Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/Application/OpenSimBase.cs
	OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
	OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
avinationmerge
Melanie 2013-08-11 17:31:25 +01:00
commit ad1b2902f2
25 changed files with 871 additions and 364 deletions

View File

@ -34,142 +34,6 @@ using OpenMetaverse.StructuredData;
namespace OpenSim.Framework.Monitoring
{
// Create a time histogram of events. The histogram is built in a wrap-around
// array of equally distributed buckets.
// For instance, a minute long histogram of second sized buckets would be:
// new EventHistogram(60, 1000)
public class EventHistogram
{
private int m_timeBase;
private int m_numBuckets;
private int m_bucketMilliseconds;
private int m_lastBucket;
private int m_totalHistogramMilliseconds;
private long[] m_histogram;
private object histoLock = new object();
public EventHistogram(int numberOfBuckets, int millisecondsPerBucket)
{
m_numBuckets = numberOfBuckets;
m_bucketMilliseconds = millisecondsPerBucket;
m_totalHistogramMilliseconds = m_numBuckets * m_bucketMilliseconds;
m_histogram = new long[m_numBuckets];
Zero();
m_lastBucket = 0;
m_timeBase = Util.EnvironmentTickCount();
}
public void Event()
{
this.Event(1);
}
// Record an event at time 'now' in the histogram.
public void Event(int cnt)
{
lock (histoLock)
{
// The time as displaced from the base of the histogram
int bucketTime = Util.EnvironmentTickCountSubtract(m_timeBase);
// If more than the total time of the histogram, we just start over
if (bucketTime > m_totalHistogramMilliseconds)
{
Zero();
m_lastBucket = 0;
m_timeBase = Util.EnvironmentTickCount();
}
else
{
// To which bucket should we add this event?
int bucket = bucketTime / m_bucketMilliseconds;
// Advance m_lastBucket to the new bucket. Zero any buckets skipped over.
while (bucket != m_lastBucket)
{
// Zero from just after the last bucket to the new bucket or the end
for (int jj = m_lastBucket + 1; jj <= Math.Min(bucket, m_numBuckets - 1); jj++)
{
m_histogram[jj] = 0;
}
m_lastBucket = bucket;
// If the new bucket is off the end, wrap around to the beginning
if (bucket > m_numBuckets)
{
bucket -= m_numBuckets;
m_lastBucket = 0;
m_histogram[m_lastBucket] = 0;
m_timeBase += m_totalHistogramMilliseconds;
}
}
}
m_histogram[m_lastBucket] += cnt;
}
}
// Get a copy of the current histogram
public long[] GetHistogram()
{
long[] ret = new long[m_numBuckets];
lock (histoLock)
{
int indx = m_lastBucket + 1;
for (int ii = 0; ii < m_numBuckets; ii++, indx++)
{
if (indx >= m_numBuckets)
indx = 0;
ret[ii] = m_histogram[indx];
}
}
return ret;
}
public OSDMap GetHistogramAsOSDMap()
{
OSDMap ret = new OSDMap();
ret.Add("Buckets", OSD.FromInteger(m_numBuckets));
ret.Add("BucketMilliseconds", OSD.FromInteger(m_bucketMilliseconds));
ret.Add("TotalMilliseconds", OSD.FromInteger(m_totalHistogramMilliseconds));
// Compute a number for the first bucket in the histogram.
// This will allow readers to know how this histogram relates to any previously read histogram.
int baseBucketNum = (m_timeBase / m_bucketMilliseconds) + m_lastBucket + 1;
ret.Add("BaseNumber", OSD.FromInteger(baseBucketNum));
ret.Add("Values", GetHistogramAsOSDArray());
return ret;
}
// Get a copy of the current histogram
public OSDArray GetHistogramAsOSDArray()
{
OSDArray ret = new OSDArray(m_numBuckets);
lock (histoLock)
{
int indx = m_lastBucket + 1;
for (int ii = 0; ii < m_numBuckets; ii++, indx++)
{
if (indx >= m_numBuckets)
indx = 0;
ret[ii] = OSD.FromLong(m_histogram[indx]);
}
}
return ret;
}
// Zero out the histogram
public void Zero()
{
lock (histoLock)
{
for (int ii = 0; ii < m_numBuckets; ii++)
m_histogram[ii] = 0;
}
}
}
// A statistic that wraps a counter.
// Built this way mostly so histograms and history can be created.
public class CounterStat : Stat
@ -236,12 +100,18 @@ public class CounterStat : Stat
// If there are any histograms, add a new field that is an array of histograms as OSDMaps
if (m_histograms.Count > 0)
{
OSDArray histos = new OSDArray();
foreach (EventHistogram histo in m_histograms.Values)
lock (counterLock)
{
histos.Add(histo.GetHistogramAsOSDMap());
if (m_histograms.Count > 0)
{
OSDArray histos = new OSDArray();
foreach (EventHistogram histo in m_histograms.Values)
{
histos.Add(histo.GetHistogramAsOSDMap());
}
map.Add("Histograms", histos);
}
}
map.Add("Histograms", histos);
}
return map;
}

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@ -0,0 +1,173 @@
/*
* 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.Text;
using OpenMetaverse.StructuredData;
namespace OpenSim.Framework.Monitoring
{
// Create a time histogram of events. The histogram is built in a wrap-around
// array of equally distributed buckets.
// For instance, a minute long histogram of second sized buckets would be:
// new EventHistogram(60, 1000)
public class EventHistogram
{
private int m_timeBase;
private int m_numBuckets;
private int m_bucketMilliseconds;
private int m_lastBucket;
private int m_totalHistogramMilliseconds;
private long[] m_histogram;
private object histoLock = new object();
public EventHistogram(int numberOfBuckets, int millisecondsPerBucket)
{
m_numBuckets = numberOfBuckets;
m_bucketMilliseconds = millisecondsPerBucket;
m_totalHistogramMilliseconds = m_numBuckets * m_bucketMilliseconds;
m_histogram = new long[m_numBuckets];
Zero();
m_lastBucket = 0;
m_timeBase = Util.EnvironmentTickCount();
}
public void Event()
{
this.Event(1);
}
// Record an event at time 'now' in the histogram.
public void Event(int cnt)
{
lock (histoLock)
{
// The time as displaced from the base of the histogram
int bucketTime = Util.EnvironmentTickCountSubtract(m_timeBase);
// If more than the total time of the histogram, we just start over
if (bucketTime > m_totalHistogramMilliseconds)
{
Zero();
m_lastBucket = 0;
m_timeBase = Util.EnvironmentTickCount();
}
else
{
// To which bucket should we add this event?
int bucket = bucketTime / m_bucketMilliseconds;
// Advance m_lastBucket to the new bucket. Zero any buckets skipped over.
while (bucket != m_lastBucket)
{
// Zero from just after the last bucket to the new bucket or the end
for (int jj = m_lastBucket + 1; jj <= Math.Min(bucket, m_numBuckets - 1); jj++)
{
m_histogram[jj] = 0;
}
m_lastBucket = bucket;
// If the new bucket is off the end, wrap around to the beginning
if (bucket > m_numBuckets)
{
bucket -= m_numBuckets;
m_lastBucket = 0;
m_histogram[m_lastBucket] = 0;
m_timeBase += m_totalHistogramMilliseconds;
}
}
}
m_histogram[m_lastBucket] += cnt;
}
}
// Get a copy of the current histogram
public long[] GetHistogram()
{
long[] ret = new long[m_numBuckets];
lock (histoLock)
{
int indx = m_lastBucket + 1;
for (int ii = 0; ii < m_numBuckets; ii++, indx++)
{
if (indx >= m_numBuckets)
indx = 0;
ret[ii] = m_histogram[indx];
}
}
return ret;
}
public OSDMap GetHistogramAsOSDMap()
{
OSDMap ret = new OSDMap();
ret.Add("Buckets", OSD.FromInteger(m_numBuckets));
ret.Add("BucketMilliseconds", OSD.FromInteger(m_bucketMilliseconds));
ret.Add("TotalMilliseconds", OSD.FromInteger(m_totalHistogramMilliseconds));
// Compute a number for the first bucket in the histogram.
// This will allow readers to know how this histogram relates to any previously read histogram.
int baseBucketNum = (m_timeBase / m_bucketMilliseconds) + m_lastBucket + 1;
ret.Add("BaseNumber", OSD.FromInteger(baseBucketNum));
ret.Add("Values", GetHistogramAsOSDArray());
return ret;
}
// Get a copy of the current histogram
public OSDArray GetHistogramAsOSDArray()
{
OSDArray ret = new OSDArray(m_numBuckets);
lock (histoLock)
{
int indx = m_lastBucket + 1;
for (int ii = 0; ii < m_numBuckets; ii++, indx++)
{
if (indx >= m_numBuckets)
indx = 0;
ret[ii] = OSD.FromLong(m_histogram[indx]);
}
}
return ret;
}
// Zero out the histogram
public void Zero()
{
lock (histoLock)
{
for (int ii = 0; ii < m_numBuckets; ii++)
m_histogram[ii] = 0;
}
}
}
}

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@ -29,6 +29,8 @@ using System;
using System.Collections.Generic;
using System.Text;
using OpenMetaverse.StructuredData;
namespace OpenSim.Framework.Monitoring
{
public class PercentageStat : Stat
@ -84,5 +86,19 @@ namespace OpenSim.Framework.Monitoring
return sb.ToString();
}
// PercentageStat is a basic stat plus percent calc
public override OSDMap ToOSDMap()
{
// Get the foundational instance
OSDMap map = base.ToOSDMap();
map["StatType"] = "PercentageStat";
map.Add("Antecedent", OSD.FromLong(Antecedent));
map.Add("Consequent", OSD.FromLong(Consequent));
return map;
}
}
}

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@ -241,6 +241,8 @@ namespace OpenSim.Framework.Monitoring
public virtual OSDMap ToOSDMap()
{
OSDMap ret = new OSDMap();
ret.Add("StatType", "Stat"); // used by overloading classes to denote type of stat
ret.Add("Category", OSD.FromString(Category));
ret.Add("Container", OSD.FromString(Container));
ret.Add("ShortName", OSD.FromString(ShortName));
@ -248,26 +250,36 @@ namespace OpenSim.Framework.Monitoring
ret.Add("Description", OSD.FromString(Description));
ret.Add("UnitName", OSD.FromString(UnitName));
ret.Add("Value", OSD.FromReal(Value));
ret.Add("StatType", "Stat"); // used by overloading classes to denote type of stat
double lastChangeOverTime, averageChangeOverTime;
if (ComputeMeasuresOfInterest(out lastChangeOverTime, out averageChangeOverTime))
{
ret.Add("LastChangeOverTime", OSD.FromReal(lastChangeOverTime));
ret.Add("AverageChangeOverTime", OSD.FromReal(averageChangeOverTime));
}
return ret;
}
protected void AppendMeasuresOfInterest(StringBuilder sb)
// Compute the averages over time and return same.
// Return 'true' if averages were actually computed. 'false' if no average info.
public bool ComputeMeasuresOfInterest(out double lastChangeOverTime, out double averageChangeOverTime)
{
if ((MeasuresOfInterest & MeasuresOfInterest.AverageChangeOverTime)
== MeasuresOfInterest.AverageChangeOverTime)
bool ret = false;
lastChangeOverTime = 0;
averageChangeOverTime = 0;
if ((MeasuresOfInterest & MeasuresOfInterest.AverageChangeOverTime) == MeasuresOfInterest.AverageChangeOverTime)
{
double totalChange = 0;
double lastChangeOverTime = 0;
double? penultimateSample = null;
double? lastSample = null;
lock (m_samples)
{
// m_log.DebugFormat(
// "[STAT]: Samples for {0} are {1}",
// Name, string.Join(",", m_samples.Select(s => s.ToString()).ToArray()));
// m_log.DebugFormat(
// "[STAT]: Samples for {0} are {1}",
// Name, string.Join(",", m_samples.Select(s => s.ToString()).ToArray()));
foreach (double s in m_samples)
{
@ -280,13 +292,27 @@ namespace OpenSim.Framework.Monitoring
}
if (lastSample != null && penultimateSample != null)
lastChangeOverTime
{
lastChangeOverTime
= ((double)lastSample - (double)penultimateSample) / (Watchdog.WATCHDOG_INTERVAL_MS / 1000);
}
int divisor = m_samples.Count <= 1 ? 1 : m_samples.Count - 1;
double averageChangeOverTime = totalChange / divisor / (Watchdog.WATCHDOG_INTERVAL_MS / 1000);
averageChangeOverTime = totalChange / divisor / (Watchdog.WATCHDOG_INTERVAL_MS / 1000);
ret = true;
}
return ret;
}
protected void AppendMeasuresOfInterest(StringBuilder sb)
{
double lastChangeOverTime = 0;
double averageChangeOverTime = 0;
if (ComputeMeasuresOfInterest(out lastChangeOverTime, out averageChangeOverTime))
{
sb.AppendFormat(
", {0:0.##}{1}/s, {2:0.##}{3}/s",
lastChangeOverTime,

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@ -26,10 +26,12 @@
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenSim.Framework;
using OpenMetaverse.StructuredData;
namespace OpenSim.Framework.Monitoring
@ -262,6 +264,41 @@ namespace OpenSim.Framework.Monitoring
return map;
}
public static Hashtable HandleStatsRequest(Hashtable request)
{
Hashtable responsedata = new Hashtable();
string regpath = request["uri"].ToString();
int response_code = 200;
string contenttype = "text/json";
string pCategoryName = StatsManager.AllSubCommand;
string pContainerName = StatsManager.AllSubCommand;
string pStatName = StatsManager.AllSubCommand;
if (request.ContainsKey("cat")) pCategoryName = request["cat"].ToString();
if (request.ContainsKey("cont")) pContainerName = request["cat"].ToString();
if (request.ContainsKey("stat")) pStatName = request["cat"].ToString();
string strOut = StatsManager.GetStatsAsOSDMap(pCategoryName, pContainerName, pStatName).ToString();
// If requestor wants it as a callback function, build response as a function rather than just the JSON string.
if (request.ContainsKey("callback"))
{
strOut = request["callback"].ToString() + "(" + strOut + ");";
}
// m_log.DebugFormat("{0} StatFetch: uri={1}, cat={2}, cont={3}, stat={4}, resp={5}",
// LogHeader, regpath, pCategoryName, pContainerName, pStatName, strOut);
responsedata["int_response_code"] = response_code;
responsedata["content_type"] = contenttype;
responsedata["keepalive"] = false;
responsedata["str_response_string"] = strOut;
responsedata["access_control_allow_origin"] = "*";
return responsedata;
}
// /// <summary>
// /// Start collecting statistics related to assets.
// /// Should only be called once.

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@ -55,11 +55,18 @@ namespace OpenSim.Framework.Tests
Location TestLocation2 = new Location(1095216660736000);
Assert.That(TestLocation1 == TestLocation2);
Assert.That(TestLocation1.X == 255000 && TestLocation1.Y == 256000, "Test xy location doesn't match position in the constructor");
Assert.That(TestLocation2.X == 255000 && TestLocation2.Y == 256000, "Test xy location doesn't match regionhandle provided");
Assert.That(TestLocation2.RegionHandle == 1095216660736000,
"Location RegionHandle Property didn't match regionhandle provided in constructor");
ulong RegionHandle = TestLocation1.RegionHandle;
Assert.That(RegionHandle.Equals(1095216660736000), "Equals(regionhandle) failed to match the position in the constructor");
TestLocation2 = new Location(RegionHandle);
Assert.That(TestLocation2.Equals(255000, 256000), "Decoded regionhandle failed to match the original position in the constructor");
TestLocation1 = new Location(255001, 256001);
TestLocation2 = new Location(1095216660736000);

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@ -282,5 +282,87 @@ namespace OpenSim.Framework.Tests
String.Format("Incorrect InventoryType mapped from Content-Type {0}", invcontenttypes[i]));
}
}
[Test]
public void FakeParcelIDTests()
{
byte[] hexBytes8 = { 0xfe, 0xdc, 0xba, 0x98, 0x76, 0x54, 0x32, 0x10 };
byte[] hexBytes16 = {
0xf0, 0xe1, 0xd2, 0xc3, 0xb4, 0xa5, 0x96, 0x87,
0x77, 0x69, 0x5a, 0x4b, 0x3c, 0x2d, 0x1e, 0x0f };
UInt64 var64Bit = (UInt64)0xfedcba9876543210;
//Region handle is for location 255000,256000.
ulong regionHandle1 = 1095216660736000;
uint x1 = 100;
uint y1 = 200;
uint z1 = 22;
ulong regionHandle2;
uint x2, y2, z2;
UUID fakeParcelID1, fakeParcelID2, uuid;
ulong bigInt64 = Util.BytesToUInt64Big(hexBytes8);
Assert.AreEqual(var64Bit, bigInt64,
"BytesToUint64Bit conversion of 8 bytes to UInt64 failed.");
//Test building and decoding using some typical input values
fakeParcelID1 = Util.BuildFakeParcelID(regionHandle1, x1, y1);
Util.ParseFakeParcelID(fakeParcelID1, out regionHandle2, out x2, out y2);
Assert.AreEqual(regionHandle1, regionHandle2,
"region handle decoded from FakeParcelID wth X/Y failed.");
Assert.AreEqual(x1, x2,
"X coordinate decoded from FakeParcelID wth X/Y failed.");
Assert.AreEqual(y1, y2,
"Y coordinate decoded from FakeParcelID wth X/Y failed.");
fakeParcelID1 = Util.BuildFakeParcelID(regionHandle1, x1, y1, z1);
Util.ParseFakeParcelID(fakeParcelID1, out regionHandle2, out x2, out y2, out z2);
Assert.AreEqual(regionHandle1, regionHandle2,
"region handle decoded from FakeParcelID with X/Y/Z failed.");
Assert.AreEqual(x1, x2,
"X coordinate decoded from FakeParcelID with X/Y/Z failed.");
Assert.AreEqual(y1, y2,
"Y coordinate decoded from FakeParcelID with X/Y/Z failed.");
Assert.AreEqual(z1, z2,
"Z coordinate decoded from FakeParcelID with X/Y/Z failed.");
//Do some more extreme tests to check the encoding and decoding
x1 = 0x55aa;
y1 = 0x9966;
z1 = 0x5a96;
fakeParcelID1 = Util.BuildFakeParcelID(var64Bit, x1, y1);
Util.ParseFakeParcelID(fakeParcelID1, out regionHandle2, out x2, out y2);
Assert.AreEqual(var64Bit, regionHandle2,
"region handle decoded from FakeParcelID with X/Y/Z failed.");
Assert.AreEqual(x1, x2,
"X coordinate decoded from FakeParcelID with X/Y/Z failed.");
Assert.AreEqual(y1, y2,
"Y coordinate decoded from FakeParcelID with X/Y/Z failed.");
fakeParcelID1 = Util.BuildFakeParcelID(var64Bit, x1, y1, z1);
Util.ParseFakeParcelID(fakeParcelID1, out regionHandle2, out x2, out y2, out z2);
Assert.AreEqual(var64Bit, regionHandle2,
"region handle decoded from FakeParcelID with X/Y/Z failed.");
Assert.AreEqual(x1, x2,
"X coordinate decoded from FakeParcelID with X/Y/Z failed.");
Assert.AreEqual(y1, y2,
"Y coordinate decoded from FakeParcelID with X/Y/Z failed.");
Assert.AreEqual(z1, z2,
"Z coordinate decoded from FakeParcelID with X/Y/Z failed.");
x1 = 64;
y1 = 192;
fakeParcelID1 = Util.BuildFakeParcelID(regionHandle1, x1, y1);
Util.FakeParcelIDToGlobalPosition(fakeParcelID1, out x2, out y2);
Assert.AreEqual(255000+x1, x2,
"Global X coordinate decoded from regionHandle failed.");
Assert.AreEqual(256000+y1, y2,
"Global Y coordinate decoded from regionHandle failed.");
uuid = new UUID("00dd0700-00d1-0700-3800-000032000000");
Util.FakeParcelIDToGlobalPosition(uuid, out x2, out y2);
}
}
}

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@ -1259,7 +1259,7 @@ namespace OpenSim.Framework
byte[] bytes =
{
(byte)regionHandle, (byte)(regionHandle >> 8), (byte)(regionHandle >> 16), (byte)(regionHandle >> 24),
(byte)(regionHandle >> 32), (byte)(regionHandle >> 40), (byte)(regionHandle >> 48), (byte)(regionHandle << 56),
(byte)(regionHandle >> 32), (byte)(regionHandle >> 40), (byte)(regionHandle >> 48), (byte)(regionHandle >> 56),
(byte)x, (byte)(x >> 8), 0, 0,
(byte)y, (byte)(y >> 8), 0, 0 };
return new UUID(bytes, 0);
@ -1270,7 +1270,7 @@ namespace OpenSim.Framework
byte[] bytes =
{
(byte)regionHandle, (byte)(regionHandle >> 8), (byte)(regionHandle >> 16), (byte)(regionHandle >> 24),
(byte)(regionHandle >> 32), (byte)(regionHandle >> 40), (byte)(regionHandle >> 48), (byte)(regionHandle << 56),
(byte)(regionHandle >> 32), (byte)(regionHandle >> 40), (byte)(regionHandle >> 48), (byte)(regionHandle >> 56),
(byte)x, (byte)(x >> 8), (byte)z, (byte)(z >> 8),
(byte)y, (byte)(y >> 8), 0, 0 };
return new UUID(bytes, 0);

View File

@ -142,19 +142,19 @@ namespace OpenSim
if (iocpThreads < iocpThreadsMin)
{
iocpThreads = iocpThreadsMin;
m_log.InfoFormat("[OPENSIM MAIN]: Bumping up max IO completion threads to {0}",iocpThreads);
m_log.InfoFormat("[OPENSIM MAIN]: Bumping up max IOCP threads to {0}",iocpThreads);
}
// Make sure we don't overallocate IOCP threads and thrash system resources
if ( iocpThreads > iocpThreadsMax )
{
iocpThreads = iocpThreadsMax;
m_log.InfoFormat("[OPENSIM MAIN]: Limiting max IO completion threads to {0}",iocpThreads);
m_log.InfoFormat("[OPENSIM MAIN]: Limiting max IOCP completion threads to {0}",iocpThreads);
}
// set the resulting worker and IO completion thread counts back to ThreadPool
if ( System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads) )
{
m_log.InfoFormat(
"[OPENSIM MAIN]: Threadpool set to {0} max worker threads and {1} max IO completion threads",
"[OPENSIM MAIN]: Threadpool set to {0} max worker threads and {1} max IOCP threads",
workerThreads, iocpThreads);
}
else

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@ -172,6 +172,13 @@ namespace OpenSim
if (userStatsURI != String.Empty)
MainServer.Instance.AddStreamHandler(new OpenSim.UXSimStatusHandler(this));
if (managedStatsURI != String.Empty)
{
string urlBase = String.Format("/{0}/", managedStatsURI);
MainServer.Instance.AddHTTPHandler(urlBase, StatsManager.HandleStatsRequest);
m_log.InfoFormat("[OPENSIM] Enabling remote managed stats fetch. URL = {0}", urlBase);
}
if (m_console is RemoteConsole)
{
if (m_consolePort == 0)
@ -348,18 +355,6 @@ namespace OpenSim
m_console.Commands.AddCommand("Regions", false, "delete-region",
"delete-region <name>",
"Delete a region from disk", RunCommand);
m_console.Commands.AddCommand("General", false, "modules list",
"modules list",
"List modules", HandleModules);
m_console.Commands.AddCommand("General", false, "modules load",
"modules load <name>",
"Load a module", HandleModules);
m_console.Commands.AddCommand("General", false, "modules unload",
"modules unload <name>",
"Unload a module", HandleModules);
}
protected override void ShutdownSpecific()
@ -556,34 +551,6 @@ namespace OpenSim
regInfo.EstateSettings.Save();
}
/// <summary>
/// Load, Unload, and list Region modules in use
/// </summary>
/// <param name="module"></param>
/// <param name="cmd"></param>
private void HandleModules(string module, string[] cmd)
{
List<string> args = new List<string>(cmd);
args.RemoveAt(0);
string[] cmdparams = args.ToArray();
if (cmdparams.Length > 0)
{
switch (cmdparams[0].ToLower())
{
case "list":
//TODO: Convert to new region modules
break;
case "unload":
//TODO: Convert to new region modules
break;
case "load":
//TODO: Convert to new region modules
break;
}
}
}
/// <summary>
/// Runs commands issued by the server console from the operator
/// </summary>

View File

@ -75,6 +75,7 @@ namespace OpenSim
protected int proxyOffset = 0;
public string userStatsURI = String.Empty;
public string managedStatsURI = String.Empty;
protected bool m_autoCreateClientStack = true;
@ -197,6 +198,8 @@ namespace OpenSim
string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
m_permsModules = new List<string>(permissionModules.Split(','));
managedStatsURI = startupConfig.GetString("ManagedStatsRemoteFetchURI", String.Empty);
}
// Load the simulation data service

View File

@ -91,7 +91,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
public void RemoveForClient()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// TestHelpers.EnableLogging();
UUID spId = TestHelpers.ParseTail(0x1);

View File

@ -337,6 +337,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool m_VelocityInterpolate = false;
private const uint MaxTransferBytesPerPacket = 600;
private volatile bool m_justEditedTerrain = false;
/// <value>
/// List used in construction of data blocks for an object update packet. This is to stop us having to
@ -536,7 +537,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// We still perform a force close inside the sync lock since this is intended to attempt close where
// there is some unidentified connection problem, not where we have issues due to deadlock
if (!IsActive && !force)
{
m_log.DebugFormat(
"[CLIENT]: Not attempting to close inactive client {0} in {1} since force flag is not set",
Name, m_scene.Name);
return;
}
IsActive = false;
CloseWithoutChecks(sendStop);
@ -1231,9 +1238,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
LLHeightFieldMoronize(map);
LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
layerpack.Header.Reliable = true;
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
// To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.
// We also make them unreliable because it's extremely likely that multiple packets will be sent for a terrain patch area
// invalidating previous packets for that area.
OutPacket(layerpack, ThrottleOutPacketType.Task);
// It's possible for an editing user to flood themselves with edited packets but the majority of use cases are such that only a
// tiny percentage of users will be editing the terrain. Other, non-editing users will see the edits much slower.
// One last note on this topic, by the time users are going to be editing the terrain, it's extremely likely that the sim will
// have rezzed already and therefore this is not likely going to cause any additional issues with lost packets, objects or terrain
// patches.
// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we only have one cache miss.
if (m_justEditedTerrain)
{
layerpack.Header.Reliable = false;
OutPacket(layerpack,
ThrottleOutPacketType.Unknown );
}
else
{
layerpack.Header.Reliable = true;
OutPacket(layerpack,
ThrottleOutPacketType.Task);
}
}
catch (Exception e)
{
@ -6367,6 +6397,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//m_log.Info("[LAND]: LAND:" + modify.ToString());
if (modify.ParcelData.Length > 0)
{
// Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore,
// a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit.
m_justEditedTerrain = true; // Prevent terrain packet (Land layer) from being queued, make it unreliable
if (OnModifyTerrain != null)
{
for (int i = 0; i < modify.ParcelData.Length; i++)
@ -6382,6 +6415,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
}
m_justEditedTerrain = false; // Queue terrain packet (Land layer) if necessary, make it reliable again
}
return true;

View File

@ -1871,9 +1871,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!client.SceneAgent.IsChildAgent)
client.Kick("Simulator logged you out due to connection timeout.");
client.CloseWithoutChecks(true);
}
m_scene.IncomingCloseAgent(client.AgentId, true);
}
private void IncomingPacketHandler()
@ -2216,7 +2216,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!client.IsLoggingOut)
{
client.IsLoggingOut = true;
client.Close(false, false);
m_scene.IncomingCloseAgent(client.AgentId, false);
}
}
}

View File

@ -200,7 +200,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
public void TestLogoutClientDueToAck()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
TestHelpers.EnableLogging();
IniConfigSource ics = new IniConfigSource();
IConfig config = ics.AddConfig("ClientStack.LindenUDP");

View File

@ -1069,8 +1069,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Now let's make it officially a child agent
sp.MakeChildAgent();
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
// May still need to signal neighbours whether child agents may need closing irrespective of whether this
// one needed closing. Neighbour regions also contain logic to prevent a close if a subsequent move or
// teleport re-established the child connection.
//
// It may be possible to also close child agents after a pause but one needs to be very careful about
// race conditions between different regions on rapid teleporting (e.g. from A1 to a non-neighbour B, back
// to a neighbour A2 then off to a non-neighbour C. Also, closing child agents early may be more compatible
// with complicated scenarios where there a mixture of V1 and V2 teleports, though this is conjecture. It's
// easier to close immediately and greatly reduce the scope of race conditions if possible.
sp.CloseChildAgents(newRegionX, newRegionY);
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
sp.DoNotCloseAfterTeleport = false;
@ -1086,14 +1096,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (!sp.DoNotCloseAfterTeleport)
{
// OK, it got this agent. Let's close everything
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing in agent {0} in region {1}", sp.Name, Scene.Name);
sp.CloseChildAgents(newRegionX, newRegionY);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing agent {0} in {1}", sp.Name, Scene.Name);
sp.Scene.IncomingCloseAgent(sp.UUID, false);
}
else
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {0}", sp.Name, Scene.Name);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {1}", sp.Name, Scene.Name);
sp.DoNotCloseAfterTeleport = false;
}
}
@ -1836,10 +1844,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
//Dump("Current Neighbors", neighbourHandles);
//Dump("Previous Neighbours", previousRegionNeighbourHandles);
//Dump("New Neighbours", newRegions);
//Dump("Old Neighbours", oldRegions);
// Dump("Current Neighbors", neighbourHandles);
// Dump("Previous Neighbours", previousRegionNeighbourHandles);
// Dump("New Neighbours", newRegions);
// Dump("Old Neighbours", oldRegions);
/// Update the scene presence's known regions here on this region
sp.DropOldNeighbours(oldRegions);
@ -1847,8 +1855,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// Collect as many seeds as possible
Dictionary<ulong, string> seeds;
if (sp.Scene.CapsModule != null)
seeds
= new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
seeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
else
seeds = new Dictionary<ulong, string>();
@ -1918,6 +1925,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
newAgent = true;
else
newAgent = false;
// continue;
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
{

View File

@ -45,6 +45,7 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static string LogHeader = "[MODULE COMMS]";
private Dictionary<string,object> m_constants = new Dictionary<string,object>();
@ -148,7 +149,7 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
MethodInfo mi = GetMethodInfoFromType(target.GetType(), meth, true);
if (mi == null)
{
m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}", meth);
m_log.WarnFormat("{0} Failed to register method {1}", LogHeader, meth);
return;
}
@ -165,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
{
// m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, (target is Type) ? ((Type)target).Name : target.GetType().Name);
Type delegateType;
Type delegateType = typeof(void);
List<Type> typeArgs = mi.GetParameters()
.Select(p => p.ParameterType)
.ToList();
@ -176,8 +177,16 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
}
else
{
typeArgs.Add(mi.ReturnType);
delegateType = Expression.GetFuncType(typeArgs.ToArray());
try
{
typeArgs.Add(mi.ReturnType);
delegateType = Expression.GetFuncType(typeArgs.ToArray());
}
catch (Exception e)
{
m_log.ErrorFormat("{0} Failed to create function signature. Most likely more than 5 parameters. Method={1}. Error={2}",
LogHeader, mi.Name, e);
}
}
Delegate fcall;

View File

@ -76,6 +76,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
" that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3, all corners = -1.",
consoleSetTerrainHeights);
m_module.Scene.AddCommand("Regions", m_module, "set water height",
"set water height <height> [<x>] [<y>]",
"Sets the water height in meters. If <x> and <y> are specified, it will only set it on regions with a matching coordinate. " +
"Specify -1 in <x> or <y> to wildcard that coordinate.",
consoleSetWaterHeight);
m_module.Scene.AddCommand(
"Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand);
}
@ -121,7 +128,29 @@ namespace OpenSim.Region.CoreModules.World.Estate
}
}
}
protected void consoleSetWaterHeight(string module, string[] args)
{
string heightstring = args[3];
int x = (args.Length > 4 ? int.Parse(args[4]) : -1);
int y = (args.Length > 5 ? int.Parse(args[5]) : -1);
if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x)
{
if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y)
{
double selectedheight = double.Parse(heightstring);
m_log.Debug("[ESTATEMODULE]: Setting water height in " + m_module.Scene.RegionInfo.RegionName + " to " +
string.Format(" {0}", selectedheight));
m_module.Scene.RegionInfo.RegionSettings.WaterHeight = selectedheight;
m_module.Scene.RegionInfo.RegionSettings.Save();
m_module.TriggerRegionInfoChange();
m_module.sendRegionHandshakeToAll();
}
}
}
protected void consoleSetTerrainHeights(string module, string[] args)
{
string num = args[3];

View File

@ -572,7 +572,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
if (!Scene.TeleportClientHome(user, s.ControllingClient))
{
s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
s.ControllingClient.Close();
Scene.IncomingCloseAgent(s.UUID, false);
}
}
}
@ -807,7 +807,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
if (!Scene.TeleportClientHome(prey, s.ControllingClient))
{
s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
s.ControllingClient.Close();
Scene.IncomingCloseAgent(s.UUID, false);
}
}
}
@ -830,7 +830,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
{
p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
p.ControllingClient.Close();
Scene.IncomingCloseAgent(p.UUID, false);
}
}
}

View File

@ -151,7 +151,7 @@ namespace OpenSim.Region.Framework.Scenes
public SynchronizeSceneHandler SynchronizeScene;
/// <summary>
/// Used to prevent simultaneous calls to RemoveClient() for the same agent from interfering with each other.
/// Used to prevent simultaneous calls to code that adds and removes agents.
/// </summary>
private object m_removeClientLock = new object();
@ -1338,7 +1338,7 @@ namespace OpenSim.Region.Framework.Scenes
Thread.Sleep(500);
// Stop all client threads.
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
ForEachScenePresence(delegate(ScenePresence avatar) { IncomingCloseAgent(avatar.UUID, false); });
m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
EventManager.TriggerSceneShuttingDown(this);
@ -3127,7 +3127,8 @@ namespace OpenSim.Region.Framework.Scenes
if (sp != null)
{
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
sp.ControllingClient.Close();
IncomingCloseAgent(sp.UUID, false);
}
// BANG! SLASH!
@ -3541,47 +3542,48 @@ namespace OpenSim.Region.Framework.Scenes
public override void RemoveClient(UUID agentID, bool closeChildAgents)
{
// CheckHeartbeat();
bool isChildAgent = false;
AgentCircuitData acd;
AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
lock (m_removeClientLock)
// Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
// in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
// However, will keep for now just in case.
if (acd == null)
{
acd = m_authenticateHandler.GetAgentCircuitData(agentID);
m_log.ErrorFormat(
"[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name);
if (acd == null)
{
m_log.ErrorFormat("[SCENE]: No agent circuit found for {0}, aborting Scene.RemoveClient", agentID);
return;
}
else
{
// We remove the acd up here to avoid later race conditions if two RemoveClient() calls occurred
// simultaneously.
// We also need to remove by agent ID since NPCs will have no circuit code.
m_authenticateHandler.RemoveCircuit(agentID);
}
return;
}
else
{
m_authenticateHandler.RemoveCircuit(agentID);
}
// TODO: Can we now remove this lock?
lock (acd)
{
{
bool isChildAgent = false;
ScenePresence avatar = GetScenePresence(agentID);
// Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
// in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
// However, will keep for now just in case.
if (avatar == null)
{
m_log.WarnFormat(
m_log.ErrorFormat(
"[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
return;
}
try
{
isChildAgent = avatar.IsChildAgent;
m_log.DebugFormat(
"[SCENE]: Removing {0} agent {1} {2} from {3}",
(isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName);
isChildAgent ? "child" : "root", avatar.Name, agentID, Name);
// Don't do this to root agents, it's not nice for the viewer
if (closeChildAgents && isChildAgent)
@ -3745,13 +3747,13 @@ namespace OpenSim.Region.Framework.Scenes
/// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of
/// the LLUDP stack).
/// </remarks>
/// <param name="agent">CircuitData of the agent who is connecting</param>
/// <param name="acd">CircuitData of the agent who is connecting</param>
/// <param name="reason">Outputs the reason for the false response on this string</param>
/// <param name="requirePresenceLookup">True for normal presence. False for NPC
/// or other applications where a full grid/Hypergrid presence may not be required.</param>
/// <returns>True if the region accepts this agent. False if it does not. False will
/// also return a reason.</returns>
public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup)
public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, out string reason, bool requirePresenceLookup)
{
bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
(teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
@ -3771,15 +3773,15 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat(
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})",
RegionInfo.RegionName,
(agent.child ? "child" : "root"),
agent.firstname,
agent.lastname,
agent.AgentID,
agent.circuitcode,
agent.IPAddress,
agent.Viewer,
(acd.child ? "child" : "root"),
acd.firstname,
acd.lastname,
acd.AgentID,
acd.circuitcode,
acd.IPAddress,
acd.Viewer,
((TPFlags)teleportFlags).ToString(),
agent.startpos
acd.startpos
);
if (!LoginsEnabled)
@ -3797,7 +3799,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (string viewer in m_AllowedViewers)
{
if (viewer == agent.Viewer.Substring(0, viewer.Length).Trim().ToLower())
if (viewer == acd.Viewer.Substring(0, viewer.Length).Trim().ToLower())
{
ViewerDenied = false;
break;
@ -3814,7 +3816,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (string viewer in m_BannedViewers)
{
if (viewer == agent.Viewer.Substring(0, viewer.Length).Trim().ToLower())
if (viewer == acd.Viewer.Substring(0, viewer.Length).Trim().ToLower())
{
ViewerDenied = true;
break;
@ -3826,61 +3828,115 @@ namespace OpenSim.Region.Framework.Scenes
{
m_log.DebugFormat(
"[SCENE]: Access denied for {0} {1} using {2}",
agent.firstname, agent.lastname, agent.Viewer);
acd.firstname, acd.lastname, acd.Viewer);
reason = "Access denied, your viewer is banned by the region owner";
return false;
}
}
lock (agent)
ILandObject land;
ScenePresence sp;
lock (m_removeClientLock)
{
ScenePresence sp = GetScenePresence(agent.AgentID);
if (sp != null)
sp = GetScenePresence(acd.AgentID);
// We need to ensure that we are not already removing the scene presence before we ask it not to be
// closed.
if (sp != null && sp.IsChildAgent && sp.LifecycleState == ScenePresenceState.Running)
{
if (!sp.IsChildAgent)
{
// We have a root agent. Is it in transit?
if (!EntityTransferModule.IsInTransit(sp.UUID))
{
// We have a zombie from a crashed session.
// Or the same user is trying to be root twice here, won't work.
// Kill it.
m_log.WarnFormat(
"[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
sp.Name, sp.UUID, RegionInfo.RegionName);
m_log.DebugFormat(
"[SCENE]: Reusing existing child scene presence for {0} in {1}", sp.Name, Name);
if (sp.ControllingClient != null)
sp.ControllingClient.Close(true, true);
sp = null;
}
//else
// m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName);
}
else
// In the case where, for example, an A B C D region layout, an avatar may
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
// renews the lease on the child agent at B, we must make sure that the close from A does not succeed.
if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
{
// We have a child agent here
m_log.DebugFormat(
"[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
sp.Name, Name);
sp.DoNotCloseAfterTeleport = true;
//m_log.WarnFormat("[SCENE]: Existing child scene presence for {0} {1} in {2}", sp.Name, sp.UUID, RegionInfo.RegionName);
}
else if (EntityTransferModule.IsInTransit(sp.UUID))
{
m_log.DebugFormat(
"[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt previous end-of-teleport close.",
sp.Name, Name);
sp.DoNotCloseAfterTeleport = true;
}
}
}
// Need to poll here in case we are currently deleting an sp. Letting threads run over each other will
// allow unpredictable things to happen.
if (sp != null)
{
const int polls = 10;
const int pollInterval = 1000;
int pollsLeft = polls;
while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0)
Thread.Sleep(pollInterval);
if (sp.LifecycleState == ScenePresenceState.Removing)
{
m_log.WarnFormat(
"[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.",
sp.Name, Name, polls * pollInterval / 1000);
return false;
}
else if (polls != pollsLeft)
{
m_log.DebugFormat(
"[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.",
sp.Name, Name, polls * pollInterval / 1000);
}
}
// TODO: can we remove this lock?
lock (acd)
{
if (sp != null && !sp.IsChildAgent)
{
// We have a root agent. Is it in transit?
if (!EntityTransferModule.IsInTransit(sp.UUID))
{
// We have a zombie from a crashed session.
// Or the same user is trying to be root twice here, won't work.
// Kill it.
m_log.WarnFormat(
"[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
sp.Name, sp.UUID, RegionInfo.RegionName);
if (sp.ControllingClient != null)
IncomingCloseAgent(sp.UUID, true);
sp = null;
}
//else
// m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName);
}
// Optimistic: add or update the circuit data with the new agent circuit data and teleport flags.
// We need the circuit data here for some of the subsequent checks. (groups, for example)
// If the checks fail, we remove the circuit.
agent.teleportFlags = teleportFlags;
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
acd.teleportFlags = teleportFlags;
m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y);
// On login test land permisions
if (vialogin)
{
IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
if (cache != null)
cache.Remove(agent.firstname + " " + agent.lastname);
if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
cache.Remove(acd.firstname + " " + acd.lastname);
if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y))
{
m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
m_authenticateHandler.RemoveCircuit(agent.circuitcode);
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
@ -3891,9 +3947,9 @@ namespace OpenSim.Region.Framework.Scenes
{
try
{
if (!VerifyUserPresence(agent, out reason))
if (!VerifyUserPresence(acd, out reason))
{
m_authenticateHandler.RemoveCircuit(agent.circuitcode);
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
@ -3902,16 +3958,16 @@ namespace OpenSim.Region.Framework.Scenes
m_log.ErrorFormat(
"[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
m_authenticateHandler.RemoveCircuit(agent.circuitcode);
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
try
{
if (!AuthorizeUser(agent, SeeIntoRegion, out reason))
if (!AuthorizeUser(acd, SeeIntoRegion, out reason))
{
m_authenticateHandler.RemoveCircuit(agent.circuitcode);
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
@ -3920,15 +3976,20 @@ namespace OpenSim.Region.Framework.Scenes
m_log.ErrorFormat(
"[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
m_authenticateHandler.RemoveCircuit(agent.circuitcode);
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
m_log.InfoFormat(
"[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode);
Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname,
acd.AgentID, acd.circuitcode);
if (CapsModule != null)
{
CapsModule.SetAgentCapsSeeds(acd);
CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
}
}
else
{
@ -3940,14 +4001,14 @@ namespace OpenSim.Region.Framework.Scenes
{
m_log.DebugFormat(
"[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
agent.AgentID, RegionInfo.RegionName);
acd.AgentID, RegionInfo.RegionName);
sp.AdjustKnownSeeds();
if (CapsModule != null)
{
CapsModule.SetAgentCapsSeeds(agent);
CapsModule.CreateCaps(agent.AgentID, agent.circuitcode);
CapsModule.SetAgentCapsSeeds(acd);
CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
}
}
}
@ -3955,28 +4016,28 @@ namespace OpenSim.Region.Framework.Scenes
// Try caching an incoming user name much earlier on to see if this helps with an issue
// where HG users are occasionally seen by others as "Unknown User" because their UUIDName
// request for the HG avatar appears to trigger before the user name is cached.
CacheUserName(null, agent);
CacheUserName(null, acd);
}
if (CapsModule != null)
{
CapsModule.ActivateCaps(agent.circuitcode);
CapsModule.ActivateCaps(acd.circuitcode);
}
if (vialogin)
{
// CleanDroppedAttachments();
if (TestBorderCross(agent.startpos, Cardinals.E))
if (TestBorderCross(acd.startpos, Cardinals.E))
{
Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
agent.startpos.X = crossedBorder.BorderLine.Z - 1;
Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E);
acd.startpos.X = crossedBorder.BorderLine.Z - 1;
}
if (TestBorderCross(agent.startpos, Cardinals.N))
if (TestBorderCross(acd.startpos, Cardinals.N))
{
Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.N);
agent.startpos.Y = crossedBorder.BorderLine.Z - 1;
Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.N);
acd.startpos.Y = crossedBorder.BorderLine.Z - 1;
}
//Mitigate http://opensimulator.org/mantis/view.php?id=3522
@ -3986,39 +4047,39 @@ namespace OpenSim.Region.Framework.Scenes
{
lock (EastBorders)
{
if (agent.startpos.X > EastBorders[0].BorderLine.Z)
if (acd.startpos.X > EastBorders[0].BorderLine.Z)
{
m_log.Warn("FIX AGENT POSITION");
agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
if (agent.startpos.Z > 720)
agent.startpos.Z = 720;
acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
if (acd.startpos.Z > 720)
acd.startpos.Z = 720;
}
}
lock (NorthBorders)
{
if (agent.startpos.Y > NorthBorders[0].BorderLine.Z)
if (acd.startpos.Y > NorthBorders[0].BorderLine.Z)
{
m_log.Warn("FIX Agent POSITION");
agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
if (agent.startpos.Z > 720)
agent.startpos.Z = 720;
acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
if (acd.startpos.Z > 720)
acd.startpos.Z = 720;
}
}
} else
{
if (agent.startpos.X > EastBorders[0].BorderLine.Z)
if (acd.startpos.X > EastBorders[0].BorderLine.Z)
{
m_log.Warn("FIX AGENT POSITION");
agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
if (agent.startpos.Z > 720)
agent.startpos.Z = 720;
acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f;
if (acd.startpos.Z > 720)
acd.startpos.Z = 720;
}
if (agent.startpos.Y > NorthBorders[0].BorderLine.Z)
if (acd.startpos.Y > NorthBorders[0].BorderLine.Z)
{
m_log.Warn("FIX Agent POSITION");
agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
if (agent.startpos.Z > 720)
agent.startpos.Z = 720;
acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f;
if (acd.startpos.Z > 720)
acd.startpos.Z = 720;
}
}
@ -4034,12 +4095,12 @@ namespace OpenSim.Region.Framework.Scenes
{
// We have multiple SpawnPoints, Route the agent to a random or sequential one
if (SpawnPointRouting == "random")
agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
else
agent.startpos = spawnpoints[SpawnPoint()].GetLocation(
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
@ -4047,7 +4108,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
// We have a single SpawnPoint and will route the agent to it
agent.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
}
return true;
@ -4060,7 +4121,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
{
agent.startpos = land.LandData.UserLocation;
acd.startpos = land.LandData.UserLocation;
}
}
*/// This is now handled properly in ScenePresence.MakeRootAgent
@ -4444,24 +4505,25 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)
{
if (childAgentUpdate.ControllingClient.SessionId == cAgentData.SessionID)
if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
// Only warn for now
m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
childAgentUpdate.UUID, cAgentData.SessionID);
// I can't imagine *yet* why we would get an update if the agent is a root agent..
// however to avoid a race condition crossing borders..
if (childAgentUpdate.IsChildAgent)
{
// I can't imagine *yet* why we would get an update if the agent is a root agent..
// however to avoid a race condition crossing borders..
if (childAgentUpdate.IsChildAgent)
{
uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
uint tRegionX = RegionInfo.RegionLocX;
uint tRegionY = RegionInfo.RegionLocY;
//Send Data to ScenePresence
childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
// Not Implemented:
//TODO: Do we need to pass the message on to one of our neighbors?
}
uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
uint tRegionX = RegionInfo.RegionLocX;
uint tRegionY = RegionInfo.RegionLocY;
//Send Data to ScenePresence
childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
// Not Implemented:
//TODO: Do we need to pass the message on to one of our neighbors?
}
else
m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}", childAgentUpdate.UUID, cAgentData.SessionID);
return true;
}
@ -4540,11 +4602,51 @@ namespace OpenSim.Region.Framework.Scenes
/// </param>
public bool IncomingCloseAgent(UUID agentID, bool force)
{
//m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
if (presence != null)
ScenePresence sp;
lock (m_removeClientLock)
{
presence.ControllingClient.Close(force, force);
sp = GetScenePresence(agentID);
if (sp == null)
{
m_log.DebugFormat(
"[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in {1}",
agentID, Name);
return false;
}
if (sp.LifecycleState != ScenePresenceState.Running)
{
m_log.DebugFormat(
"[SCENE]: Called RemoveClient() for {0} in {1} but presence is already in state {2}",
sp.Name, Name, sp.LifecycleState);
return false;
}
// We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
// want to obey this close since C may have renewed the child agent lease on B.
if (sp.DoNotCloseAfterTeleport)
{
m_log.DebugFormat(
"[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection",
sp.IsChildAgent ? "child" : "root", sp.Name, Name);
// Need to reset the flag so that a subsequent close after another teleport can succeed.
sp.DoNotCloseAfterTeleport = false;
return false;
}
sp.LifecycleState = ScenePresenceState.Removing;
}
if (sp != null)
{
sp.ControllingClient.Close(force, force);
return true;
}

View File

@ -75,6 +75,8 @@ namespace OpenSim.Region.Framework.Scenes
public class ScenePresence : EntityBase, IScenePresence
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// ~ScenePresence()
// {
// m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name);
@ -86,10 +88,27 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerScenePresenceUpdated(this);
}
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public PresenceType PresenceType { get; private set; }
private ScenePresenceStateMachine m_stateMachine;
/// <summary>
/// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine
/// for more details.
/// </summary>
public ScenePresenceState LifecycleState
{
get
{
return m_stateMachine.GetState();
}
set
{
m_stateMachine.SetState(value);
}
}
// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
@ -299,9 +318,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// In the V1 teleport protocol, the destination simulator sends ReleaseAgent to this address.
/// </summary>
string m_callbackURI;
private string m_callbackURI;
UUID m_originRegionID;
public UUID m_originRegionID;
/// <summary>
/// Used by the entity transfer module to signal when the presence should not be closed because a subsequent
@ -813,7 +832,7 @@ namespace OpenSim.Region.Framework.Scenes
public ScenePresence(
IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
{
{
AttachmentsSyncLock = new Object();
AllowMovement = true;
IsChildAgent = true;
@ -859,6 +878,8 @@ namespace OpenSim.Region.Framework.Scenes
SetDirectionVectors();
Appearance = appearance;
m_stateMachine = new ScenePresenceStateMachine(this);
}
private void RegionHeartbeatEnd(Scene scene)
@ -956,7 +977,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void MakeRootAgent(Vector3 pos, bool isFlying)
{
m_log.DebugFormat(
m_log.InfoFormat(
"[SCENE]: Upgrading child to root agent for {0} in {1}",
Name, m_scene.RegionInfo.RegionName);
@ -996,6 +1017,11 @@ namespace OpenSim.Region.Framework.Scenes
IsChildAgent = false;
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
// set and prevent the close of the connection on a subsequent re-teleport.
// Should not be needed if we are not trying to tell this region to close
// DoNotCloseAfterTeleport = false;
IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
if (gm != null)
Grouptitle = gm.GetGroupTitle(m_uuid);
@ -1520,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
private bool WaitForUpdateAgent(IClientAPI client)
{
// Before UpdateAgent, m_originRegionID is UUID.Zero; after, it's non-Zero
int count = 20;
int count = 50;
while (m_originRegionID.Equals(UUID.Zero) && count-- > 0)
{
m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name);
@ -3994,6 +4020,7 @@ namespace OpenSim.Region.Framework.Scenes
// Animator.Close();
Animator = null;
LifecycleState = ScenePresenceState.Removed;
}
public void AddAttachment(SceneObjectGroup gobj)

View File

@ -0,0 +1,102 @@
/*
* 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;
namespace OpenSim.Region.Framework.Scenes
{
/// <summary>
/// The possible states that a scene presence can be in. This is currently orthagonal to whether a scene presence
/// is root or child.
/// </summary>
/// <remarks>
/// This is a state machine.
///
/// [Entry] => Running
/// Running => Removing
/// Removing => Removed
///
/// All other methods should only see the scene presence in running state - this is the normal operational state
/// Removed state occurs when the presence has been removed. This is the end state with no exit.
/// </remarks>
public enum ScenePresenceState
{
Running, // Normal operation state. The scene presence is available.
Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient.
Removed, // The presence has been removed from the scene and is effectively dead.
// There is no exit from this state.
}
internal class ScenePresenceStateMachine
{
private ScenePresence m_sp;
private ScenePresenceState m_state;
internal ScenePresenceStateMachine(ScenePresence sp)
{
m_sp = sp;
m_state = ScenePresenceState.Running;
}
internal ScenePresenceState GetState()
{
return m_state;
}
/// <summary>
/// Updates the state of an agent that is already in transit.
/// </summary>
/// <param name='id'></param>
/// <param name='newState'></param>
/// <returns></returns>
/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
internal void SetState(ScenePresenceState newState)
{
bool transitionOkay = false;
lock (this)
{
if (newState == ScenePresenceState.Removing && m_state == ScenePresenceState.Running)
transitionOkay = true;
else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing)
transitionOkay = true;
}
if (!transitionOkay)
{
throw new Exception(
string.Format(
"Scene presence {0} is not allowed to move from state {1} to new state {2} in {3}",
m_sp.Name, m_state, newState, m_sp.Scene.Name));
}
else
{
m_state = newState;
}
}
}
}

View File

@ -96,8 +96,8 @@ public sealed class BSCharacter : BSPhysObject
m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName);
PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos);
// do actual creation in taint time
PhysScene.TaintedObject("BSCharacter.create", delegate()
@ -190,6 +190,10 @@ public sealed class BSCharacter : BSPhysObject
}
set {
// This is how much the avatar size is changing. Positive means getting bigger.
// The avatar altitude must be adjusted for this change.
float heightChange = value.Z - _size.Z;
_size = value;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
@ -207,6 +211,10 @@ public sealed class BSCharacter : BSPhysObject
{
PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
UpdatePhysicalMassProperties(RawMass, true);
// Adjust the avatar's position to account for the increase/decrease in size
ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f);
// Make sure this change appears as a property update event
PhysScene.PE.PushUpdate(PhysBody);
}

View File

@ -570,9 +570,9 @@ public static class BSParam
new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
-0.2f ),
new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
0.1f ),
0.2f ),
new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
0.1f ),
0.2f ),
new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
0.1f ),
new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",

View File

@ -264,8 +264,15 @@
; Simulator Stats URI
; Enable JSON simulator data by setting a URI name (case sensitive)
; Returns regular sim stats (SimFPS, ...)
; Stats_URI = "jsonSimStats"
; Simulator StatsManager URI
; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
; specify category, container and stat to fetch. If not selected, returns all of that type.
; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
; ManagedStatsRemoteFetchURI = "ManagedStats"
; Make OpenSim start all regions woth logins disabled. They will need
; to be enabled from the console if this is set
; StartDisabled = false