Allow "debug lludp throttle *" commands to work without a user name, in which case they apply to all users in the lludp server
parent
a142edec03
commit
679eaec22f
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@ -130,7 +130,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"Debug",
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false,
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"debug lludp throttle log",
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"debug lludp throttle log <level> <avatar-first-name> <avatar-last-name>",
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"debug lludp throttle log <level> [<avatar-first-name> <avatar-last-name>]",
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"Change debug logging level for throttles.",
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"If level >= 0 then throttle debug logging is performed.\n"
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+ "If level <= 0 then no throttle debug logging is performed.",
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@ -140,7 +140,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"Debug",
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false,
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"debug lludp throttle get",
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"debug lludp throttle get <avatar-first-name> <avatar-last-name>",
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"debug lludp throttle get [<avatar-first-name> <avatar-last-name>]",
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"Return debug settings for throttles.",
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HandleThrottleGetCommand);
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@ -148,7 +148,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"Debug",
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false,
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"debug lludp throttle set",
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"debug lludp throttle set <param> <value> <avatar-first-name> <avatar-last-name>",
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"debug lludp throttle set <param> <value> [<avatar-first-name> <avatar-last-name>]",
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"Set a throttle parameter for the given client.",
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"Only current setting is 'adaptive' which must be 'true' or 'false'",
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HandleThrottleSetCommand);
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@ -278,9 +278,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
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return;
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if (args.Length != 7)
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bool all = args.Length == 5;
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bool one = args.Length == 7;
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if (!all && !one)
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{
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MainConsole.Instance.OutputFormat("Usage: debug lludp throttle log <level> <avatar-first-name> <avatar-last-name>");
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MainConsole.Instance.OutputFormat(
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"Usage: debug lludp throttle log <level> [<avatar-first-name> <avatar-last-name>]");
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return;
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}
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@ -288,12 +292,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (!ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, args[4], out level))
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return;
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string firstName = args[5];
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string lastName = args[6];
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string firstName = null;
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string lastName = null;
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if (one)
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{
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firstName = args[5];
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lastName = args[6];
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}
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m_udpServer.Scene.ForEachScenePresence(sp =>
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{
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if (sp.Firstname == firstName && sp.Lastname == lastName)
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{
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if (all || (sp.Firstname == firstName && sp.Lastname == lastName))
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{
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MainConsole.Instance.OutputFormat(
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"Throttle log level for {0} ({1}) set to {2} in {3}",
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@ -309,17 +319,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
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return;
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if (args.Length != 8)
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bool all = args.Length == 6;
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bool one = args.Length == 8;
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if (!all && !one)
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{
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MainConsole.Instance.OutputFormat(
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"Usage: debug lludp throttle set <param> <value> <avatar-first-name> <avatar-last-name>");
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"Usage: debug lludp throttle set <param> <value> [<avatar-first-name> <avatar-last-name>]");
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return;
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}
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string param = args[4];
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string rawValue = args[5];
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string firstName = args[6];
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string lastName = args[7];
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string firstName = null;
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string lastName = null;
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if (one)
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{
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firstName = args[6];
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lastName = args[7];
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}
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if (param == "adaptive")
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{
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@ -328,8 +348,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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m_udpServer.Scene.ForEachScenePresence(sp =>
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{
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if (sp.Firstname == firstName && sp.Lastname == lastName)
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{
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if (all || (sp.Firstname == firstName && sp.Lastname == lastName))
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{
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MainConsole.Instance.OutputFormat(
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"Setting param {0} to {1} for {2} ({3}) in {4}",
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@ -349,18 +369,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
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return;
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if (args.Length != 6)
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bool all = args.Length == 4;
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bool one = args.Length == 6;
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if (!all && !one)
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{
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MainConsole.Instance.OutputFormat("Usage: debug lludp throttle get <avatar-first-name> <avatar-last-name>");
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MainConsole.Instance.OutputFormat(
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"Usage: debug lludp throttle get [<avatar-first-name> <avatar-last-name>]");
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return;
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}
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string firstName = args[4];
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string lastName = args[5];
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string firstName = null;
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string lastName = null;
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if (one)
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{
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firstName = args[4];
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lastName = args[5];
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}
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m_udpServer.Scene.ForEachScenePresence(sp =>
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{
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if (sp.Firstname == firstName && sp.Lastname == lastName)
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{
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if (all || (sp.Firstname == firstName && sp.Lastname == lastName))
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{
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MainConsole.Instance.OutputFormat(
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"Status for {0} ({1}) in {2}",
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