Display help commander topics in capitalized form - the commands themselves are still lowercase.
Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category0.7.4.1
parent
430304c176
commit
650d761c06
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@ -242,8 +242,10 @@ namespace OpenSim
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foreach (string topic in topics)
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{
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m_console.Commands.AddCommand(topic, false, "help " + topic,
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"help " + topic,
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string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1);
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m_console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic,
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"help " + capitalizedTopic,
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"Get help on plugin command '" + topic + "'",
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HandleCommanderHelp);
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//
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@ -267,7 +269,7 @@ namespace OpenSim
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foreach (string command in commander.Commands.Keys)
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{
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m_console.Commands.AddCommand(topic, false,
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m_console.Commands.AddCommand(capitalizedTopic, false,
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topic + " " + command,
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topic + " " + commander.Commands[command].ShortHelp(),
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String.Empty, HandleCommanderCommand);
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@ -286,7 +288,7 @@ namespace OpenSim
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// Only safe for the interactive console, since it won't
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// let us come here unless both scene and commander exist
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//
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ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1]);
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ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1].ToLower());
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if (moduleCommander != null)
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m_console.Output(moduleCommander.Help);
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}
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@ -62,58 +62,25 @@ namespace OpenSim.Region.CoreModules.World.Estate
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{
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m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
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m_module.Scene.AddCommand("estate", m_module, "set terrain texture",
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m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
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"set terrain texture <number> <uuid> [<x>] [<y>]",
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"Sets the terrain <number> to <uuid>, if <x> or <y> are specified, it will only " +
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"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
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" that coordinate.",
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consoleSetTerrainTexture);
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m_module.Scene.AddCommand("estate", m_module, "set terrain heights",
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m_module.Scene.AddCommand("Regions", m_module, "set terrain heights",
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"set terrain heights <corner> <min> <max> [<x>] [<y>]",
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"Sets the terrain texture heights on corner #<corner> to <min>/<max>, if <x> or <y> are specified, it will only " +
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"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
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" that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.",
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consoleSetTerrainHeights);
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Command showCommand
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= new Command("show", CommandIntentions.COMMAND_STATISTICAL, ShowEstatesCommand, "Shows all estates on the simulator.");
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consoleSetTerrainHeights);
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m_commander.RegisterCommand("show", showCommand);
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m_module.Scene.RegisterModuleCommander(m_commander);
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m_module.Scene.EventManager.OnPluginConsole += EventManagerOnPluginConsole;
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m_module.Scene.AddCommand(
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"Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", "", ShowEstatesCommand);
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}
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public void Close()
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{
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m_module.Scene.EventManager.OnPluginConsole -= EventManagerOnPluginConsole;
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m_module.Scene.UnregisterModuleCommander(m_commander.Name);
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}
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/// <summary>
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/// Processes commandline input. Do not call directly.
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/// </summary>
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/// <param name="args">Commandline arguments</param>
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protected void EventManagerOnPluginConsole(string[] args)
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{
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if (args[0] == "estate")
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{
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if (args.Length == 1)
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{
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m_commander.ProcessConsoleCommand("help", new string[0]);
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return;
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}
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string[] tmpArgs = new string[args.Length - 2];
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int i;
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for (i = 2; i < args.Length; i++)
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tmpArgs[i - 2] = args[i];
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m_commander.ProcessConsoleCommand(args[1], tmpArgs);
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}
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}
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public void Close() {}
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protected void consoleSetTerrainTexture(string module, string[] args)
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{
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@ -201,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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}
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}
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protected void ShowEstatesCommand(Object[] args)
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protected void ShowEstatesCommand(string module, string[] cmd)
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{
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StringBuilder report = new StringBuilder();
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RegionInfo ri = m_module.Scene.RegionInfo;
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@ -596,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion Region Settings
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MainConsole.Instance.Commands.AddCommand("estate", false, "reload estate",
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MainConsole.Instance.Commands.AddCommand("Estates", false, "reload estate",
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"reload estate",
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"Reload the estate data", HandleReloadEstate);
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