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 category
0.7.3-extended
Justin Clark-Casey (justincc) 2012-03-08 02:17:45 +00:00
parent 1480845597
commit 8cc5322b39
3 changed files with 14 additions and 45 deletions

View File

@ -242,8 +242,10 @@ namespace OpenSim
foreach (string topic in topics) foreach (string topic in topics)
{ {
m_console.Commands.AddCommand(topic, false, "help " + topic, string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1);
"help " + topic,
m_console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic,
"help " + capitalizedTopic,
"Get help on plugin command '" + topic + "'", "Get help on plugin command '" + topic + "'",
HandleCommanderHelp); HandleCommanderHelp);
// //
@ -267,7 +269,7 @@ namespace OpenSim
foreach (string command in commander.Commands.Keys) foreach (string command in commander.Commands.Keys)
{ {
m_console.Commands.AddCommand(topic, false, m_console.Commands.AddCommand(capitalizedTopic, false,
topic + " " + command, topic + " " + command,
topic + " " + commander.Commands[command].ShortHelp(), topic + " " + commander.Commands[command].ShortHelp(),
String.Empty, HandleCommanderCommand); String.Empty, HandleCommanderCommand);
@ -286,7 +288,7 @@ namespace OpenSim
// Only safe for the interactive console, since it won't // Only safe for the interactive console, since it won't
// let us come here unless both scene and commander exist // let us come here unless both scene and commander exist
// //
ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1]); ICommander moduleCommander = SceneManager.CurrentOrFirstScene.GetCommander(cmd[1].ToLower());
if (moduleCommander != null) if (moduleCommander != null)
m_console.Output(moduleCommander.Help); m_console.Output(moduleCommander.Help);
} }

View File

@ -62,58 +62,25 @@ namespace OpenSim.Region.CoreModules.World.Estate
{ {
m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName); m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
m_module.Scene.AddCommand("estate", m_module, "set terrain texture", m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
"set terrain texture <number> <uuid> [<x>] [<y>]", "set terrain texture <number> <uuid> [<x>] [<y>]",
"Sets the terrain <number> to <uuid>, if <x> or <y> are specified, it will only " + "Sets the terrain <number> to <uuid>, if <x> or <y> are specified, it will only " +
"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" + "set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
" that coordinate.", " that coordinate.",
consoleSetTerrainTexture); consoleSetTerrainTexture);
m_module.Scene.AddCommand("estate", m_module, "set terrain heights", m_module.Scene.AddCommand("Regions", m_module, "set terrain heights",
"set terrain heights <corner> <min> <max> [<x>] [<y>]", "set terrain heights <corner> <min> <max> [<x>] [<y>]",
"Sets the terrain texture heights on corner #<corner> to <min>/<max>, if <x> or <y> are specified, it will only " + "Sets the terrain texture heights on corner #<corner> to <min>/<max>, if <x> or <y> are specified, it will only " +
"set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" + "set it on regions with a matching coordinate. Specify -1 in <x> or <y> to wildcard" +
" that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.", " that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.",
consoleSetTerrainHeights); consoleSetTerrainHeights);
Command showCommand m_module.Scene.AddCommand(
= new Command("show", CommandIntentions.COMMAND_STATISTICAL, ShowEstatesCommand, "Shows all estates on the simulator."); "Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", "", ShowEstatesCommand);
m_commander.RegisterCommand("show", showCommand);
m_module.Scene.RegisterModuleCommander(m_commander);
m_module.Scene.EventManager.OnPluginConsole += EventManagerOnPluginConsole;
} }
public void Close() public void Close() {}
{
m_module.Scene.EventManager.OnPluginConsole -= EventManagerOnPluginConsole;
m_module.Scene.UnregisterModuleCommander(m_commander.Name);
}
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
protected void EventManagerOnPluginConsole(string[] args)
{
if (args[0] == "estate")
{
if (args.Length == 1)
{
m_commander.ProcessConsoleCommand("help", new string[0]);
return;
}
string[] tmpArgs = new string[args.Length - 2];
int i;
for (i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
protected void consoleSetTerrainTexture(string module, string[] args) protected void consoleSetTerrainTexture(string module, string[] args)
{ {
@ -201,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
} }
} }
protected void ShowEstatesCommand(Object[] args) protected void ShowEstatesCommand(string module, string[] cmd)
{ {
StringBuilder report = new StringBuilder(); StringBuilder report = new StringBuilder();
RegionInfo ri = m_module.Scene.RegionInfo; RegionInfo ri = m_module.Scene.RegionInfo;

View File

@ -642,7 +642,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Region Settings #endregion Region Settings
MainConsole.Instance.Commands.AddCommand("estate", false, "reload estate", MainConsole.Instance.Commands.AddCommand("Estates", false, "reload estate",
"reload estate", "reload estate",
"Reload the estate data", HandleReloadEstate); "Reload the estate data", HandleReloadEstate);