Rationalize the logging messages from the merged appearance branch, commenting out most of them as per Mic

viewer-2-initial-appearance
Justin Clark-Casey (justincc) 2010-10-29 23:45:10 +01:00
parent abcde41c0d
commit e66ec432af
4 changed files with 39 additions and 57 deletions

View File

@ -329,9 +329,8 @@ namespace OpenSim.Framework
public AvatarAppearance(UUID owner) public AvatarAppearance(UUID owner)
{ {
// DEBUG ON // m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance for {0}",owner);
m_log.WarnFormat("[AVATAR APPEARANCE] create empty appearance for {0}",owner);
// DEBUG OFF
m_serial = 1; m_serial = 1;
m_owner = owner; m_owner = owner;
@ -345,9 +344,8 @@ namespace OpenSim.Framework
public AvatarAppearance(UUID avatarID, OSDMap map) public AvatarAppearance(UUID avatarID, OSDMap map)
{ {
// DEBUG ON // m_log.WarnFormat("[AVATAR APPEARANCE]: create appearance for {0} from OSDMap",avatarID);
m_log.WarnFormat("[AVATAR APPEARANCE] create appearance for {0} from OSDMap",avatarID);
// DEBUG OFF
m_owner = avatarID; m_owner = avatarID;
Unpack(map); Unpack(map);
SetHeight(); SetHeight();
@ -355,9 +353,8 @@ namespace OpenSim.Framework
public AvatarAppearance(UUID avatarID, AvatarWearable[] wearables, Primitive.TextureEntry textureEntry, byte[] visualParams) public AvatarAppearance(UUID avatarID, AvatarWearable[] wearables, Primitive.TextureEntry textureEntry, byte[] visualParams)
{ {
// DEBUG ON // m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance for {0}",avatarID);
m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance for {0}",avatarID);
// DEBUG OFF
m_serial = 1; m_serial = 1;
m_owner = avatarID; m_owner = avatarID;
@ -383,9 +380,8 @@ namespace OpenSim.Framework
public AvatarAppearance(AvatarAppearance appearance) public AvatarAppearance(AvatarAppearance appearance)
{ {
// DEBUG ON // m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
// DEBUG OFF
if (appearance == null) if (appearance == null)
{ {
m_serial = 1; m_serial = 1;
@ -479,10 +475,9 @@ namespace OpenSim.Framework
} }
changed = true; changed = true;
// DEBUG ON
if (newface != null) // if (newface != null)
m_log.WarnFormat("[AVATAR APPEARANCE] index {0}, new texture id {1}",i,newface.TextureID); // m_log.WarnFormat("[AVATAR APPEARANCE]: index {0}, new texture id {1}",i,newface.TextureID);
// DEBUG OFF
} }
m_texture = textureEntry; m_texture = textureEntry;
@ -742,7 +737,7 @@ namespace OpenSim.Framework
} }
else else
{ {
m_log.Warn("[AVATARAPPEARANCE] failed to unpack wearables"); m_log.Warn("[AVATAR APPEARANCE]: failed to unpack wearables");
} }
// Avatar Textures // Avatar Textures
@ -760,7 +755,7 @@ namespace OpenSim.Framework
} }
else else
{ {
m_log.Warn("[AVATARAPPEARANCE] failed to unpack textures"); m_log.Warn("[AVATAR APPEARANCE]: failed to unpack textures");
} }
// Visual Parameters // Visual Parameters
@ -772,7 +767,7 @@ namespace OpenSim.Framework
} }
else else
{ {
m_log.Warn("[AVATARAPPEARANCE] failed to unpack visual parameters"); m_log.Warn("[AVATAR APPEARANCE]: failed to unpack visual parameters");
} }
// Attachments // Attachments
@ -786,7 +781,7 @@ namespace OpenSim.Framework
} }
catch (Exception e) catch (Exception e)
{ {
m_log.ErrorFormat("[AVATARAPPEARANCE] unpack failed badly: {0}",e.Message); m_log.ErrorFormat("[AVATAR APPEARANCE]: unpack failed badly: {0}{1}", e.Message, e.StackTrace);
} }
} }

View File

@ -988,9 +988,7 @@ namespace OpenSim.Framework.Capabilities
public void BakedTextureUploaded(UUID assetID, byte[] data) public void BakedTextureUploaded(UUID assetID, byte[] data)
{ {
// DEBUG ON // m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
// DEBUG OFF
AssetBase asset; AssetBase asset;
asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_agentID.ToString()); asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_agentID.ToString());
asset.Data = data; asset.Data = data;

View File

@ -117,7 +117,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null) if (sp == null)
{ {
m_log.WarnFormat("[AVFACTORY] SetAppearance unable to find presence for {0}",client.AgentId); m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}", client.AgentId);
return false; return false;
} }
@ -147,14 +147,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="visualParam"></param> /// <param name="visualParam"></param>
public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
{ {
// DEBUG ON // m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance for {0}",client.AgentId);
m_log.WarnFormat("[AVFACTORY] SetAppearance for {0}",client.AgentId);
// DEBUG OFF
ScenePresence sp = m_scene.GetScenePresence(client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null) if (sp == null)
{ {
m_log.WarnFormat("[AVFACTORY] SetAppearance unable to find presence for {0}",client.AgentId); m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}",client.AgentId);
return; return;
} }
@ -212,8 +210,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{ {
if (m_scene.AssetService.Get(textureID.ToString()) == null) if (m_scene.AssetService.Get(textureID.ToString()) == null)
{ {
m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}", m_log.WarnFormat("[AVATAR FACTORY MODULE]: Missing baked texture {0} ({1}) for avatar {2}",
textureID,idx,client.Name); textureID, idx, client.Name);
return false; return false;
} }
return true; return true;
@ -223,9 +221,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void QueueAppearanceSend(UUID agentid) public void QueueAppearanceSend(UUID agentid)
{ {
// DEBUG ON // m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}",agentid);
m_log.WarnFormat("[AVFACTORY] Queue appearance send for {0}",agentid);
// DEBUG OFF
// 100 nanoseconds (ticks) we should wait // 100 nanoseconds (ticks) we should wait
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000); long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000);
@ -238,9 +234,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void QueueAppearanceSave(UUID agentid) public void QueueAppearanceSave(UUID agentid)
{ {
// DEBUG ON // m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}",agentid);
m_log.WarnFormat("[AVFACTORY] Queue appearance save for {0}",agentid);
// DEBUG OFF
// 100 nanoseconds (ticks) we should wait // 100 nanoseconds (ticks) we should wait
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000); long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000);
@ -256,13 +250,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(agentid); ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null) if (sp == null)
{ {
m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid); m_log.WarnFormat("[AVATAR FACTORY MODULE]: Agent {0} no longer in the scene", agentid);
return; return;
} }
// DEBUG ON // m_log.WarnFormat("[AVATAR FACTORY MODULE]: Handle appearance send for {0}", agentid);
m_log.WarnFormat("[AVFACTORY] Handle appearance send for {0}",agentid);
// DEBUG OFF
// Send the appearance to everyone in the scene // Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents(); sp.SendAppearanceToAllOtherAgents();
@ -288,7 +280,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(agentid); ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null) if (sp == null)
{ {
m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid); m_log.WarnFormat("[AVATAR FACTORY MODULE]: Agent {0} no longer in the scene", agentid);
return; return;
} }
@ -339,13 +331,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null) if (sp == null)
{ {
m_log.WarnFormat("[AVFACTORY] SendWearables unable to find presence for {0}",client.AgentId); m_log.WarnFormat("[AVATAR FACTORY MODULE]: SendWearables unable to find presence for {0}", client.AgentId);
return; return;
} }
// DEBUG ON // m_log.WarnFormat("[AVATAR FACTORY MODULE]: Received request for wearables of {0}", client.AgentId);
m_log.WarnFormat("[AVFACTORY]: Received request for wearables of {0}", client.AgentId);
// DEBUG OFF
client.SendWearables(sp.Appearance.Wearables,sp.Appearance.Serial++); client.SendWearables(sp.Appearance.Wearables,sp.Appearance.Serial++);
} }
@ -359,13 +350,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null) if (sp == null)
{ {
m_log.WarnFormat("[AVFACTORY] AvatarIsWearing unable to find presence for {0}",client.AgentId); m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing unable to find presence for {0}", client.AgentId);
return; return;
} }
// DEBUG ON // m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}",client.AgentId);
m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}",client.AgentId);
// DEBUG OFF
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance); AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance);
@ -409,7 +398,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
else else
{ {
m_log.ErrorFormat( m_log.ErrorFormat(
"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", "[AVATAR FACTORY MODULE]: Can't find inventory item {0} for {1}, setting to default",
appearance.Wearables[i].ItemID, (WearableType)i); appearance.Wearables[i].ItemID, (WearableType)i);
appearance.Wearables[i].ItemID = UUID.Zero; appearance.Wearables[i].ItemID = UUID.Zero;
@ -420,7 +409,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
} }
else else
{ {
m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); m_log.WarnFormat("[AVATAR FACTORY MODULE]: user {0} has no inventory, appearance isn't going to work", userID);
} }
} }
} }

View File

@ -2393,13 +2393,13 @@ namespace OpenSim.Region.Framework.Scenes
if (LocalId == remoteAvatar.LocalId) if (LocalId == remoteAvatar.LocalId)
{ {
m_log.WarnFormat("[SP] An agent is attempting to send data to itself; {0}",UUID); m_log.WarnFormat("[SCENEPRESENCE]: An agent is attempting to send data to itself; {0}", UUID);
return; return;
} }
if (IsChildAgent) if (IsChildAgent)
{ {
m_log.WarnFormat("[SCENEPRESENCE] A child agent is attempting to send out avatar data"); m_log.WarnFormat("[SCENEPRESENCE]: A child agent is attempting to send out avatar data; {0}", UUID);
return; return;
} }
@ -2482,14 +2482,14 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient)) if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient))
{ {
m_log.WarnFormat("[SP] baked textures are in the ache for {0}",Name); // m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
m_controllingClient.SendAppearance( m_controllingClient.SendAppearance(
m_appearance.Owner,m_appearance.VisualParams,m_appearance.Texture.GetBytes()); m_appearance.Owner,m_appearance.VisualParams,m_appearance.Texture.GetBytes());
} }
} }
else else
{ {
m_log.WarnFormat("[SP] AvatarFactory not set"); m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
} }
SendInitialFullUpdateToAllClients(); SendInitialFullUpdateToAllClients();
@ -2501,7 +2501,7 @@ namespace OpenSim.Region.Framework.Scenes
public void SendAppearanceToAllOtherAgents() public void SendAppearanceToAllOtherAgents()
{ {
// DEBUG ON // DEBUG ON
m_log.WarnFormat("[SP] Send appearance from {0} to all other agents",m_uuid); // m_log.WarnFormat("[SCENEPRESENCE]: Send appearance from {0} to all other agents", m_uuid);
// DEBUG OFF // DEBUG OFF
m_perfMonMS = Util.EnvironmentTickCount(); m_perfMonMS = Util.EnvironmentTickCount();