Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/Application/OpenSimBase.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
avinationmerge
Melanie 2012-03-23 02:44:22 +00:00
commit 2190a62366
6 changed files with 96 additions and 86 deletions

View File

@ -508,8 +508,7 @@ namespace OpenSim
scene.SnmpService.LinkUp(scene);
}
scene.StartTimer();
scene.StartTimerWatchdog();
scene.Start();
scene.StartScripts();

View File

@ -598,12 +598,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
"[TERRAIN]: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
}
else
{
m_log.ErrorFormat(
"[TERRAIN]: Could not save terrain from {0} to {1}. {2} {3} {4} {5} {6} {7}",
m_scene.RegionInfo.RegionName, filename, fileWidth, fileHeight, fileStartX, fileStartY, offsetX, offsetY);
}
// else
// {
// m_log.ErrorFormat(
// "[TERRAIN]: Could not save terrain from {0} to {1}. {2} {3} {4} {5} {6} {7}",
// m_scene.RegionInfo.RegionName, filename, fileWidth, fileHeight, fileStartX, fileStartY, offsetX, offsetY);
// }
}
/// <summary>

View File

@ -125,7 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
// are referenced with lower case names!
UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name);
UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
if (animID == UUID.Zero)
return;

View File

@ -215,14 +215,12 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private bool m_cleaningTemps = false;
private Object m_heartbeatLock = new Object();
// private Object m_heartbeatLock = new Object();
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
private volatile int m_bordersLocked;
// private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
// private int m_incrementsof15seconds;
private volatile bool m_backingup;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
@ -230,16 +228,34 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine;
private int m_LastLogin;
private Thread HeartbeatThread = null;
private volatile bool shuttingdown;
private int m_lastUpdate;
/// <summary>
/// Tick at which the last login occurred.
/// </summary>
private int m_LastLogin;
private int m_lastIncoming;
private int m_lastOutgoing;
private bool m_firstHeartbeat = true;
private int m_hbRestarts = 0;
/// <summary>
/// Thread that runs the scene loop.
/// </summary>
private Thread m_heartbeatThread;
/// <summary>
/// True if these scene is in the process of shutting down or is shutdown.
/// </summary>
public bool ShuttingDown
{
get { return m_shuttingDown; }
}
private volatile bool m_shuttingDown;
// private int m_lastUpdate;
private bool m_firstHeartbeat = true;
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritizationEnabled = true;
private double m_reprioritizationInterval = 5000.0;
@ -577,7 +593,6 @@ namespace OpenSim.Region.Framework.Scenes
m_EstateDataService = estateDataService;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_lastUpdate = Util.EnvironmentTickCount();
m_lastIncoming = 0;
m_lastOutgoing = 0;
@ -834,18 +849,13 @@ namespace OpenSim.Region.Framework.Scenes
m_permissions = new ScenePermissions(this);
m_lastUpdate = Util.EnvironmentTickCount();
// m_lastUpdate = Util.EnvironmentTickCount();
}
#endregion
#region Startup / Close Methods
public bool ShuttingDown
{
get { return shuttingdown; }
}
/// <value>
/// The scene graph for this scene
/// </value>
@ -1107,6 +1117,12 @@ namespace OpenSim.Region.Framework.Scenes
m_physics_enabled = enablePhysics;
}
// if (options.ContainsKey("collisions"))
// {
// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
// // the avatar themselves to collide with the ground.
// }
if (options.ContainsKey("teleport"))
{
bool enableTeleportDebugging;
@ -1158,8 +1174,7 @@ namespace OpenSim.Region.Framework.Scenes
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
// Stop updating the scene objects and agents.
//m_heartbeatTimer.Close();
shuttingdown = true;
m_shuttingDown = true;
m_log.Debug("[SCENE]: Persisting changed objects");
EventManager.TriggerSceneShuttingDown(this);
@ -1183,16 +1198,16 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Start the timer which triggers regular scene updates
/// Start the scene
/// </summary>
public void StartTimer()
public void Start()
{
// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
//m_heartbeatTimer.Enabled = true;
//m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
if (HeartbeatThread != null)
if (m_heartbeatThread != null)
{
m_hbRestarts++;
if(m_hbRestarts > 10)
@ -1208,13 +1223,13 @@ namespace OpenSim.Region.Framework.Scenes
//proc.WaitForExit();
//Thread.Sleep(1000);
//Environment.Exit(1);
HeartbeatThread.Abort();
Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
HeartbeatThread = null;
m_heartbeatThread.Abort();
Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
m_heartbeatThread = null;
}
m_lastUpdate = Util.EnvironmentTickCount();
// m_lastUpdate = Util.EnvironmentTickCount();
HeartbeatThread
m_heartbeatThread
= Watchdog.StartThread(
Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
}
@ -1245,30 +1260,32 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private void Heartbeat()
{
if (!Monitor.TryEnter(m_heartbeatLock))
{
Watchdog.RemoveThread();
return;
}
// if (!Monitor.TryEnter(m_heartbeatLock))
// {
// Watchdog.RemoveThread();
// return;
// }
try
{
m_eventManager.TriggerOnRegionStarted(this);
// try
// {
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update(1);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
m_eventManager.TriggerOnRegionStarted(this);
while (!shuttingdown)
Update(-1);
}
finally
{
Monitor.Pulse(m_heartbeatLock);
Monitor.Exit(m_heartbeatLock);
}
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update(1);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
Update(-1);
// m_lastUpdate = Util.EnvironmentTickCount();
// m_firstHeartbeat = false;
// }
// finally
// {
// Monitor.Pulse(m_heartbeatLock);
// Monitor.Exit(m_heartbeatLock);
// }
Watchdog.RemoveThread();
}
@ -1287,7 +1304,7 @@ namespace OpenSim.Region.Framework.Scenes
List<Vector3> coarseLocations;
List<UUID> avatarUUIDs;
while (!shuttingdown && (endFrame == null || Frame < endFrame))
while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
{
maintc = Util.EnvironmentTickCount();
++Frame;
@ -1463,15 +1480,11 @@ namespace OpenSim.Region.Framework.Scenes
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
maintc = (int)(MinFrameTime * 1000) - maintc;
m_lastUpdate = Util.EnvironmentTickCount();
m_firstHeartbeat = false;
if (maintc > 0)
Thread.Sleep(maintc);
m_lastUpdate = Util.EnvironmentTickCount();
m_firstHeartbeat = false;
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
@ -2662,7 +2675,6 @@ namespace OpenSim.Region.Framework.Scenes
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
CheckHeartbeat();
ScenePresence presence;
ScenePresence sp = GetScenePresence(client.AgentId);
@ -3253,7 +3265,7 @@ namespace OpenSim.Region.Framework.Scenes
public override void RemoveClient(UUID agentID, bool closeChildAgents)
{
CheckHeartbeat();
// CheckHeartbeat();
bool isChildAgent = false;
ScenePresence avatar = GetScenePresence(agentID);
if (avatar != null)
@ -4700,7 +4712,7 @@ namespace OpenSim.Region.Framework.Scenes
int health=1; // Start at 1, means we're up
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
{
health+=1;
flags |= 1;
@ -4737,6 +4749,8 @@ Environment.Exit(1);
//
if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
health++;
else
return health;
return health;
}
@ -4929,8 +4943,8 @@ Environment.Exit(1);
if (m_firstHeartbeat)
return;
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
StartTimer();
if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
Start();
}
public override ISceneObject DeserializeObject(string representation)

View File

@ -70,8 +70,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
public void Initialise(IConfigSource config)
{
//m_log.Info("[RegionReady] Initialising");
m_config = config.Configs["RegionReady"];
if (m_config != null)
{
@ -84,9 +82,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
m_uri = m_config.GetString("alert_uri",string.Empty);
}
}
// if (!m_enabled)
// m_log.Info("[RegionReady] disabled.");
}
public void AddRegion(Scene scene)
@ -113,7 +108,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
{
scene.LoginLock = true;
scene.LoginsDisabled = true;
m_log.InfoFormat("[RegionReady]: Logins disabled for {0}",m_scene.RegionInfo.RegionName);
m_log.InfoFormat("[RegionReady]: Region {0} - logins disabled during initialization.",m_scene.RegionInfo.RegionName);
if(m_uri != string.Empty)
{
@ -167,7 +162,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
void OnEmptyScriptCompileQueue(int numScriptsFailed, string message)
{
m_log.InfoFormat("[RegionReady]: Script compile queue empty!");
m_log.DebugFormat("[RegionReady]: Script compile queue empty!");
if (m_firstEmptyCompileQueue || m_oarFileLoading)
{
@ -194,7 +189,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
c.SenderUUID = UUID.Zero;
c.Scene = m_scene;
m_log.InfoFormat("[RegionReady]: Region \"{0}\" is ready: \"{1}\" on channel {2}",
m_log.DebugFormat("[RegionReady]: Region \"{0}\" is ready: \"{1}\" on channel {2}",
m_scene.RegionInfo.RegionName, c.Message, m_channelNotify);
m_scene.EventManager.TriggerOnChatBroadcast(this, c);
@ -210,7 +205,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
{
m_lastOarLoadedOk = true;
} else {
m_log.InfoFormat("[RegionReady]: Oar file load errors: {0}", message);
m_log.WarnFormat("[RegionReady]: Oar file load errors: {0}", message);
m_lastOarLoadedOk = false;
}
}
@ -233,7 +228,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
m_log.InfoFormat("[RegionReady]: Logins enabled for {0}", m_scene.RegionInfo.RegionName);
m_log.InfoFormat("[RegionReady]: Initialization complete - logins enabled for {0}", m_scene.RegionInfo.RegionName);
if ( m_uri != string.Empty )
{

View File

@ -73,17 +73,19 @@ namespace OpenSim.Server.Handlers.Login
if (requestData != null)
{
foreach (string key in requestData.Keys)
{
object value = requestData[key];
Console.WriteLine("{0}:{1}", key, value);
if (value is ArrayList)
{
ICollection col = value as ICollection;
foreach (object item in col)
Console.WriteLine(" {0}", item);
}
}
// Debug code to show exactly what login parameters the viewer is sending us.
// TODO: Extract into a method that can be generally applied if one doesn't already exist.
// foreach (string key in requestData.Keys)
// {
// object value = requestData[key];
// Console.WriteLine("{0}:{1}", key, value);
// if (value is ArrayList)
// {
// ICollection col = value as ICollection;
// foreach (object item in col)
// Console.WriteLine(" {0}", item);
// }
// }
if (requestData.ContainsKey("first") && requestData["first"] != null &&
requestData.ContainsKey("last") && requestData["last"] != null && (