Allow "debug lludp throttle *" commands to work without a user name, in which case they apply to all users in the lludp server

ghosts
Justin Clark-Casey (justincc) 2014-10-07 00:03:05 +01:00
parent 4f04c0b560
commit 523f0b8938
1 changed files with 51 additions and 21 deletions

View File

@ -130,7 +130,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
"Debug",
false,
"debug lludp throttle log",
"debug lludp throttle log <level> <avatar-first-name> <avatar-last-name>",
"debug lludp throttle log <level> [<avatar-first-name> <avatar-last-name>]",
"Change debug logging level for throttles.",
"If level >= 0 then throttle debug logging is performed.\n"
+ "If level <= 0 then no throttle debug logging is performed.",
@ -140,7 +140,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
"Debug",
false,
"debug lludp throttle get",
"debug lludp throttle get <avatar-first-name> <avatar-last-name>",
"debug lludp throttle get [<avatar-first-name> <avatar-last-name>]",
"Return debug settings for throttles.",
HandleThrottleGetCommand);
@ -148,7 +148,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
"Debug",
false,
"debug lludp throttle set",
"debug lludp throttle set <param> <value> <avatar-first-name> <avatar-last-name>",
"debug lludp throttle set <param> <value> [<avatar-first-name> <avatar-last-name>]",
"Set a throttle parameter for the given client.",
"Only current setting is 'adaptive' which must be 'true' or 'false'",
HandleThrottleSetCommand);
@ -278,9 +278,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
return;
if (args.Length != 7)
bool all = args.Length == 5;
bool one = args.Length == 7;
if (!all && !one)
{
MainConsole.Instance.OutputFormat("Usage: debug lludp throttle log <level> <avatar-first-name> <avatar-last-name>");
MainConsole.Instance.OutputFormat(
"Usage: debug lludp throttle log <level> [<avatar-first-name> <avatar-last-name>]");
return;
}
@ -288,12 +292,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, args[4], out level))
return;
string firstName = args[5];
string lastName = args[6];
string firstName = null;
string lastName = null;
if (one)
{
firstName = args[5];
lastName = args[6];
}
m_udpServer.Scene.ForEachScenePresence(sp =>
{
if (sp.Firstname == firstName && sp.Lastname == lastName)
if (all || (sp.Firstname == firstName && sp.Lastname == lastName))
{
MainConsole.Instance.OutputFormat(
"Throttle log level for {0} ({1}) set to {2} in {3}",
@ -309,17 +319,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
return;
if (args.Length != 8)
bool all = args.Length == 6;
bool one = args.Length == 8;
if (!all && !one)
{
MainConsole.Instance.OutputFormat(
"Usage: debug lludp throttle set <param> <value> <avatar-first-name> <avatar-last-name>");
"Usage: debug lludp throttle set <param> <value> [<avatar-first-name> <avatar-last-name>]");
return;
}
string param = args[4];
string rawValue = args[5];
string firstName = args[6];
string lastName = args[7];
string firstName = null;
string lastName = null;
if (one)
{
firstName = args[6];
lastName = args[7];
}
if (param == "adaptive")
{
@ -329,7 +349,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_udpServer.Scene.ForEachScenePresence(sp =>
{
if (sp.Firstname == firstName && sp.Lastname == lastName)
if (all || (sp.Firstname == firstName && sp.Lastname == lastName))
{
MainConsole.Instance.OutputFormat(
"Setting param {0} to {1} for {2} ({3}) in {4}",
@ -349,18 +369,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
return;
if (args.Length != 6)
bool all = args.Length == 4;
bool one = args.Length == 6;
if (!all && !one)
{
MainConsole.Instance.OutputFormat("Usage: debug lludp throttle get <avatar-first-name> <avatar-last-name>");
MainConsole.Instance.OutputFormat(
"Usage: debug lludp throttle get [<avatar-first-name> <avatar-last-name>]");
return;
}
string firstName = args[4];
string lastName = args[5];
string firstName = null;
string lastName = null;
if (one)
{
firstName = args[4];
lastName = args[5];
}
m_udpServer.Scene.ForEachScenePresence(sp =>
{
if (sp.Firstname == firstName && sp.Lastname == lastName)
if (all || (sp.Firstname == firstName && sp.Lastname == lastName))
{
MainConsole.Instance.OutputFormat(
"Status for {0} ({1}) in {2}",