/* * 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.Linq; 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.Monitoring; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.OptionalModules.Avatar.Attachments { /// /// A module that just holds commands for inspecting avatar appearance. /// [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")] public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; public string Name { get { return "Scene Commands Module"; } } public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource source) { // m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE"); } public void PostInitialise() { // m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE"); } public void Close() { // m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE"); } public void AddRegion(Scene scene) { // m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName); m_scene = scene; m_scene.RegisterModuleInterface(this); } public void RemoveRegion(Scene scene) { // m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName); } public void RegionLoaded(Scene scene) { // m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName); scene.AddCommand( "Debug", this, "debug scene get", "debug scene get", "List current scene options.", "If active is false then main scene update and maintenance loops are suspended.\n" + "If animations is true then extra animations debug information is logged.\n" + "If collisions is false then collisions with other objects are turned off.\n" + "If pbackup is false then periodic scene backup is turned off.\n" + "If physics is false then all physics objects are non-physical.\n" + "If scripting is false then no scripting operations happen.\n" + "If teleport is true then some extra teleport debug information is logged.\n" + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.", HandleDebugSceneGetCommand); scene.AddCommand( "Debug", this, "debug scene set", "debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false", "Turn on scene debugging options.", "If active is false then main scene update and maintenance loops are suspended.\n" + "If animations is true then extra animations debug information is logged.\n" + "If collisions is false then collisions with other objects are turned off.\n" + "If pbackup is false then periodic scene backup is turned off.\n" + "If physics is false then all physics objects are non-physical.\n" + "If scripting is false then no scripting operations happen.\n" + "If teleport is true then some extra teleport debug information is logged.\n" + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.", HandleDebugSceneSetCommand); } private void HandleDebugSceneGetCommand(string module, string[] args) { if (args.Length == 3) { if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null) return; OutputSceneDebugOptions(); } else { MainConsole.Instance.Output("Usage: debug scene get"); } } private void OutputSceneDebugOptions() { ConsoleDisplayList cdl = new ConsoleDisplayList(); cdl.AddRow("active", m_scene.Active); cdl.AddRow("animations", m_scene.DebugAnimations); cdl.AddRow("pbackup", m_scene.PeriodicBackup); cdl.AddRow("physics", m_scene.PhysicsEnabled); cdl.AddRow("scripting", m_scene.ScriptsEnabled); cdl.AddRow("teleport", m_scene.DebugTeleporting); cdl.AddRow("updates", m_scene.DebugUpdates); MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name); MainConsole.Instance.Output(cdl.ToString()); } private void HandleDebugSceneSetCommand(string module, string[] args) { if (args.Length == 5) { if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null) return; string key = args[3]; string value = args[4]; SetSceneDebugOptions(new Dictionary() { { key, value } }); MainConsole.Instance.OutputFormat("Set {0} debug scene {1} = {2}", m_scene.Name, key, value); } else { MainConsole.Instance.Output( "Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false"); } } public void SetSceneDebugOptions(Dictionary options) { if (options.ContainsKey("active")) { bool active; if (bool.TryParse(options["active"], out active)) m_scene.Active = active; } if (options.ContainsKey("animations")) { bool active; if (bool.TryParse(options["animations"], out active)) m_scene.DebugAnimations = active; } if (options.ContainsKey("pbackup")) { bool active; if (bool.TryParse(options["pbackup"], out active)) m_scene.PeriodicBackup = active; } if (options.ContainsKey("scripting")) { bool enableScripts = true; if (bool.TryParse(options["scripting"], out enableScripts)) m_scene.ScriptsEnabled = enableScripts; } if (options.ContainsKey("physics")) { bool enablePhysics; if (bool.TryParse(options["physics"], out enablePhysics)) m_scene.PhysicsEnabled = enablePhysics; } // if (options.ContainsKey("collisions")) // { // // TODO: Implement. If false, should stop objects colliding, though possibly should still allow // // the avatar themselves to collide with the ground. // } if (options.ContainsKey("teleport")) { bool enableTeleportDebugging; if (bool.TryParse(options["teleport"], out enableTeleportDebugging)) m_scene.DebugTeleporting = enableTeleportDebugging; } if (options.ContainsKey("updates")) { bool enableUpdateDebugging; if (bool.TryParse(options["updates"], out enableUpdateDebugging)) { m_scene.DebugUpdates = enableUpdateDebugging; GcNotify.Enabled = enableUpdateDebugging; } } } } }