/** * @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 "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" #include "llexperiencecache.h" #include "llviewerassetupload.h" #include "llcorehttputil.h" // *NOTE$: A minor specialization of LLScriptAssetUpload, it does not require a buffer // (and does not save a buffer to the vFS) and it finds the compile queue window and // displays a compiling message. class LLQueuedScriptAssetUpload : public LLScriptAssetUpload { public: LLQueuedScriptAssetUpload(LLUUID taskId, LLUUID itemId, LLUUID assetId, TargetType_t targetType, bool isRunning, std::string scriptName, LLUUID queueId, LLUUID exerienceId, taskUploadFinish_f finish) : LLScriptAssetUpload(taskId, itemId, targetType, isRunning, exerienceId, std::string(), finish), mScriptName(scriptName), mQueueId(queueId) { setAssetId(assetId); } virtual LLSD prepareUpload() { /* *NOTE$: The parent class (LLScriptAssetUpload will attempt to save * the script buffer into to the VFS. Since the resource is already in * the VFS we don't want to do that. Just put a compiling message in * the window and move on */ LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance("compile_queue", LLSD(mQueueId)); if (queue) { std::string message = std::string("Compiling \"") + getScriptName() + std::string("\"..."); queue->getChild("queue output")->addSimpleElement(message, ADD_BOTTOM); } return LLSD().with("success", LLSD::Boolean(true)); } std::string getScriptName() const { return mScriptName; } private: void setScriptName(const std::string &scriptName) { mScriptName = scriptName; } LLUUID mQueueId; std::string mScriptName; }; ///---------------------------------------------------------------------------- /// Local function declarations, constants, enums, and typedefs ///---------------------------------------------------------------------------- struct LLScriptQueueData { LLUUID mQueueID; LLUUID mTaskId; LLPointer mItem; LLHost mHost; LLUUID mExperienceId; std::string mExperiencename; LLScriptQueueData(const LLUUID& q_id, const LLUUID& task_id, LLInventoryItem* item) : mQueueID(q_id), mTaskId(task_id), mItem(new LLInventoryItem(item)) {} }; ///---------------------------------------------------------------------------- /// 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 internally 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 startQueue(); } 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; } BOOL LLFloaterScriptQueue::startQueue() { return nextObject(); } ///---------------------------------------------------------------------------- /// Class LLFloaterCompileQueue ///---------------------------------------------------------------------------- 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::experienceIdsReceived( const LLSD& content ) { for(LLSD::array_const_iterator it = content.beginArray(); it != content.endArray(); ++it) { mExperienceIds.insert(it->asUUID()); } nextObject(); } BOOL LLFloaterCompileQueue::hasExperience( const LLUUID& id ) const { return mExperienceIds.find(id) != mExperienceIds.end(); } 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(), viewer_object->getID(), itemp); LLExperienceCache::instance().fetchAssociatedExperience(itemp->getParentUUID(), itemp->getUUID(), boost::bind(&LLFloaterCompileQueue::requestAsset, datap, _1)); } } } void LLFloaterCompileQueue::requestAsset( LLScriptQueueData* datap, const LLSD& experience ) { LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance("compile_queue", datap->mQueueID); if(!queue) { delete datap; return; } if(experience.has(LLExperienceCache::EXPERIENCE_ID)) { datap->mExperienceId=experience[LLExperienceCache::EXPERIENCE_ID].asUUID(); if(!queue->hasExperience(datap->mExperienceId)) { std::string buffer = LLTrans::getString("CompileNoExperiencePerm", LLSD::emptyMap() .with("SCRIPT", datap->mItem->getName()) .with("EXPERIENCE", experience[LLExperienceCache::NAME].asString())); queue->getChild("queue output")->addSimpleElement(buffer, ADD_BOTTOM); queue->removeItemByItemID(datap->mItem->getUUID()); delete datap; return; } } //LL_INFOS() << "ITEM NAME 2: " << names.get(i) << LL_ENDL; gAssetStorage->getInvItemAsset(datap->mHost, gAgent.getID(), gAgent.getSessionID(), datap->mItem->getPermissions().getOwner(), datap->mTaskId, datap->mItem->getUUID(), datap->mItem->getAssetUUID(), datap->mItem->getType(), LLFloaterCompileQueue::scriptArrived, (void*)datap); } /*static*/ void LLFloaterCompileQueue::finishLSLUpload(LLUUID itemId, LLUUID taskId, LLUUID newAssetId, LLSD response, std::string scriptName, LLUUID queueId) { LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance("compile_queue", LLSD(queueId)); if (queue) { // Bytecode save completed if (response["compiled"]) { std::string message = std::string("Compilation of \"") + scriptName + std::string("\" succeeded"); queue->getChild("queue output")->addSimpleElement(message, ADD_BOTTOM); LL_INFOS() << message << LL_ENDL; } else { LLSD compile_errors = response["errors"]; for (LLSD::array_const_iterator line = compile_errors.beginArray(); line < compile_errors.endArray(); line++) { std::string str = line->asString(); str.erase(std::remove(str.begin(), str.end(), '\n'), str.end()); queue->getChild("queue output")->addSimpleElement(str, ADD_BOTTOM); } LL_INFOS() << response["errors"] << LL_ENDL; } } } // 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)) { LLViewerObject* object = gObjectList.findObject(data->mTaskId); if (object) { std::string url = object->getRegion()->getCapability("UpdateScriptTask"); std::string scriptName = data->mItem->getName(); LLBufferedAssetUploadInfo::taskUploadFinish_f proc = boost::bind(&LLFloaterCompileQueue::finishLSLUpload, _1, _2, _3, _4, scriptName, data->mQueueID); LLResourceUploadInfo::ptr_t uploadInfo(new LLQueuedScriptAssetUpload(data->mTaskId, data->mItem->getUUID(), asset_id, (queue->mMono) ? LLScriptAssetUpload::MONO : LLScriptAssetUpload::LSL2, true, scriptName, data->mQueueID, data->mExperienceId, proc)); LLViewerAssetUpload::EnqueueInventoryUpload(url, uploadInfo); } } 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->mItem->getName(); } else if (LL_ERR_INSUFFICIENT_PERMISSIONS == status) { LLSD args; args["MESSAGE"] = LLTrans::getString("CompileQueueInsufficientPermDownload"); LLNotificationsUtil::add("SystemMessage", args); buffer = LLTrans::getString("CompileQueueInsufficientPermFor") + (": ") + data->mItem->getName(); } else { buffer = LLTrans::getString("CompileQueueUnknownFailure") + (" ") + data->mItem->getName(); } LL_WARNS() << "Problem downloading script asset." << LL_ENDL; if(queue) queue->removeItemByItemID(data->mItem->getUUID()); } 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(); } } BOOL LLFloaterCompileQueue::startQueue() { LLViewerRegion* region = gAgent.getRegion(); if (region) { std::string lookup_url=region->getCapability("GetCreatorExperiences"); if(!lookup_url.empty()) { LLCoreHttpUtil::HttpCoroutineAdapter::completionCallback_t success = boost::bind(&LLFloaterCompileQueue::processExperienceIdResults, _1, getKey().asUUID()); LLCoreHttpUtil::HttpCoroutineAdapter::completionCallback_t failure = boost::bind(&LLFloaterCompileQueue::processExperienceIdResults, LLSD(), getKey().asUUID()); LLCoreHttpUtil::HttpCoroutineAdapter::callbackHttpGet(lookup_url, success, failure); return TRUE; } } return nextObject(); } /*static*/ void LLFloaterCompileQueue::processExperienceIdResults(LLSD result, LLUUID parent) { LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance("compile_queue", parent); if (!queue) return; queue->experienceIdsReceived(result["experience_ids"]); } 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 ///----------------------------------------------------------------------------