**Big ass update warning**

* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
This commit is contained in:
Adam Frisby
2008-03-30 09:03:38 +00:00
parent fd2caf5f16
commit fadd19f314
18 changed files with 691 additions and 63 deletions

View File

@@ -890,17 +890,8 @@ namespace OpenSim
}
break;
case "terrain":
string result = String.Empty;
if (!m_sceneManager.RunTerrainCmdOnCurrentScene(cmdparams, ref result))
{
m_console.Error(result);
}
break;
case "script":
m_sceneManager.SendCommandToCurrentSceneScripts(cmdparams);
case "plugin":
m_sceneManager.SendCommandToPluginModules(cmdparams);
break;
case "command-script":
@@ -1081,14 +1072,15 @@ namespace OpenSim
}
}
break;
/*
* Temporarily disabled but it would be good to have this - needs to be levered
* in to BaseOpenSimServer (which requires a RunCmd method restrcuture probably)
break;
default:
m_console.Error("Unknown command");
string[] tmpPluginArgs = new string[cmdparams.Length + 1];
cmdparams.CopyTo(tmpPluginArgs, 1);
tmpPluginArgs[0] = command;
m_sceneManager.SendCommandToPluginModules(tmpPluginArgs);
break;
*/
}
}