Move scene debug commands into separate module. Command changes from "debug scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
parent
983e458bb6
commit
a16ae5d7e3
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@ -236,18 +236,6 @@ namespace OpenSim
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+ "If an avatar name is given then only packets from that avatar are logged",
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Debug);
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m_console.Commands.AddCommand("Debug", false, "debug scene",
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"debug scene active|collisions|pbackup|physics|scripting|teleport|updates true|false",
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"Turn on scene debugging options.",
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"If active is false then main scene update and maintenance loops are suspended.\n"
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+ "If collisions is false then collisions with other objects are turned off.\n"
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+ "If pbackup is false then periodic scene backup is turned off.\n"
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+ "If physics is false then all physics objects are non-physical.\n"
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+ "If scripting is false then no scripting operations happen.\n"
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+ "If teleport is true then some extra teleport debug information is logged.\n"
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+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
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Debug);
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m_console.Commands.AddCommand("General", false, "change region",
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"change region <region name>",
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"Change current console region", ChangeSelectedRegion);
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@ -744,31 +732,6 @@ namespace OpenSim
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break;
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case "scene":
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if (args.Length == 4)
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{
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if (SceneManager.CurrentScene == null)
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{
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MainConsole.Instance.Output("Please use 'change region <regioname>' first");
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}
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else
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{
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string key = args[2];
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string value = args[3];
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SceneManager.CurrentScene.SetSceneCoreDebug(
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new Dictionary<string, string>() { { key, value } });
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MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
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}
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}
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else
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{
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MainConsole.Instance.Output(
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"Usage: debug scene active|collisions|pbackup|physics|scripting|teleport|updates true|false");
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}
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break;
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default:
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MainConsole.Instance.Output("Unknown debug command");
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break;
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@ -753,7 +753,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
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Scene.RegionInfo.RegionSettings.Save();
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TriggerRegionInfoChange();
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Scene.SetSceneCoreDebug(
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ISceneCommandsModule scm = Scene.RequestModuleInterface<ISceneCommandsModule>();
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if (scm != null)
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{
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scm.SetSceneDebugOptions(
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new Dictionary<string, string>() {
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{ "scripting", (!disableScripts).ToString() },
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{ "collisions", (!disableCollisions).ToString() },
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@ -761,6 +765,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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}
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);
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}
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}
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private void handleEstateTeleportOneUserHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID, UUID prey)
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{
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@ -0,0 +1,43 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public interface ISceneCommandsModule
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{
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/// <summary>
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/// Sets the scene debug options.
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/// </summary>
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void SetSceneDebugOptions(Dictionary<string, string> options);
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}
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}
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@ -70,12 +70,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Show debug information about teleports.
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/// </summary>
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public bool DebugTeleporting { get; private set; }
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public bool DebugTeleporting { get; set; }
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/// <summary>
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/// Show debug information about the scene loop.
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/// </summary>
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public bool DebugUpdates { get; private set; }
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public bool DebugUpdates { get; set; }
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/// <summary>
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/// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and
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@ -86,13 +86,61 @@ namespace OpenSim.Region.Framework.Scenes
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/// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels.
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/// This needs to be fixed.
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/// </remarks>
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public bool PeriodicBackup { get; private set; }
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public bool PeriodicBackup { get; set; }
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/// <summary>
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/// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even
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/// if the scene is being shut down for the final time.
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/// </summary>
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public bool UseBackup { get; private set; }
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public bool UseBackup { get; set; }
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/// <summary>
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/// If false then physical objects are disabled, though collisions will continue as normal.
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/// </summary>
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public bool PhysicsEnabled { get; set; }
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/// <summary>
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/// If false then scripts are not enabled on the smiulator
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/// </summary>
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public bool ScriptsEnabled
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{
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get { return m_scripts_enabled; }
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set
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{
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if (m_scripts_enabled != value)
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{
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if (!value)
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{
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m_log.Info("Stopping all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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((SceneObjectGroup)ent).RemoveScriptInstances(false);
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}
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}
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else
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{
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m_log.Info("Starting all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup sog = (SceneObjectGroup)ent;
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sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
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sog.ResumeScripts();
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}
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}
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}
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m_scripts_enabled = value;
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}
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}
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}
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private bool m_scripts_enabled;
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public SynchronizeSceneHandler SynchronizeScene;
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@ -299,8 +347,6 @@ namespace OpenSim.Region.Framework.Scenes
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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private bool m_physics_enabled = true;
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private bool m_scripts_enabled = true;
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private string m_defaultScriptEngine;
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/// <summary>
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@ -762,9 +808,11 @@ namespace OpenSim.Region.Framework.Scenes
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DumpAssetsToFile = dumpAssetsToFile;
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// XXX: Don't set the public property since we don't want to activate here. This needs to be handled
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// better in the future.
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m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
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m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
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PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
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m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
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@ -948,6 +996,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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PhysicalPrims = true;
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CollidablePrims = true;
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PhysicsEnabled = true;
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PeriodicBackup = true;
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UseBackup = true;
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@ -1192,91 +1242,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void SetSceneCoreDebug(Dictionary<string, string> options)
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{
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if (options.ContainsKey("active"))
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{
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bool active;
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if (bool.TryParse(options["active"], out active))
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Active = active;
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}
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if (options.ContainsKey("pbackup"))
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{
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bool active;
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if (bool.TryParse(options["pbackup"], out active))
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PeriodicBackup = active;
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}
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if (options.ContainsKey("scripting"))
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{
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bool enableScripts = true;
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if (bool.TryParse(options["scripting"], out enableScripts) && m_scripts_enabled != enableScripts)
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{
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if (!enableScripts)
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{
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m_log.Info("Stopping all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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((SceneObjectGroup)ent).RemoveScriptInstances(false);
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}
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}
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else
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{
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m_log.Info("Starting all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup sog = (SceneObjectGroup)ent;
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sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
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sog.ResumeScripts();
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}
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}
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}
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m_scripts_enabled = enableScripts;
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}
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}
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if (options.ContainsKey("physics"))
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{
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bool enablePhysics;
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if (bool.TryParse(options["physics"], out enablePhysics))
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m_physics_enabled = enablePhysics;
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}
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// if (options.ContainsKey("collisions"))
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// {
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// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
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// // the avatar themselves to collide with the ground.
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// }
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if (options.ContainsKey("teleport"))
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{
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bool enableTeleportDebugging;
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if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
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DebugTeleporting = enableTeleportDebugging;
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}
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if (options.ContainsKey("updates"))
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{
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bool enableUpdateDebugging;
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if (bool.TryParse(options["updates"], out enableUpdateDebugging))
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{
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DebugUpdates = enableUpdateDebugging;
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GcNotify.Enabled = DebugUpdates;
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}
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}
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}
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public int GetInaccurateNeighborCount()
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{
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return m_neighbours.Count;
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@ -1526,7 +1491,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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tmpMS = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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if (PhysicsEnabled && Frame % m_update_physics == 0)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
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@ -1541,7 +1506,7 @@ namespace OpenSim.Region.Framework.Scenes
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tmpMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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{
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if (m_physics_enabled)
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if (PhysicsEnabled)
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physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
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if (SynchronizeScene != null)
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@ -0,0 +1,236 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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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.Scenes;
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namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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{
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/// <summary>
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/// A module that just holds commands for inspecting avatar appearance.
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/// </summary>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")]
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public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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// private IAvatarFactoryModule m_avatarFactory;
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public string Name { get { return "Scene Commands Module"; } }
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public Type ReplaceableInterface { get { return null; } }
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public void Initialise(IConfigSource source)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE");
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}
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public void PostInitialise()
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE");
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}
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public void Close()
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE");
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}
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public void AddRegion(Scene scene)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
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m_scene = scene;
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}
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public void RemoveRegion(Scene scene)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
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}
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public void RegionLoaded(Scene scene)
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{
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// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
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scene.AddCommand(
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"Debug", this, "debug scene set",
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"debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false",
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"Turn on scene debugging options.",
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"If active is false then main scene update and maintenance loops are suspended.\n"
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+ "If collisions is false then collisions with other objects are turned off.\n"
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+ "If pbackup is false then periodic scene backup is turned off.\n"
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+ "If physics is false then all physics objects are non-physical.\n"
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+ "If scripting is false then no scripting operations happen.\n"
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+ "If teleport is true then some extra teleport debug information is logged.\n"
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+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
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HandleDebugSceneCommand);
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}
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private void HandleDebugSceneCommand(string module, string[] args)
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{
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if (args.Length == 5)
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{
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if (MainConsole.Instance.ConsoleScene == null)
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{
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MainConsole.Instance.Output("Please use 'change region <regioname>' first");
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}
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else
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{
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string key = args[3];
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string value = args[4];
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SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
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MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
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}
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}
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else
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{
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MainConsole.Instance.Output(
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"Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false");
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}
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}
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public void SetSceneDebugOptions(Dictionary<string, string> options)
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{
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if (options.ContainsKey("active"))
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{
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bool active;
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if (bool.TryParse(options["active"], out active))
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m_scene.Active = active;
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}
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if (options.ContainsKey("pbackup"))
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{
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bool active;
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if (bool.TryParse(options["pbackup"], out active))
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m_scene.PeriodicBackup = active;
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}
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if (options.ContainsKey("scripting"))
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{
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bool enableScripts = true;
|
||||
if (bool.TryParse(options["scripting"], out enableScripts))
|
||||
m_scene.ScriptsEnabled = enableScripts;
|
||||
}
|
||||
|
||||
if (options.ContainsKey("physics"))
|
||||
{
|
||||
bool enablePhysics;
|
||||
if (bool.TryParse(options["physics"], out enablePhysics))
|
||||
m_scene.PhysicsEnabled = enablePhysics;
|
||||
}
|
||||
|
||||
// if (options.ContainsKey("collisions"))
|
||||
// {
|
||||
// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
|
||||
// // the avatar themselves to collide with the ground.
|
||||
// }
|
||||
|
||||
if (options.ContainsKey("teleport"))
|
||||
{
|
||||
bool enableTeleportDebugging;
|
||||
if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
|
||||
m_scene.DebugTeleporting = enableTeleportDebugging;
|
||||
}
|
||||
|
||||
if (options.ContainsKey("updates"))
|
||||
{
|
||||
bool enableUpdateDebugging;
|
||||
if (bool.TryParse(options["updates"], out enableUpdateDebugging))
|
||||
{
|
||||
m_scene.DebugUpdates = enableUpdateDebugging;
|
||||
GcNotify.Enabled = enableUpdateDebugging;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GetAttachmentsReport(ScenePresence sp, StringBuilder sb)
|
||||
{
|
||||
sb.AppendFormat("Attachments for {0}\n", sp.Name);
|
||||
|
||||
ConsoleDisplayTable ct = new ConsoleDisplayTable() { Indent = 2 };
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Attachment Name", 50));
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Local ID", 10));
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Item ID", 36));
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Attach Point", 14));
|
||||
ct.Columns.Add(new ConsoleDisplayTableColumn("Position", 15));
|
||||
|
||||
// sb.AppendFormat(
|
||||
// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n",
|
||||
// "Attachment Name", "Local ID", "Item ID", "Attach Point", "Position");
|
||||
|
||||
List<SceneObjectGroup> attachmentObjects = sp.GetAttachments();
|
||||
foreach (SceneObjectGroup attachmentObject in attachmentObjects)
|
||||
{
|
||||
// InventoryItemBase attachmentItem
|
||||
// = m_scenes[0].InventoryService.GetItem(new InventoryItemBase(attachmentObject.FromItemID));
|
||||
|
||||
// if (attachmentItem == null)
|
||||
// {
|
||||
// sb.AppendFormat(
|
||||
// "WARNING: Couldn't find attachment for item {0} at point {1}\n",
|
||||
// attachmentData.ItemID, (AttachmentPoint)attachmentData.AttachPoint);
|
||||
// continue;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// sb.AppendFormat(
|
||||
// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n",
|
||||
// attachmentObject.Name, attachmentObject.LocalId, attachmentObject.FromItemID,
|
||||
// (AttachmentPoint)attachmentObject.AttachmentPoint, attachmentObject.RootPart.AttachedPos);
|
||||
ct.Rows.Add(
|
||||
new ConsoleDisplayTableRow(
|
||||
new List<string>()
|
||||
{
|
||||
attachmentObject.Name,
|
||||
attachmentObject.LocalId.ToString(),
|
||||
attachmentObject.FromItemID.ToString(),
|
||||
((AttachmentPoint)attachmentObject.AttachmentPoint).ToString(),
|
||||
attachmentObject.RootPart.AttachedPos.ToString()
|
||||
}));
|
||||
// }
|
||||
}
|
||||
|
||||
ct.AddToStringBuilder(sb);
|
||||
sb.Append("\n");
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue