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|
/**
* @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 "lldaycyclemanager.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()
{
LL_DEBUGS("Windlight") << "Initializing LLEnvManager" << LL_ENDL;
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("old_env_settings");
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); the windlight settings are no longer on the region terrain panel */
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<LLFloaterRegionInfo>("regioninfo");
#endif
return;
}
mIsEditing = false;
updateUIFromEditability();
/* LLPanelRegionTerrainInfo::instance()->cancelChanges(); the terrain panel no longer has windlight data - if this is needed, it should move. */
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<std::string> 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)
{
// TODO - the sun controls are moving; this should be updated
F32 sun_hour = 0;
LLPanelRegionTerrainInfo* terrain_panel = LLPanelRegionTerrainInfo::instance();
if (terrain_panel)
{
sun_hour = terrain_panel->getSunHour(); // this slider is kept up to date
}
else
{
llwarns << "Cannot instantiate the terrain panel (exiting?)" << llendl;
}
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 = LLEnvironmentApply::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<LLWLParamKey, LLWLParamSet> final_references = LLWLParamManager::getInstance()->finalizeFromDayCycle(scope);
LLSD referenced_skies = LLWLParamManager::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;
}
//=============================================================================
std::string LLEnvPrefs::getWaterPresetName() const
{
if (mWaterPresetName.empty())
{
llwarns << "Water preset name is empty" << llendl;
}
return mWaterPresetName;
}
std::string LLEnvPrefs::getSkyPresetName() const
{
if (mSkyPresetName.empty())
{
llwarns << "Sky preset name is empty" << llendl;
}
return mSkyPresetName;
}
std::string LLEnvPrefs::getDayCycleName() const
{
if (mDayCycleName.empty())
{
llwarns << "Day cycle name is empty" << llendl;
}
return mDayCycleName;
}
void LLEnvPrefs::setUseDefaults(bool val)
{
mUseDefaults = val;
}
void LLEnvPrefs::setUseWaterPreset(const std::string& name)
{
setUseDefaults(false);
mWaterPresetName = name;
}
void LLEnvPrefs::setUseSkyPreset(const std::string& name)
{
setUseDefaults(false);
mUseDayCycle = false;
mSkyPresetName = name;
}
void LLEnvPrefs::setUseDayCycle(const std::string& name)
{
setUseDefaults(false);
mUseDayCycle = true;
mDayCycleName = name;
}
//=============================================================================
LLEnvManagerNew::LLEnvManagerNew()
{
mInterpNextChangeMessage = true;
// Set default environment settings.
mUserPrefs.mUseDefaults = true;
mUserPrefs.mUseDayCycle = true;
mUserPrefs.mWaterPresetName = "Default";
mUserPrefs.mSkyPresetName = "Default";
mUserPrefs.mDayCycleName = "Default";
}
bool LLEnvManagerNew::getUseRegionSettings() const
{
return mUserPrefs.getUseDefaults();
}
bool LLEnvManagerNew::getUseDayCycle() const
{
return mUserPrefs.getUseDayCycle();
}
bool LLEnvManagerNew::getUseFixedSky() const
{
return mUserPrefs.getUseFixedSky();
}
std::string LLEnvManagerNew::getWaterPresetName() const
{
return mUserPrefs.getWaterPresetName();
}
std::string LLEnvManagerNew::getSkyPresetName() const
{
return mUserPrefs.getSkyPresetName();
}
std::string LLEnvManagerNew::getDayCycleName() const
{
return mUserPrefs.getDayCycleName();
}
const LLEnvironmentSettings& LLEnvManagerNew::getRegionSettings() const
{
return !mNewRegionPrefs.isEmpty() ? mNewRegionPrefs : mCachedRegionPrefs;
}
void LLEnvManagerNew::setRegionSettings(const LLEnvironmentSettings& new_settings)
{
// Set region settings override that will be used locally
// until user either uploads the changes or goes to another region.
mNewRegionPrefs = new_settings;
}
bool LLEnvManagerNew::usePrefs()
{
LL_DEBUGS("Windlight") << "Displaying preferred environment" << LL_ENDL;
updateManagersFromPrefs(false);
return true;
}
bool LLEnvManagerNew::useDefaults()
{
bool rslt = useWaterPreset("Default") && useDayCycle("Default", LLEnvKey::SCOPE_LOCAL);
return rslt;
}
bool LLEnvManagerNew::useWaterPreset(const std::string& name)
{
LL_DEBUGS("Windlight") << "Displaying water preset " << name << LL_ENDL;
LLWaterParamManager& water_mgr = LLWaterParamManager::instance();
bool rslt = water_mgr.getParamSet(name, water_mgr.mCurParams);
llassert(rslt == true);
return rslt;
}
bool LLEnvManagerNew::useWaterParams(const LLSD& params)
{
LL_DEBUGS("Windlight") << "Displaying water params" << LL_ENDL;
LLWaterParamManager::instance().mCurParams.setAll(params);
return true;
}
bool LLEnvManagerNew::useSkyParams(const LLSD& params)
{
LL_DEBUGS("Windlight") << "Displaying sky params" << LL_ENDL;
LLWLParamManager::instance().applySkyParams(params);
return true;
}
bool LLEnvManagerNew::useDayCycle(const std::string& name, LLEnvKey::EScope scope)
{
LLSD params;
if (scope == LLEnvKey::SCOPE_REGION)
{
LL_DEBUGS("Windlight") << "Displaying region day cycle " << name << LL_ENDL;
params = getRegionSettings().getWLDayCycle();
}
else
{
LL_DEBUGS("Windlight") << "Displaying local day cycle " << name << LL_ENDL;
if (!LLDayCycleManager::instance().getPreset(name, params))
{
llwarns << "No day cycle named " << name << llendl;
return false;
}
}
bool rslt = LLWLParamManager::instance().applyDayCycleParams(params, scope);
llassert(rslt == true);
return rslt;
}
bool LLEnvManagerNew::useDayCycleParams(const LLSD& params, LLEnvKey::EScope scope)
{
LL_DEBUGS("Windlight") << "Displaying day cycle params" << LL_ENDL;
LLWLParamManager::instance().applyDayCycleParams(params, scope);
return true;
}
void LLEnvManagerNew::setUseRegionSettings(bool val)
{
mUserPrefs.setUseDefaults(val);
saveUserPrefs();
updateManagersFromPrefs(false);
}
void LLEnvManagerNew::setUseWaterPreset(const std::string& name)
{
// *TODO: make sure the preset exists.
if (name.empty())
{
llwarns << "Empty water preset name passed" << llendl;
return;
}
mUserPrefs.setUseWaterPreset(name);
saveUserPrefs();
updateManagersFromPrefs(false);
}
void LLEnvManagerNew::setUseSkyPreset(const std::string& name)
{
// *TODO: make sure the preset exists.
if (name.empty())
{
llwarns << "Empty sky preset name passed" << llendl;
return;
}
mUserPrefs.setUseSkyPreset(name);
saveUserPrefs();
updateManagersFromPrefs(false);
}
void LLEnvManagerNew::setUseDayCycle(const std::string& name)
{
if (!LLDayCycleManager::instance().presetExists(name))
{
llwarns << "Invalid day cycle name passed" << llendl;
return;
}
mUserPrefs.setUseDayCycle(name);
saveUserPrefs();
updateManagersFromPrefs(false);
}
void LLEnvManagerNew::loadUserPrefs()
{
// operate on members directly to avoid side effects
mUserPrefs.mWaterPresetName = gSavedSettings.getString("WaterPresetName");
mUserPrefs.mSkyPresetName = gSavedSettings.getString("SkyPresetName");
mUserPrefs.mDayCycleName = gSavedSettings.getString("DayCycleName");
mUserPrefs.mUseDefaults = gSavedSettings.getBOOL("UseEnvironmentFromRegion");
mUserPrefs.mUseDayCycle = gSavedSettings.getBOOL("UseDayCycle");
}
void LLEnvManagerNew::saveUserPrefs()
{
gSavedSettings.setString("WaterPresetName", getWaterPresetName());
gSavedSettings.setString("SkyPresetName", getSkyPresetName());
gSavedSettings.setString("DayCycleName", getDayCycleName());
gSavedSettings.setBOOL("UseEnvironmentFromRegion", getUseRegionSettings());
gSavedSettings.setBOOL("UseDayCycle", getUseDayCycle());
}
void LLEnvManagerNew::setUserPrefs(
const std::string& water_preset,
const std::string& sky_preset,
const std::string& day_cycle_preset,
bool use_fixed_sky,
bool use_region_settings)
{
// operate on members directly to avoid side effects
mUserPrefs.mWaterPresetName = water_preset;
mUserPrefs.mSkyPresetName = sky_preset;
mUserPrefs.mDayCycleName = day_cycle_preset;
mUserPrefs.mUseDefaults = use_region_settings;
mUserPrefs.mUseDayCycle = !use_fixed_sky;
saveUserPrefs();
updateManagersFromPrefs(false);
}
void LLEnvManagerNew::dumpUserPrefs()
{
LL_DEBUGS("Windlight") << "WaterPresetName: " << gSavedSettings.getString("WaterPresetName") << LL_ENDL;
LL_DEBUGS("Windlight") << "SkyPresetName: " << gSavedSettings.getString("SkyPresetName") << LL_ENDL;
LL_DEBUGS("Windlight") << "DayCycleName: " << gSavedSettings.getString("DayCycleName") << LL_ENDL;
LL_DEBUGS("Windlight") << "UseEnvironmentFromRegion: " << gSavedSettings.getBOOL("UseEnvironmentFromRegion") << LL_ENDL;
LL_DEBUGS("Windlight") << "UseDayCycle: " << gSavedSettings.getBOOL("UseDayCycle") << LL_ENDL;
}
void LLEnvManagerNew::dumpPresets()
{
const LLEnvironmentSettings& region_settings = getRegionSettings();
std::string region_name = gAgent.getRegion() ? gAgent.getRegion()->getName() : "Unknown region";
// Dump water presets.
LL_DEBUGS("Windlight") << "Waters:" << LL_ENDL;
if (region_settings.getWaterParams().size() != 0)
{
LL_DEBUGS("Windlight") << " - " << region_name << LL_ENDL;
}
const std::map<std::string, LLWaterParamSet> &water_params_map = LLWaterParamManager::instance().mParamList;
for (std::map<std::string, LLWaterParamSet>::const_iterator it = water_params_map.begin(); it != water_params_map.end(); it++)
{
LL_DEBUGS("Windlight") << " - " << it->first << LL_ENDL;
}
// Dump sky presets.
LL_DEBUGS("Windlight") << "Skies:" << LL_ENDL;
const std::map<LLWLParamKey, LLWLParamSet> &sky_params_map = LLWLParamManager::getInstance()->mParamList;
for (std::map<LLWLParamKey, LLWLParamSet>::const_iterator it = sky_params_map.begin(); it != sky_params_map.end(); it++)
{
std::string preset_name = it->first.name;
std::string item_title;
if (it->first.scope == LLEnvKey::SCOPE_LOCAL) // local preset
{
item_title = preset_name;
}
else // region preset
{
item_title = preset_name + " (" + region_name + ")";
}
LL_DEBUGS("Windlight") << " - " << item_title << LL_ENDL;
}
// Dump day cycles.
LL_DEBUGS("Windlight") << "Days:" << LL_ENDL;
const LLSD& cur_region_dc = region_settings.getWLDayCycle();
if (cur_region_dc.size() != 0)
{
LL_DEBUGS("Windlight") << " - " << region_name << LL_ENDL;
}
const LLDayCycleManager::dc_map_t& map = LLDayCycleManager::instance().getPresets();
for (LLDayCycleManager::dc_map_t::const_iterator it = map.begin(); it != map.end(); ++it)
{
LL_DEBUGS("Windlight") << " - " << it->first << LL_ENDL;
}
}
void LLEnvManagerNew::requestRegionSettings()
{
LLEnvironmentRequest::initiate();
}
bool LLEnvManagerNew::sendRegionSettings(const LLEnvironmentSettings& new_settings)
{
LLSD metadata;
metadata["regionID"] = gAgent.getRegion()->getRegionID();
// add last received update ID to outbound message so simulator can handle concurrent updates
metadata["messageID"] = mLastReceivedID;
return LLEnvironmentApply::initiateRequest(new_settings.makePacket(metadata));
}
boost::signals2::connection LLEnvManagerNew::setRegionSettingsChangeCallback(const region_settings_change_signal_t::slot_type& cb)
{
return mRegionSettingsChangeSignal.connect(cb);
}
boost::signals2::connection LLEnvManagerNew::setRegionChangeCallback(const region_change_signal_t::slot_type& cb)
{
return mRegionChangeSignal.connect(cb);
}
boost::signals2::connection LLEnvManagerNew::setRegionSettingsAppliedCallback(const region_settings_applied_signal_t::slot_type& cb)
{
return mRegionSettingsAppliedSignal.connect(cb);
}
// static
bool LLEnvManagerNew::canEditRegionSettings()
{
LLViewerRegion* region = gAgent.getRegion();
BOOL owner_or_god = gAgent.isGodlike() || (region && region->getOwner() == gAgent.getID());
BOOL owner_or_god_or_manager = owner_or_god || (region && region->isEstateManager());
LL_DEBUGS("Windlight") << "Can edit region settings: " << (bool) owner_or_god_or_manager << LL_ENDL;
return owner_or_god_or_manager;
}
void LLEnvManagerNew::onRegionCrossing()
{
LL_DEBUGS("Windlight") << "Crossed region" << LL_ENDL;
onRegionChange(true);
}
void LLEnvManagerNew::onTeleport()
{
LL_DEBUGS("Windlight") << "Teleported" << LL_ENDL;
onRegionChange(false);
}
void LLEnvManagerNew::onRegionSettingsResponse(const LLSD& content)
{
// If the message was valid, grab the UUID from it and save it for next outbound update message.
mLastReceivedID = content[0]["messageID"].asUUID();
// Refresh cached region settings.
LL_DEBUGS("Windlight") << "Caching region environment settings: " << content << LL_ENDL;
F32 sun_hour = 0; // *TODO
LLEnvironmentSettings new_settings(content[1], content[2], content[3], sun_hour);
mCachedRegionPrefs = new_settings;
// Load region sky presets.
LLWLParamManager::instance().refreshRegionPresets();
// If using server settings, update managers.
if (getUseRegionSettings())
{
updateManagersFromPrefs(mInterpNextChangeMessage);
}
// Let interested parties know about the region settings update.
mRegionSettingsChangeSignal();
// reset
mInterpNextChangeMessage = false;
}
void LLEnvManagerNew::onRegionSettingsApplyResponse(bool ok)
{
LL_DEBUGS("Windlight") << "Applying region settings " << (ok ? "succeeded" : "failed") << LL_ENDL;
// Clear locally modified region settings because they have just been uploaded.
mNewRegionPrefs.clear();
mRegionSettingsAppliedSignal(ok);
}
//-- private methods ----------------------------------------------------------
// virtual
void LLEnvManagerNew::initSingleton()
{
LL_DEBUGS("Windlight") << "Initializing LLEnvManagerNew" << LL_ENDL;
loadUserPrefs();
}
void LLEnvManagerNew::updateManagersFromPrefs(bool interpolate)
{
// Apply water settings.
LLWaterParamManager::instance().applyUserPrefs(interpolate);
// Apply sky settings.
LLWLParamManager::instance().applyUserPrefs(interpolate);
}
void LLEnvManagerNew::onRegionChange(bool interpolate)
{
// Avoid duplicating region setting requests
// by checking whether the region is actually changing.
LLViewerRegion* regionp = gAgent.getRegion();
LLUUID region_uuid = regionp ? regionp->getRegionID() : LLUUID::null;
if (region_uuid == mCurRegionUUID)
{
return;
}
// Clear locally modified region settings.
mNewRegionPrefs.clear();
// *TODO: clear environment settings of the previous region?
// Request environment settings of the new region.
LL_DEBUGS("Windlight") << "New viewer region: " << region_uuid << LL_ENDL;
mCurRegionUUID = region_uuid;
mInterpNextChangeMessage = interpolate;
requestRegionSettings();
// Let interested parties know agent region has been changed.
mRegionChangeSignal();
}
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