/** * @file llenvmanager.cpp * @brief Implementation of classes managing WindLight and water settings. * * $LicenseInfo:firstyear=2009&license=viewergpl$ * * Copyright (c) 2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llenvmanager.h" #include "llagent.h" #include "llviewerregion.h" #include "llfloaterreg.h" #include "llfloaterwindlight.h" #include "llfloaterwater.h" #include "llfloaterenvsettings.h" #include "llwlparammanager.h" #include "llwaterparammanager.h" #include "llfloaterregioninfo.h" //#include "llwindlightscrubbers.h" // *HACK commented out since this code isn't released (yet) #include "llwlhandlers.h" #include "llnotifications.h" extern LLControlGroup gSavedSettings; /*virtual*/ void LLEnvManager::initSingleton() { mOrigSettingStore[LLEnvKey::SCOPE_LOCAL] = lindenDefaults(); mCurNormalScope = (gSavedSettings.getBOOL("UseEnvironmentFromRegion") ? LLEnvKey::SCOPE_REGION : LLEnvKey::SCOPE_LOCAL); mInterpNextChangeMessage = true; mPendingOutgoingMessage = false; mIsEditing = false; } /******* * Region Changes *******/ void LLEnvManager::notifyLogin() { changedRegion(false); } void LLEnvManager::notifyCrossing() { changedRegion(true); } void LLEnvManager::notifyTP() { changedRegion(false); } void LLEnvManager::changedRegion(bool interp) { mInterpNextChangeMessage = interp; mPendingOutgoingMessage = false; LLFloaterReg::hideInstance("env_settings"); resetInternalsToDefault(LLEnvKey::SCOPE_REGION); maybeClearEditingScope(LLEnvKey::SCOPE_REGION, true, false); } /******* * Editing settings / UI mode *******/ void LLEnvManager::startEditingScope(LLEnvKey::EScope scope) { LL_DEBUGS("Windlight") << "Starting editing scope " << scope << LL_ENDL; if (mIsEditing) { LL_WARNS("Windlight") << "Tried to start editing windlight settings while already editing some settings (possibly others)! Ignoring..." << LL_ENDL; return; } if (!canEdit(scope)) { LL_WARNS("Windlight") << "Tried to start editing windlight settings while not allowed to! Ignoring..." << LL_ENDL; return; } mIsEditing = true; mCurEditingScope = scope; // Back up local settings so that we can switch back to them later. if (scope != LLEnvKey::SCOPE_LOCAL) { backUpLocalSettingsIfNeeded(); } // show scope being edited loadSettingsIntoManagers(scope, false); switch (scope) { case LLEnvKey::SCOPE_LOCAL: // not implemented here (yet) return; case LLEnvKey::SCOPE_REGION: LLPanelRegionTerrainInfo::instance()->setCommitControls(true); break; default: return; } } void LLEnvManager::maybeClearEditingScope(LLEnvKey::EScope scope, bool user_initiated, bool was_commit) { if (mIsEditing && mCurEditingScope == scope) { maybeClearEditingScope(user_initiated, was_commit); // handles UI, updating managers, etc. } } void LLEnvManager::maybeClearEditingScope(bool user_initiated, bool was_commit) { bool clear_now = true; if (mIsEditing && !was_commit) { if(user_initiated) { LLSD args; args["SCOPE"] = getScopeString(mCurEditingScope); LLNotifications::instance().add("EnvEditUnsavedChangesCancel", args, LLSD(), boost::bind(&LLEnvManager::clearEditingScope, this, _1, _2)); clear_now = false; } else { LLNotifications::instance().add("EnvEditExternalCancel", LLSD(), LLSD()); } } if(clear_now) { clearEditingScope(LLSD(), LLSD()); } } void LLEnvManager::clearEditingScope(const LLSD& notification, const LLSD& response) { if(notification.isDefined() && response.isDefined() && LLNotification::getSelectedOption(notification, response) != 0) { #if 0 // *TODO: select terrain panel here mIsEditing = false; LLFloaterReg::showTypedInstance("regioninfo"); #endif return; } mIsEditing = false; updateUIFromEditability(); LLPanelRegionTerrainInfo::instance()->cancelChanges(); loadSettingsIntoManagers(mCurNormalScope, true); } void LLEnvManager::updateUIFromEditability() { // *TODO When the checkbox from LLFloaterEnvSettings is moved elsewhere, opening the local environment settings window should auto-display local settings // Currently, disable all editing to ensure region settings are hidden from those that can't edit them (to preserve possibility of future tradable assets) // Remove "!gSavedSettings.getBOOL(...)" when the desired behavior is implemented // LLFloaterEnvSettings::instance()->setControlsEnabled(canEdit(LLEnvKey::SCOPE_LOCAL) && !gSavedSettings.getBOOL("UseEnvironmentFromRegion")); // LLPanelRegionTerrainInfo::instance()->setEnvControls(canEdit(LLEnvKey::SCOPE_REGION)); // enable estate UI iff canEdit(LLEnvKey::SCOPE_ESTATE), etc. } bool LLEnvManager::regionCapable() { return !gAgent.getRegion()->getCapability("EnvironmentSettings").empty(); } const std::string LLEnvManager::getScopeString(LLEnvKey::EScope scope) { switch(scope) { case LLEnvKey::SCOPE_LOCAL: return LLTrans::getString("LocalSettings"); case LLEnvKey::SCOPE_REGION: return LLTrans::getString("RegionSettings"); default: return " (?)"; } } bool LLEnvManager::canEdit(LLEnvKey::EScope scope) { // can't edit while a message is being sent or if already editing if (mPendingOutgoingMessage || mIsEditing) { return false; } // check permissions and caps switch (scope) { case LLEnvKey::SCOPE_LOCAL: return true; // always permitted to edit local case LLEnvKey::SCOPE_REGION: bool owner_or_god_or_manager; { LLViewerRegion* region = gAgent.getRegion(); if (NULL == region || region->getCapability("EnvironmentSettings").empty()) { // not a windlight-aware region return false; } owner_or_god_or_manager = gAgent.isGodlike() || (region && (region->getOwner() == gAgent.getID())) || (region && region->isEstateManager()); } return owner_or_god_or_manager; default: return false; } } /******* * Incoming Messaging *******/ void LLEnvManager::refreshFromStorage(LLEnvKey::EScope scope) { // Back up local env. settings so that we can switch to them later. if (scope != LLEnvKey::SCOPE_LOCAL) { backUpLocalSettingsIfNeeded(); } switch (scope) { case LLEnvKey::SCOPE_LOCAL: break; case LLEnvKey::SCOPE_REGION: if (!LLEnvironmentRequest::initiate()) { // don't have a cap for this, presume invalid response processIncomingMessage(LLSD(), scope); } break; default: processIncomingMessage(LLSD(), scope); break; } } bool LLEnvManager::processIncomingMessage(const LLSD& unvalidated_content, const LLEnvKey::EScope scope) { if (scope != LLEnvKey::SCOPE_REGION) { return false; } // Start out with defaults resetInternalsToDefault(scope); updateUIFromEditability(); // Validate //std::set empty_set; //LLWLPacketScrubber scrubber(scope, empty_set); //LLSD windlight_llsd = scrubber.scrub(unvalidated_content); //bool valid = windlight_llsd.isDefined(); // successful scrub // *HACK - Don't have the validator, so just use content without validating. Should validate here for third-party grids. LLSD windlight_llsd(unvalidated_content); bool valid = true; // end HACK mLastReceivedID = unvalidated_content[0]["messageID"].asUUID(); // if the message was valid, grab the UUID from it and save it for next outbound update message LL_DEBUGS("Windlight Sync") << "mLastReceivedID: " << mLastReceivedID << LL_ENDL; LL_DEBUGS("Windlight Sync") << "windlight_llsd: " << windlight_llsd << LL_ENDL; if (valid) { F32 sun_hour = LLPanelRegionTerrainInfo::instance()->getSunHour(); // this slider is kept up to date LLWLParamManager::getInstance()->addAllSkies(scope, windlight_llsd[2]); LLEnvironmentSettings newSettings(windlight_llsd[1], windlight_llsd[2], windlight_llsd[3], sun_hour); mOrigSettingStore[scope] = newSettings; } else { LL_WARNS("Windlight Sync") << "Failed to parse windlight settings!" << LL_ENDL; // presume defaults (already reset above) } maybeClearEditingScope(scope, false, false); // refresh display with new settings, if applicable if (mCurNormalScope == scope && !mIsEditing) // if mIsEditing still, must be editing some other scope, so don't load { loadSettingsIntoManagers(scope, mInterpNextChangeMessage); } else { LL_DEBUGS("Windlight Sync") << "Not loading settings (mCurNormalScope=" << mCurNormalScope << ", scope=" << scope << ", mIsEditing=" << mIsEditing << ")" << LL_ENDL; } mInterpNextChangeMessage = true; // reset flag return valid; } /******* * Outgoing Messaging *******/ void LLEnvManager::commitSettings(LLEnvKey::EScope scope) { LL_DEBUGS("Windlight Sync") << "commitSettings(scope = " << scope << ")" << LL_ENDL; bool success = true; switch (scope) { case (LLEnvKey::SCOPE_LOCAL): // not implemented - LLWLParamManager and LLWaterParamManager currently manage local storage themselves break; case (LLEnvKey::SCOPE_REGION): mPendingOutgoingMessage = true; LLSD metadata(LLSD::emptyMap()); metadata["regionID"] = gAgent.getRegion()->getRegionID(); metadata["messageID"] = mLastReceivedID; // add last received update ID to outbound message so simulator can handle concurrent updates saveSettingsFromManagers(scope); // save current settings into settings store before grabbing from settings store and sending success = LLEnvironmentApplyResponder::initiateRequest(makePacket(LLEnvKey::SCOPE_REGION, metadata)); if(success) { // while waiting for the return message, render old settings // (as of Aug 09, we should get an updated RegionInfo packet, which triggers a re-request of Windlight data, which causes us to show new settings) loadSettingsIntoManagers(LLEnvKey::SCOPE_REGION, true); } break; } if(success) { // with mPendingOutgoingMessage = true, nothing is editable updateUIFromEditability(); maybeClearEditingScope(true, true); } else { mPendingOutgoingMessage = false; } } LLSD LLEnvManager::makePacket(LLEnvKey::EScope scope, const LLSD& metadata) { return mOrigSettingStore[scope].makePacket(metadata); } void LLEnvManager::commitSettingsFinished(LLEnvKey::EScope scope) { mPendingOutgoingMessage = false; updateUIFromEditability(); } void LLEnvManager::applyLocalSettingsToRegion() { // Immediately apply current environment settings to region. LLEnvManager::instance().commitSettings(LLEnvKey::SCOPE_REGION); } /******* * Loading defaults *******/ void LLEnvManager::resetInternalsToDefault(LLEnvKey::EScope scope) { if (LLEnvKey::SCOPE_LOCAL != scope) { LLWLParamManager::getInstance()->clearParamSetsOfScope(scope); } mOrigSettingStore[scope] = lindenDefaults(); LLWLParamManager::getInstance()->mAnimator.setTimeType(LLWLAnimator::TIME_LINDEN); } const LLEnvironmentSettings& LLEnvManager::lindenDefaults() { static bool loaded = false; static LLEnvironmentSettings defSettings; if (!loaded) { LLWaterParamSet defaultWater; LLWaterParamManager::instance().getParamSet("default", defaultWater); // *TODO save default skies (remove hack in LLWLDayCycle::loadDayCycle when this is done) defSettings.saveParams( LLWLDayCycle::loadCycleDataFromFile("default.xml"), // frames will refer to local presets, which is okay LLSD(LLSD::emptyMap()), // should never lose the default sky presets (read-only) defaultWater.getAll(), 0.0); loaded = true; } return defSettings; } /******* * Manipulation of Param Managers *******/ void LLEnvManager::loadSettingsIntoManagers(LLEnvKey::EScope scope, bool interpolate) { LL_DEBUGS("Windlight Sync") << "Loading settings (scope = " << scope << ")" << LL_ENDL; LLEnvironmentSettings settings = mOrigSettingStore[scope]; if(interpolate) { LLWLParamManager::getInstance()->mAnimator.startInterpolation(settings.getWaterParams()); } LLWLParamManager::getInstance()->addAllSkies(scope, settings.getSkyMap()); LLWLParamManager::getInstance()->mDay.loadDayCycle(settings.getWLDayCycle(), scope); LLWLParamManager::getInstance()->resetAnimator(settings.getDayTime(), true); LLWaterParamManager::getInstance()->mCurParams.setAll(settings.getWaterParams()); } void LLEnvManager::saveSettingsFromManagers(LLEnvKey::EScope scope) { LL_DEBUGS("Windlight Sync") << "Saving settings (scope = " << scope << ")" << LL_ENDL; switch (scope) { case LLEnvKey::SCOPE_LOCAL: mOrigSettingStore[scope].saveParams( LLWLParamManager::getInstance()->mDay.asLLSD(), LLSD(LLSD::emptyMap()), // never overwrite LLWaterParamManager::getInstance()->mCurParams.getAll(), LLWLParamManager::getInstance()->mAnimator.mDayTime); break; case LLEnvKey::SCOPE_REGION: { // ensure only referenced region-scope skies are saved, resolve naming collisions, etc. std::map final_references = LLWLParamManager::getInstance()->finalizeFromDayCycle(scope); LLSD referenced_skies = LLWLParamManager::getInstance()->createSkyMap(final_references); LL_DEBUGS("Windlight Sync") << "Dumping referenced skies (" << final_references.size() << ") to LLSD: " << referenced_skies << LL_ENDL; mOrigSettingStore[scope].saveParams( LLWLParamManager::getInstance()->mDay.asLLSD(), referenced_skies, LLWaterParamManager::getInstance()->mCurParams.getAll(), LLWLParamManager::getInstance()->mAnimator.mDayTime); } break; default: return; } } void LLEnvManager::backUpLocalSettingsIfNeeded() { // *HACK: Back up local env. settings so that we can switch to them later. // Otherwise local day cycle is likely to be reset. static bool sSavedLocalSettings = false; if (!sSavedLocalSettings) { LL_DEBUGS("Windlight") << "Backing up local environment settings" << LL_ENDL; saveSettingsFromManagers(LLEnvKey::SCOPE_LOCAL); sSavedLocalSettings = true; } } /******* * Setting desired display level *******/ void LLEnvManager::setNormallyDisplayedScope(LLEnvKey::EScope new_scope) { // temp, just save the scope directly as a value in the future when there's more than two bool want_region = (LLEnvKey::SCOPE_REGION == new_scope); gSavedSettings.setBOOL("UseEnvironmentFromRegion", want_region); if (mCurNormalScope != new_scope) { LL_INFOS("Windlight") << "Switching to scope " << new_scope << LL_ENDL; mCurNormalScope = new_scope; notifyOptInChange(); } } LLEnvKey::EScope LLEnvManager::getNormallyDisplayedScope() const { return mCurNormalScope; } void LLEnvManager::notifyOptInChange() { bool opt_in = gSavedSettings.getBOOL("UseEnvironmentFromRegion"); // Save local settings if switching to region if(opt_in) { LL_INFOS("Windlight") << "Saving currently-displayed settings as current local settings..." << LL_ENDL; saveSettingsFromManagers(LLEnvKey::SCOPE_LOCAL); } maybeClearEditingScope(true, false); } void LLEnvManager::dumpScopes() { LLSD scope_dump; scope_dump = makePacket(LLEnvKey::SCOPE_LOCAL, LLSD()); LL_DEBUGS("Windlight") << "Local scope:" << scope_dump << LL_ENDL; scope_dump = makePacket(LLEnvKey::SCOPE_REGION, LLSD()); LL_DEBUGS("Windlight") << "Region scope:" << scope_dump << LL_ENDL; }