When setting packet level logging via "debug packet", apply to all clients, not just root ones.
Also adds scene name and client type (root|child) to logged information.0.7.2-post-fixes
parent
a819890137
commit
1e88bf78f1
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@ -11613,7 +11613,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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logPacket = false;
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logPacket = false;
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if (logPacket)
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if (logPacket)
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m_log.DebugFormat("[CLIENT]: Packet OUT {0} to {1}", packet.Type, Name);
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m_log.DebugFormat(
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"[CLIENT]: PACKET OUT to {0} ({1}) in {2} - {3}",
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Name, ChildAgentStatus() ? "child" : "root ", m_scene.RegionInfo.RegionName, packet.Type);
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}
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}
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m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting, method);
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m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting, method);
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@ -11656,19 +11658,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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if (DebugPacketLevel > 0)
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if (DebugPacketLevel > 0)
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{
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{
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bool outputPacket = true;
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bool logPacket = true;
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if (DebugPacketLevel <= 255 && packet.Type == PacketType.AgentUpdate)
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if (DebugPacketLevel <= 255 && packet.Type == PacketType.AgentUpdate)
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outputPacket = false;
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logPacket = false;
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if (DebugPacketLevel <= 200 && packet.Type == PacketType.RequestImage)
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if (DebugPacketLevel <= 200 && packet.Type == PacketType.RequestImage)
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outputPacket = false;
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logPacket = false;
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if (DebugPacketLevel <= 100 && (packet.Type == PacketType.ViewerEffect || packet.Type == PacketType.AgentAnimation))
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if (DebugPacketLevel <= 100 && (packet.Type == PacketType.ViewerEffect || packet.Type == PacketType.AgentAnimation))
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outputPacket = false;
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logPacket = false;
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if (outputPacket)
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if (logPacket)
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m_log.DebugFormat("[CLIENT]: Packet IN {0} from {1}", packet.Type, Name);
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m_log.DebugFormat(
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"[CLIENT]: PACKET IN from {0} ({1}) in {2} - {3}",
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Name, ChildAgentStatus() ? "child" : "root ", m_scene.RegionInfo.RegionName, packet.Type);
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}
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}
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if (!ProcessPacketMethod(packet))
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if (!ProcessPacketMethod(packet))
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@ -448,29 +448,25 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// <summary>
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/// Set the debug packet level on the current scene. This level governs which packets are printed out to the
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/// Set the debug packet level on each current scene. This level governs which packets are printed out to the
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/// console.
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/// console.
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/// </summary>
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/// </summary>
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/// <param name="newDebug"></param>
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/// <param name="newDebug"></param>
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/// <param name="name">Name of avatar to debug</param>
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/// <param name="name">Name of avatar to debug</param>
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public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
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public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
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{
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{
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ForEachCurrentScene(
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ForEachCurrentScene(scene =>
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delegate(Scene scene)
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scene.ForEachScenePresence(sp =>
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{
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{
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scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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if (name == null || sp.Name == name)
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{
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{
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if (name == null || scenePresence.Name == name)
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m_log.DebugFormat(
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{
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"Packet debug for {0} ({1}) set to {2}",
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m_log.DebugFormat("Packet debug for {0} {1} set to {2}",
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sp.Name, sp.IsChildAgent ? "child" : "root", newDebug);
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scenePresence.Firstname,
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scenePresence.Lastname,
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newDebug);
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scenePresence.ControllingClient.DebugPacketLevel = newDebug;
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sp.ControllingClient.DebugPacketLevel = newDebug;
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}
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}
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});
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})
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}
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);
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);
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}
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}
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