Tweak log messages on local region to region teleport path to help with problem resolution.
parent
3ea6c25fb6
commit
c1a9355865
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@ -916,7 +916,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
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UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
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m_log.DebugFormat("[LLUDPSERVER]: Handling UseCircuitCode request from {0}", buffer.RemoteEndPoint);
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m_log.DebugFormat(
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"[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} from {1}",
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uccp.CircuitCode.Code, buffer.RemoteEndPoint);
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remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
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@ -176,7 +176,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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destinationRegionName = sp.Scene.RegionInfo.RegionName;
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation for {0} to {1} within existing region {2}",
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"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
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sp.Name, position, destinationRegionName);
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// Teleport within the same region
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@ -228,7 +228,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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GridRegion finalDestination = GetFinalDestination(reg);
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if (finalDestination == null)
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{
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m_log.WarnFormat("[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport agent.");
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport {0} {1}",
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sp.Name, sp.UUID);
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sp.ControllingClient.SendTeleportFailed("Problem at destination");
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return;
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}
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@ -315,10 +318,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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if (IsInTransit(sp.UUID)) // Avie is already on the way. Caller shouldn't do this.
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
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sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
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return;
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}
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Request Teleport to {0} ({1}) {2}/{3}",
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"[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}",
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sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName,
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reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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@ -439,7 +449,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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SetInTransit(sp.UUID);
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// Let's send a full update of the agent. This is a synchronous call.
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@ -645,7 +654,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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public virtual void TeleportHome(UUID id, IClientAPI client)
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{
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
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//OpenSim.Services.Interfaces.PresenceInfo pinfo = m_aScene.PresenceService.GetAgent(client.SessionId);
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GridUserInfo uinfo = m_aScene.GridUserService.GetGridUserInfo(client.AgentId.ToString());
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@ -660,14 +670,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return;
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}
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
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regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
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client.Name, regionInfo.RegionName, regionInfo.RegionCoordX, regionInfo.RegionCoordY);
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// a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
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((Scene)(client.Scene)).RequestTeleportLocation(
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client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
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(uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
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}
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else
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{
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.",
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client.Name, client.AgentId);
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}
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}
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#endregion
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@ -1351,19 +1367,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// after a cross here
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Thread.Sleep(500);
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Scene m_scene = sp.Scene;
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Scene scene = sp.Scene;
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uint x, y;
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Utils.LongToUInts(reg.RegionHandle, out x, out y);
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x = x / Constants.RegionSize;
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y = y / Constants.RegionSize;
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m_log.Debug("[ENTITY TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint + ")");
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
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sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY);
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string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath);
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string reason = String.Empty;
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bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);
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bool regionAccepted = scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);
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if (regionAccepted && newAgent)
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{
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@ -1380,7 +1394,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} is sending {1} EnableSimulator for neighbour region {2} @ {3} " +
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"and EstablishAgentCommunication with seed cap {4}",
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m_scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath);
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scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath);
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eq.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID);
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eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
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@ -1391,10 +1405,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// TODO: make Event Queue disablable!
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}
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m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Completed inform {0} {1} about neighbour {2}", sp.Name, sp.UUID, endPoint);
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}
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if (!regionAccepted)
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: Region {0} did not accept {1} {2}: {3}",
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reg.RegionName, sp.Name, sp.UUID, reason);
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}
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/// <summary>
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@ -184,7 +184,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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public override void TeleportHome(UUID id, IClientAPI client)
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{
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
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// Let's find out if this is a foreign user or a local user
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IUserManagement uMan = m_aScene.RequestModuleInterface<IUserManagement>();
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@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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{
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if (s.RegionInfo.RegionHandle == destination.RegionHandle)
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{
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m_log.DebugFormat("[LOCAL SIMULATION CONNECTOR]: Found region {0} to send SendCreateChildAgent", destination.RegionName);
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// m_log.DebugFormat("[LOCAL SIMULATION CONNECTOR]: Found region {0} to send SendCreateChildAgent", destination.RegionName);
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return s.NewUserConnection(aCircuit, teleportFlags, out reason);
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}
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}
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@ -209,9 +209,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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{
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if (s.RegionInfo.RegionHandle == destination.RegionHandle)
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{
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m_log.DebugFormat(
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"[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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s.RegionInfo.RegionName, destination.RegionHandle);
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// m_log.DebugFormat(
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// s.RegionInfo.RegionName, destination.RegionHandle);
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s.IncomingChildAgentDataUpdate(cAgentData);
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return true;
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@ -281,7 +281,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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{
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if (s.RegionInfo.RegionID == origin)
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{
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m_log.Debug("[LOCAL COMMS]: Found region to SendReleaseAgent");
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// m_log.Debug("[LOCAL COMMS]: Found region to SendReleaseAgent");
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AgentTransferModule.AgentArrivedAtDestination(id);
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return true;
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// return s.IncomingReleaseAgent(id);
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@ -1210,7 +1210,10 @@ namespace OpenSim.Region.Framework.Scenes
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if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
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{
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m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI);
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}",
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client.Name, client.AgentId, m_callbackURI);
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Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
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m_callbackURI = null;
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}
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