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;
}
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;
}

View File

@ -451,6 +451,14 @@ namespace OpenSim.Framework
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)
{
// Eventually this will be a function of the draw distance / camera position too.

View File

@ -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);
@ -953,7 +957,7 @@ namespace OpenSim
break;
case "queues":
Notice(GetQueuesReport());
Notice(GetQueuesReport(showParams));
break;
case "ratings":
@ -983,43 +987,91 @@ namespace OpenSim
}
/// <summary>
/// print UDP Queue data for each client
/// Generate UDP Queue data report for each client
/// </summary>
/// <param name="showParams"></param>
/// <returns></returns>
private string GetQueuesReport()
private string GetQueuesReport(string[] showParams)
{
string report = String.Empty;
bool showChildren = false;
m_sceneManager.ForEachScene(delegate(Scene scene)
{
scene.ForEachClient(delegate(IClientAPI client)
{
if (client is IStatsCollector)
{
report = report + client.FirstName +
" " + client.LastName;
if (showParams.Length > 1 && showParams[1] == "full")
showChildren = true;
IStatsCollector stats =
(IStatsCollector) client;
StringBuilder report = new StringBuilder();
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",
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");
report = report + stats.Report() +
"\n";
"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", "");
IStatsCollector stats = (IStatsCollector)client;
report.AppendLine(stats.Report());
}
});
});
return report;
return report.ToString();
}
/// <summary>

View File

@ -247,11 +247,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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()
{
// 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()

View File

@ -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_sendqueue = new Dictionary<UUID,long>();
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 (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
continue;
defonly = false; // found a non-default texture reference
if (! CheckBakedTextureAsset(client,face.TextureID,idx))
{
sp.Appearance.Texture.FaceTextures[idx] = null;
cached = false;
}
return false;
}
return cached;
// If we only found default textures, then the appearance is not cached
return (defonly ? false : true);
}
/// <summary>
@ -146,22 +151,27 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="visualParam"></param>
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
// 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)
{
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);
}
}
}

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());
}
}
}
/// <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;