From 0f277dfa179ea220b6714d0659632bb3cf2724d0 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 8 Apr 2012 17:54:59 -0700 Subject: [PATCH 1/2] Addresses mantis #5846 --- OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index 4d98f00458..b8616e8346 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -156,7 +156,9 @@ namespace OpenSim.Region.Framework.Scenes // that the region position is cached or performance will degrade Utils.LongToUInts(regionHandle, out x, out y); GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); -// bool v = true; + if (dest == null) + continue; + if (!simulatorList.Contains(dest.ServerURI)) { // we havent seen this simulator before, add it to the list From 78c0028179923710949fea349baad2e6bebc49bd Mon Sep 17 00:00:00 2001 From: Talun Date: Mon, 9 Apr 2012 19:58:07 +0100 Subject: [PATCH 2/2] Mantis5502 implementation of some of the new constants Signed-off-by: Melanie --- .../Framework/Interfaces/IEntityInventory.cs | 10 ++++ .../Framework/Interfaces/IScriptModule.cs | 6 +++ .../Framework/Scenes/SceneObjectGroup.cs | 28 +++++++++- .../Scenes/SceneObjectPartInventory.cs | 51 ++++++++++++++++++- .../Region/Framework/Scenes/ScenePresence.cs | 38 ++++++++++++++ .../Shared/Api/Implementation/LSL_Api.cs | 42 ++++++++------- 6 files changed, 155 insertions(+), 20 deletions(-) diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs index 1334905f35..f5dda34d72 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs @@ -225,6 +225,16 @@ namespace OpenSim.Region.Framework.Interfaces /// bool ContainsScripts(); + /// + /// Returns the count of scripts contained + /// + int ScriptCount(); + + /// + /// Returns the count of running scripts contained + /// + int RunningScriptCount(); + /// /// Get the uuids of all items in this inventory /// diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs index 9cab2e185b..c0616ed2de 100644 --- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs @@ -69,6 +69,12 @@ namespace OpenSim.Region.Framework.Interfaces ArrayList GetScriptErrors(UUID itemID); + /// + /// Returns true if a script is running. + /// + /// The item ID of the script. + bool GetScriptState(UUID itemID); + void SaveAllState(); /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 17f3be7d83..7d14814ffc 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3255,7 +3255,33 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < parts.Length; i++) parts[i].TriggerScriptChangedEvent(val); } - + + /// + /// Returns a count of the number of scripts in this groups parts. + /// + public int ScriptCount() + { + int count = 0; + SceneObjectPart[] parts = m_parts.GetArray(); + for (int i = 0; i < parts.Length; i++) + count += parts[i].Inventory.ScriptCount(); + + return count; + } + + /// + /// Returns a count of the number of running scripts in this groups parts. + /// + public int RunningScriptCount() + { + int count = 0; + SceneObjectPart[] parts = m_parts.GetArray(); + for (int i = 0; i < parts.Length; i++) + count += parts[i].Inventory.RunningScriptCount(); + + return count; + } + public override string ToString() { return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index f7e123b97b..9a04c65107 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -1081,10 +1081,59 @@ namespace OpenSim.Region.Framework.Scenes } } } - + return false; } + /// + /// Returns the count of scripts in this parts inventory. + /// + /// + public int ScriptCount() + { + int count = 0; + lock (m_items) + { + foreach (TaskInventoryItem item in m_items.Values) + { + if (item.InvType == (int)InventoryType.LSL) + { + count++; + } + } + } + + return count; + } + /// + /// Returns the count of running scripts in this parts inventory. + /// + /// + public int RunningScriptCount() + { + IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces(); + if (engines.Length == 0) + return 0; + + int count = 0; + List scripts = GetInventoryScripts(); + + foreach (TaskInventoryItem item in scripts) + { + foreach (IScriptModule engine in engines) + { + if (engine != null) + { + if (engine.GetScriptState(item.ItemID)) + { + count++; + } + } + } + } + return count; + } + public List GetInventoryList() { List ret = new List(); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a21c66ff26..8863df116f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3418,6 +3418,44 @@ namespace OpenSim.Region.Framework.Scenes return m_attachments.Count > 0; } + /// + /// Returns the total count of scripts in all parts inventories. + /// + public int ScriptCount() + { + int count = 0; + lock (m_attachments) + { + foreach (SceneObjectGroup gobj in m_attachments) + { + if (gobj != null) + { + count += gobj.ScriptCount(); + } + } + } + return count; + } + + /// + /// Returns the total count of running scripts in all parts. + /// + public int RunningScriptCount() + { + int count = 0; + lock (m_attachments) + { + foreach (SceneObjectGroup gobj in m_attachments) + { + if (gobj != null) + { + count += gobj.RunningScriptCount(); + } + } + } + return count; + } + public bool HasScriptedAttachments() { lock (m_attachments) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 291f52e496..c38a52e62d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -10358,19 +10358,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api break; // For the following 8 see the Object version below case ScriptBaseClass.OBJECT_RUNNING_SCRIPT_COUNT: - ret.Add(new LSL_Integer(0)); + ret.Add(new LSL_Integer(av.RunningScriptCount())); break; case ScriptBaseClass.OBJECT_TOTAL_SCRIPT_COUNT: - ret.Add(new LSL_Integer(0)); + ret.Add(new LSL_Integer(av.ScriptCount())); break; case ScriptBaseClass.OBJECT_SCRIPT_MEMORY: - ret.Add(new LSL_Integer(0)); + ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384)); break; case ScriptBaseClass.OBJECT_SCRIPT_TIME: ret.Add(new LSL_Float(0)); break; case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE: - ret.Add(new LSL_Integer(0)); + ret.Add(new LSL_Integer(1)); break; case ScriptBaseClass.OBJECT_SERVER_COST: ret.Add(new LSL_Float(0)); @@ -10422,24 +10422,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case ScriptBaseClass.OBJECT_CREATOR: ret.Add(new LSL_String(obj.CreatorID.ToString())); break; - // The following 8 I have intentionaly coded to return zero. They are part of - // "Land Impact" calculations. These calculations are probably not applicable - // to OpenSim, required figures (cpu/memory usage) are not currently tracked - // I have intentionally left these all at zero rather than return possibly - // missleading numbers case ScriptBaseClass.OBJECT_RUNNING_SCRIPT_COUNT: - // in SL this currently includes crashed scripts - ret.Add(new LSL_Integer(0)); + ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount())); break; case ScriptBaseClass.OBJECT_TOTAL_SCRIPT_COUNT: - ret.Add(new LSL_Integer(0)); + ret.Add(new LSL_Integer(obj.ParentGroup.ScriptCount())); break; case ScriptBaseClass.OBJECT_SCRIPT_MEMORY: // The value returned in SL for mono scripts is 65536 * number of active scripts - ret.Add(new LSL_Integer(0)); + // and 16384 * number of active scripts for LSO. since llGetFreememory + // is coded to give the LSO value use it here + ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384)); break; case ScriptBaseClass.OBJECT_SCRIPT_TIME: - // Average cpu time per simulator frame expended on all scripts in the objetc + // Average cpu time per simulator frame expended on all scripts in the object + // Not currently available at Object level ret.Add(new LSL_Float(0)); break; case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE: @@ -10447,18 +10444,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // equivalent of the number of prims in a linkset if it does not // contain a mesh anywhere in the link set or is not a normal prim // The value returned in SL for normal prims is prim count - ret.Add(new LSL_Integer(0)); + ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount)); break; + // The following 3 costs I have intentionaly coded to return zero. They are part of + // "Land Impact" calculations. These calculations are probably not applicable + // to OpenSim and are not yet complete in SL case ScriptBaseClass.OBJECT_SERVER_COST: - // The value returned in SL for normal prims is prim count + // The linden calculation is here + // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight + // The value returned in SL for normal prims looks like the prim count ret.Add(new LSL_Float(0)); break; case ScriptBaseClass.OBJECT_STREAMING_COST: - // The value returned in SL for normal prims is prim count * 0.06 + // The linden calculation is here + // http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost + // The value returned in SL for normal prims looks like the prim count * 0.06 ret.Add(new LSL_Float(0)); break; case ScriptBaseClass.OBJECT_PHYSICS_COST: - // The value returned in SL for normal prims is prim count + // The linden calculation is here + // http://wiki.secondlife.com/wiki/Mesh/Mesh_physics + // The value returned in SL for normal prims looks like the prim count ret.Add(new LSL_Float(0)); break; default: