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-rw-r--r--OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs235
1 files changed, 235 insertions, 0 deletions
diff --git a/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Reflection;
32using System.Text;
33using log4net;
34using Mono.Addins;
35using Nini.Config;
36using OpenMetaverse;
37using OpenSim.Framework;
38using OpenSim.Framework.Console;
39using OpenSim.Framework.Monitoring;
40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Framework.Scenes;
42
43namespace OpenSim.Region.OptionalModules.Avatar.Attachments
44{
45 /// <summary>
46 /// A module that just holds commands for inspecting avatar appearance.
47 /// </summary>
48 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")]
49 public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule
50 {
51// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
52
53 private Scene m_scene;
54
55 public string Name { get { return "Scene Commands Module"; } }
56
57 public Type ReplaceableInterface { get { return null; } }
58
59 public void Initialise(IConfigSource source)
60 {
61// m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE");
62 }
63
64 public void PostInitialise()
65 {
66// m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE");
67 }
68
69 public void Close()
70 {
71// m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE");
72 }
73
74 public void AddRegion(Scene scene)
75 {
76// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
77
78 m_scene = scene;
79
80 m_scene.RegisterModuleInterface<ISceneCommandsModule>(this);
81 }
82
83 public void RemoveRegion(Scene scene)
84 {
85// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
86 }
87
88 public void RegionLoaded(Scene scene)
89 {
90// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
91
92 scene.AddCommand(
93 "Debug", this, "debug scene get",
94 "debug scene get",
95 "List current scene options.",
96 "If active is false then main scene update and maintenance loops are suspended.\n"
97 + "If animations is true then extra animations debug information is logged.\n"
98 + "If collisions is false then collisions with other objects are turned off.\n"
99 + "If pbackup is false then periodic scene backup is turned off.\n"
100 + "If physics is false then all physics objects are non-physical.\n"
101 + "If scripting is false then no scripting operations happen.\n"
102 + "If teleport is true then some extra teleport debug information is logged.\n"
103 + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
104 HandleDebugSceneGetCommand);
105
106 scene.AddCommand(
107 "Debug", this, "debug scene set",
108 "debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false",
109 "Turn on scene debugging options.",
110 "If active is false then main scene update and maintenance loops are suspended.\n"
111 + "If animations is true then extra animations debug information is logged.\n"
112 + "If collisions is false then collisions with other objects are turned off.\n"
113 + "If pbackup is false then periodic scene backup is turned off.\n"
114 + "If physics is false then all physics objects are non-physical.\n"
115 + "If scripting is false then no scripting operations happen.\n"
116 + "If teleport is true then some extra teleport debug information is logged.\n"
117 + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
118 HandleDebugSceneSetCommand);
119 }
120
121 private void HandleDebugSceneGetCommand(string module, string[] args)
122 {
123 if (args.Length == 3)
124 {
125 if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
126 return;
127
128 OutputSceneDebugOptions();
129 }
130 else
131 {
132 MainConsole.Instance.Output("Usage: debug scene get");
133 }
134 }
135
136 private void OutputSceneDebugOptions()
137 {
138 ConsoleDisplayList cdl = new ConsoleDisplayList();
139 cdl.AddRow("active", m_scene.Active);
140 cdl.AddRow("animations", m_scene.DebugAnimations);
141 cdl.AddRow("pbackup", m_scene.PeriodicBackup);
142 cdl.AddRow("physics", m_scene.PhysicsEnabled);
143 cdl.AddRow("scripting", m_scene.ScriptsEnabled);
144 cdl.AddRow("teleport", m_scene.DebugTeleporting);
145 cdl.AddRow("updates", m_scene.DebugUpdates);
146
147 MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name);
148 MainConsole.Instance.Output(cdl.ToString());
149 }
150
151 private void HandleDebugSceneSetCommand(string module, string[] args)
152 {
153 if (args.Length == 5)
154 {
155 if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
156 return;
157
158 string key = args[3];
159 string value = args[4];
160 SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
161
162 MainConsole.Instance.OutputFormat("Set {0} debug scene {1} = {2}", m_scene.Name, key, value);
163 }
164 else
165 {
166 MainConsole.Instance.Output(
167 "Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false");
168 }
169 }
170
171 public void SetSceneDebugOptions(Dictionary<string, string> options)
172 {
173 if (options.ContainsKey("active"))
174 {
175 bool active;
176
177 if (bool.TryParse(options["active"], out active))
178 m_scene.Active = active;
179 }
180
181 if (options.ContainsKey("animations"))
182 {
183 bool active;
184
185 if (bool.TryParse(options["animations"], out active))
186 m_scene.DebugAnimations = active;
187 }
188
189 if (options.ContainsKey("pbackup"))
190 {
191 bool active;
192
193 if (bool.TryParse(options["pbackup"], out active))
194 m_scene.PeriodicBackup = active;
195 }
196
197 if (options.ContainsKey("scripting"))
198 {
199 bool enableScripts = true;
200 if (bool.TryParse(options["scripting"], out enableScripts))
201 m_scene.ScriptsEnabled = enableScripts;
202 }
203
204 if (options.ContainsKey("physics"))
205 {
206 bool enablePhysics;
207 if (bool.TryParse(options["physics"], out enablePhysics))
208 m_scene.PhysicsEnabled = enablePhysics;
209 }
210
211// if (options.ContainsKey("collisions"))
212// {
213// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
214// // the avatar themselves to collide with the ground.
215// }
216
217 if (options.ContainsKey("teleport"))
218 {
219 bool enableTeleportDebugging;
220 if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
221 m_scene.DebugTeleporting = enableTeleportDebugging;
222 }
223
224 if (options.ContainsKey("updates"))
225 {
226 bool enableUpdateDebugging;
227 if (bool.TryParse(options["updates"], out enableUpdateDebugging))
228 {
229 m_scene.DebugUpdates = enableUpdateDebugging;
230 GcNotify.Enabled = enableUpdateDebugging;
231 }
232 }
233 }
234 }
235} \ No newline at end of file