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- /*
- * 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
- {
- /// <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;
- 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<ISceneCommandsModule>(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"
- + "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"
- + "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 <param> <value>",
- "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"
- + "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"
- + "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("pbackup", m_scene.PeriodicBackup);
- cdl.AddRow("physics", m_scene.PhysicsEnabled);
- cdl.AddRow("scripting", m_scene.ScriptsEnabled);
- cdl.AddRow("teleport", m_scene.DebugTeleporting);
- cdl.AddRow("updates", m_scene.DebugUpdates);
- MainConsole.Instance.Output("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<string, string>() { { key, value } });
- MainConsole.Instance.Output("Set {0} debug scene {1} = {2}", m_scene.Name, key, value);
- }
- else
- {
- MainConsole.Instance.Output("Usage: debug scene set <param> <value>");
- }
- }
- 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("animations"))
- {
- bool active;
- if (bool.TryParse(options["animations"], out active))
- m_scene.DebugAnimations = 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;
- }
- }
- }
- }
- }
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