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

0.7.3-extended
Justin Clark-Casey (justincc) 2012-03-21 01:13:44 +00:00
parent 019fc4c1f2
commit df55fd69af
3 changed files with 6 additions and 18 deletions

View File

@ -946,26 +946,11 @@ namespace OpenSim
}
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;
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:
MainConsole.Instance.Output("Unknown debug command");
break;

View File

@ -65,7 +65,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields
public bool EmergencyMonitoring = false;
public bool DEBUG = false;
public bool DebugTeleporting { get; private set; }
public SynchronizeSceneHandler SynchronizeScene;
public SimStatsReporter StatsReporter;
@ -1074,6 +1074,9 @@ namespace OpenSim.Region.Framework.Scenes
if (bool.TryParse(options["physics"], out enablePhysics) && m_physics_enabled != enablePhysics)
m_physics_enabled = enablePhysics;
}
if (options.ContainsKey("teleport"))
DebugTeleporting = true;
}
public int GetInaccurateNeighborCount()

View File

@ -3895,7 +3895,7 @@ namespace OpenSim.Region.Framework.Scenes
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (land != null)
{
if (Scene.DEBUG)
if (Scene.DebugTeleporting)
TeleportFlagsDebug();
// If we come in via login, landmark or map, we want to