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authorJustin Clark-Casey (justincc)2013-07-04 00:02:53 +0100
committerJustin Clark-Casey (justincc)2013-07-04 00:02:53 +0100
commit25889b2d7ef08b27591aa61ab4950bdbc856d7a5 (patch)
treeeacc3e7e0384915c2b9595568f2cf49f42b9f61d /OpenSim/Region/Framework/Scenes
parentSquoosh one last opportunity for Unknown Users to creep in. (diff)
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change "debug packet" command to "debug lludp packet" to conform with other "debug lludp" options
also moves the implementing code into LLUDPServer.cs along with other debug commands from OpenSim.cs gets all debug lludp commands to only activate for the set scene if not root
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs23
1 files changed, 0 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 780bd01..28f7896 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -477,29 +477,6 @@ namespace OpenSim.Region.Framework.Scenes
477 return false; 477 return false;
478 } 478 }
479 479
480 /// <summary>
481 /// Set the debug packet level on each current scene. This level governs which packets are printed out to the
482 /// console.
483 /// </summary>
484 /// <param name="newDebug"></param>
485 /// <param name="name">Name of avatar to debug</param>
486 public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
487 {
488 ForEachSelectedScene(scene =>
489 scene.ForEachScenePresence(sp =>
490 {
491 if (name == null || sp.Name == name)
492 {
493 m_log.DebugFormat(
494 "Packet debug for {0} ({1}) set to {2}",
495 sp.Name, sp.IsChildAgent ? "child" : "root", newDebug);
496
497 sp.ControllingClient.DebugPacketLevel = newDebug;
498 }
499 })
500 );
501 }
502
503 public List<ScenePresence> GetCurrentSceneAvatars() 480 public List<ScenePresence> GetCurrentSceneAvatars()
504 { 481 {
505 List<ScenePresence> avatars = new List<ScenePresence>(); 482 List<ScenePresence> avatars = new List<ScenePresence>();