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-rw-r--r--OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs236
1 files changed, 236 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// private IAvatarFactoryModule m_avatarFactory;
55
56 public string Name { get { return "Scene Commands Module"; } }
57
58 public Type ReplaceableInterface { get { return null; } }
59
60 public void Initialise(IConfigSource source)
61 {
62// m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE");
63 }
64
65 public void PostInitialise()
66 {
67// m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE");
68 }
69
70 public void Close()
71 {
72// m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE");
73 }
74
75 public void AddRegion(Scene scene)
76 {
77// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
78
79 m_scene = scene;
80 }
81
82 public void RemoveRegion(Scene scene)
83 {
84// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
85 }
86
87 public void RegionLoaded(Scene scene)
88 {
89// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
90
91 scene.AddCommand(
92 "Debug", this, "debug scene set",
93 "debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false",
94 "Turn on scene debugging options.",
95 "If active is false then main scene update and maintenance loops are suspended.\n"
96 + "If collisions is false then collisions with other objects are turned off.\n"
97 + "If pbackup is false then periodic scene backup is turned off.\n"
98 + "If physics is false then all physics objects are non-physical.\n"
99 + "If scripting is false then no scripting operations happen.\n"
100 + "If teleport is true then some extra teleport debug information is logged.\n"
101 + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
102 HandleDebugSceneCommand);
103 }
104
105 private void HandleDebugSceneCommand(string module, string[] args)
106 {
107 if (args.Length == 5)
108 {
109 if (MainConsole.Instance.ConsoleScene == null)
110 {
111 MainConsole.Instance.Output("Please use 'change region <regioname>' first");
112 }
113 else
114 {
115 string key = args[3];
116 string value = args[4];
117 SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
118
119 MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
120 }
121 }
122 else
123 {
124 MainConsole.Instance.Output(
125 "Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false");
126 }
127 }
128
129 public void SetSceneDebugOptions(Dictionary<string, string> options)
130 {
131 if (options.ContainsKey("active"))
132 {
133 bool active;
134
135 if (bool.TryParse(options["active"], out active))
136 m_scene.Active = active;
137 }
138
139 if (options.ContainsKey("pbackup"))
140 {
141 bool active;
142
143 if (bool.TryParse(options["pbackup"], out active))
144 m_scene.PeriodicBackup = active;
145 }
146
147 if (options.ContainsKey("scripting"))
148 {
149 bool enableScripts = true;
150 if (bool.TryParse(options["scripting"], out enableScripts))
151 m_scene.ScriptsEnabled = enableScripts;
152 }
153
154 if (options.ContainsKey("physics"))
155 {
156 bool enablePhysics;
157 if (bool.TryParse(options["physics"], out enablePhysics))
158 m_scene.PhysicsEnabled = enablePhysics;
159 }
160
161// if (options.ContainsKey("collisions"))
162// {
163// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
164// // the avatar themselves to collide with the ground.
165// }
166
167 if (options.ContainsKey("teleport"))
168 {
169 bool enableTeleportDebugging;
170 if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
171 m_scene.DebugTeleporting = enableTeleportDebugging;
172 }
173
174 if (options.ContainsKey("updates"))
175 {
176 bool enableUpdateDebugging;
177 if (bool.TryParse(options["updates"], out enableUpdateDebugging))
178 {
179 m_scene.DebugUpdates = enableUpdateDebugging;
180 GcNotify.Enabled = enableUpdateDebugging;
181 }
182 }
183 }
184
185 private void GetAttachmentsReport(ScenePresence sp, StringBuilder sb)
186 {
187 sb.AppendFormat("Attachments for {0}\n", sp.Name);
188
189 ConsoleDisplayTable ct = new ConsoleDisplayTable() { Indent = 2 };
190 ct.Columns.Add(new ConsoleDisplayTableColumn("Attachment Name", 50));
191 ct.Columns.Add(new ConsoleDisplayTableColumn("Local ID", 10));
192 ct.Columns.Add(new ConsoleDisplayTableColumn("Item ID", 36));
193 ct.Columns.Add(new ConsoleDisplayTableColumn("Attach Point", 14));
194 ct.Columns.Add(new ConsoleDisplayTableColumn("Position", 15));
195
196// sb.AppendFormat(
197// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n",
198// "Attachment Name", "Local ID", "Item ID", "Attach Point", "Position");
199
200 List<SceneObjectGroup> attachmentObjects = sp.GetAttachments();
201 foreach (SceneObjectGroup attachmentObject in attachmentObjects)
202 {
203// InventoryItemBase attachmentItem
204// = m_scenes[0].InventoryService.GetItem(new InventoryItemBase(attachmentObject.FromItemID));
205
206// if (attachmentItem == null)
207// {
208// sb.AppendFormat(
209// "WARNING: Couldn't find attachment for item {0} at point {1}\n",
210// attachmentData.ItemID, (AttachmentPoint)attachmentData.AttachPoint);
211// continue;
212// }
213// else
214// {
215// sb.AppendFormat(
216// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n",
217// attachmentObject.Name, attachmentObject.LocalId, attachmentObject.FromItemID,
218// (AttachmentPoint)attachmentObject.AttachmentPoint, attachmentObject.RootPart.AttachedPos);
219 ct.Rows.Add(
220 new ConsoleDisplayTableRow(
221 new List<string>()
222 {
223 attachmentObject.Name,
224 attachmentObject.LocalId.ToString(),
225 attachmentObject.FromItemID.ToString(),
226 ((AttachmentPoint)attachmentObject.AttachmentPoint).ToString(),
227 attachmentObject.RootPart.AttachedPos.ToString()
228 }));
229// }
230 }
231
232 ct.AddToStringBuilder(sb);
233 sb.Append("\n");
234 }
235 }
236} \ No newline at end of file