OpenSimMirror/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Statistics;
using OpenSim.Region.ClientStack.LindenUDP;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Avatar.Appearance
{
/// <summary>
/// A module that just holds commands for inspecting avatar appearance.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AppearanceInfoModule")]
public class AppearanceInfoModule : ISharedRegionModule
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public const string SHOW_APPEARANCE_FORMAT = "{0,-9} {1}";
private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
private IAvatarFactoryModule m_avatarFactory;
public string Name { get { return "Appearance Information Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: INITIALIZED MODULE");
}
public void PostInitialise()
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: POST INITIALIZED MODULE");
}
public void Close()
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: CLOSED MODULE");
}
public void AddRegion(Scene scene)
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
}
public void RemoveRegion(Scene scene)
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
lock (m_scenes)
m_scenes.Remove(scene.RegionInfo.RegionID);
}
public void RegionLoaded(Scene scene)
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
lock (m_scenes)
m_scenes[scene.RegionInfo.RegionID] = scene;
scene.AddCommand(
this, "show appearance",
"show appearance [<first-name> <last-name>]",
"Synonym for 'appearance show'",
HandleShowAppearanceCommand);
scene.AddCommand(
this, "appearance show",
"appearance show [<first-name> <last-name>]",
"Show appearance information for each avatar in the simulator.",
"This command checks whether the simulator has all the baked textures required to display an avatar to other viewers. "
+ "\nIf not, then appearance is 'corrupt' and other avatars will continue to see it as a cloud."
+ "\nOptionally, you can view just a particular avatar's appearance information."
+ "\nIn this case, the texture UUID for each bake type is also shown and whether the simulator can find the referenced texture.",
HandleShowAppearanceCommand);
scene.AddCommand(
this, "appearance send",
"appearance send [<first-name> <last-name>]",
"Send appearance data for each avatar in the simulator to other viewers.",
"Optionally, you can specify that only a particular avatar's appearance data is sent.",
HandleSendAppearanceCommand);
}
private void HandleSendAppearanceCommand(string module, string[] cmd)
{
if (cmd.Length != 2 && cmd.Length < 4)
{
MainConsole.Instance.OutputFormat("Usage: appearance send [<first-name> <last-name>]");
return;
}
bool targetNameSupplied = false;
string optionalTargetFirstName = null;
string optionalTargetLastName = null;
if (cmd.Length >= 4)
{
targetNameSupplied = true;
optionalTargetFirstName = cmd[2];
optionalTargetLastName = cmd[3];
}
lock (m_scenes)
{
foreach (Scene scene in m_scenes.Values)
{
if (targetNameSupplied)
{
ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName);
if (sp != null && !sp.IsChildAgent)
{
MainConsole.Instance.OutputFormat(
"Sending appearance information for {0} to all other avatars in {1}",
sp.Name, scene.RegionInfo.RegionName);
scene.AvatarFactory.SendAppearance(sp.UUID);
}
}
else
{
scene.ForEachRootScenePresence(
sp =>
{
MainConsole.Instance.OutputFormat(
"Sending appearance information for {0} to all other avatars in {1}",
sp.Name, scene.RegionInfo.RegionName);
scene.AvatarFactory.SendAppearance(sp.UUID);
}
);
}
}
}
}
protected void HandleShowAppearanceCommand(string module, string[] cmd)
{
if (cmd.Length != 2 && cmd.Length < 4)
{
MainConsole.Instance.OutputFormat("Usage: appearance show [<first-name> <last-name>]");
return;
}
bool targetNameSupplied = false;
string optionalTargetFirstName = null;
string optionalTargetLastName = null;
if (cmd.Length >= 4)
{
targetNameSupplied = true;
optionalTargetFirstName = cmd[2];
optionalTargetLastName = cmd[3];
}
lock (m_scenes)
{
foreach (Scene scene in m_scenes.Values)
{
if (targetNameSupplied)
{
ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName);
if (sp != null && !sp.IsChildAgent)
{
MainConsole.Instance.OutputFormat("For {0} in {1}", sp.Name, scene.RegionInfo.RegionName);
MainConsole.Instance.OutputFormat(SHOW_APPEARANCE_FORMAT, "Bake Type", "UUID");
Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures
= scene.AvatarFactory.GetBakedTextureFaces(sp.UUID);
foreach (BakeType bt in bakedTextures.Keys)
{
string rawTextureID;
if (bakedTextures[bt] == null)
{
rawTextureID = "not set";
}
else
{
rawTextureID = bakedTextures[bt].TextureID.ToString();
if (scene.AssetService.Get(rawTextureID) == null)
rawTextureID += " (not found)";
else
rawTextureID += " (uploaded)";
}
MainConsole.Instance.OutputFormat(SHOW_APPEARANCE_FORMAT, bt, rawTextureID);
}
bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
MainConsole.Instance.OutputFormat(
"{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
}
}
else
{
scene.ForEachRootScenePresence(
sp =>
{
bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
MainConsole.Instance.OutputFormat(
"{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
}
);
}
}
}
}
}
}