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|
/**
* @file llcompilequeue.cpp
* @brief LLCompileQueueData class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, 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.
* $/LicenseInfo$
*/
/**
*
* 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 "lscript_rt_interface.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);
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)
{
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->closeFloater();
}
void LLFloaterScriptQueue::addObject(const LLUUID& id)
{
mObjectIDs.put(id);
}
BOOL LLFloaterScriptQueue::start()
{
//llinfos << "LLFloaterCompileQueue::start()" << llendl;
std::string buffer;
LLSelectMgr *mgr = LLSelectMgr::getInstance();
LLObjectSelectionHandle selectHandle = mgr->getSelection();
U32 n_objects = 0;
if (gSavedSettings.getBOOL("EditLinkedParts"))
{
n_objects = selectHandle->getObjectCount();
}
else
{
n_objects = selectHandle->getRootObjectCount();
}
LLStringUtil::format_map_t args;
args["[START]"] = mStartString;
args["[COUNT]"] = llformat ("%d", mObjectIDs.count());
buffer = getString ("Starting", args);
getChild<LLScrollListCtrl>("queue output")->setCommentText(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)
{
mDone = true;
getChild<LLScrollListCtrl>("queue output")->setCommentText(getString("Done"));
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.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(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<LLFloaterCompileQueue>("compile_queue", LLSD(mQueueId));
if(NULL == queue)
{
return NULL;
}
return queue->getUploadQueue();
}
virtual void log(std::string message) const
{
LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance<LLFloaterCompileQueue>("compile_queue", LLSD(mQueueId));
if(NULL == queue)
{
return;
}
queue->getChild<LLScrollListCtrl>("queue output")->setCommentText(message);
}
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<LLUUID, LLPointer<LLInventoryItem> > 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<LLViewerInventoryItem> script = new LLViewerInventoryItem(item);
mCurrentScripts.put(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());
//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, LLExtStat ext_status)
{
llinfos << "LLFloaterCompileQueue::scriptArrived()" << llendl;
LLScriptQueueData* data = (LLScriptQueueData*)user_data;
if(!data)
{
return;
}
LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance<LLFloaterCompileQueue>("compile_queue", data->mQueueID);
std::string buffer;
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.
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
{
// It's now in the file, now compile it.
buffer = LLTrans::getString("CompileQueueDownloadedCompiling") + (": ") + data->mScriptName;
// Write script to local file for compilation.
LLFILE *fp = LLFile::fopen(filename, "wb"); /*Flawfinder: ignore*/
if (fp)
{
const S32 buf_size = 65536;
U8 copy_buf[buf_size];
while (file.read(copy_buf, buf_size)) /*Flawfinder: ignore*/
{
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);
}
else
{
llerrs << "Unable to find object to compile" << llendl;
}
// TODO: babbage: No compile if no cap.
queue->compile(filename, data->mItemId);
// Delete it after we're done compiling?
LLFile::remove(filename);
}
}
}
else
{
LLViewerStats::getInstance()->incStat( LLViewerStats::ST_DOWNLOAD_FAILED );
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;
}
llwarns << "Problem downloading script asset." << llendl;
if(queue) queue->removeItemByItemID(data->mItemId);
}
if(queue && (buffer.size() > 0))
{
queue->getChild<LLScrollListCtrl>("queue output")->setCommentText(buffer);
}
delete data;
}
// static
void LLFloaterCompileQueue::onSaveTextComplete(const LLUUID& asset_id, void* user_data, S32 status, LLExtStat ext_status) // StoreAssetData callback (fixed)
{
llinfos << "LLFloaterCompileQueue::onSaveTextComplete()" << llendl;
if (status)
{
llwarns << "Unable to save text for script." << llendl;
LLSD args;
args["REASON"] = std::string(LLAssetStorage::getErrorString(status));
LLNotificationsUtil::add("CompileQueueSaveText", args);
}
}
// static
void LLFloaterCompileQueue::onSaveBytecodeComplete(const LLUUID& asset_id, void* user_data, S32 status, LLExtStat ext_status) // StoreAssetData callback (fixed)
{
llinfos << "LLFloaterCompileQueue::onSaveBytecodeComplete()" << llendl;
LLCompileQueueData* data = (LLCompileQueueData*)user_data;
LLFloaterCompileQueue* queue = LLFloaterReg::findTypedInstance<LLFloaterCompileQueue>("compile_queue", data->mQueueID);
if(queue && (0 == status) && data)
{
queue->saveItemByItemID(data->mItemId);
queue->removeItemByItemID(data->mItemId);
}
else
{
llwarns << "Unable to save bytecode for script." << llendl;
LLSD args;
args["REASON"] = std::string(LLAssetStorage::getErrorString(status));
LLNotificationsUtil::add("CompileQueueSaveBytecode", args);
}
delete data;
data = NULL;
}
// compile the file given and save it out.
void LLFloaterCompileQueue::compile(const std::string& filename,
const LLUUID& item_id)
{
LLUUID new_asset_id;
LLTransactionID tid;
tid.generate();
new_asset_id = tid.makeAssetID(gAgent.getSecureSessionID());
std::string uuid_string;
new_asset_id.toString(uuid_string);
std::string dst_filename;
dst_filename = gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_string) + ".lso";
std::string err_filename;
err_filename = gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_string) + ".out";
gAssetStorage->storeAssetData(filename, tid,
LLAssetType::AT_LSL_TEXT,
&onSaveTextComplete, NULL, FALSE);
const BOOL compile_to_mono = FALSE;
if(!lscript_compile(filename.c_str(), dst_filename.c_str(),
err_filename.c_str(), compile_to_mono,
uuid_string.c_str(), gAgent.isGodlike()))
{
llwarns << "compile failed" << llendl;
removeItemByItemID(item_id);
}
else
{
llinfos << "compile successful." << llendl;
// Save LSL bytecode
LLCompileQueueData* data = new LLCompileQueueData(getKey().asUUID(), item_id);
gAssetStorage->storeAssetData(dst_filename, new_asset_id,
LLAssetType::AT_LSL_BYTECODE,
&LLFloaterCompileQueue::onSaveBytecodeComplete,
(void*)data, FALSE);
}
}
void LLFloaterCompileQueue::removeItemByItemID(const LLUUID& asset_id)
{
llinfos << "LLFloaterCompileQueue::removeItemByAssetID()" << llendl;
for(S32 i = 0; i < mCurrentScripts.count(); )
{
if(asset_id == mCurrentScripts.get(i)->getUUID())
{
mCurrentScripts.remove(i);
}
else
{
++i;
}
}
if(mCurrentScripts.count() == 0)
{
nextObject();
}
}
const LLInventoryItem* LLFloaterCompileQueue::findItemByItemID(const LLUUID& asset_id) const
{
LLInventoryItem* result = NULL;
S32 count = mCurrentScripts.count();
for(S32 i = 0; i < count; ++i)
{
if(asset_id == mCurrentScripts.get(i)->getUUID())
{
result = mCurrentScripts.get(i);
}
}
return result;
}
void LLFloaterCompileQueue::saveItemByItemID(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)->getUUID())
{
// *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;
}
}
///----------------------------------------------------------------------------
/// 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.
LLDynamicArray<const char*> names;
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<LLScrollListCtrl>("queue output")->setCommentText(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
///----------------------------------------------------------------------------
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.
LLDynamicArray<const char*> names;
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<LLScrollListCtrl>("queue output");
std::string buffer;
buffer = getString("Running") + (": ") + item->getName();
list->setCommentText(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
///----------------------------------------------------------------------------
LLFloaterNotRunQueue::LLFloaterNotRunQueue(const LLSD& key)
: LLFloaterScriptQueue(key)
{
setTitle(LLTrans::getString("NotRunQueueTitle"));
setStartString(LLTrans::getString("NotRunQueueStart"));
}
LLFloaterNotRunQueue::~LLFloaterNotRunQueue()
{
}
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.
LLDynamicArray<const char*> names;
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<LLScrollListCtrl>("queue output");
std::string buffer;
buffer = getString("NotRunning") + (": ") +item->getName();
list->setCommentText(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
///----------------------------------------------------------------------------
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