change "debug packet" command to "debug lludp packet" to conform with other "debug lludp" options
also moves the implementing code into LLUDPServer.cs along with other debug commands from OpenSim.cs gets all debug lludp commands to only activate for the set scene if not rootcpu-performance
parent
119f84fe11
commit
25889b2d7e
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@ -226,18 +226,6 @@ namespace OpenSim
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"Force the update of all objects on clients",
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HandleForceUpdate);
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m_console.Commands.AddCommand("Debug", false, "debug packet",
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"debug packet <level> [<avatar-first-name> <avatar-last-name>]",
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"Turn on packet debugging",
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"If level > 255 then all incoming and outgoing packets are logged.\n"
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+ "If level <= 255 then incoming AgentUpdate and outgoing SimStats and SimulatorViewerTimeMessage packets are not logged.\n"
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+ "If level <= 200 then incoming RequestImage and outgoing ImagePacket, ImageData, LayerData and CoarseLocationUpdate packets are not logged.\n"
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+ "If level <= 100 then incoming ViewerEffect and AgentAnimation and outgoing ViewerEffect and AvatarAnimation packets are not logged.\n"
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+ "If level <= 50 then outgoing ImprovedTerseObjectUpdate packets are not logged.\n"
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+ "If level <= 0 then no packets are logged.\n"
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+ "If an avatar name is given then only packets from that avatar are logged",
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Debug);
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m_console.Commands.AddCommand("General", false, "change region",
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"change region <region name>",
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"Change current console region", ChangeSelectedRegion);
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@ -701,45 +689,6 @@ namespace OpenSim
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RefreshPrompt();
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}
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/// <summary>
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/// Turn on some debugging values for OpenSim.
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/// </summary>
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/// <param name="args"></param>
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protected void Debug(string module, string[] args)
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{
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if (args.Length == 1)
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return;
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switch (args[1])
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{
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case "packet":
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string name = null;
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if (args.Length == 5)
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name = string.Format("{0} {1}", args[3], args[4]);
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if (args.Length > 2)
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{
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int newDebug;
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if (int.TryParse(args[2], out newDebug))
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{
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SceneManager.SetDebugPacketLevelOnCurrentScene(newDebug, name);
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// We provide user information elsewhere if any clients had their debug level set.
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// MainConsole.Instance.OutputFormat("Debug packet level set to {0}", newDebug);
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}
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else
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{
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MainConsole.Instance.Output("Usage: debug packet 0..255");
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}
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}
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break;
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default:
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MainConsole.Instance.Output("Unknown debug command");
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break;
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}
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}
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// see BaseOpenSimServer
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/// <summary>
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/// Many commands list objects for debugging. Some of the types are listed here
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@ -512,6 +512,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (UsePools)
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EnablePoolStats();
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MainConsole.Instance.Commands.AddCommand(
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"Debug", false, "debug lludp packet",
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"debug lludp packet <level> [<avatar-first-name> <avatar-last-name>]",
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"Turn on packet debugging",
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"If level > 255 then all incoming and outgoing packets are logged.\n"
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+ "If level <= 255 then incoming AgentUpdate and outgoing SimStats and SimulatorViewerTimeMessage packets are not logged.\n"
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+ "If level <= 200 then incoming RequestImage and outgoing ImagePacket, ImageData, LayerData and CoarseLocationUpdate packets are not logged.\n"
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+ "If level <= 100 then incoming ViewerEffect and AgentAnimation and outgoing ViewerEffect and AvatarAnimation packets are not logged.\n"
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+ "If level <= 50 then outgoing ImprovedTerseObjectUpdate packets are not logged.\n"
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+ "If level <= 0 then no packets are logged.\n"
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+ "If an avatar name is given then only packets from that avatar are logged",
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HandlePacketCommand);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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@ -553,8 +566,45 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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HandleStatusCommand);
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}
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private void HandlePacketCommand(string module, string[] args)
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{
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
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return;
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string name = null;
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if (args.Length == 6)
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name = string.Format("{0} {1}", args[4], args[5]);
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if (args.Length > 3)
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{
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int newDebug;
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if (int.TryParse(args[3], out newDebug))
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{
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m_scene.ForEachScenePresence(sp =>
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{
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if (name == null || sp.Name == name)
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{
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m_log.DebugFormat(
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"Packet debug for {0} ({1}) set to {2} in {3}",
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sp.Name, sp.IsChildAgent ? "child" : "root", newDebug, m_scene.Name);
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sp.ControllingClient.DebugPacketLevel = newDebug;
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}
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});
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}
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else
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{
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MainConsole.Instance.Output("Usage: debug lludp packet 0..255 [<first-name> <last-name>]");
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}
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}
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}
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private void HandleStartCommand(string module, string[] args)
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{
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
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return;
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if (args.Length != 4)
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{
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MainConsole.Instance.Output("Usage: debug lludp start <in|out|all>");
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@ -572,6 +622,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private void HandleStopCommand(string module, string[] args)
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{
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
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return;
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if (args.Length != 4)
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{
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MainConsole.Instance.Output("Usage: debug lludp stop <in|out|all>");
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@ -589,6 +642,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private void HandlePoolCommand(string module, string[] args)
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{
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
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return;
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if (args.Length != 4)
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{
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MainConsole.Instance.Output("Usage: debug lludp pool <on|off>");
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@ -621,6 +677,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private void HandleStatusCommand(string module, string[] args)
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{
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
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return;
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MainConsole.Instance.OutputFormat(
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"IN LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningInbound ? "enabled" : "disabled");
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@ -477,29 +477,6 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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/// <summary>
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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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/// </summary>
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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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public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
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{
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ForEachSelectedScene(scene =>
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scene.ForEachScenePresence(sp =>
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{
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if (name == null || sp.Name == name)
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{
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m_log.DebugFormat(
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"Packet debug for {0} ({1}) set to {2}",
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sp.Name, sp.IsChildAgent ? "child" : "root", 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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public List<ScenePresence> GetCurrentSceneAvatars()
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{
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List<ScenePresence> avatars = new List<ScenePresence>();
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Loading…
Reference in New Issue