varregion: add lots of DEBUG level log messages. Especially for teleport.

varregion
Robert Adams 2013-12-24 12:31:26 -08:00
parent b40b57776b
commit e5f7c8b6e8
7 changed files with 17 additions and 11 deletions

View File

@ -1998,8 +1998,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Given a world position (fractional meter coordinate), get the GridRegion info for
// the region containing that point.
// Someday this should be a method on GridService.
// Return 'null' if no such region exists.
private GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py)
public GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py)
{
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: call, XY=<{1},{2}>", LogHeader, px, py);
GridRegion ret = null;

View File

@ -77,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
public class EntityTransferStateMachine
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[ENTITY TRANSFER STATE MACHINE]";
/// <summary>
/// If true then on a teleport, the source region waits for a callback from the destination region. If
@ -100,6 +101,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <returns>true if the agent was not already in transit, false if it was</returns>
internal bool SetInTransit(UUID id)
{
m_log.DebugFormat("{0} SetInTransit. agent={1}, newState=Preparing", LogHeader, id);
lock (m_agentsInTransit)
{
if (!m_agentsInTransit.ContainsKey(id))
@ -121,6 +123,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
internal bool UpdateInTransit(UUID id, AgentTransferState newState)
{
m_log.DebugFormat("{0} UpdateInTransit. agent={1}, newState={2}", LogHeader, id, newState);
bool transitionOkay = false;
// We don't want to throw an exception on cancel since this can come it at any time.
@ -193,6 +197,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
else if (failIfNotOkay)
{
m_log.DebugFormat("{0} UpdateInTransit. Throwing transition failure = {1}", LogHeader, failureMessage);
throw new Exception(failureMessage);
}
// else

View File

@ -77,7 +77,6 @@ namespace OpenSim.Region.Framework.Interfaces
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
}
public interface IUserAgentVerificationModule

View File

@ -46,8 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
{
public partial class Scene
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[SCENE INVENTORY]";
/// <summary>
/// Allows asynchronous derezzing of objects from the scene into a client's inventory.

View File

@ -43,6 +43,7 @@ namespace OpenSim.Region.Framework.Scenes
public abstract class SceneBase : IScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[SCENE]";
#region Events

View File

@ -76,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
public class ScenePresence : EntityBase, IScenePresence
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly String LogHeader = "[SCENE PRESENCE]";
// ~ScenePresence()
// {
@ -3438,12 +3439,11 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsInTransit)
{
m_log.DebugFormat(
"[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
pos2, Name, Scene.Name);
if (!m_scene.PositionIsInCurrentRegion(pos2))
{
m_log.DebugFormat("{0} CheckForBorderCrossing: position outside region. {1} in {2} at pos {3}",
LogHeader, Name, Scene.Name, pos2);
// Disconnect from the current region
bool isFlying = Flying;
RemoveFromPhysicalScene();