/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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 { /// /// A module that just holds commands for inspecting avatar appearance. /// [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AppearanceInfoModule")] public class AppearanceInfoModule : ISharedRegionModule { // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Dictionary m_scenes = new Dictionary(); // private IAvatarFactoryModule 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, "show appearance", "show appearance [ ]", "Synonym for 'appearance show'", HandleShowAppearanceCommand); scene.AddCommand( this, "appearance show", "appearance show [ ]", "Show appearance information for each avatar in the simulator.", "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( this, "appearance send", "appearance send [ ]", "Send appearance data for each avatar in the simulator to other viewers.", "Optionally, you can specify that only a particular avatar's appearance data is sent.", HandleSendAppearanceCommand); } private void HandleSendAppearanceCommand(string module, string[] cmd) { if (cmd.Length != 2 && cmd.Length < 4) { MainConsole.Instance.OutputFormat("Usage: appearance send [ ]"); return; } bool targetNameSupplied = false; string optionalTargetFirstName = null; string optionalTargetLastName = null; if (cmd.Length >= 4) { targetNameSupplied = true; optionalTargetFirstName = cmd[2]; optionalTargetLastName = cmd[3]; } lock (m_scenes) { foreach (Scene scene in m_scenes.Values) { if (targetNameSupplied) { ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName); if (sp != null && !sp.IsChildAgent) { MainConsole.Instance.OutputFormat( "Sending appearance information for {0} to all other avatars in {1}", sp.Name, scene.RegionInfo.RegionName); scene.AvatarFactory.SendAppearance(sp.UUID); } } else { scene.ForEachRootScenePresence( sp => { MainConsole.Instance.OutputFormat( "Sending appearance information for {0} to all other avatars in {1}", sp.Name, scene.RegionInfo.RegionName); scene.AvatarFactory.SendAppearance(sp.UUID); } ); } } } } protected void HandleShowAppearanceCommand(string module, string[] cmd) { if (cmd.Length != 2 && cmd.Length < 4) { MainConsole.Instance.OutputFormat("Usage: appearance show [ ]"); return; } bool targetNameSupplied = false; string optionalTargetFirstName = null; string optionalTargetLastName = null; if (cmd.Length >= 4) { targetNameSupplied = true; optionalTargetFirstName = cmd[2]; optionalTargetLastName = cmd[3]; } lock (m_scenes) { foreach (Scene scene in m_scenes.Values) { if (targetNameSupplied) { ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName); if (sp != null && !sp.IsChildAgent) scene.AvatarFactory.WriteBakedTexturesReport(sp, MainConsole.Instance.OutputFormat); } else { scene.ForEachRootScenePresence( sp => { bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp); MainConsole.Instance.OutputFormat( "{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt"); } ); } } } } } }