Add module with "appearance show" command.

At the moment, this command just asks the AvatarFactory to perform the existing baked texture check for each avatar in the simulator and returns "OK" or "corrupt".
This is for debugging purposes
bulletsim
Justin Clark-Casey (justincc) 2011-05-07 01:06:55 +01:00
parent 737add1683
commit d4fcba08af
2 changed files with 125 additions and 3 deletions

View File

@ -76,7 +76,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
} }
if (m_scene == null) if (m_scene == null)
m_scene = scene; m_scene = scene;
} }
public void PostInitialise() public void PostInitialise()
@ -162,12 +162,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// one and we're done otherwise, ask for a rebake // one and we're done otherwise, ask for a rebake
if (checkonly) return false; if (checkonly) return false;
m_log.InfoFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID); m_log.InfoFormat("[AVFACTORY]: missing baked texture {0}, requesting rebake",face.TextureID);
client.SendRebakeAvatarTextures(face.TextureID); client.SendRebakeAvatarTextures(face.TextureID);
} }
} }
m_log.DebugFormat("[AVFACTORY]: complete texture check for {0}", client.AgentId); m_log.DebugFormat("[AVFACTORY]: completed texture check for {0}", client.AgentId);
// If we only found default textures, then the appearance is not cached // If we only found default textures, then the appearance is not cached
return (defonly ? false : true); return (defonly ? false : true);

View File

@ -0,0 +1,122 @@
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using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Statistics;
using OpenSim.Region.ClientStack.LindenUDP;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Avatar.Appearance
{
/// <summary>
/// A module that just holds commands for inspecting avatar appearance.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AppearanceInfoModule")]
public class AppearanceInfoModule : ISharedRegionModule
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
protected IAvatarFactory m_avatarFactory;
public string Name { get { return "Appearance Information Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: INITIALIZED MODULE");
}
public void PostInitialise()
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: POST INITIALIZED MODULE");
}
public void Close()
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: CLOSED MODULE");
}
public void AddRegion(Scene scene)
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
}
public void RemoveRegion(Scene scene)
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
lock (m_scenes)
m_scenes.Remove(scene.RegionInfo.RegionID);
}
public void RegionLoaded(Scene scene)
{
// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
lock (m_scenes)
m_scenes[scene.RegionInfo.RegionID] = scene;
scene.AddCommand(
this, "appearance show",
"appearance show",
"Show appearance information for each avatar in the simulator. At the moment, ",
ShowAppearanceInfo);
}
protected void ShowAppearanceInfo(string module, string[] cmd)
{
lock (m_scenes)
{
foreach (Scene scene in m_scenes.Values)
{
scene.ForEachClient(
delegate(IClientAPI client)
{
if (client is LLClientView && !((LLClientView)client).ChildAgentStatus())
{
bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(client);
MainConsole.Instance.OutputFormat(
"{0} baked apperance texture is {1}", client.Name, bakedTextureValid ? "OK" : "corrupt");
}
});
}
}
}
}
}