Merge branch 'master' into careminster-presence-refactor
commit
164007dd00
|
@ -473,9 +473,11 @@ namespace OpenSim.Framework.Console
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y = -1;
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}
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string commandLine = cmdline.ToString();
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if (isCommand)
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{
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string[] cmd = Commands.Resolve(Parser.Parse(cmdline.ToString()));
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string[] cmd = Commands.Resolve(Parser.Parse(commandLine));
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if (cmd.Length != 0)
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{
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@ -491,8 +493,11 @@ namespace OpenSim.Framework.Console
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}
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}
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//AddToHistory(cmdline.ToString());
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return cmdline.ToString();
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// If we're not echoing to screen (e.g. a password) then we probably don't want it in history
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if (echo && commandLine != "")
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AddToHistory(commandLine);
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return commandLine;
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default:
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break;
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}
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|
|
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@ -451,6 +451,14 @@ namespace OpenSim.Framework
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return (x + y - (min >> 1) - (min >> 2) + (min >> 4));
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}
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/// <summary>
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/// Are the co-ordinates of the new region visible from the old region?
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/// </summary>
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/// <param name="oldx">Old region x-coord</param>
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/// <param name="newx">New region x-coord</param>
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/// <param name="oldy">Old region y-coord</param>
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/// <param name="newy">New region y-coord</param>
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/// <returns></returns>
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public static bool IsOutsideView(uint oldx, uint newx, uint oldy, uint newy)
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{
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// Eventually this will be a function of the draw distance / camera position too.
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@ -30,6 +30,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Text;
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using System.Timers;
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using log4net;
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using Nini.Config;
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@ -285,16 +286,15 @@ namespace OpenSim
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m_console.Commands.AddCommand("region", false, "show users",
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"show users [full]",
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"Show user data", HandleShow);
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"Show user data for users currently on the region",
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"Without the 'full' option, only users actually on the region are shown."
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+ " With the 'full' option child agents of users in neighbouring regions are also shown.",
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HandleShow);
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m_console.Commands.AddCommand("region", false, "show connections",
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"show connections",
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"Show connection data", HandleShow);
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m_console.Commands.AddCommand("region", false, "show users full",
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"show users full",
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String.Empty, HandleShow);
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m_console.Commands.AddCommand("region", false, "show modules",
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"show modules",
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"Show module data", HandleShow);
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@ -304,8 +304,12 @@ namespace OpenSim
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"Show region data", HandleShow);
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m_console.Commands.AddCommand("region", false, "show queues",
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"show queues",
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"Show queue data", HandleShow);
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"show queues [full]",
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"Show queue data for each client",
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"Without the 'full' option, only users actually on the region are shown."
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+ " With the 'full' option child agents of users in neighbouring regions are also shown.",
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HandleShow);
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m_console.Commands.AddCommand("region", false, "show ratings",
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"show ratings",
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"Show rating data", HandleShow);
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@ -953,7 +957,7 @@ namespace OpenSim
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break;
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case "queues":
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Notice(GetQueuesReport());
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Notice(GetQueuesReport(showParams));
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break;
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case "ratings":
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@ -983,43 +987,91 @@ namespace OpenSim
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}
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/// <summary>
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/// print UDP Queue data for each client
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/// Generate UDP Queue data report for each client
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/// </summary>
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/// <param name="showParams"></param>
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/// <returns></returns>
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private string GetQueuesReport()
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private string GetQueuesReport(string[] showParams)
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{
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string report = String.Empty;
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bool showChildren = false;
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m_sceneManager.ForEachScene(delegate(Scene scene)
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{
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scene.ForEachClient(delegate(IClientAPI client)
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{
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if (client is IStatsCollector)
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{
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report = report + client.FirstName +
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" " + client.LastName;
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if (showParams.Length > 1 && showParams[1] == "full")
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showChildren = true;
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IStatsCollector stats =
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(IStatsCollector) client;
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StringBuilder report = new StringBuilder();
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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",
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"Send",
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"In",
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int columnPadding = 2;
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int maxNameLength = 18;
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int maxRegionNameLength = 14;
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int maxTypeLength = 4;
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int totalInfoFieldsLength = maxNameLength + columnPadding + maxRegionNameLength + columnPadding + maxTypeLength + columnPadding;
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report.AppendFormat("{0,-" + maxNameLength + "}{1,-" + columnPadding + "}", "User", "");
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report.AppendFormat("{0,-" + maxRegionNameLength + "}{1,-" + columnPadding + "}", "Region", "");
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report.AppendFormat("{0,-" + maxTypeLength + "}{1,-" + columnPadding + "}", "Type", "");
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report.AppendFormat(
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"{0,9} {1,9} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}\n",
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"Packets",
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"Packets",
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"Bytes",
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"Bytes",
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"Bytes",
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"Bytes",
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"Bytes",
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"Bytes",
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"Bytes",
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"Bytes",
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"Bytes");
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report.AppendFormat("{0,-" + totalInfoFieldsLength + "}", "");
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report.AppendFormat(
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"{0,9} {1,9} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}\n",
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"Out",
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"In",
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"Unacked",
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"Resend",
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"Land",
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"Wind",
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"Cloud",
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"Task",
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"Texture",
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"Asset");
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report = report + stats.Report() +
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"\n";
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"Asset",
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"State");
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m_sceneManager.ForEachScene(
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delegate(Scene scene)
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{
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scene.ForEachClient(
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delegate(IClientAPI client)
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{
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if (client is IStatsCollector)
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{
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bool isChild = scene.PresenceChildStatus(client.AgentId);
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if (isChild && !showChildren)
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return;
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string name = client.Name;
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string regionName = scene.RegionInfo.RegionName;
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report.AppendFormat(
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"{0,-" + maxNameLength + "}{1,-" + columnPadding + "}",
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name.Length > maxNameLength ? name.Substring(0, maxNameLength) : name, "");
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report.AppendFormat(
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"{0,-" + maxRegionNameLength + "}{1,-" + columnPadding + "}",
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regionName.Length > maxRegionNameLength ? regionName.Substring(0, maxRegionNameLength) : regionName, "");
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report.AppendFormat(
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"{0,-" + maxTypeLength + "}{1,-" + columnPadding + "}",
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isChild ? "Cd" : "Rt", "");
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IStatsCollector stats = (IStatsCollector)client;
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report.AppendLine(stats.Report());
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}
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});
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});
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return report;
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return report.ToString();
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}
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/// <summary>
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|
|
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@ -247,11 +247,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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throw new NotImplementedException();
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}
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/// <summary>
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/// Return statistics information about client packet queues.
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/// </summary>
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///
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/// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
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///
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/// <returns></returns>
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public string GetStats()
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{
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// TODO: ???
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return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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return string.Format(
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"{0,9} {1,9} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}",
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PacketsSent,
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PacketsReceived,
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UnackedBytes,
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m_throttleCategories[(int)ThrottleOutPacketType.Resend].Content,
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m_throttleCategories[(int)ThrottleOutPacketType.Land].Content,
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m_throttleCategories[(int)ThrottleOutPacketType.Wind].Content,
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m_throttleCategories[(int)ThrottleOutPacketType.Cloud].Content,
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m_throttleCategories[(int)ThrottleOutPacketType.Task].Content,
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m_throttleCategories[(int)ThrottleOutPacketType.Texture].Content,
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m_throttleCategories[(int)ThrottleOutPacketType.Asset].Content,
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m_throttleCategories[(int)ThrottleOutPacketType.State].Content);
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}
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public void SendPacketStats()
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|
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@ -55,6 +55,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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private Dictionary<UUID,long> m_savequeue = new Dictionary<UUID,long>();
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private Dictionary<UUID,long> m_sendqueue = new Dictionary<UUID,long>();
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private object m_setAppearanceLock = new object();
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#region RegionModule Members
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public void Initialise(Scene scene, IConfigSource config)
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@ -69,6 +71,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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m_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
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m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
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// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
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}
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}
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|
@ -117,26 +120,28 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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{
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}", client.AgentId);
|
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m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}", client.AgentId);
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return false;
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}
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|
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bool cached = true;
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bool defonly = true; // are we only using default textures
|
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|
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// Process the texture entry
|
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for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
|
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{
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int idx = AvatarAppearance.BAKE_INDICES[i];
|
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
|
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if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
|
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if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
|
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continue;
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|
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defonly = false; // found a non-default texture reference
|
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|
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if (! CheckBakedTextureAsset(client,face.TextureID,idx))
|
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{
|
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sp.Appearance.Texture.FaceTextures[idx] = null;
|
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cached = false;
|
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}
|
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return false;
|
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}
|
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|
||||
return cached;
|
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// If we only found default textures, then the appearance is not cached
|
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return (defonly ? false : true);
|
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}
|
||||
|
||||
/// <summary>
|
||||
|
@ -146,22 +151,27 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// <param name="visualParam"></param>
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public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
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{
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance for {0}",client.AgentId);
|
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|
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
|
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if (sp == null)
|
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{
|
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}",client.AgentId);
|
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m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}",client.AgentId);
|
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return;
|
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}
|
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|
||||
// m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId);
|
||||
|
||||
bool changed = false;
|
||||
|
||||
// Process the texture entry
|
||||
// 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)
|
||||
{
|
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if (textureEntry != null)
|
||||
{
|
||||
changed = sp.Appearance.SetTextureEntries(textureEntry);
|
||||
|
||||
// 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];
|
||||
|
@ -172,6 +182,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
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
|
||||
|
@ -185,6 +197,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
QueueAppearanceSave(client.AgentId);
|
||||
|
@ -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());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1255,11 +1255,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
}
|
||||
|
||||
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)
|
||||
{
|
||||
RegionInfo m_regionInfo = pScene.RegionInfo;
|
||||
|
|
Loading…
Reference in New Issue