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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/Scene.cs
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@@ -254,8 +254,14 @@ namespace OpenSim
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m_console.Commands.AddCommand("Debug", false, "debug teleport", "debug teleport", "Toggle teleport route debugging", Debug);
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m_console.Commands.AddCommand("Debug", false, "debug scene",
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"debug scene <scripting> <collisions> <physics>",
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"Turn on scene debugging", Debug);
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"debug scene active|collisions|physics|scripting|teleport true|false",
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"Turn on scene debugging.",
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"If active is false then main scene update and maintenance loops are suspended.\n"
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+ "If collisions is false then collisions with other objects are turned off.\n"
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+ "If physics is false then all physics objects are non-physical.\n"
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+ "If scripting is false then no scripting operations happen.\n"
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+ "If teleport is true then some extra teleport debug information is logged.",
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Debug);
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m_console.Commands.AddCommand("General", false, "change region",
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"change region <region name>",
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@@ -930,7 +936,8 @@ namespace OpenSim
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}
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else
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{
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MainConsole.Instance.Output("Usage: debug scene scripting|collisions|physics|teleport true|false");
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MainConsole.Instance.Output(
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"Usage: debug scene active|scripting|collisions|physics|teleport true|false");
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}
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break;
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@@ -232,8 +232,6 @@ namespace OpenSim
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base.StartupSpecific();
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m_stats = StatsManager.SimExtraStats;
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// Create a ModuleLoader instance
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m_moduleLoader = new ModuleLoader(m_config.Source);
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@@ -249,51 +247,51 @@ namespace OpenSim
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plugin.PostInitialise();
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}
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AddPluginCommands();
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}
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protected virtual void AddPluginCommands()
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{
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// If console exists add plugin commands.
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if (m_console != null)
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{
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List<string> topics = GetHelpTopics();
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StatsManager.RegisterConsoleCommands(m_console);
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AddPluginCommands(m_console);
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}
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}
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foreach (string topic in topics)
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protected virtual void AddPluginCommands(CommandConsole console)
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{
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List<string> topics = GetHelpTopics();
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foreach (string topic in topics)
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{
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string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1);
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// This is a hack to allow the user to enter the help command in upper or lowercase. This will go
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// away at some point.
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console.Commands.AddCommand(capitalizedTopic, false, "help " + topic,
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"help " + capitalizedTopic,
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"Get help on plugin command '" + topic + "'",
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HandleCommanderHelp);
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console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic,
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"help " + capitalizedTopic,
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"Get help on plugin command '" + topic + "'",
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HandleCommanderHelp);
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ICommander commander = null;
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Scene s = SceneManager.CurrentOrFirstScene;
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if (s != null && s.GetCommanders() != null)
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{
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string capitalizedTopic = char.ToUpper(topic[0]) + topic.Substring(1);
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if (s.GetCommanders().ContainsKey(topic))
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commander = s.GetCommanders()[topic];
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}
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// This is a hack to allow the user to enter the help command in upper or lowercase. This will go
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// away at some point.
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m_console.Commands.AddCommand(capitalizedTopic, false, "help " + topic,
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"help " + capitalizedTopic,
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"Get help on plugin command '" + topic + "'",
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HandleCommanderHelp);
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m_console.Commands.AddCommand(capitalizedTopic, false, "help " + capitalizedTopic,
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"help " + capitalizedTopic,
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"Get help on plugin command '" + topic + "'",
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HandleCommanderHelp);
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if (commander == null)
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continue;
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ICommander commander = null;
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Scene s = SceneManager.CurrentOrFirstScene;
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if (s != null && s.GetCommanders() != null)
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{
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if (s.GetCommanders().ContainsKey(topic))
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commander = s.GetCommanders()[topic];
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}
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if (commander == null)
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continue;
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foreach (string command in commander.Commands.Keys)
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{
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m_console.Commands.AddCommand(capitalizedTopic, false,
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topic + " " + command,
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topic + " " + commander.Commands[command].ShortHelp(),
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String.Empty, HandleCommanderCommand);
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}
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foreach (string command in commander.Commands.Keys)
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{
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console.Commands.AddCommand(capitalizedTopic, false,
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topic + " " + command,
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topic + " " + commander.Commands[command].ShortHelp(),
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String.Empty, HandleCommanderCommand);
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}
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}
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}
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