From a16ae5d7e3e687fdcdae39f848f66087f16433a2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 10 Jan 2013 23:49:48 +0000
Subject: Move scene debug commands into separate module.  Command changes from
 "debug scene <key> <value>" to "debug scene set <key> <value>" to accomodate
 future settings

---
 .../World/SceneCommands/SceneCommandsModule.cs     | 236 +++++++++++++++++++++
 1 file changed, 236 insertions(+)
 create mode 100644 OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs

(limited to 'OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs')

diff --git a/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs
new file mode 100644
index 0000000..5dbf207
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs
@@ -0,0 +1,236 @@
+/*
+ * 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
+{
+    /// <summary>
+    /// A module that just holds commands for inspecting avatar appearance.
+    /// </summary>
+    [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;
+//        private IAvatarFactoryModule m_avatarFactory;
+
+        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;
+        }
+        
+        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 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 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.",
+                HandleDebugSceneCommand);
+        }
+
+        private void HandleDebugSceneCommand(string module, string[] args)
+        {
+            if (args.Length == 5)
+            {
+                if (MainConsole.Instance.ConsoleScene == null)
+                {
+                    MainConsole.Instance.Output("Please use 'change region <regioname>' first");
+                }
+                else
+                {
+                    string key = args[3];
+                    string value = args[4];
+                    SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
+
+                    MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
+                }
+            }
+            else
+            {
+                MainConsole.Instance.Output(
+                    "Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false");
+            }
+        }
+
+        public void SetSceneDebugOptions(Dictionary<string, string> options)
+        {
+            if (options.ContainsKey("active"))
+            {
+                bool active;
+
+                if (bool.TryParse(options["active"], out active))
+                    m_scene.Active = 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;
+                }
+            }
+        }
+
+        private void GetAttachmentsReport(ScenePresence sp, StringBuilder sb)
+        {
+            sb.AppendFormat("Attachments for {0}\n", sp.Name);
+
+            ConsoleDisplayTable ct = new ConsoleDisplayTable() { Indent = 2 };
+            ct.Columns.Add(new ConsoleDisplayTableColumn("Attachment Name", 50));
+            ct.Columns.Add(new ConsoleDisplayTableColumn("Local ID", 10));
+            ct.Columns.Add(new ConsoleDisplayTableColumn("Item ID", 36));
+            ct.Columns.Add(new ConsoleDisplayTableColumn("Attach Point", 14));
+            ct.Columns.Add(new ConsoleDisplayTableColumn("Position", 15));
+
+//            sb.AppendFormat(
+//                "  {0,-36}  {1,-10}  {2,-36}  {3,-14}  {4,-15}\n",
+//                "Attachment Name", "Local ID", "Item ID", "Attach Point", "Position");
+
+            List<SceneObjectGroup> attachmentObjects = sp.GetAttachments();
+            foreach (SceneObjectGroup attachmentObject in attachmentObjects)
+            {
+//                InventoryItemBase attachmentItem
+//                    = m_scenes[0].InventoryService.GetItem(new InventoryItemBase(attachmentObject.FromItemID));
+
+//                if (attachmentItem == null)
+//                {
+//                    sb.AppendFormat(
+//                        "WARNING: Couldn't find attachment for item {0} at point {1}\n",
+//                        attachmentData.ItemID, (AttachmentPoint)attachmentData.AttachPoint);
+//                        continue;
+//                }
+//                else
+//                {
+//                    sb.AppendFormat(
+//                        "  {0,-36}  {1,-10}  {2,-36}  {3,-14}  {4,-15}\n",
+//                        attachmentObject.Name, attachmentObject.LocalId, attachmentObject.FromItemID,
+//                        (AttachmentPoint)attachmentObject.AttachmentPoint, attachmentObject.RootPart.AttachedPos);
+                    ct.Rows.Add(
+                        new ConsoleDisplayTableRow(
+                            new List<string>()
+                            {
+                                attachmentObject.Name,
+                                attachmentObject.LocalId.ToString(),
+                                attachmentObject.FromItemID.ToString(),
+                                ((AttachmentPoint)attachmentObject.AttachmentPoint).ToString(),
+                                attachmentObject.RootPart.AttachedPos.ToString()
+                            }));
+//                }
+            }
+
+            ct.AddToStringBuilder(sb);
+            sb.Append("\n");
+        }
+    }
+}
\ No newline at end of file
-- 
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