235 lines
9.8 KiB
C#
235 lines
9.8 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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{
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/// <summary>
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/// A module that just holds commands for inspecting avatar appearance.
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/// </summary>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")]
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public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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public string Name { get { return "Scene Commands Module"; } }
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public Type ReplaceableInterface { get { return null; } }
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public void Initialise(IConfigSource source)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE");
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}
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public void PostInitialise()
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE");
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}
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public void Close()
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE");
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}
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public void AddRegion(Scene scene)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
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m_scene = scene;
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m_scene.RegisterModuleInterface<ISceneCommandsModule>(this);
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}
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public void RemoveRegion(Scene scene)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
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}
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public void RegionLoaded(Scene scene)
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{
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// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
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scene.AddCommand(
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"Debug", this, "debug scene get",
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"debug scene get",
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"List current scene options.",
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"If active is false then main scene update and maintenance loops are suspended.\n"
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+ "If animations is true then extra animations debug information is logged.\n"
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+ "If collisions is false then collisions with other objects are turned off.\n"
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+ "If pbackup is false then periodic scene backup is turned off.\n"
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+ "If physics is false then all physics objects are non-physical.\n"
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+ "If scripting is false then no scripting operations happen.\n"
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+ "If teleport is true then some extra teleport debug information is logged.\n"
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+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
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HandleDebugSceneGetCommand);
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scene.AddCommand(
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"Debug", this, "debug scene set",
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"debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false",
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"Turn on scene debugging options.",
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"If active is false then main scene update and maintenance loops are suspended.\n"
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+ "If animations is true then extra animations debug information is logged.\n"
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+ "If collisions is false then collisions with other objects are turned off.\n"
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+ "If pbackup is false then periodic scene backup is turned off.\n"
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+ "If physics is false then all physics objects are non-physical.\n"
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+ "If scripting is false then no scripting operations happen.\n"
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+ "If teleport is true then some extra teleport debug information is logged.\n"
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+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
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HandleDebugSceneSetCommand);
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}
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private void HandleDebugSceneGetCommand(string module, string[] args)
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{
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if (args.Length == 3)
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{
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if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
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return;
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OutputSceneDebugOptions();
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}
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else
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{
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MainConsole.Instance.Output("Usage: debug scene get");
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}
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}
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private void OutputSceneDebugOptions()
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{
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ConsoleDisplayList cdl = new ConsoleDisplayList();
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cdl.AddRow("active", m_scene.Active);
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cdl.AddRow("animations", m_scene.DebugAnimations);
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cdl.AddRow("pbackup", m_scene.PeriodicBackup);
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cdl.AddRow("physics", m_scene.PhysicsEnabled);
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cdl.AddRow("scripting", m_scene.ScriptsEnabled);
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cdl.AddRow("teleport", m_scene.DebugTeleporting);
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cdl.AddRow("updates", m_scene.DebugUpdates);
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MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name);
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MainConsole.Instance.Output(cdl.ToString());
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}
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private void HandleDebugSceneSetCommand(string module, string[] args)
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{
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if (args.Length == 5)
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{
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if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
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return;
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string key = args[3];
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string value = args[4];
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SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
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MainConsole.Instance.OutputFormat("Set {0} debug scene {1} = {2}", m_scene.Name, key, value);
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}
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else
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{
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MainConsole.Instance.Output(
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"Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false");
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}
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}
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public void SetSceneDebugOptions(Dictionary<string, string> options)
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{
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if (options.ContainsKey("active"))
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{
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bool active;
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if (bool.TryParse(options["active"], out active))
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m_scene.Active = active;
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}
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if (options.ContainsKey("animations"))
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{
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bool active;
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if (bool.TryParse(options["animations"], out active))
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m_scene.DebugAnimations = active;
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}
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if (options.ContainsKey("pbackup"))
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{
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bool active;
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if (bool.TryParse(options["pbackup"], out active))
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m_scene.PeriodicBackup = active;
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}
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if (options.ContainsKey("scripting"))
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{
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bool enableScripts = true;
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if (bool.TryParse(options["scripting"], out enableScripts))
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m_scene.ScriptsEnabled = enableScripts;
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}
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if (options.ContainsKey("physics"))
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{
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bool enablePhysics;
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if (bool.TryParse(options["physics"], out enablePhysics))
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m_scene.PhysicsEnabled = enablePhysics;
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}
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// if (options.ContainsKey("collisions"))
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// {
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// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
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// // the avatar themselves to collide with the ground.
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// }
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if (options.ContainsKey("teleport"))
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{
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bool enableTeleportDebugging;
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if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
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m_scene.DebugTeleporting = enableTeleportDebugging;
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}
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if (options.ContainsKey("updates"))
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{
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bool enableUpdateDebugging;
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if (bool.TryParse(options["updates"], out enableUpdateDebugging))
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{
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m_scene.DebugUpdates = enableUpdateDebugging;
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GcNotify.Enabled = enableUpdateDebugging;
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}
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}
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}
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}
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} |