Add "dump object uuid" console command. This allows any object in the scene to be serialized and dumped to XML for debug purposes.
parent
326f1507fa
commit
73db057fa1
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@ -32,100 +32,124 @@ using System.Reflection;
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using log4net;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse;
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public class ConsoleUtil
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namespace OpenSim.Framework.Console
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{
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public class ConsoleUtil
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/// <summary>
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/// Used by modules to display stock co-ordinate help, though possibly this should be under some general section
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/// rather than in each help summary.
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/// </summary>
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public const string CoordHelp
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= @"Each component of the coord is comma separated. There must be no spaces between the commas.
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If you don't care about the z component you can simply omit it.
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If you don't care about the x or y components then you can leave them blank (though a comma is still required)
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If you want to specify the maxmimum value of a component then you can use ~ instead of a number
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If you want to specify the minimum value of a component then you can use -~ instead of a number
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e.g.
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delete object pos 20,20,20 to 40,40,40
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delete object pos 20,20 to 40,40
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delete object pos ,20,20 to ,40,40
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delete object pos ,,30 to ,,~
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delete object pos ,,-~ to ,,30";
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public const string MinRawConsoleVectorValue = "-~";
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public const string MaxRawConsoleVectorValue = "~";
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public const string VectorSeparator = ",";
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public static char[] VectorSeparatorChars = VectorSeparator.ToCharArray();
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/// <summary>
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/// Convert a minimum vector input from the console to an OpenMetaverse.Vector3
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/// </summary>
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/// <param name='rawConsoleVector'>/param>
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/// <param name='vector'></param>
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/// <returns></returns>
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public static bool TryParseConsoleMinVector(string rawConsoleVector, out Vector3 vector)
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{
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{
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return TryParseConsoleVector(rawConsoleVector, c => float.MinValue.ToString(), out vector);
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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}
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/// <summary>
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/// <summary>
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/// Convert a maximum vector input from the console to an OpenMetaverse.Vector3
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/// Used by modules to display stock co-ordinate help, though possibly this should be under some general section
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/// </summary>
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/// rather than in each help summary.
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/// <param name='rawConsoleVector'>/param>
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/// </summary>
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/// <param name='vector'></param>
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public const string CoordHelp
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/// <returns></returns>
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= @"Each component of the coord is comma separated. There must be no spaces between the commas.
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public static bool TryParseConsoleMaxVector(string rawConsoleVector, out Vector3 vector)
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If you don't care about the z component you can simply omit it.
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{
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If you don't care about the x or y components then you can leave them blank (though a comma is still required)
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return TryParseConsoleVector(rawConsoleVector, c => float.MaxValue.ToString(), out vector);
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If you want to specify the maxmimum value of a component then you can use ~ instead of a number
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}
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If you want to specify the minimum value of a component then you can use -~ instead of a number
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e.g.
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delete object pos 20,20,20 to 40,40,40
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delete object pos 20,20 to 40,40
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delete object pos ,20,20 to ,40,40
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delete object pos ,,30 to ,,~
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delete object pos ,,-~ to ,,30";
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/// <summary>
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public const string MinRawConsoleVectorValue = "-~";
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/// Convert a vector input from the console to an OpenMetaverse.Vector3
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public const string MaxRawConsoleVectorValue = "~";
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/// </summary>
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/// <param name='rawConsoleVector'>
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/// A string in the form <x>,<y>,<z> where there is no space between values.
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/// Any component can be missing (e.g. ,,40). blankComponentFunc is invoked to replace the blank with a suitable value
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/// Also, if the blank component is at the end, then the comma can be missed off entirely (e.g. 40,30 or 40)
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/// The strings "~" and "-~" are valid in components. The first substitutes float.MaxValue whilst the second is float.MinValue
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/// Other than that, component values must be numeric.
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/// </param>
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/// <param name='blankComponentFunc'></param>
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/// <param name='vector'></param>
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/// <returns></returns>
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public static bool TryParseConsoleVector(
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string rawConsoleVector, Func<string, string> blankComponentFunc, out Vector3 vector)
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{
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List<string> components = rawConsoleVector.Split(VectorSeparatorChars).ToList();
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if (components.Count < 1 || components.Count > 3)
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public const string VectorSeparator = ",";
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public static char[] VectorSeparatorChars = VectorSeparator.ToCharArray();
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/// <summary>
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/// Try to parse a console UUID from the console.
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/// </summary>
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/// <remarks>
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/// Will complain to the console if parsing fails.
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/// </remarks>
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/// <returns></returns>
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/// <param name='console'></param>
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/// <param name='rawUuid'></param>
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/// <param name='uuid'></param>
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public static bool TryParseConsoleUuid(ICommandConsole console, string rawUuid, out UUID uuid)
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{
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{
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vector = Vector3.Zero;
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if (!UUID.TryParse(rawUuid, out uuid))
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return false;
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{
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console.OutputFormat("{0} is not a valid uuid", rawUuid);
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return false;
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}
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return true;
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}
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}
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for (int i = components.Count; i < 3; i++)
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/// <summary>
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components.Add("");
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/// Convert a minimum vector input from the console to an OpenMetaverse.Vector3
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/// </summary>
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/// <param name='rawConsoleVector'>/param>
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/// <param name='vector'></param>
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/// <returns></returns>
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public static bool TryParseConsoleMinVector(string rawConsoleVector, out Vector3 vector)
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{
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return TryParseConsoleVector(rawConsoleVector, c => float.MinValue.ToString(), out vector);
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}
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List<string> semiDigestedComponents
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/// <summary>
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= components.ConvertAll<string>(
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/// Convert a maximum vector input from the console to an OpenMetaverse.Vector3
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c =>
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/// </summary>
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{
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/// <param name='rawConsoleVector'>/param>
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if (c == "")
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/// <param name='vector'></param>
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return blankComponentFunc.Invoke(c);
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/// <returns></returns>
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else if (c == MaxRawConsoleVectorValue)
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public static bool TryParseConsoleMaxVector(string rawConsoleVector, out Vector3 vector)
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return float.MaxValue.ToString();
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{
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else if (c == MinRawConsoleVectorValue)
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return TryParseConsoleVector(rawConsoleVector, c => float.MaxValue.ToString(), out vector);
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return float.MinValue.ToString();
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}
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else
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return c;
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});
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string semiDigestedConsoleVector = string.Join(VectorSeparator, semiDigestedComponents.ToArray());
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/// <summary>
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/// Convert a vector input from the console to an OpenMetaverse.Vector3
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/// </summary>
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/// <param name='rawConsoleVector'>
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/// A string in the form <x>,<y>,<z> where there is no space between values.
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/// Any component can be missing (e.g. ,,40). blankComponentFunc is invoked to replace the blank with a suitable value
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/// Also, if the blank component is at the end, then the comma can be missed off entirely (e.g. 40,30 or 40)
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/// The strings "~" and "-~" are valid in components. The first substitutes float.MaxValue whilst the second is float.MinValue
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/// Other than that, component values must be numeric.
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/// </param>
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/// <param name='blankComponentFunc'></param>
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/// <param name='vector'></param>
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/// <returns></returns>
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public static bool TryParseConsoleVector(
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string rawConsoleVector, Func<string, string> blankComponentFunc, out Vector3 vector)
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{
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List<string> components = rawConsoleVector.Split(VectorSeparatorChars).ToList();
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// m_log.DebugFormat("[CONSOLE UTIL]: Parsing {0} into OpenMetaverse.Vector3", semiDigestedConsoleVector);
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if (components.Count < 1 || components.Count > 3)
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{
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vector = Vector3.Zero;
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return false;
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}
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return Vector3.TryParse(semiDigestedConsoleVector, out vector);
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for (int i = components.Count; i < 3; i++)
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components.Add("");
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List<string> semiDigestedComponents
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= components.ConvertAll<string>(
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c =>
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{
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if (c == "")
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return blankComponentFunc.Invoke(c);
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else if (c == MaxRawConsoleVectorValue)
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return float.MaxValue.ToString();
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else if (c == MinRawConsoleVectorValue)
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return float.MinValue.ToString();
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else
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return c;
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});
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string semiDigestedConsoleVector = string.Join(VectorSeparator, semiDigestedComponents.ToArray());
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// m_log.DebugFormat("[CONSOLE UTIL]: Parsing {0} into OpenMetaverse.Vector3", semiDigestedConsoleVector);
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return Vector3.TryParse(semiDigestedConsoleVector, out vector);
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}
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}
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}
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}
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}
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@ -27,10 +27,12 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using System.Reflection;
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using System.Text;
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using System.Text;
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using System.Text.RegularExpressions;
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using System.Text.RegularExpressions;
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using System.Xml;
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using log4net;
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using log4net;
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using Mono.Addins;
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using Mono.Addins;
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using NDesk.Options;
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using NDesk.Options;
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@ -41,6 +43,7 @@ using OpenSim.Framework.Console;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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namespace OpenSim.Region.CoreModules.World.Objects.Commands
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namespace OpenSim.Region.CoreModules.World.Objects.Commands
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{
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{
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@ -181,6 +184,16 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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"Show details of scene object parts within the given area.",
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"Show details of scene object parts within the given area.",
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ConsoleUtil.CoordHelp,
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ConsoleUtil.CoordHelp,
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HandleShowPartByPos);
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HandleShowPartByPos);
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m_console.Commands.AddCommand(
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"Objects",
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false,
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"dump object uuid",
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"dump object uuid <UUID>",
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"Dump the formatted serialization of the given object to the file <UUID>.xml",
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"e.g. dump object uuid c1ed6809-cc24-4061-a4c2-93082a2d1f1d will dump serialization to c1ed6809-cc24-4061-a4c2-93082a2d1f1d.xml\n"
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+ "To locate the UUID in the first place, you need to use the other show object commands",
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HandleDumpObjectByUuid);
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}
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}
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public void RemoveRegion(Scene scene)
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public void RemoveRegion(Scene scene)
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@ -447,6 +460,46 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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OutputSopsToConsole(searchPredicate, true);
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OutputSopsToConsole(searchPredicate, true);
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}
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}
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private void HandleDumpObjectByUuid(string module, string[] cmdparams)
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{
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if (!(m_console.ConsoleScene == null || m_console.ConsoleScene == m_scene))
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return;
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if (cmdparams.Length < 4)
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{
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m_console.OutputFormat("Usage: dump object uuid <uuid>");
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return;
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}
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UUID objectUuid;
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if (!ConsoleUtil.TryParseConsoleUuid(m_console, cmdparams[3], out objectUuid))
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return;
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SceneObjectGroup so = m_scene.GetSceneObjectGroup(objectUuid);
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if (so == null)
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{
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// m_console.OutputFormat("No part found with uuid {0}", objectUuid);
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return;
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}
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string fileName = string.Format("{0}.xml", objectUuid);
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if (File.Exists(fileName))
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{
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m_console.OutputFormat("File {0} already exists. Please move or remove it.", fileName);
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return;
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}
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using (XmlTextWriter xtw = new XmlTextWriter(fileName, Encoding.UTF8))
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{
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xtw.Formatting = Formatting.Indented;
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SceneObjectSerializer.ToOriginalXmlFormat(so, xtw, true);
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}
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m_console.OutputFormat("Object dumped to file {0}", fileName);
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}
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/// <summary>
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/// <summary>
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/// Append a scene object report to an input StringBuilder
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/// Append a scene object report to an input StringBuilder
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/// </summary>
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/// </summary>
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