Mantis#2105. Thank you kindly, HomerHorwitz for a patch that addresses:

Due to the many problems with not cleaned up child-agents, I thought it 
might make sense to be able to see them on the console. 'show users' on 
the region-server's console now outputs root- and child-agents (with 
"root" or "child" column)
0.6.0-stable
Charles Krinke 2008-09-03 03:32:29 +00:00
parent e98780fea5
commit 98da84c851
2 changed files with 22 additions and 8 deletions

View File

@ -661,13 +661,13 @@ namespace OpenSim
break; break;
case "users": case "users":
IList agents = m_sceneManager.GetCurrentSceneAvatars(); IList agents = m_sceneManager.GetCurrentScenePresences();
m_console.Notice(String.Format("\nAgents connected: {0}\n", agents.Count)); m_console.Notice(String.Format("\nAgents connected: {0}\n", agents.Count));
m_console.Notice( m_console.Notice(
String.Format("{0,-16}{1,-16}{2,-37}{3,-16}", "Firstname", "Lastname", String.Format("{0,-16}{1,-16}{2,-37}{3,-11}{4,-16}", "Firstname", "Lastname",
"Agent ID","Region")); "Agent ID", "Root/Child", "Region"));
foreach (ScenePresence presence in agents) foreach (ScenePresence presence in agents)
{ {
@ -685,11 +685,12 @@ namespace OpenSim
m_console.Notice( m_console.Notice(
String.Format( String.Format(
"{0,-16}{1,-16}{2,-37}{3,-16}", "{0,-16}{1,-16}{2,-37}{3,-11}{4,-16}",
presence.Firstname, presence.Firstname,
presence.Lastname, presence.Lastname,
presence.UUID, presence.UUID,
regionName)); presence.IsChildAgent ? "Child" : "Root",
regionName));
} }
m_console.Notice(""); m_console.Notice("");

View File

@ -435,6 +435,19 @@ namespace OpenSim.Region.Environment.Scenes
return avatars; return avatars;
} }
public List<ScenePresence> GetCurrentScenePresences()
{
List<ScenePresence> presences = new List<ScenePresence>();
ForEachCurrentScene(delegate(Scene scene)
{
List<ScenePresence> scenePresences = scene.GetScenePresences();
presences.AddRange(scenePresences);
});
return presences;
}
public RegionInfo GetRegionInfo(ulong regionHandle) public RegionInfo GetRegionInfo(ulong regionHandle)
{ {
foreach (Scene scene in m_localScenes) foreach (Scene scene in m_localScenes)