opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Linq; |
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31 | using System.Reflection; |
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32 | using System.Text; |
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33 | using log4net; |
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34 | using Mono.Addins; |
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35 | using Nini.Config; |
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36 | using OpenMetaverse; |
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37 | using OpenSim.Framework; |
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38 | using OpenSim.Framework.Console; |
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39 | using OpenSim.Framework.Monitoring; |
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40 | using OpenSim.Region.Framework.Interfaces; |
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41 | using OpenSim.Region.Framework.Scenes; |
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42 | |||
43 | namespace OpenSim.Region.OptionalModules.Avatar.Attachments |
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44 | { |
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45 | /// <summary> |
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46 | /// A module that just holds commands for inspecting avatar appearance. |
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47 | /// </summary> |
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48 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")] |
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49 | public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule |
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50 | { |
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51 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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52 | |||
53 | private Scene m_scene; |
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54 | |||
55 | public string Name { get { return "Scene Commands Module"; } } |
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56 | |||
57 | public Type ReplaceableInterface { get { return null; } } |
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58 | |||
59 | public void Initialise(IConfigSource source) |
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60 | { |
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61 | // m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE"); |
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62 | } |
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63 | |||
64 | public void PostInitialise() |
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65 | { |
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66 | // m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE"); |
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67 | } |
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68 | |||
69 | public void Close() |
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70 | { |
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71 | // m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE"); |
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72 | } |
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73 | |||
74 | public void AddRegion(Scene scene) |
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75 | { |
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76 | // m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName); |
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77 | |||
78 | m_scene = scene; |
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79 | |||
80 | m_scene.RegisterModuleInterface<ISceneCommandsModule>(this); |
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81 | } |
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82 | |||
83 | public void RemoveRegion(Scene scene) |
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84 | { |
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85 | // m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName); |
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86 | } |
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87 | |||
88 | public void RegionLoaded(Scene scene) |
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89 | { |
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90 | // m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName); |
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91 | |||
92 | scene.AddCommand( |
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93 | "Debug", this, "debug scene get", |
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94 | "debug scene get", |
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95 | "List current scene options.", |
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96 | "If active is false then main scene update and maintenance loops are suspended.\n" |
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97 | + "If animations is true then extra animations debug information is logged.\n" |
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98 | + "If collisions is false then collisions with other objects are turned off.\n" |
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99 | + "If pbackup is false then periodic scene backup is turned off.\n" |
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100 | + "If physics is false then all physics objects are non-physical.\n" |
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101 | + "If scripting is false then no scripting operations happen.\n" |
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102 | + "If teleport is true then some extra teleport debug information is logged.\n" |
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103 | + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.", |
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104 | HandleDebugSceneGetCommand); |
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105 | |||
106 | scene.AddCommand( |
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107 | "Debug", this, "debug scene set", |
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108 | "debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false", |
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109 | "Turn on scene debugging options.", |
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110 | "If active is false then main scene update and maintenance loops are suspended.\n" |
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111 | + "If animations is true then extra animations debug information is logged.\n" |
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112 | + "If collisions is false then collisions with other objects are turned off.\n" |
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113 | + "If pbackup is false then periodic scene backup is turned off.\n" |
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114 | + "If physics is false then all physics objects are non-physical.\n" |
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115 | + "If scripting is false then no scripting operations happen.\n" |
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116 | + "If teleport is true then some extra teleport debug information is logged.\n" |
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117 | + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.", |
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118 | HandleDebugSceneSetCommand); |
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119 | |||
120 | scene.AddCommand( |
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121 | "Regions", |
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122 | this, "show borders", "show borders", "Show border information for regions", HandleShowBordersCommand); |
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123 | } |
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124 | |||
125 | private void HandleShowBordersCommand(string module, string[] args) |
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126 | { |
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127 | StringBuilder sb = new StringBuilder(); |
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128 | sb.AppendFormat("Borders for {0}:\n", m_scene.Name); |
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129 | |||
130 | ConsoleDisplayTable cdt = new ConsoleDisplayTable(); |
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131 | cdt.AddColumn("Cross Direction", 15); |
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132 | cdt.AddColumn("Line", 34); |
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133 | cdt.AddColumn("Trigger Region", 14); |
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134 | |||
135 | foreach (Border b in m_scene.NorthBorders) |
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136 | cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); |
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137 | |||
138 | foreach (Border b in m_scene.EastBorders) |
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139 | cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); |
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140 | |||
141 | foreach (Border b in m_scene.SouthBorders) |
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142 | cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); |
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143 | |||
144 | foreach (Border b in m_scene.WestBorders) |
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145 | cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY)); |
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146 | |||
147 | cdt.AddToStringBuilder(sb); |
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148 | |||
149 | MainConsole.Instance.Output(sb.ToString()); |
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150 | } |
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151 | |||
152 | private void HandleDebugSceneGetCommand(string module, string[] args) |
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153 | { |
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154 | if (args.Length == 3) |
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155 | { |
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156 | if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null) |
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157 | return; |
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158 | |||
159 | OutputSceneDebugOptions(); |
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160 | } |
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161 | else |
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162 | { |
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163 | MainConsole.Instance.Output("Usage: debug scene get"); |
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164 | } |
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165 | } |
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166 | |||
167 | private void OutputSceneDebugOptions() |
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168 | { |
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169 | ConsoleDisplayList cdl = new ConsoleDisplayList(); |
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170 | cdl.AddRow("active", m_scene.Active); |
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171 | cdl.AddRow("animations", m_scene.DebugAnimations); |
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172 | cdl.AddRow("pbackup", m_scene.PeriodicBackup); |
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173 | cdl.AddRow("physics", m_scene.PhysicsEnabled); |
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174 | cdl.AddRow("scripting", m_scene.ScriptsEnabled); |
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175 | cdl.AddRow("teleport", m_scene.DebugTeleporting); |
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176 | cdl.AddRow("updates", m_scene.DebugUpdates); |
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177 | |||
178 | MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name); |
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179 | MainConsole.Instance.Output(cdl.ToString()); |
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180 | } |
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181 | |||
182 | private void HandleDebugSceneSetCommand(string module, string[] args) |
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183 | { |
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184 | if (args.Length == 5) |
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185 | { |
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186 | if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null) |
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187 | return; |
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188 | |||
189 | string key = args[3]; |
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190 | string value = args[4]; |
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191 | SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } }); |
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192 | |||
193 | MainConsole.Instance.OutputFormat("Set {0} debug scene {1} = {2}", m_scene.Name, key, value); |
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194 | } |
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195 | else |
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196 | { |
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197 | MainConsole.Instance.Output( |
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198 | "Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false"); |
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199 | } |
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200 | } |
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201 | |||
202 | public void SetSceneDebugOptions(Dictionary<string, string> options) |
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203 | { |
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204 | if (options.ContainsKey("active")) |
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205 | { |
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206 | bool active; |
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207 | |||
208 | if (bool.TryParse(options["active"], out active)) |
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209 | m_scene.Active = active; |
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210 | } |
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211 | |||
212 | if (options.ContainsKey("animations")) |
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213 | { |
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214 | bool active; |
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215 | |||
216 | if (bool.TryParse(options["animations"], out active)) |
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217 | m_scene.DebugAnimations = active; |
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218 | } |
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219 | |||
220 | if (options.ContainsKey("pbackup")) |
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221 | { |
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222 | bool active; |
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223 | |||
224 | if (bool.TryParse(options["pbackup"], out active)) |
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225 | m_scene.PeriodicBackup = active; |
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226 | } |
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227 | |||
228 | if (options.ContainsKey("scripting")) |
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229 | { |
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230 | bool enableScripts = true; |
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231 | if (bool.TryParse(options["scripting"], out enableScripts)) |
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232 | m_scene.ScriptsEnabled = enableScripts; |
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233 | } |
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234 | |||
235 | if (options.ContainsKey("physics")) |
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236 | { |
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237 | bool enablePhysics; |
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238 | if (bool.TryParse(options["physics"], out enablePhysics)) |
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239 | m_scene.PhysicsEnabled = enablePhysics; |
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240 | } |
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241 | |||
242 | // if (options.ContainsKey("collisions")) |
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243 | // { |
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244 | // // TODO: Implement. If false, should stop objects colliding, though possibly should still allow |
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245 | // // the avatar themselves to collide with the ground. |
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246 | // } |
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247 | |||
248 | if (options.ContainsKey("teleport")) |
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249 | { |
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250 | bool enableTeleportDebugging; |
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251 | if (bool.TryParse(options["teleport"], out enableTeleportDebugging)) |
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252 | m_scene.DebugTeleporting = enableTeleportDebugging; |
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253 | } |
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254 | |||
255 | if (options.ContainsKey("updates")) |
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256 | { |
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257 | bool enableUpdateDebugging; |
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258 | if (bool.TryParse(options["updates"], out enableUpdateDebugging)) |
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259 | { |
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260 | m_scene.DebugUpdates = enableUpdateDebugging; |
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261 | GcNotify.Enabled = enableUpdateDebugging; |
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262 | } |
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263 | } |
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264 | } |
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265 | } |
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266 | } |