In "appearance show", if a particular avatar is specified, print out texture UUID for each bake type and whether the simulator can find it.
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@ -50,8 +50,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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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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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
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public const string SHOW_APPEARANCE_FORMAT = "{0,-9} {1}";
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protected IAvatarFactoryModule m_avatarFactory;
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private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
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private IAvatarFactoryModule m_avatarFactory;
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public string Name { get { return "Appearance Information Module"; } }
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public string Name { get { return "Appearance Information Module"; } }
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@ -96,8 +98,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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this, "appearance show",
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this, "appearance show",
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"appearance show",
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"appearance show",
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"Show appearance information for each avatar in the simulator.",
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"Show appearance information for each avatar in the simulator.",
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"Optionally, you can view just a particular avatar's appearance information"
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"This command checks whether the simulator has all the baked textures required to display an avatar to other viewers. "
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+ "\nAt the moment this actually just checks that we have all the required baked textures. If not, then appearance is 'corrupt' and other avatars will continue to see a cloud.",
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+ "\nIf not, then appearance is 'corrupt' and other avatars will continue to see it as a cloud."
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+ "\nOptionally, you can view just a particular avatar's appearance information."
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+ "\nIn this case, the texture UUID for each bake type is also shown and whether the simulator can find the referenced texture.",
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HandleShowAppearanceCommand);
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HandleShowAppearanceCommand);
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scene.AddCommand(
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scene.AddCommand(
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@ -188,6 +192,32 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName);
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ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName);
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if (sp != null && !sp.IsChildAgent)
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if (sp != null && !sp.IsChildAgent)
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{
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{
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MainConsole.Instance.OutputFormat("For {0} in {1}", sp.Name, scene.RegionInfo.RegionName);
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MainConsole.Instance.OutputFormat(SHOW_APPEARANCE_FORMAT, "Bake Type", "UUID");
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Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures
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= scene.AvatarFactory.GetBakedTextureFaces(sp.UUID);
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foreach (BakeType bt in bakedTextures.Keys)
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{
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string rawTextureID;
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if (bakedTextures[bt] == null)
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{
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rawTextureID = "not set";
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}
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else
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{
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rawTextureID = bakedTextures[bt].TextureID.ToString();
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if (scene.AssetService.Get(rawTextureID) == null)
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rawTextureID += " (not found)";
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else
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rawTextureID += " (uploaded)";
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}
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MainConsole.Instance.OutputFormat(SHOW_APPEARANCE_FORMAT, bt, rawTextureID);
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}
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bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
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bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
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MainConsole.Instance.OutputFormat(
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MainConsole.Instance.OutputFormat(
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"{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
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"{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
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