Imported existing code
This commit is contained in:
848
indra/newview/llcompilequeue.cpp
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848
indra/newview/llcompilequeue.cpp
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@@ -0,0 +1,848 @@
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/**
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* @file llcompilequeue.cpp
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* @brief LLCompileQueueData class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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/**
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*
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* Implementation of the script queue which keeps an array of object
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* UUIDs and manipulates all of the scripts on each of them.
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*
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llcompilequeue.h"
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#include "llagent.h"
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#include "llassetuploadqueue.h"
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#include "llassetuploadresponders.h"
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#include "llchat.h"
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#include "llviewerwindow.h"
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#include "llviewerobject.h"
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#include "llviewerobjectlist.h"
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#include "llviewerregion.h"
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#include "lscript_rt_interface.h"
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#include "llviewercontrol.h"
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#include "llviewerobject.h"
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#include "llviewerregion.h"
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#include "llresmgr.h"
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#include "llbutton.h"
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#include "lldir.h"
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#include "llfloaterchat.h"
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#include "llviewerstats.h"
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#include "lluictrlfactory.h"
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#include "llselectmgr.h"
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///----------------------------------------------------------------------------
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/// Local function declarations, constants, enums, and typedefs
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///----------------------------------------------------------------------------
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// *TODO:Translate
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const std::string COMPILE_QUEUE_TITLE("Recompilation Progress");
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const std::string COMPILE_START_STRING("recompile");
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const std::string RESET_QUEUE_TITLE("Reset Progress");
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const std::string RESET_START_STRING("reset");
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const std::string RUN_QUEUE_TITLE("Set Running Progress");
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const std::string RUN_START_STRING("set running");
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const std::string NOT_RUN_QUEUE_TITLE("Set Not Running Progress");
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const std::string NOT_RUN_START_STRING("set not running");
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struct LLScriptQueueData
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{
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LLUUID mQueueID;
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std::string mScriptName;
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LLUUID mTaskId;
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LLUUID mItemId;
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LLScriptQueueData(const LLUUID& q_id, const std::string& name, const LLUUID& task_id, const LLUUID& item_id) :
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mQueueID(q_id), mScriptName(name), mTaskId(task_id), mItemId(item_id) {}
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};
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///----------------------------------------------------------------------------
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/// Class LLFloaterScriptQueue
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///----------------------------------------------------------------------------
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// static
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LLMap<LLUUID, LLFloaterScriptQueue*> LLFloaterScriptQueue::sInstances;
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// Default constructor
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LLFloaterScriptQueue::LLFloaterScriptQueue(const std::string& name,
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const LLRect& rect,
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const std::string& title,
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const std::string& start_string) :
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LLFloater(name, rect, title,
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RESIZE_YES, DEFAULT_MIN_WIDTH, DEFAULT_MIN_HEIGHT,
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DRAG_ON_TOP, MINIMIZE_YES, CLOSE_YES)
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{
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mID.generate();
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LLUICtrlFactory::getInstance()->buildFloater(this,"floater_script_queue.xml");
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childSetAction("close",onCloseBtn,this);
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childSetEnabled("close",FALSE);
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setTitle(title);
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LLRect curRect = getRect();
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translate(rect.mLeft - curRect.mLeft, rect.mTop - curRect.mTop);
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mStartString = start_string;
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mDone = FALSE;
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sInstances.addData(mID, this);
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}
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// Destroys the object
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LLFloaterScriptQueue::~LLFloaterScriptQueue()
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{
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sInstances.removeData(mID);
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}
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// find an instance by ID. Return NULL if it does not exist.
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// static
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LLFloaterScriptQueue* LLFloaterScriptQueue::findInstance(const LLUUID& id)
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{
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if(sInstances.checkData(id))
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{
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return sInstances.getData(id);
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}
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return NULL;
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}
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// This is the callback method for the viewer object currently being
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// worked on.
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// NOT static, virtual!
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void LLFloaterScriptQueue::inventoryChanged(LLViewerObject* viewer_object,
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InventoryObjectList* inv,
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S32,
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void* q_id)
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{
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llinfos << "LLFloaterScriptQueue::inventoryChanged() for object "
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<< viewer_object->getID() << llendl;
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//Remove this listener from the object since its
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//listener callback is now being executed.
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//We remove the listener here because the function
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//removeVOInventoryListener removes the listener from a ViewerObject
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//which it internally stores.
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//If we call this further down in the function, calls to handleInventory
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//and nextObject may update the interally stored viewer object causing
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//the removal of the incorrect listener from an incorrect object.
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//Fixes SL-6119:Recompile scripts fails to complete
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removeVOInventoryListener();
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if (viewer_object && inv && (viewer_object->getID() == mCurrentObjectID) )
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{
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handleInventory(viewer_object, inv);
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}
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else
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{
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// something went wrong...
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// note that we're not working on this one, and move onto the
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// next object in the list.
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llwarns << "No inventory for " << mCurrentObjectID
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<< llendl;
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nextObject();
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}
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}
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// static
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void LLFloaterScriptQueue::onCloseBtn(void* user_data)
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{
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LLFloaterScriptQueue* self = (LLFloaterScriptQueue*)user_data;
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self->close();
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}
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void LLFloaterScriptQueue::addObject(const LLUUID& id)
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{
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mObjectIDs.put(id);
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}
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BOOL LLFloaterScriptQueue::start()
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{
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//llinfos << "LLFloaterCompileQueue::start()" << llendl;
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std::string buffer;
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LLSelectMgr *mgr = LLSelectMgr::getInstance();
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LLObjectSelectionHandle selectHandle = mgr->getSelection();
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U32 n_objects = 0;
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if (gSavedSettings.getBOOL("EditLinkedParts"))
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{
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n_objects = selectHandle->getObjectCount();
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}
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else
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{
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n_objects = selectHandle->getRootObjectCount();
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}
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buffer = llformat("Starting %s of %d items.", mStartString.c_str(), n_objects); // *TODO: Translate
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LLScrollListCtrl* list = getChild<LLScrollListCtrl>("queue output");
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list->addCommentText(buffer);
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return nextObject();
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}
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BOOL LLFloaterScriptQueue::isDone() const
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{
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return (mCurrentObjectID.isNull() && (mObjectIDs.count() == 0));
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}
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// go to the next object. If no objects left, it falls out silently
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// and waits to be killed by the window being closed.
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BOOL LLFloaterScriptQueue::nextObject()
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{
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S32 count;
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BOOL successful_start = FALSE;
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do
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{
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count = mObjectIDs.count();
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llinfos << "LLFloaterScriptQueue::nextObject() - " << count
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<< " objects left to process." << llendl;
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mCurrentObjectID.setNull();
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if(count > 0)
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{
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successful_start = popNext();
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}
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llinfos << "LLFloaterScriptQueue::nextObject() "
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<< (successful_start ? "successful" : "unsuccessful")
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<< llendl;
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} while((mObjectIDs.count() > 0) && !successful_start);
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if(isDone() && !mDone)
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{
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LLScrollListCtrl* list = getChild<LLScrollListCtrl>("queue output");
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mDone = TRUE;
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std::string buffer = "Done."; // *TODO: Translate
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list->addCommentText(buffer);
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childSetEnabled("close",TRUE);
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}
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return successful_start;
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}
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// returns true if the queue has started, otherwise false. This
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// method pops the top object off of the queue.
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BOOL LLFloaterScriptQueue::popNext()
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{
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// get the first element off of the container, and attempt to get
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// the inventory.
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BOOL rv = FALSE;
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S32 count = mObjectIDs.count();
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if(mCurrentObjectID.isNull() && (count > 0))
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{
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mCurrentObjectID = mObjectIDs.get(0);
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llinfos << "LLFloaterScriptQueue::popNext() - mCurrentID: "
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<< mCurrentObjectID << llendl;
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mObjectIDs.remove(0);
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LLViewerObject* obj = gObjectList.findObject(mCurrentObjectID);
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if(obj)
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{
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llinfos << "LLFloaterScriptQueue::popNext() requesting inv for "
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<< mCurrentObjectID << llendl;
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LLUUID* id = new LLUUID(mID);
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registerVOInventoryListener(obj,id);
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requestVOInventory();
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rv = TRUE;
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}
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}
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return rv;
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}
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///----------------------------------------------------------------------------
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/// Class LLFloaterCompileQueue
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///----------------------------------------------------------------------------
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// static
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LLFloaterCompileQueue* LLFloaterCompileQueue::create(BOOL mono)
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{
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S32 left, top;
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gFloaterView->getNewFloaterPosition(&left, &top);
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LLRect rect = gSavedSettings.getRect("CompileOutputRect");
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rect.translate(left - rect.mLeft, top - rect.mTop);
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LLFloaterCompileQueue* new_queue = new LLFloaterCompileQueue("queue", rect);
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class LLCompileFloaterUploadQueueSupplier : public LLAssetUploadQueueSupplier
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{
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public:
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LLCompileFloaterUploadQueueSupplier(const LLUUID& queue_id) :
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mQueueId(queue_id)
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{
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}
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virtual LLAssetUploadQueue* get() const
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{
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LLFloaterCompileQueue* queue =
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(LLFloaterCompileQueue*) LLFloaterScriptQueue::findInstance(mQueueId);
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if(NULL == queue)
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{
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return NULL;
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}
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return queue->mUploadQueue;
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}
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virtual void log(std::string message) const
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{
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LLFloaterCompileQueue* queue =
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(LLFloaterCompileQueue*) LLFloaterScriptQueue::findInstance(mQueueId);
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if(NULL == queue)
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{
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return;
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}
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LLScrollListCtrl* list = queue->getChild<LLScrollListCtrl>("queue output");
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list->addCommentText(message.c_str());
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}
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private:
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LLUUID mQueueId;
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};
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new_queue->mUploadQueue = new LLAssetUploadQueue(new LLCompileFloaterUploadQueueSupplier(new_queue->getID()));
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new_queue->mMono = mono;
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new_queue->open();
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return new_queue;
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}
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LLFloaterCompileQueue::LLFloaterCompileQueue(const std::string& name, const LLRect& rect)
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: LLFloaterScriptQueue(name, rect, COMPILE_QUEUE_TITLE, COMPILE_START_STRING)
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{ }
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LLFloaterCompileQueue::~LLFloaterCompileQueue()
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{
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}
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void LLFloaterCompileQueue::handleInventory(LLViewerObject *viewer_object,
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InventoryObjectList* inv)
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{
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// find all of the lsl, leaving off duplicates. We'll remove
|
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// all matching asset uuids on compilation success.
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typedef std::multimap<LLUUID, LLPointer<LLInventoryItem> > uuid_item_map;
|
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uuid_item_map asset_item_map;
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InventoryObjectList::const_iterator it = inv->begin();
|
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InventoryObjectList::const_iterator end = inv->end();
|
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for ( ; it != end; ++it)
|
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{
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if((*it)->getType() == LLAssetType::AT_LSL_TEXT)
|
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{
|
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LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
|
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// Check permissions before allowing the user to retrieve data.
|
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if (item->getPermissions().allowModifyBy(gAgent.getID(), gAgent.getGroupID()) &&
|
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item->getPermissions().allowCopyBy(gAgent.getID(), gAgent.getGroupID()) )
|
||||
{
|
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LLPointer<LLViewerInventoryItem> script = new LLViewerInventoryItem(item);
|
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mCurrentScripts.put(script);
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asset_item_map.insert(std::make_pair(item->getAssetUUID(), item));
|
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}
|
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}
|
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}
|
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|
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if (asset_item_map.empty())
|
||||
{
|
||||
// There are no scripts in this object. move on.
|
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nextObject();
|
||||
}
|
||||
else
|
||||
{
|
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// 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(getID(),
|
||||
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 = static_cast<LLFloaterCompileQueue*>
|
||||
(LLFloaterScriptQueue::findInstance(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->getID(),
|
||||
script_data, script_size, data->mScriptName);
|
||||
}
|
||||
else
|
||||
{
|
||||
// It's now in the file, now compile it.
|
||||
buffer = std::string("Downloaded, now compiling: ") + data->mScriptName; // *TODO: Translate
|
||||
|
||||
// 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 )
|
||||
{
|
||||
LLChat chat(std::string("Script not found on server.")); // *TODO: Translate
|
||||
LLFloaterChat::addChat(chat);
|
||||
buffer = std::string("Problem downloading: ") + data->mScriptName; // *TODO: Translate
|
||||
}
|
||||
else if (LL_ERR_INSUFFICIENT_PERMISSIONS == status)
|
||||
{
|
||||
LLChat chat(std::string("Insufficient permissions to download a script.")); // *TODO: Translate
|
||||
LLFloaterChat::addChat(chat);
|
||||
buffer = std::string("Insufficient permissions for: ") + data->mScriptName; // *TODO: Translate
|
||||
}
|
||||
else
|
||||
{
|
||||
buffer = std::string("Unknown failure to download ") + data->mScriptName; // *TODO: Translate
|
||||
}
|
||||
|
||||
llwarns << "Problem downloading script asset." << llendl;
|
||||
if(queue) queue->removeItemByItemID(data->mItemId);
|
||||
}
|
||||
if(queue && (buffer.size() > 0))
|
||||
{
|
||||
LLScrollListCtrl* list = queue->getChild<LLScrollListCtrl>("queue output");
|
||||
list->addCommentText(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));
|
||||
LLNotifications::instance().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 = static_cast<LLFloaterCompileQueue*>
|
||||
(LLFloaterScriptQueue::findInstance(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));
|
||||
LLNotifications::instance().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(mID, 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
|
||||
///----------------------------------------------------------------------------
|
||||
|
||||
// static
|
||||
LLFloaterResetQueue* LLFloaterResetQueue::create()
|
||||
{
|
||||
S32 left, top;
|
||||
gFloaterView->getNewFloaterPosition(&left, &top);
|
||||
LLRect rect = gSavedSettings.getRect("CompileOutputRect");
|
||||
rect.translate(left - rect.mLeft, top - rect.mTop);
|
||||
LLFloaterResetQueue* new_queue = new LLFloaterResetQueue("queue", rect);
|
||||
gFloaterView->addChild(new_queue);
|
||||
new_queue->open();
|
||||
return new_queue;
|
||||
}
|
||||
|
||||
LLFloaterResetQueue::LLFloaterResetQueue(const std::string& name, const LLRect& rect)
|
||||
: LLFloaterScriptQueue(name, rect, RESET_QUEUE_TITLE, RESET_START_STRING)
|
||||
{ }
|
||||
|
||||
LLFloaterResetQueue::~LLFloaterResetQueue()
|
||||
{
|
||||
}
|
||||
|
||||
void LLFloaterResetQueue::handleInventory(LLViewerObject* viewer_obj,
|
||||
InventoryObjectList* inv)
|
||||
{
|
||||
// find all of the lsl, leaving off duplicates. We'll remove
|
||||
// all matching asset uuids on compilation success.
|
||||
LLDynamicArray<const char*> names;
|
||||
|
||||
InventoryObjectList::const_iterator it = inv->begin();
|
||||
InventoryObjectList::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 = std::string("Resetting: ") + item->getName(); // *TODO: Translate
|
||||
list->addCommentText(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
|
||||
///----------------------------------------------------------------------------
|
||||
|
||||
// static
|
||||
LLFloaterRunQueue* LLFloaterRunQueue::create()
|
||||
{
|
||||
S32 left, top;
|
||||
gFloaterView->getNewFloaterPosition(&left, &top);
|
||||
LLRect rect = gSavedSettings.getRect("CompileOutputRect");
|
||||
rect.translate(left - rect.mLeft, top - rect.mTop);
|
||||
LLFloaterRunQueue* new_queue = new LLFloaterRunQueue("queue", rect);
|
||||
new_queue->open(); /*Flawfinder: ignore*/
|
||||
return new_queue;
|
||||
}
|
||||
|
||||
LLFloaterRunQueue::LLFloaterRunQueue(const std::string& name, const LLRect& rect)
|
||||
: LLFloaterScriptQueue(name, rect, RUN_QUEUE_TITLE, RUN_START_STRING)
|
||||
{ }
|
||||
|
||||
LLFloaterRunQueue::~LLFloaterRunQueue()
|
||||
{
|
||||
}
|
||||
|
||||
void LLFloaterRunQueue::handleInventory(LLViewerObject* viewer_obj,
|
||||
InventoryObjectList* inv)
|
||||
{
|
||||
// find all of the lsl, leaving off duplicates. We'll remove
|
||||
// all matching asset uuids on compilation success.
|
||||
LLDynamicArray<const char*> names;
|
||||
|
||||
InventoryObjectList::const_iterator it = inv->begin();
|
||||
InventoryObjectList::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 = std::string("Running: ") + item->getName(); // *TODO: Translate
|
||||
list->addCommentText(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
|
||||
///----------------------------------------------------------------------------
|
||||
|
||||
// static
|
||||
LLFloaterNotRunQueue* LLFloaterNotRunQueue::create()
|
||||
{
|
||||
S32 left, top;
|
||||
gFloaterView->getNewFloaterPosition(&left, &top);
|
||||
LLRect rect = gSavedSettings.getRect("CompileOutputRect");
|
||||
rect.translate(left - rect.mLeft, top - rect.mTop);
|
||||
LLFloaterNotRunQueue* new_queue = new LLFloaterNotRunQueue("queue", rect);
|
||||
new_queue->open(); /*Flawfinder: ignore*/
|
||||
return new_queue;
|
||||
}
|
||||
|
||||
LLFloaterNotRunQueue::LLFloaterNotRunQueue(const std::string& name, const LLRect& rect)
|
||||
: LLFloaterScriptQueue(name, rect, NOT_RUN_QUEUE_TITLE, NOT_RUN_START_STRING)
|
||||
{ }
|
||||
|
||||
LLFloaterNotRunQueue::~LLFloaterNotRunQueue()
|
||||
{
|
||||
}
|
||||
|
||||
void LLFloaterNotRunQueue::handleInventory(LLViewerObject* viewer_obj,
|
||||
InventoryObjectList* inv)
|
||||
{
|
||||
// find all of the lsl, leaving off duplicates. We'll remove
|
||||
// all matching asset uuids on compilation success.
|
||||
LLDynamicArray<const char*> names;
|
||||
|
||||
InventoryObjectList::const_iterator it = inv->begin();
|
||||
InventoryObjectList::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 = std::string("Not running: ") +item->getName(); // *TODO: Translate
|
||||
list->addCommentText(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
|
||||
///----------------------------------------------------------------------------
|
||||
Reference in New Issue
Block a user