Move scene debug commands into separate module. Command changes from "debug scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings

user_profiles
Justin Clark-Casey (justincc) 2013-01-10 23:49:48 +00:00
parent 983e458bb6
commit a16ae5d7e3
5 changed files with 350 additions and 138 deletions

View File

@ -236,18 +236,6 @@ namespace OpenSim
+ "If an avatar name is given then only packets from that avatar are logged", + "If an avatar name is given then only packets from that avatar are logged",
Debug); Debug);
m_console.Commands.AddCommand("Debug", false, "debug scene",
"debug scene active|collisions|pbackup|physics|scripting|teleport|updates true|false",
"Turn on scene debugging options.",
"If active is false then main scene update and maintenance loops are suspended.\n"
+ "If collisions is false then collisions with other objects are turned off.\n"
+ "If pbackup is false then periodic scene backup is turned off.\n"
+ "If physics is false then all physics objects are non-physical.\n"
+ "If scripting is false then no scripting operations happen.\n"
+ "If teleport is true then some extra teleport debug information is logged.\n"
+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
Debug);
m_console.Commands.AddCommand("General", false, "change region", m_console.Commands.AddCommand("General", false, "change region",
"change region <region name>", "change region <region name>",
"Change current console region", ChangeSelectedRegion); "Change current console region", ChangeSelectedRegion);
@ -744,31 +732,6 @@ namespace OpenSim
break; break;
case "scene":
if (args.Length == 4)
{
if (SceneManager.CurrentScene == null)
{
MainConsole.Instance.Output("Please use 'change region <regioname>' first");
}
else
{
string key = args[2];
string value = args[3];
SceneManager.CurrentScene.SetSceneCoreDebug(
new Dictionary<string, string>() { { key, value } });
MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
}
}
else
{
MainConsole.Instance.Output(
"Usage: debug scene active|collisions|pbackup|physics|scripting|teleport|updates true|false");
}
break;
default: default:
MainConsole.Instance.Output("Unknown debug command"); MainConsole.Instance.Output("Unknown debug command");
break; break;

View File

@ -753,7 +753,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
Scene.RegionInfo.RegionSettings.Save(); Scene.RegionInfo.RegionSettings.Save();
TriggerRegionInfoChange(); TriggerRegionInfoChange();
Scene.SetSceneCoreDebug( ISceneCommandsModule scm = Scene.RequestModuleInterface<ISceneCommandsModule>();
if (scm != null)
{
scm.SetSceneDebugOptions(
new Dictionary<string, string>() { new Dictionary<string, string>() {
{ "scripting", (!disableScripts).ToString() }, { "scripting", (!disableScripts).ToString() },
{ "collisions", (!disableCollisions).ToString() }, { "collisions", (!disableCollisions).ToString() },
@ -761,6 +765,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
} }
); );
} }
}
private void handleEstateTeleportOneUserHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID, UUID prey) private void handleEstateTeleportOneUserHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID, UUID prey)
{ {

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@ -0,0 +1,43 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public interface ISceneCommandsModule
{
/// <summary>
/// Sets the scene debug options.
/// </summary>
void SetSceneDebugOptions(Dictionary<string, string> options);
}
}

View File

@ -70,12 +70,12 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// Show debug information about teleports. /// Show debug information about teleports.
/// </summary> /// </summary>
public bool DebugTeleporting { get; private set; } public bool DebugTeleporting { get; set; }
/// <summary> /// <summary>
/// Show debug information about the scene loop. /// Show debug information about the scene loop.
/// </summary> /// </summary>
public bool DebugUpdates { get; private set; } public bool DebugUpdates { get; set; }
/// <summary> /// <summary>
/// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and /// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and
@ -86,13 +86,61 @@ namespace OpenSim.Region.Framework.Scenes
/// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels. /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels.
/// This needs to be fixed. /// This needs to be fixed.
/// </remarks> /// </remarks>
public bool PeriodicBackup { get; private set; } public bool PeriodicBackup { get; set; }
/// <summary> /// <summary>
/// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even /// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even
/// if the scene is being shut down for the final time. /// if the scene is being shut down for the final time.
/// </summary> /// </summary>
public bool UseBackup { get; private set; } public bool UseBackup { get; set; }
/// <summary>
/// If false then physical objects are disabled, though collisions will continue as normal.
/// </summary>
public bool PhysicsEnabled { get; set; }
/// <summary>
/// If false then scripts are not enabled on the smiulator
/// </summary>
public bool ScriptsEnabled
{
get { return m_scripts_enabled; }
set
{
if (m_scripts_enabled != value)
{
if (!value)
{
m_log.Info("Stopping all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
((SceneObjectGroup)ent).RemoveScriptInstances(false);
}
}
else
{
m_log.Info("Starting all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)ent;
sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
sog.ResumeScripts();
}
}
}
m_scripts_enabled = value;
}
}
}
private bool m_scripts_enabled;
public SynchronizeSceneHandler SynchronizeScene; public SynchronizeSceneHandler SynchronizeScene;
@ -299,8 +347,6 @@ namespace OpenSim.Region.Framework.Scenes
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine; private string m_defaultScriptEngine;
/// <summary> /// <summary>
@ -762,9 +808,11 @@ namespace OpenSim.Region.Framework.Scenes
DumpAssetsToFile = dumpAssetsToFile; DumpAssetsToFile = dumpAssetsToFile;
// XXX: Don't set the public property since we don't want to activate here. This needs to be handled
// better in the future.
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics; PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")"; m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
@ -948,6 +996,8 @@ namespace OpenSim.Region.Framework.Scenes
{ {
PhysicalPrims = true; PhysicalPrims = true;
CollidablePrims = true; CollidablePrims = true;
PhysicsEnabled = true;
PeriodicBackup = true; PeriodicBackup = true;
UseBackup = true; UseBackup = true;
@ -1192,91 +1242,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
public void SetSceneCoreDebug(Dictionary<string, string> options)
{
if (options.ContainsKey("active"))
{
bool active;
if (bool.TryParse(options["active"], out active))
Active = active;
}
if (options.ContainsKey("pbackup"))
{
bool active;
if (bool.TryParse(options["pbackup"], out active))
PeriodicBackup = active;
}
if (options.ContainsKey("scripting"))
{
bool enableScripts = true;
if (bool.TryParse(options["scripting"], out enableScripts) && m_scripts_enabled != enableScripts)
{
if (!enableScripts)
{
m_log.Info("Stopping all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
((SceneObjectGroup)ent).RemoveScriptInstances(false);
}
}
else
{
m_log.Info("Starting all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)ent;
sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
sog.ResumeScripts();
}
}
}
m_scripts_enabled = enableScripts;
}
}
if (options.ContainsKey("physics"))
{
bool enablePhysics;
if (bool.TryParse(options["physics"], out enablePhysics))
m_physics_enabled = enablePhysics;
}
// if (options.ContainsKey("collisions"))
// {
// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
// // the avatar themselves to collide with the ground.
// }
if (options.ContainsKey("teleport"))
{
bool enableTeleportDebugging;
if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
DebugTeleporting = enableTeleportDebugging;
}
if (options.ContainsKey("updates"))
{
bool enableUpdateDebugging;
if (bool.TryParse(options["updates"], out enableUpdateDebugging))
{
DebugUpdates = enableUpdateDebugging;
GcNotify.Enabled = DebugUpdates;
}
}
}
public int GetInaccurateNeighborCount() public int GetInaccurateNeighborCount()
{ {
return m_neighbours.Count; return m_neighbours.Count;
@ -1526,7 +1491,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
tmpMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled) if (PhysicsEnabled && Frame % m_update_physics == 0)
m_sceneGraph.UpdatePreparePhysics(); m_sceneGraph.UpdatePreparePhysics();
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
@ -1541,7 +1506,7 @@ namespace OpenSim.Region.Framework.Scenes
tmpMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
if (Frame % m_update_physics == 0) if (Frame % m_update_physics == 0)
{ {
if (m_physics_enabled) if (PhysicsEnabled)
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
if (SynchronizeScene != null) if (SynchronizeScene != null)

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@ -0,0 +1,236 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Avatar.Attachments
{
/// <summary>
/// A module that just holds commands for inspecting avatar appearance.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")]
public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
// private IAvatarFactoryModule m_avatarFactory;
public string Name { get { return "Scene Commands Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE");
}
public void PostInitialise()
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE");
}
public void Close()
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE");
}
public void AddRegion(Scene scene)
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
m_scene = scene;
}
public void RemoveRegion(Scene scene)
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
}
public void RegionLoaded(Scene scene)
{
// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
scene.AddCommand(
"Debug", this, "debug scene set",
"debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false",
"Turn on scene debugging options.",
"If active is false then main scene update and maintenance loops are suspended.\n"
+ "If collisions is false then collisions with other objects are turned off.\n"
+ "If pbackup is false then periodic scene backup is turned off.\n"
+ "If physics is false then all physics objects are non-physical.\n"
+ "If scripting is false then no scripting operations happen.\n"
+ "If teleport is true then some extra teleport debug information is logged.\n"
+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
HandleDebugSceneCommand);
}
private void HandleDebugSceneCommand(string module, string[] args)
{
if (args.Length == 5)
{
if (MainConsole.Instance.ConsoleScene == null)
{
MainConsole.Instance.Output("Please use 'change region <regioname>' first");
}
else
{
string key = args[3];
string value = args[4];
SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
}
}
else
{
MainConsole.Instance.Output(
"Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false");
}
}
public void SetSceneDebugOptions(Dictionary<string, string> options)
{
if (options.ContainsKey("active"))
{
bool active;
if (bool.TryParse(options["active"], out active))
m_scene.Active = active;
}
if (options.ContainsKey("pbackup"))
{
bool active;
if (bool.TryParse(options["pbackup"], out active))
m_scene.PeriodicBackup = active;
}
if (options.ContainsKey("scripting"))
{
bool enableScripts = true;
if (bool.TryParse(options["scripting"], out enableScripts))
m_scene.ScriptsEnabled = enableScripts;
}
if (options.ContainsKey("physics"))
{
bool enablePhysics;
if (bool.TryParse(options["physics"], out enablePhysics))
m_scene.PhysicsEnabled = enablePhysics;
}
// if (options.ContainsKey("collisions"))
// {
// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
// // the avatar themselves to collide with the ground.
// }
if (options.ContainsKey("teleport"))
{
bool enableTeleportDebugging;
if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
m_scene.DebugTeleporting = enableTeleportDebugging;
}
if (options.ContainsKey("updates"))
{
bool enableUpdateDebugging;
if (bool.TryParse(options["updates"], out enableUpdateDebugging))
{
m_scene.DebugUpdates = enableUpdateDebugging;
GcNotify.Enabled = enableUpdateDebugging;
}
}
}
private void GetAttachmentsReport(ScenePresence sp, StringBuilder sb)
{
sb.AppendFormat("Attachments for {0}\n", sp.Name);
ConsoleDisplayTable ct = new ConsoleDisplayTable() { Indent = 2 };
ct.Columns.Add(new ConsoleDisplayTableColumn("Attachment Name", 50));
ct.Columns.Add(new ConsoleDisplayTableColumn("Local ID", 10));
ct.Columns.Add(new ConsoleDisplayTableColumn("Item ID", 36));
ct.Columns.Add(new ConsoleDisplayTableColumn("Attach Point", 14));
ct.Columns.Add(new ConsoleDisplayTableColumn("Position", 15));
// sb.AppendFormat(
// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n",
// "Attachment Name", "Local ID", "Item ID", "Attach Point", "Position");
List<SceneObjectGroup> attachmentObjects = sp.GetAttachments();
foreach (SceneObjectGroup attachmentObject in attachmentObjects)
{
// InventoryItemBase attachmentItem
// = m_scenes[0].InventoryService.GetItem(new InventoryItemBase(attachmentObject.FromItemID));
// if (attachmentItem == null)
// {
// sb.AppendFormat(
// "WARNING: Couldn't find attachment for item {0} at point {1}\n",
// attachmentData.ItemID, (AttachmentPoint)attachmentData.AttachPoint);
// continue;
// }
// else
// {
// sb.AppendFormat(
// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n",
// attachmentObject.Name, attachmentObject.LocalId, attachmentObject.FromItemID,
// (AttachmentPoint)attachmentObject.AttachmentPoint, attachmentObject.RootPart.AttachedPos);
ct.Rows.Add(
new ConsoleDisplayTableRow(
new List<string>()
{
attachmentObject.Name,
attachmentObject.LocalId.ToString(),
attachmentObject.FromItemID.ToString(),
((AttachmentPoint)attachmentObject.AttachmentPoint).ToString(),
attachmentObject.RootPart.AttachedPos.ToString()
}));
// }
}
ct.AddToStringBuilder(sb);
sb.Append("\n");
}
}
}