本文整理汇总了C++中LLFloaterCompileQueue::getID方法的典型用法代码示例。如果您正苦于以下问题:C++ LLFloaterCompileQueue::getID方法的具体用法?C++ LLFloaterCompileQueue::getID怎么用?C++ LLFloaterCompileQueue::getID使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLFloaterCompileQueue
的用法示例。
在下文中一共展示了LLFloaterCompileQueue::getID方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: scriptArrived
// 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
{
llwarns << "Unable to find object to compile" << llendl; // why an error? KL
}
// 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))
//.........这里部分代码省略.........
示例2: scriptArrived
// This is the callback for when each script arrives
// static
void LLFloaterCompileQueue::scriptArrived(LLVFS *vfs, const LLUUID& asset_id,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status)
{
LL_INFOS() << "LLFloaterCompileQueue::scriptArrived()" << LL_ENDL;
LLScriptQueueData* data = (LLScriptQueueData*)user_data;
if(!data) return;
LLFloaterCompileQueue* queue = static_cast<LLFloaterCompileQueue*> (LLFloaterScriptQueue::findInstance(data->mQueueID));
std::string buffer;
if(queue && (0 == status))
{
//LL_INFOS() << "ITEM NAME 3: " << data->mScriptName << LL_ENDL;
// 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();
char* script_data = new char[script_size];
file.read((U8*)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
{
std::string text = LLTrans::getString("CompileQueueProblemUploading");
LLChat chat(text);
LLFloaterChat::addChat(chat);
buffer = text + LLTrans::getString(":") + " " + data->mScriptName;
LL_WARNS() << "Problem uploading script asset." << LL_ENDL;
if(queue) queue->removeItemByItemID(data->mItemId);
}
#if 0 //Client side compiling disabled.
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
{
LL_ERRS() << "Unable to find object to compile" << LL_ENDL;
}
// TODO: babbage: No compile if no cap.
queue->compile(filename, data->mItemId);
// Delete it after we're done compiling?
LLFile::remove(filename);
}
#endif
}