Merge branch 'master' of /home/opensim/var/repo/opensim
commit
9cb242e24d
|
@ -109,10 +109,11 @@ namespace OpenSim.Region.ClientStack.Linden
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"Comms",
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false,
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"debug eq",
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"debug eq [0|1]",
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"Turn on event queue debugging",
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"debug eq 1 will turn on event queue debugging. This will log all outgoing event queue messages to clients.\n"
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+ "debug eq 0 will turn off event queue debugging.",
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"debug eq [0|1|2]",
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"Turn on event queue debugging"
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+ "<= 0 - turns off all event queue logging"
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+ ">= 1 - turns on outgoing event logging"
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+ ">= 2 - turns on poll notification",
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HandleDebugEq);
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}
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else
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@ -235,19 +236,19 @@ namespace OpenSim.Region.ClientStack.Linden
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// ClientClosed(client.AgentId);
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// }
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private void ClientClosed(UUID AgentID, Scene scene)
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private void ClientClosed(UUID agentID, Scene scene)
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{
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// m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", AgentID, m_scene.RegionInfo.RegionName);
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// m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", agentID, m_scene.RegionInfo.RegionName);
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int count = 0;
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while (queues.ContainsKey(AgentID) && queues[AgentID].Count > 0 && count++ < 5)
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while (queues.ContainsKey(agentID) && queues[agentID].Count > 0 && count++ < 5)
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{
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Thread.Sleep(1000);
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}
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lock (queues)
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{
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queues.Remove(AgentID);
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queues.Remove(agentID);
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}
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List<UUID> removeitems = new List<UUID>();
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@ -256,7 +257,7 @@ namespace OpenSim.Region.ClientStack.Linden
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foreach (UUID ky in m_AvatarQueueUUIDMapping.Keys)
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{
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// m_log.DebugFormat("[EVENTQUEUE]: Found key {0} in m_AvatarQueueUUIDMapping while looking for {1}", ky, AgentID);
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if (ky == AgentID)
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if (ky == agentID)
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{
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removeitems.Add(ky);
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}
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@ -267,7 +268,12 @@ namespace OpenSim.Region.ClientStack.Linden
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UUID eventQueueGetUuid = m_AvatarQueueUUIDMapping[ky];
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m_AvatarQueueUUIDMapping.Remove(ky);
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MainServer.Instance.RemovePollServiceHTTPHandler("","/CAPS/EQG/" + eventQueueGetUuid.ToString() + "/");
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string eqgPath = GenerateEqgCapPath(eventQueueGetUuid);
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MainServer.Instance.RemovePollServiceHTTPHandler("", eqgPath);
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// m_log.DebugFormat(
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// "[EVENT QUEUE GET MODULE]: Removed EQG handler {0} for {1} in {2}",
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// eqgPath, agentID, m_scene.RegionInfo.RegionName);
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}
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}
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@ -281,7 +287,7 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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searchval = m_QueueUUIDAvatarMapping[ky];
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if (searchval == AgentID)
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if (searchval == agentID)
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{
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removeitems.Add(ky);
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}
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@ -305,6 +311,15 @@ namespace OpenSim.Region.ClientStack.Linden
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//}
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}
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/// <summary>
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/// Generate an Event Queue Get handler path for the given eqg uuid.
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/// </summary>
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/// <param name='eqgUuid'></param>
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private string GenerateEqgCapPath(UUID eqgUuid)
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{
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return string.Format("/CAPS/EQG/{0}/", eqgUuid);
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}
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public void OnRegisterCaps(UUID agentID, Caps caps)
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{
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// Register an event queue for the client
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@ -316,8 +331,7 @@ namespace OpenSim.Region.ClientStack.Linden
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// Let's instantiate a Queue for this agent right now
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TryGetQueue(agentID);
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string capsBase = "/CAPS/EQG/";
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UUID EventQueueGetUUID = UUID.Zero;
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UUID eventQueueGetUUID;
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lock (m_AvatarQueueUUIDMapping)
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{
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@ -325,37 +339,35 @@ namespace OpenSim.Region.ClientStack.Linden
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if (m_AvatarQueueUUIDMapping.ContainsKey(agentID))
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{
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//m_log.DebugFormat("[EVENTQUEUE]: Found Existing UUID!");
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EventQueueGetUUID = m_AvatarQueueUUIDMapping[agentID];
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eventQueueGetUUID = m_AvatarQueueUUIDMapping[agentID];
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}
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else
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{
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EventQueueGetUUID = UUID.Random();
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eventQueueGetUUID = UUID.Random();
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//m_log.DebugFormat("[EVENTQUEUE]: Using random UUID!");
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}
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}
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lock (m_QueueUUIDAvatarMapping)
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{
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if (!m_QueueUUIDAvatarMapping.ContainsKey(EventQueueGetUUID))
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m_QueueUUIDAvatarMapping.Add(EventQueueGetUUID, agentID);
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if (!m_QueueUUIDAvatarMapping.ContainsKey(eventQueueGetUUID))
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m_QueueUUIDAvatarMapping.Add(eventQueueGetUUID, agentID);
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}
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lock (m_AvatarQueueUUIDMapping)
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{
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if (!m_AvatarQueueUUIDMapping.ContainsKey(agentID))
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m_AvatarQueueUUIDMapping.Add(agentID, EventQueueGetUUID);
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m_AvatarQueueUUIDMapping.Add(agentID, eventQueueGetUUID);
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}
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string eventQueueGetPath = GenerateEqgCapPath(eventQueueGetUUID);
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// Register this as a caps handler
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// FIXME: Confusingly, we need to register separate as a capability so that the client is told about
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// EventQueueGet when it receive capability information, but then we replace the rest handler immediately
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// afterwards with the poll service. So for now, we'll pass a null instead to simplify code reading, but
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// really it should be possible to directly register the poll handler as a capability.
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caps.RegisterHandler(
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"EventQueueGet",
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new RestHTTPHandler(
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"POST", capsBase + EventQueueGetUUID.ToString() + "/", null));
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caps.RegisterHandler("EventQueueGet", new RestHTTPHandler("POST", eventQueueGetPath, null));
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// delegate(Hashtable m_dhttpMethod)
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// {
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// return ProcessQueue(m_dhttpMethod, agentID, caps);
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@ -364,9 +376,13 @@ namespace OpenSim.Region.ClientStack.Linden
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// This will persist this beyond the expiry of the caps handlers
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// TODO: Add EventQueueGet name/description for diagnostics
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MainServer.Instance.AddPollServiceHTTPHandler(
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capsBase + EventQueueGetUUID.ToString() + "/",
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eventQueueGetPath,
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new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID));
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// m_log.DebugFormat(
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// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}",
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// eventQueueGetPath, agentID, m_scene.RegionInfo.RegionName);
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Random rnd = new Random(Environment.TickCount);
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lock (m_ids)
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{
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@ -388,9 +404,25 @@ namespace OpenSim.Region.ClientStack.Linden
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return false;
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}
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/// <summary>
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/// Logs a debug line for an outbound event queue message if appropriate.
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/// </summary>
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/// <param name='element'>Element containing message</param>
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private void LogOutboundDebugMessage(OSD element, UUID agentId)
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{
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if (element is OSDMap)
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{
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OSDMap ev = (OSDMap)element;
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m_log.DebugFormat(
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"Eq OUT {0,-30} to {1,-20} {2,-20}",
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ev["message"], m_scene.GetScenePresence(agentId).Name, m_scene.RegionInfo.RegionName);
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}
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}
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public Hashtable GetEvents(UUID requestID, UUID pAgentId, string request)
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{
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// m_log.DebugFormat("[EVENT QUEUE GET MODULE]: Invoked GetEvents() for {0}", pAgentId);
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if (DebugLevel >= 2)
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m_log.DebugFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName);
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Queue<OSD> queue = TryGetQueue(pAgentId);
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OSD element;
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@ -414,13 +446,8 @@ namespace OpenSim.Region.ClientStack.Linden
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}
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else
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{
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if (DebugLevel > 0 && element is OSDMap)
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{
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OSDMap ev = (OSDMap)element;
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m_log.DebugFormat(
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"[EVENT QUEUE GET MODULE]: Eq OUT {0} to {1}",
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ev["message"], m_scene.GetScenePresence(pAgentId).Name);
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}
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if (DebugLevel > 0)
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LogOutboundDebugMessage(element, pAgentId);
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array.Add(element);
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@ -430,13 +457,8 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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element = queue.Dequeue();
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if (DebugLevel > 0 && element is OSDMap)
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{
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OSDMap ev = (OSDMap)element;
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m_log.DebugFormat(
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"[EVENT QUEUE GET MODULE]: Eq OUT {0} to {1}",
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ev["message"], m_scene.GetScenePresence(pAgentId).Name);
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}
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if (DebugLevel > 0)
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LogOutboundDebugMessage(element, pAgentId);
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array.Add(element);
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thisID++;
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@ -2646,7 +2646,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (sp == null)
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{
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m_log.DebugFormat(
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"[SCENE]: Adding new child scene presence {0} to scene {1} at pos {2}", client.Name, RegionInfo.RegionName, client.StartPos);
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"[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
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client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
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m_clientManager.Add(client);
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SubscribeToClientEvents(client);
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@ -3905,8 +3906,7 @@ namespace OpenSim.Region.Framework.Scenes
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// XPTO: if this agent is not allowed here as root, always return false
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// We have to wait until the viewer contacts this region after receiving EAC.
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// That calls AddNewClient, which finally creates the ScenePresence
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// TODO: This check should probably be in QueryAccess().
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ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
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if (nearestParcel == null)
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{
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@ -3917,14 +3917,8 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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int num = m_sceneGraph.GetNumberOfScenePresences();
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if (num >= RegionInfo.RegionSettings.AgentLimit)
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{
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if (!Permissions.IsAdministrator(cAgentData.AgentID))
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return false;
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}
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// We have to wait until the viewer contacts this region after receiving EAC.
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// That calls AddNewClient, which finally creates the ScenePresence
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ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
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if (childAgentUpdate != null)
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@ -3968,14 +3962,28 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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/// <summary>
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/// Poll until the requested ScenePresence appears or we timeout.
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/// </summary>
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/// <returns>The scene presence is found, else null.</returns>
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/// <param name='agentID'></param>
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protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
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{
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int ntimes = 10;
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ScenePresence childAgentUpdate = null;
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while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0))
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ScenePresence sp = null;
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while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
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Thread.Sleep(1000);
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return childAgentUpdate;
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if (sp == null)
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m_log.WarnFormat(
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"[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
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agentID, RegionInfo.RegionName);
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// else
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits",
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// sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 10 - ntimes);
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return sp;
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}
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public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
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|
@ -5177,13 +5185,22 @@ namespace OpenSim.Region.Framework.Scenes
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// child agent creation, thereby emulating the SL behavior.
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public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
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{
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int num = m_sceneGraph.GetNumberOfScenePresences();
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// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
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// However, the long term fix is to make sure root agent count is always accurate.
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m_sceneGraph.RecalculateStats();
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int num = m_sceneGraph.GetRootAgentCount();
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|
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if (num >= RegionInfo.RegionSettings.AgentLimit)
|
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{
|
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if (!Permissions.IsAdministrator(agentID))
|
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{
|
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reason = "The region is full";
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|
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m_log.DebugFormat(
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"[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
|
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agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
|
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|
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return false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -779,11 +779,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return m_scenePresenceArray;
|
||||
}
|
||||
|
||||
public int GetNumberOfScenePresences()
|
||||
{
|
||||
return m_scenePresenceArray.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Request a scene presence by UUID. Fast, indexed lookup.
|
||||
/// </summary>
|
||||
|
|
|
@ -1169,6 +1169,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
|
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m_callbackURI = null;
|
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}
|
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// else
|
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// {
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}",
|
||||
// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
|
||||
// }
|
||||
|
||||
ValidateAndSendAppearanceAndAgentData();
|
||||
|
||||
|
@ -2508,7 +2514,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If we are using the the cached appearance then send it out to everyone
|
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if (cachedappearance)
|
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{
|
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m_log.DebugFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
|
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m_log.DebugFormat("[SCENE PRESENCE]: baked textures are in the cache for {0}", Name);
|
||||
|
||||
// If the avatars baked textures are all in the cache, then we have a
|
||||
// complete appearance... send it out, if not, then we'll send it when
|
||||
|
@ -2970,7 +2976,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void ChildAgentDataUpdate(AgentData cAgentData)
|
||||
{
|
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//m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
|
||||
// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
|
||||
if (!IsChildAgent)
|
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return;
|
||||
|
||||
|
@ -3110,6 +3116,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_originRegionID = cAgent.RegionID;
|
||||
|
||||
m_callbackURI = cAgent.CallbackURI;
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()",
|
||||
// Name, m_scene.RegionInfo.RegionName, m_callbackURI);
|
||||
|
||||
m_pos = cAgent.Position;
|
||||
m_velocity = cAgent.Velocity;
|
||||
|
|
|
@ -1261,14 +1261,20 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
m_requestedUpdateFrequency = ms;
|
||||
m_eventsubscription = ms;
|
||||
CollisionEventsThisFrame.Clear();
|
||||
|
||||
// Don't clear collision event reporting here. This is called directly from scene code and so can lead
|
||||
// to a race condition with the simulate loop
|
||||
|
||||
_parent_scene.AddCollisionEventReporting(this);
|
||||
}
|
||||
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
CollisionEventsThisFrame.Clear();
|
||||
_parent_scene.RemoveCollisionEventReporting(this);
|
||||
|
||||
// Don't clear collision event reporting here. This is called directly from scene code and so can lead
|
||||
// to a race condition with the simulate loop
|
||||
|
||||
m_requestedUpdateFrequency = 0;
|
||||
m_eventsubscription = 0;
|
||||
}
|
||||
|
|
|
@ -29,6 +29,7 @@ using System;
|
|||
using System.Reflection;
|
||||
using System.Threading;
|
||||
using log4net;
|
||||
using log4net.Config;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
|
@ -52,6 +53,8 @@ namespace pCampBot
|
|||
[STAThread]
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
XmlConfigurator.Configure();
|
||||
|
||||
IConfig config = ParseConfig(args);
|
||||
if (config.Get("help") != null || config.Get("loginuri") == null)
|
||||
{
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
<log4net>
|
||||
<appender name="Console" type="OpenSim.Framework.Console.OpenSimAppender, OpenSim.Framework.Console">
|
||||
<layout type="log4net.Layout.PatternLayout">
|
||||
<conversionPattern value="%date{HH:mm:ss} - %message%newline" />
|
||||
<conversionPattern value="%date{HH:mm:ss.fff} - %message%newline" />
|
||||
</layout>
|
||||
</appender>
|
||||
<appender name="LogFileAppender" type="log4net.Appender.FileAppender">
|
||||
|
|
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