In "appearance show", if a particular avatar is specified, print out texture UUID for each bake type and whether the simulator can find it.

iar_mods
Justin Clark-Casey (justincc) 2011-12-06 18:32:27 +00:00
parent ec4f217af8
commit b9a461c5ad
1 changed files with 35 additions and 5 deletions

View File

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