Incorporate scene teleporting debugging into "debug scene teleport true|false" command

0.7.4.1
Justin Clark-Casey (justincc) 2012-03-21 01:13:44 +00:00
parent 9671e43497
commit ab243f4a57
3 changed files with 6 additions and 18 deletions

View File

@ -937,26 +937,11 @@ namespace OpenSim
} }
else else
{ {
MainConsole.Instance.Output("Usage: debug scene scripting|collisions|physics true|false"); MainConsole.Instance.Output("Usage: debug scene scripting|collisions|physics|teleport true|false");
} }
break; break;
case "teleport":
foreach(Scene s in m_sceneManager.Scenes)
{
if (s.DEBUG)
{
s.DEBUG = false;
MainConsole.Instance.Output("Teleport debugging is disabled!");
}
else{
s.DEBUG = true;
MainConsole.Instance.Output("Teleport debugging is enabled!");
}
}
break;
default: default:
MainConsole.Instance.Output("Unknown debug command"); MainConsole.Instance.Output("Unknown debug command");
break; break;

View File

@ -65,7 +65,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields #region Fields
public bool EmergencyMonitoring = false; public bool EmergencyMonitoring = false;
public bool DEBUG = false; public bool DebugTeleporting { get; private set; }
public SynchronizeSceneHandler SynchronizeScene; public SynchronizeSceneHandler SynchronizeScene;
public SimStatsReporter StatsReporter; public SimStatsReporter StatsReporter;
@ -1064,6 +1064,9 @@ namespace OpenSim.Region.Framework.Scenes
if (bool.TryParse(options["physics"], out enablePhysics) && m_physics_enabled != enablePhysics) if (bool.TryParse(options["physics"], out enablePhysics) && m_physics_enabled != enablePhysics)
m_physics_enabled = enablePhysics; m_physics_enabled = enablePhysics;
} }
if (options.ContainsKey("teleport"))
DebugTeleporting = true;
} }
public int GetInaccurateNeighborCount() public int GetInaccurateNeighborCount()

View File

@ -3826,7 +3826,7 @@ namespace OpenSim.Region.Framework.Scenes
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (land != null) if (land != null)
{ {
if (Scene.DEBUG) if (Scene.DebugTeleporting)
TeleportFlagsDebug(); TeleportFlagsDebug();
// If we come in via login, landmark or map, we want to // If we come in via login, landmark or map, we want to