Add "active true|false" to "debug scene" console command.
This allows the scene update and maintenance loops to be started and stopped for debug purposes.connector_plugin
parent
b7e75d467c
commit
b5a3c74a5c
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@ -254,8 +254,14 @@ namespace OpenSim
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m_console.Commands.AddCommand("Debug", false, "debug teleport", "debug teleport", "Toggle teleport route debugging", Debug);
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m_console.Commands.AddCommand("Debug", false, "debug teleport", "debug teleport", "Toggle teleport route debugging", Debug);
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m_console.Commands.AddCommand("Debug", false, "debug scene",
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m_console.Commands.AddCommand("Debug", false, "debug scene",
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"debug scene <scripting> <collisions> <physics>",
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"debug scene active|collisions|physics|scripting|teleport true|false",
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"Turn on scene debugging", Debug);
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"Turn on scene debugging.",
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"If active is false then main scene update and maintenance loops are suspended.\n"
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+ "If collisions is false then collisions with other objects are turned off.\n"
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+ "If physics is false then all physics objects are non-physical.\n"
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+ "If scripting is false then no scripting operations happen.\n"
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+ "If teleport is true then some extra teleport debug information is logged.",
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Debug);
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m_console.Commands.AddCommand("General", false, "change region",
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m_console.Commands.AddCommand("General", false, "change region",
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"change region <region name>",
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"change region <region name>",
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@ -930,7 +936,8 @@ namespace OpenSim
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}
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}
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else
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else
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{
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{
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MainConsole.Instance.Output("Usage: debug scene scripting|collisions|physics|teleport true|false");
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MainConsole.Instance.Output(
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"Usage: debug scene active|scripting|collisions|physics|teleport true|false");
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}
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}
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break;
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break;
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@ -306,6 +306,30 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private volatile bool m_shuttingDown;
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private volatile bool m_shuttingDown;
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/// <summary>
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/// Is the scene active?
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/// </summary>
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/// <remarks>
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/// If false, maintenance and update loops are not run.
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/// </remarks>
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public bool Active
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{
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get { return m_active; }
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set
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{
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if (value)
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{
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if (!m_active)
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Start();
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}
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else
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{
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m_active = false;
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}
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}
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}
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private volatile bool m_active;
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// private int m_lastUpdate;
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// private int m_lastUpdate;
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// private bool m_firstHeartbeat = true;
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// private bool m_firstHeartbeat = true;
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@ -1159,6 +1183,14 @@ namespace OpenSim.Region.Framework.Scenes
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public void SetSceneCoreDebug(Dictionary<string, string> options)
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public void SetSceneCoreDebug(Dictionary<string, string> options)
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{
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{
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if (options.ContainsKey("active"))
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{
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bool active;
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if (bool.TryParse(options["active"], out active))
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Active = active;
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}
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if (options.ContainsKey("scripting"))
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if (options.ContainsKey("scripting"))
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{
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{
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bool enableScripts = true;
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bool enableScripts = true;
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@ -1298,6 +1330,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void Start()
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public void Start()
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{
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{
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m_active = true;
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// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
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// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
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//m_heartbeatTimer.Enabled = true;
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//m_heartbeatTimer.Enabled = true;
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@ -1339,7 +1373,7 @@ namespace OpenSim.Region.Framework.Scenes
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#region Update Methods
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#region Update Methods
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/// <summary>
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/// <summary>
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/// Performs per-frame updates regularly
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/// Activate the various loops necessary to continually update the scene.
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/// </summary>
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/// </summary>
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private void Heartbeat()
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private void Heartbeat()
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{
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{
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@ -1396,7 +1430,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<Vector3> coarseLocations;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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List<UUID> avatarUUIDs;
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while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun))
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while (Active && !m_shuttingDown && (endRun == null || MaintenanceRun < endRun))
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{
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{
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runtc = Util.EnvironmentTickCount();
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runtc = Util.EnvironmentTickCount();
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++MaintenanceRun;
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++MaintenanceRun;
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@ -1455,7 +1489,7 @@ namespace OpenSim.Region.Framework.Scenes
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int previousFrameTick, tmpMS;
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int previousFrameTick, tmpMS;
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int maintc = Util.EnvironmentTickCount();
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int maintc = Util.EnvironmentTickCount();
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while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
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while (Active && !m_shuttingDown && (endFrame == null || Frame < endFrame))
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{
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{
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++Frame;
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++Frame;
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