diff --git a/OpenSim/Framework/Console/LocalConsole.cs b/OpenSim/Framework/Console/LocalConsole.cs
index 5f2f4041b5..eda41b8d5a 100644
--- a/OpenSim/Framework/Console/LocalConsole.cs
+++ b/OpenSim/Framework/Console/LocalConsole.cs
@@ -473,9 +473,11 @@ namespace OpenSim.Framework.Console
y = -1;
}
+ string commandLine = cmdline.ToString();
+
if (isCommand)
{
- string[] cmd = Commands.Resolve(Parser.Parse(cmdline.ToString()));
+ string[] cmd = Commands.Resolve(Parser.Parse(commandLine));
if (cmd.Length != 0)
{
@@ -491,8 +493,11 @@ namespace OpenSim.Framework.Console
}
}
- //AddToHistory(cmdline.ToString());
- return cmdline.ToString();
+ // If we're not echoing to screen (e.g. a password) then we probably don't want it in history
+ if (echo && commandLine != "")
+ AddToHistory(commandLine);
+
+ return commandLine;
default:
break;
}
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index f1d622ef48..6bee4bed3c 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -451,6 +451,14 @@ namespace OpenSim.Framework
return (x + y - (min >> 1) - (min >> 2) + (min >> 4));
}
+ ///
+ /// Are the co-ordinates of the new region visible from the old region?
+ ///
+ /// Old region x-coord
+ /// New region x-coord
+ /// Old region y-coord
+ /// New region y-coord
+ ///
public static bool IsOutsideView(uint oldx, uint newx, uint oldy, uint newy)
{
// Eventually this will be a function of the draw distance / camera position too.
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 5969be0c8b..58ece345b8 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -30,6 +30,7 @@ using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
+using System.Text;
using System.Timers;
using log4net;
using Nini.Config;
@@ -285,16 +286,15 @@ namespace OpenSim
m_console.Commands.AddCommand("region", false, "show users",
"show users [full]",
- "Show user data", HandleShow);
+ "Show user data for users currently on the region",
+ "Without the 'full' option, only users actually on the region are shown."
+ + " With the 'full' option child agents of users in neighbouring regions are also shown.",
+ HandleShow);
m_console.Commands.AddCommand("region", false, "show connections",
"show connections",
"Show connection data", HandleShow);
- m_console.Commands.AddCommand("region", false, "show users full",
- "show users full",
- String.Empty, HandleShow);
-
m_console.Commands.AddCommand("region", false, "show modules",
"show modules",
"Show module data", HandleShow);
@@ -304,8 +304,12 @@ namespace OpenSim
"Show region data", HandleShow);
m_console.Commands.AddCommand("region", false, "show queues",
- "show queues",
- "Show queue data", HandleShow);
+ "show queues [full]",
+ "Show queue data for each client",
+ "Without the 'full' option, only users actually on the region are shown."
+ + " With the 'full' option child agents of users in neighbouring regions are also shown.",
+ HandleShow);
+
m_console.Commands.AddCommand("region", false, "show ratings",
"show ratings",
"Show rating data", HandleShow);
@@ -876,7 +880,7 @@ namespace OpenSim
{
agents = m_sceneManager.GetCurrentSceneAvatars();
}
-
+
MainConsole.Instance.Output(String.Format("\nAgents connected: {0}\n", agents.Count));
MainConsole.Instance.Output(
@@ -953,7 +957,7 @@ namespace OpenSim
break;
case "queues":
- Notice(GetQueuesReport());
+ Notice(GetQueuesReport(showParams));
break;
case "ratings":
@@ -983,43 +987,91 @@ namespace OpenSim
}
///
- /// print UDP Queue data for each client
+ /// Generate UDP Queue data report for each client
///
+ ///
///
- private string GetQueuesReport()
+ private string GetQueuesReport(string[] showParams)
{
- string report = String.Empty;
+ bool showChildren = false;
+
+ if (showParams.Length > 1 && showParams[1] == "full")
+ showChildren = true;
+
+ StringBuilder report = new StringBuilder();
+
+ int columnPadding = 2;
+ int maxNameLength = 18;
+ int maxRegionNameLength = 14;
+ int maxTypeLength = 4;
+ int totalInfoFieldsLength = maxNameLength + columnPadding + maxRegionNameLength + columnPadding + maxTypeLength + columnPadding;
+
+ report.AppendFormat("{0,-" + maxNameLength + "}{1,-" + columnPadding + "}", "User", "");
+ report.AppendFormat("{0,-" + maxRegionNameLength + "}{1,-" + columnPadding + "}", "Region", "");
+ report.AppendFormat("{0,-" + maxTypeLength + "}{1,-" + columnPadding + "}", "Type", "");
+
+ report.AppendFormat(
+ "{0,9} {1,9} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}\n",
+ "Packets",
+ "Packets",
+ "Bytes",
+ "Bytes",
+ "Bytes",
+ "Bytes",
+ "Bytes",
+ "Bytes",
+ "Bytes",
+ "Bytes",
+ "Bytes");
+
+ report.AppendFormat("{0,-" + totalInfoFieldsLength + "}", "");
+ report.AppendFormat(
+ "{0,9} {1,9} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}\n",
+ "Out",
+ "In",
+ "Unacked",
+ "Resend",
+ "Land",
+ "Wind",
+ "Cloud",
+ "Task",
+ "Texture",
+ "Asset",
+ "State");
+
+ m_sceneManager.ForEachScene(
+ delegate(Scene scene)
+ {
+ scene.ForEachClient(
+ delegate(IClientAPI client)
+ {
+ if (client is IStatsCollector)
+ {
+ bool isChild = scene.PresenceChildStatus(client.AgentId);
+ if (isChild && !showChildren)
+ return;
+
+ string name = client.Name;
+ string regionName = scene.RegionInfo.RegionName;
+
+ report.AppendFormat(
+ "{0,-" + maxNameLength + "}{1,-" + columnPadding + "}",
+ name.Length > maxNameLength ? name.Substring(0, maxNameLength) : name, "");
+ report.AppendFormat(
+ "{0,-" + maxRegionNameLength + "}{1,-" + columnPadding + "}",
+ regionName.Length > maxRegionNameLength ? regionName.Substring(0, maxRegionNameLength) : regionName, "");
+ report.AppendFormat(
+ "{0,-" + maxTypeLength + "}{1,-" + columnPadding + "}",
+ isChild ? "Cd" : "Rt", "");
- m_sceneManager.ForEachScene(delegate(Scene scene)
- {
- scene.ForEachClient(delegate(IClientAPI client)
- {
- if (client is IStatsCollector)
- {
- report = report + client.FirstName +
- " " + client.LastName;
+ IStatsCollector stats = (IStatsCollector)client;
+
+ report.AppendLine(stats.Report());
+ }
+ });
+ });
- IStatsCollector stats =
- (IStatsCollector) client;
-
- report = report + string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}\n",
- "Send",
- "In",
- "Out",
- "Resend",
- "Land",
- "Wind",
- "Cloud",
- "Task",
- "Texture",
- "Asset");
- report = report + stats.Report() +
- "\n";
- }
- });
- });
-
- return report;
+ return report.ToString();
}
///
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index a4738ff3ec..ed0e60d9eb 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -247,11 +247,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
throw new NotImplementedException();
}
+ ///
+ /// Return statistics information about client packet queues.
+ ///
+ ///
+ /// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
+ ///
+ ///
public string GetStats()
{
- // TODO: ???
- return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ return string.Format(
+ "{0,9} {1,9} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}",
+ PacketsSent,
+ PacketsReceived,
+ UnackedBytes,
+ m_throttleCategories[(int)ThrottleOutPacketType.Resend].Content,
+ m_throttleCategories[(int)ThrottleOutPacketType.Land].Content,
+ m_throttleCategories[(int)ThrottleOutPacketType.Wind].Content,
+ m_throttleCategories[(int)ThrottleOutPacketType.Cloud].Content,
+ m_throttleCategories[(int)ThrottleOutPacketType.Task].Content,
+ m_throttleCategories[(int)ThrottleOutPacketType.Texture].Content,
+ m_throttleCategories[(int)ThrottleOutPacketType.Asset].Content,
+ m_throttleCategories[(int)ThrottleOutPacketType.State].Content);
}
public void SendPacketStats()
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 2dd444d523..0df4585eec 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -55,6 +55,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private Dictionary m_savequeue = new Dictionary();
private Dictionary m_sendqueue = new Dictionary();
+ private object m_setAppearanceLock = new object();
+
#region RegionModule Members
public void Initialise(Scene scene, IConfigSource config)
@@ -69,6 +71,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
m_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
+ // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
}
}
@@ -117,26 +120,28 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
- m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}", client.AgentId);
+ m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}", client.AgentId);
return false;
}
- bool cached = true;
+ bool defonly = true; // are we only using default textures
// Process the texture entry
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{
int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
- if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
- if (! CheckBakedTextureAsset(client,face.TextureID,idx))
- {
- sp.Appearance.Texture.FaceTextures[idx] = null;
- cached = false;
- }
+ if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
+ continue;
+
+ defonly = false; // found a non-default texture reference
+
+ if (! CheckBakedTextureAsset(client,face.TextureID,idx))
+ return false;
}
- return cached;
+ // If we only found default textures, then the appearance is not cached
+ return (defonly ? false : true);
}
///
@@ -146,44 +151,59 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
///
public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
{
-// m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance for {0}",client.AgentId);
-
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
- m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}",client.AgentId);
+ m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}",client.AgentId);
return;
}
+ // m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId);
+
bool changed = false;
- // Process the texture entry
- if (textureEntry != null)
+ // Process the texture entry transactionally, this doesn't guarantee that Appearance is
+ // going to be handled correctly but it does serialize the updates to the appearance
+ lock (m_setAppearanceLock)
{
- changed = sp.Appearance.SetTextureEntries(textureEntry);
-
- for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
+ if (textureEntry != null)
{
- int idx = AvatarAppearance.BAKE_INDICES[i];
- Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
- if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
- Util.FireAndForget(delegate(object o) {
- if (! CheckBakedTextureAsset(client,face.TextureID,idx))
- client.SendRebakeAvatarTextures(face.TextureID);
- });
- }
- }
+ changed = sp.Appearance.SetTextureEntries(textureEntry);
- // Process the visual params, this may change height as well
- if (visualParams != null)
- {
- if (sp.Appearance.SetVisualParams(visualParams))
- {
- changed = true;
- if (sp.Appearance.AvatarHeight > 0)
- sp.SetHeight(sp.Appearance.AvatarHeight);
+ // m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId);
+
+ for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
+ {
+ int idx = AvatarAppearance.BAKE_INDICES[i];
+ Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
+ if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
+ Util.FireAndForget(delegate(object o) {
+ if (! CheckBakedTextureAsset(client,face.TextureID,idx))
+ client.SendRebakeAvatarTextures(face.TextureID);
+ });
+ }
+
+ // m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId);
}
+
+ // Process the visual params, this may change height as well
+ if (visualParams != null)
+ {
+ if (sp.Appearance.SetVisualParams(visualParams))
+ {
+ changed = true;
+ if (sp.Appearance.AvatarHeight > 0)
+ sp.SetHeight(sp.Appearance.AvatarHeight);
+ }
+ }
+
+ // Send the appearance back to the avatar, not clear that this is needed
+ sp.ControllingClient.SendAvatarDataImmediate(sp);
+ // AvatarAppearance avp = sp.Appearance;
+ // sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
+
}
+
// If something changed in the appearance then queue an appearance save
if (changed)
@@ -192,10 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// And always queue up an appearance update to send out
QueueAppearanceSend(client.AgentId);
- // Send the appearance back to the avatar
- // AvatarAppearance avp = sp.Appearance;
- // sp.ControllingClient.SendAvatarDataImmediate(sp);
- // sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
+ // m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
}
///
@@ -209,7 +226,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
if (m_scene.AssetService.Get(textureID.ToString()) == null)
{
- m_log.WarnFormat("[AVATAR FACTORY MODULE]: Missing baked texture {0} ({1}) for avatar {2}",
+ m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",
textureID, idx, client.Name);
return false;
}
@@ -220,10 +237,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void QueueAppearanceSend(UUID agentid)
{
-// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}", agentid);
+ // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
- // 100 nanoseconds (ticks) we should wait
- long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000);
+ // 10000 ticks per millisecond, 1000 milliseconds per second
+ long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
lock (m_sendqueue)
{
m_sendqueue[agentid] = timestamp;
@@ -233,10 +250,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void QueueAppearanceSave(UUID agentid)
{
-// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}", agentid);
+ // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid);
- // 100 nanoseconds (ticks) we should wait
- long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000);
+ // 10000 ticks per millisecond, 1000 milliseconds per second
+ long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
lock (m_savequeue)
{
m_savequeue[agentid] = timestamp;
@@ -249,15 +266,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null)
{
- m_log.WarnFormat("[AVATAR FACTORY MODULE]: Agent {0} no longer in the scene", agentid);
+ m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
return;
}
-// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Handle appearance send for {0}", agentid);
+ // m_log.WarnFormat("[AVFACTORY]: Handle appearance send for {0}", agentid);
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
- sp.ControllingClient.SendAvatarDataImmediate(sp);
+ // sp.ControllingClient.SendAvatarDataImmediate(sp);
// Send the appearance back to the avatar
// AvatarAppearance avp = sp.Appearance;
@@ -279,10 +296,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null)
{
- m_log.WarnFormat("[AVATAR FACTORY MODULE]: Agent {0} no longer in the scene", agentid);
+ m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
return;
}
+ // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
+
m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
}
@@ -330,11 +349,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
- m_log.WarnFormat("[AVATAR FACTORY MODULE]: SendWearables unable to find presence for {0}", client.AgentId);
+ m_log.WarnFormat("[AVFACTORY]: SendWearables unable to find presence for {0}", client.AgentId);
return;
}
-// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Received request for wearables of {0}", client.AgentId);
+ // m_log.WarnFormat("[AVFACTORY]: Received request for wearables of {0}", client.AgentId);
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
}
@@ -349,11 +368,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
- m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing unable to find presence for {0}", client.AgentId);
+ m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing unable to find presence for {0}", client.AgentId);
return;
}
-// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}", client.AgentId);
+ // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId);
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
@@ -368,6 +387,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// This could take awhile since it needs to pull inventory
SetAppearanceAssets(sp.UUID, ref avatAppearance);
+ // could get fancier with the locks here, but in the spirit of "last write wins"
+ // this should work correctly
sp.Appearance = avatAppearance;
m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance);
}
@@ -398,7 +419,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
else
{
m_log.ErrorFormat(
- "[AVATAR FACTORY MODULE]: Can't find inventory item {0} for {1}, setting to default",
+ "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
appearance.Wearables[i][j].ItemID, (WearableType)i);
appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
@@ -408,7 +429,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
else
{
- m_log.WarnFormat("[AVATAR FACTORY MODULE]: user {0} has no inventory, appearance isn't going to work", userID);
+ m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
}
}
}
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 3c7638d539..81d6f70f36 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -1255,11 +1255,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
-
}
-
}
+ ///
+ /// Return the list of regions that are considered to be neighbours to the given scene.
+ ///
+ ///
+ ///
+ ///
+ ///
protected List RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY)
{
RegionInfo m_regionInfo = pScene.RegionInfo;