Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2010-11-18 19:06:09 +00:00
commit 164007dd00
6 changed files with 212 additions and 104 deletions

View File

@ -473,9 +473,11 @@ namespace OpenSim.Framework.Console
y = -1; y = -1;
} }
string commandLine = cmdline.ToString();
if (isCommand) if (isCommand)
{ {
string[] cmd = Commands.Resolve(Parser.Parse(cmdline.ToString())); string[] cmd = Commands.Resolve(Parser.Parse(commandLine));
if (cmd.Length != 0) if (cmd.Length != 0)
{ {
@ -491,8 +493,11 @@ namespace OpenSim.Framework.Console
} }
} }
//AddToHistory(cmdline.ToString()); // If we're not echoing to screen (e.g. a password) then we probably don't want it in history
return cmdline.ToString(); if (echo && commandLine != "")
AddToHistory(commandLine);
return commandLine;
default: default:
break; break;
} }

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@ -451,6 +451,14 @@ namespace OpenSim.Framework
return (x + y - (min >> 1) - (min >> 2) + (min >> 4)); return (x + y - (min >> 1) - (min >> 2) + (min >> 4));
} }
/// <summary>
/// Are the co-ordinates of the new region visible from the old region?
/// </summary>
/// <param name="oldx">Old region x-coord</param>
/// <param name="newx">New region x-coord</param>
/// <param name="oldy">Old region y-coord</param>
/// <param name="newy">New region y-coord</param>
/// <returns></returns>
public static bool IsOutsideView(uint oldx, uint newx, uint oldy, uint newy) 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. // Eventually this will be a function of the draw distance / camera position too.

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@ -30,6 +30,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Reflection; using System.Reflection;
using System.Text;
using System.Timers; using System.Timers;
using log4net; using log4net;
using Nini.Config; using Nini.Config;
@ -285,16 +286,15 @@ namespace OpenSim
m_console.Commands.AddCommand("region", false, "show users", m_console.Commands.AddCommand("region", false, "show users",
"show users [full]", "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", m_console.Commands.AddCommand("region", false, "show connections",
"show connections", "show connections",
"Show connection data", HandleShow); "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", m_console.Commands.AddCommand("region", false, "show modules",
"show modules", "show modules",
"Show module data", HandleShow); "Show module data", HandleShow);
@ -304,8 +304,12 @@ namespace OpenSim
"Show region data", HandleShow); "Show region data", HandleShow);
m_console.Commands.AddCommand("region", false, "show queues", m_console.Commands.AddCommand("region", false, "show queues",
"show queues", "show queues [full]",
"Show queue data", HandleShow); "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", m_console.Commands.AddCommand("region", false, "show ratings",
"show ratings", "show ratings",
"Show rating data", HandleShow); "Show rating data", HandleShow);
@ -876,7 +880,7 @@ namespace OpenSim
{ {
agents = m_sceneManager.GetCurrentSceneAvatars(); agents = m_sceneManager.GetCurrentSceneAvatars();
} }
MainConsole.Instance.Output(String.Format("\nAgents connected: {0}\n", agents.Count)); MainConsole.Instance.Output(String.Format("\nAgents connected: {0}\n", agents.Count));
MainConsole.Instance.Output( MainConsole.Instance.Output(
@ -953,7 +957,7 @@ namespace OpenSim
break; break;
case "queues": case "queues":
Notice(GetQueuesReport()); Notice(GetQueuesReport(showParams));
break; break;
case "ratings": case "ratings":
@ -983,43 +987,91 @@ namespace OpenSim
} }
/// <summary> /// <summary>
/// print UDP Queue data for each client /// Generate UDP Queue data report for each client
/// </summary> /// </summary>
/// <param name="showParams"></param>
/// <returns></returns> /// <returns></returns>
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) IStatsCollector stats = (IStatsCollector)client;
{
scene.ForEachClient(delegate(IClientAPI client) report.AppendLine(stats.Report());
{ }
if (client is IStatsCollector) });
{ });
report = report + client.FirstName +
" " + client.LastName;
IStatsCollector stats = return report.ToString();
(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;
} }
/// <summary> /// <summary>

View File

@ -247,11 +247,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
throw new NotImplementedException(); throw new NotImplementedException();
} }
/// <summary>
/// Return statistics information about client packet queues.
/// </summary>
///
/// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
///
/// <returns></returns>
public string GetStats() public string GetStats()
{ {
// TODO: ??? return string.Format(
return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}", "{0,9} {1,9} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}",
0, 0, 0, 0, 0, 0, 0, 0, 0, 0); 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() public void SendPacketStats()

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@ -55,6 +55,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private Dictionary<UUID,long> m_savequeue = new Dictionary<UUID,long>(); private Dictionary<UUID,long> m_savequeue = new Dictionary<UUID,long>();
private Dictionary<UUID,long> m_sendqueue = new Dictionary<UUID,long>(); private Dictionary<UUID,long> m_sendqueue = new Dictionary<UUID,long>();
private object m_setAppearanceLock = new object();
#region RegionModule Members #region RegionModule Members
public void Initialise(Scene scene, IConfigSource config) 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_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime))); 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); ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null) 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; return false;
} }
bool cached = true; bool defonly = true; // are we only using default textures
// Process the texture entry // Process the texture entry
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{ {
int idx = AvatarAppearance.BAKE_INDICES[i]; int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
if (! CheckBakedTextureAsset(client,face.TextureID,idx)) continue;
{
sp.Appearance.Texture.FaceTextures[idx] = null; defonly = false; // found a non-default texture reference
cached = false;
} 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);
} }
/// <summary> /// <summary>
@ -146,44 +151,59 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="visualParam"></param> /// <param name="visualParam"></param>
public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) 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); ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null) 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; return;
} }
// m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId);
bool changed = false; bool changed = false;
// Process the texture entry // Process the texture entry transactionally, this doesn't guarantee that Appearance is
if (textureEntry != null) // going to be handled correctly but it does serialize the updates to the appearance
lock (m_setAppearanceLock)
{ {
changed = sp.Appearance.SetTextureEntries(textureEntry); if (textureEntry != null)
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{ {
int idx = AvatarAppearance.BAKE_INDICES[i]; changed = sp.Appearance.SetTextureEntries(textureEntry);
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);
});
}
}
// Process the visual params, this may change height as well // m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId);
if (visualParams != null)
{ for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
if (sp.Appearance.SetVisualParams(visualParams)) {
{ int idx = AvatarAppearance.BAKE_INDICES[i];
changed = true; Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
if (sp.Appearance.AvatarHeight > 0) if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
sp.SetHeight(sp.Appearance.AvatarHeight); 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 something changed in the appearance then queue an appearance save
if (changed) if (changed)
@ -192,10 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// And always queue up an appearance update to send out // And always queue up an appearance update to send out
QueueAppearanceSend(client.AgentId); QueueAppearanceSend(client.AgentId);
// Send the appearance back to the avatar // m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
// AvatarAppearance avp = sp.Appearance;
// sp.ControllingClient.SendAvatarDataImmediate(sp);
// sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
} }
/// <summary> /// <summary>
@ -209,7 +226,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{ {
if (m_scene.AssetService.Get(textureID.ToString()) == null) 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); textureID, idx, client.Name);
return false; return false;
} }
@ -220,10 +237,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void QueueAppearanceSend(UUID agentid) 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 // 10000 ticks per millisecond, 1000 milliseconds per second
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000); long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
lock (m_sendqueue) lock (m_sendqueue)
{ {
m_sendqueue[agentid] = timestamp; m_sendqueue[agentid] = timestamp;
@ -233,10 +250,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void QueueAppearanceSave(UUID agentid) 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 // 10000 ticks per millisecond, 1000 milliseconds per second
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000); long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
lock (m_savequeue) lock (m_savequeue)
{ {
m_savequeue[agentid] = timestamp; m_savequeue[agentid] = timestamp;
@ -249,15 +266,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(agentid); ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null) 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; 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 // Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents(); sp.SendAppearanceToAllOtherAgents();
sp.ControllingClient.SendAvatarDataImmediate(sp); // sp.ControllingClient.SendAvatarDataImmediate(sp);
// Send the appearance back to the avatar // Send the appearance back to the avatar
// AvatarAppearance avp = sp.Appearance; // AvatarAppearance avp = sp.Appearance;
@ -279,10 +296,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(agentid); ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null) 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; return;
} }
// m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
} }
@ -330,11 +349,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null) 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; 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++); 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); ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null) 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; 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); 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 // This could take awhile since it needs to pull inventory
SetAppearanceAssets(sp.UUID, ref avatAppearance); 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; sp.Appearance = avatAppearance;
m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance); m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance);
} }
@ -398,7 +419,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
else else
{ {
m_log.ErrorFormat( 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][j].ItemID, (WearableType)i);
appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
@ -408,7 +429,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
} }
else 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);
} }
} }
} }

View File

@ -1255,11 +1255,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
} }
m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
} }
} }
/// <summary>
/// Return the list of regions that are considered to be neighbours to the given scene.
/// </summary>
/// <param name="pScene"></param>
/// <param name="pRegionLocX"></param>
/// <param name="pRegionLocY"></param>
/// <returns></returns>
protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY) protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY)
{ {
RegionInfo m_regionInfo = pScene.RegionInfo; RegionInfo m_regionInfo = pScene.RegionInfo;