/*
* 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 System.Threading;
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
{
///
/// A module that just holds commands for inspecting avatar appearance.
///
[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;
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;
m_scene.RegisterModuleInterface(this);
}
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 get",
"debug scene get",
"List current scene options.",
"active - if false then main scene update and maintenance loops are suspended.\n"
+ "animations - if true then extra animations debug information is logged.\n"
+ "client-pos-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
+ "client-rot-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
+ "client-vel-upd - the tolerance before clients are updated with new velocity information for an avatar.\n"
+ "root-upd-per - if greater than 1, terse updates are only sent to root agents other than the originator on every n updates.\n"
+ "child-upd-per - if greater than 1, terse updates are only sent to child agents on every n updates.\n"
+ "collisions - if false then collisions with other objects are turned off.\n"
+ "pbackup - if false then periodic scene backup is turned off.\n"
+ "physics - if false then all physics objects are non-physical.\n"
+ "scripting - if false then no scripting operations happen.\n"
+ "teleport - if true then some extra teleport debug information is logged.\n"
+ "update-on-timer - If true then the scene is updated via a timer. If false then a thread with sleep is used.\n"
+ "updates - if true then any frame which exceeds double the maximum desired frame time is logged.",
HandleDebugSceneGetCommand);
scene.AddCommand(
"Debug", this, "debug scene set",
"debug scene set ",
"Turn on scene debugging options.",
"active - if false then main scene update and maintenance loops are suspended.\n"
+ "animations - if true then extra animations debug information is logged.\n"
+ "client-pos-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
+ "client-rot-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
+ "client-vel-upd - the tolerance before clients are updated with new velocity information for an avatar.\n"
+ "root-upd-per - if greater than 1, terse updates are only sent to root agents other than the originator on every n updates.\n"
+ "child-upd-per - if greater than 1, terse updates are only sent to child agents on every n updates.\n"
+ "collisions - if false then collisions with other objects are turned off.\n"
+ "pbackup - if false then periodic scene backup is turned off.\n"
+ "physics - if false then all physics objects are non-physical.\n"
+ "scripting - if false then no scripting operations happen.\n"
+ "teleport - if true then some extra teleport debug information is logged.\n"
+ "update-on-timer - If true then the scene is updated via a timer. If false then a thread with sleep is used.\n"
+ "updates - if true then any frame which exceeds double the maximum desired frame time is logged.",
HandleDebugSceneSetCommand);
}
private void HandleDebugSceneGetCommand(string module, string[] args)
{
if (args.Length == 3)
{
if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
return;
OutputSceneDebugOptions();
}
else
{
MainConsole.Instance.Output("Usage: debug scene get");
}
}
private void OutputSceneDebugOptions()
{
ConsoleDisplayList cdl = new ConsoleDisplayList();
cdl.AddRow("active", m_scene.Active);
cdl.AddRow("animations", m_scene.DebugAnimations);
cdl.AddRow("client-pos-upd", m_scene.RootPositionUpdateTolerance);
cdl.AddRow("client-rot-upd", m_scene.RootRotationUpdateTolerance);
cdl.AddRow("client-vel-upd", m_scene.RootVelocityUpdateTolerance);
cdl.AddRow("root-upd-per", m_scene.RootTerseUpdatePeriod);
cdl.AddRow("child-upd-per", m_scene.ChildTerseUpdatePeriod);
cdl.AddRow("pbackup", m_scene.PeriodicBackup);
cdl.AddRow("physics", m_scene.PhysicsEnabled);
cdl.AddRow("scripting", m_scene.ScriptsEnabled);
cdl.AddRow("teleport", m_scene.DebugTeleporting);
// cdl.AddRow("update-on-timer", m_scene.UpdateOnTimer);
cdl.AddRow("updates", m_scene.DebugUpdates);
MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name);
MainConsole.Instance.Output(cdl.ToString());
}
private void HandleDebugSceneSetCommand(string module, string[] args)
{
if (args.Length == 5)
{
if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
return;
string key = args[3];
string value = args[4];
SetSceneDebugOptions(new Dictionary() { { key, value } });
MainConsole.Instance.OutputFormat("Set {0} debug scene {1} = {2}", m_scene.Name, key, value);
}
else
{
MainConsole.Instance.Output("Usage: debug scene set ");
}
}
public void SetSceneDebugOptions(Dictionary options)
{
if (options.ContainsKey("active"))
{
bool active;
if (bool.TryParse(options["active"], out active))
m_scene.Active = active;
}
if (options.ContainsKey("animations"))
{
bool active;
if (bool.TryParse(options["animations"], out active))
m_scene.DebugAnimations = active;
}
if (options.ContainsKey("client-pos-upd"))
{
float newValue;
// FIXME: This can only come from the console at the moment but might not always be true.
if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-pos-upd"], out newValue))
m_scene.RootPositionUpdateTolerance = newValue;
}
if (options.ContainsKey("client-rot-upd"))
{
float newValue;
// FIXME: This can only come from the console at the moment but might not always be true.
if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-rot-upd"], out newValue))
m_scene.RootRotationUpdateTolerance = newValue;
}
if (options.ContainsKey("client-vel-upd"))
{
float newValue;
// FIXME: This can only come from the console at the moment but might not always be true.
if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-vel-upd"], out newValue))
m_scene.RootVelocityUpdateTolerance = newValue;
}
if (options.ContainsKey("root-upd-per"))
{
int newValue;
// FIXME: This can only come from the console at the moment but might not always be true.
if (ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, options["root-upd-per"], out newValue))
m_scene.RootTerseUpdatePeriod = newValue;
}
if (options.ContainsKey("child-upd-per"))
{
int newValue;
// FIXME: This can only come from the console at the moment but might not always be true.
if (ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, options["child-upd-per"], out newValue))
m_scene.ChildTerseUpdatePeriod = newValue;
}
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("update-on-timer"))
{
bool enableUpdateOnTimer;
if (bool.TryParse(options["update-on-timer"], out enableUpdateOnTimer))
{
// m_scene.UpdateOnTimer = enableUpdateOnTimer;
m_scene.Active = false;
while (m_scene.IsRunning)
Thread.Sleep(20);
m_scene.Active = true;
}
}
if (options.ContainsKey("updates"))
{
bool enableUpdateDebugging;
if (bool.TryParse(options["updates"], out enableUpdateDebugging))
{
m_scene.DebugUpdates = enableUpdateDebugging;
GcNotify.Enabled = enableUpdateDebugging;
}
}
}
}
}