpleElement(buffer, ADD_BOTTOM); 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 ///---------------------------------------------------------------------------- LLFloaterNotRunQueue::LLFloaterNotRunQueue(const LLSD& key) : LLFloaterScriptQueue(key) { setTitle(LLTrans::getString("NotRunQueueTitle")); setStartString(LLTrans::getString("NotRunQueueStart")); } LLFloaterNotRunQueue::~LLFloaterNotRunQueue() { } void LLFloaterCompileQueue::removeItemByItemID(const LLUUID& asset_id) { LL_INFOS() << "LLFloaterCompileQueue::removeItemByAssetID()" << LL_ENDL; for(S32 i = 0; i < mCurrentScripts.size(); ) { if(asset_id == mCurrentScripts.at(i)->getUUID()) { vector_replace_with_last(mCurrentScripts, mCurrentScripts.begin() + i); } else { ++i; } } if(mCurrentScripts.empty()) { nextObject(); } } void LLFloaterNotRunQueue::handleInventory(LLViewerObject* viewer_obj, LLInventoryObject::object_list_t* inv) { // find all of the lsl, leaving off duplicates. We'll remove // all matching asset uuids on compilation success. LLInventoryObject::object_list_t::const_iterator it = inv->begin(); LLInventoryObject::object_list_t::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 = getChild("queue output"); std::string buffer; buffer = getString("NotRunning") + (": ") +item->getName(); list->addSimpleElement(buffer, ADD_BOTTOM); 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 ///----------------------------------------------------------------------------