Incorporate scene teleporting debugging into "debug scene teleport true|false" command
parent
019fc4c1f2
commit
df55fd69af
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@ -946,26 +946,11 @@ namespace OpenSim
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}
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else
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{
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MainConsole.Instance.Output("Usage: debug scene scripting|collisions|physics true|false");
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MainConsole.Instance.Output("Usage: debug scene scripting|collisions|physics|teleport true|false");
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}
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break;
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case "teleport":
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foreach(Scene s in m_sceneManager.Scenes)
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{
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if (s.DEBUG)
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{
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s.DEBUG = false;
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MainConsole.Instance.Output("Teleport debugging is disabled!");
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}
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else{
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s.DEBUG = true;
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MainConsole.Instance.Output("Teleport debugging is enabled!");
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}
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}
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break;
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default:
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MainConsole.Instance.Output("Unknown debug command");
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break;
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@ -65,7 +65,7 @@ namespace OpenSim.Region.Framework.Scenes
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#region Fields
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public bool EmergencyMonitoring = false;
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public bool DEBUG = false;
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public bool DebugTeleporting { get; private set; }
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public SynchronizeSceneHandler SynchronizeScene;
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public SimStatsReporter StatsReporter;
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@ -1074,6 +1074,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (bool.TryParse(options["physics"], out enablePhysics) && m_physics_enabled != enablePhysics)
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m_physics_enabled = enablePhysics;
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}
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if (options.ContainsKey("teleport"))
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DebugTeleporting = true;
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}
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public int GetInaccurateNeighborCount()
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@ -3895,7 +3895,7 @@ namespace OpenSim.Region.Framework.Scenes
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ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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if (land != null)
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{
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if (Scene.DEBUG)
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if (Scene.DebugTeleporting)
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TeleportFlagsDebug();
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// If we come in via login, landmark or map, we want to
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