Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
avinationmerge
Melanie 2013-01-11 02:13:10 +00:00
commit f74915ed4f
6 changed files with 363 additions and 148 deletions

View File

@ -236,18 +236,6 @@ namespace OpenSim
+ "If an avatar name is given then only packets from that avatar are logged",
Debug);
m_console.Commands.AddCommand("Debug", false, "debug teleport", "debug teleport", "Toggle teleport route debugging", Debug);
m_console.Commands.AddCommand("Debug", false, "debug scene",
"debug scene active|collisions|physics|scripting|teleport true|false",
"Turn on scene debugging.",
"If active is false then main scene update and maintenance loops are suspended.\n"
+ "If collisions is false then collisions with other objects are turned off.\n"
+ "If physics is false then all physics objects are non-physical.\n"
+ "If scripting is false then no scripting operations happen.\n"
+ "If teleport is true then some extra teleport debug information is logged.",
Debug);
m_console.Commands.AddCommand("General", false, "change region",
"change region <region name>",
"Change current console region", ChangeSelectedRegion);
@ -744,31 +732,6 @@ namespace OpenSim
break;
case "scene":
if (args.Length == 4)
{
if (SceneManager.CurrentScene == null)
{
MainConsole.Instance.Output("Please use 'change region <regioname>' first");
}
else
{
string key = args[2];
string value = args[3];
SceneManager.CurrentScene.SetSceneCoreDebug(
new Dictionary<string, string>() { { key, value } });
MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
}
}
else
{
MainConsole.Instance.Output(
"Usage: debug scene active|scripting|collisions|physics|teleport true|false");
}
break;
default:
MainConsole.Instance.Output("Unknown debug command");
break;

View File

@ -780,13 +780,18 @@ namespace OpenSim.Region.CoreModules.World.Estate
Scene.RegionInfo.RegionSettings.Save();
TriggerRegionInfoChange();
Scene.SetSceneCoreDebug(
new Dictionary<string, string>() {
{ "scripting", (!disableScripts).ToString() },
{ "collisions", (!disableCollisions).ToString() },
{ "physics", (!disablePhysics).ToString() }
}
);
ISceneCommandsModule scm = Scene.RequestModuleInterface<ISceneCommandsModule>();
if (scm != null)
{
scm.SetSceneDebugOptions(
new Dictionary<string, string>() {
{ "scripting", (!disableScripts).ToString() },
{ "collisions", (!disableCollisions).ToString() },
{ "physics", (!disablePhysics).ToString() }
}
);
}
}
private void handleEstateTeleportOneUserHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID, UUID prey)

View File

@ -0,0 +1,43 @@
/*
* 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 OpenSim 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public interface ISceneCommandsModule
{
/// <summary>
/// Sets the scene debug options.
/// </summary>
void SetSceneDebugOptions(Dictionary<string, string> options);
}
}

View File

@ -70,12 +70,77 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Show debug information about teleports.
/// </summary>
public bool DebugTeleporting { get; private set; }
public bool DebugTeleporting { get; set; }
/// <summary>
/// Show debug information about the scene loop.
/// </summary>
public bool DebugUpdates { get; private set; }
public bool DebugUpdates { get; set; }
/// <summary>
/// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and
/// if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter).
/// </summary>
/// <remarks>
/// Even if false, the scene will still be saved on clean shutdown.
/// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels.
/// This needs to be fixed.
/// </remarks>
public bool PeriodicBackup { get; set; }
/// <summary>
/// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even
/// if the scene is being shut down for the final time.
/// </summary>
public bool UseBackup { get; set; }
/// <summary>
/// If false then physical objects are disabled, though collisions will continue as normal.
/// </summary>
public bool PhysicsEnabled { get; set; }
/// <summary>
/// If false then scripts are not enabled on the smiulator
/// </summary>
public bool ScriptsEnabled
{
get { return m_scripts_enabled; }
set
{
if (m_scripts_enabled != value)
{
if (!value)
{
m_log.Info("Stopping all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
((SceneObjectGroup)ent).RemoveScriptInstances(false);
}
}
else
{
m_log.Info("Starting all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)ent;
sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
sog.ResumeScripts();
}
}
}
m_scripts_enabled = value;
}
}
}
private bool m_scripts_enabled;
public SynchronizeSceneHandler SynchronizeScene;
@ -284,8 +349,6 @@ namespace OpenSim.Region.Framework.Scenes
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine;
/// <summary>
@ -348,7 +411,6 @@ namespace OpenSim.Region.Framework.Scenes
private Timer m_mapGenerationTimer = new Timer();
private bool m_generateMaptiles;
private bool m_useBackup = true;
#endregion Fields
@ -614,11 +676,6 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_authenticateHandler; }
}
public bool UseBackup
{
get { return m_useBackup; }
}
// an instance to the physics plugin's Scene object.
public PhysicsScene PhysicsScene
{
@ -773,9 +830,11 @@ namespace OpenSim.Region.Framework.Scenes
DumpAssetsToFile = dumpAssetsToFile;
// XXX: Don't set the public property since we don't want to activate here. This needs to be handled
// better in the future.
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
@ -792,8 +851,8 @@ namespace OpenSim.Region.Framework.Scenes
StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
if (!m_useBackup)
UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
if (!UseBackup)
m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
//Animation states
@ -970,6 +1029,10 @@ namespace OpenSim.Region.Framework.Scenes
{
PhysicalPrims = true;
CollidablePrims = true;
PhysicsEnabled = true;
PeriodicBackup = true;
UseBackup = true;
BordersLocked = true;
Border northBorder = new Border();
@ -1212,83 +1275,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void SetSceneCoreDebug(Dictionary<string, string> options)
{
if (options.ContainsKey("active"))
{
bool active;
if (bool.TryParse(options["active"], out active))
Active = active;
}
if (options.ContainsKey("scripting"))
{
bool enableScripts = true;
if (bool.TryParse(options["scripting"], out enableScripts) && m_scripts_enabled != enableScripts)
{
if (!enableScripts)
{
m_log.Info("Stopping all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
((SceneObjectGroup)ent).RemoveScriptInstances(false);
}
}
else
{
m_log.Info("Starting all Scripts in Scene");
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)ent;
sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
sog.ResumeScripts();
}
}
}
m_scripts_enabled = enableScripts;
}
}
if (options.ContainsKey("physics"))
{
bool enablePhysics;
if (bool.TryParse(options["physics"], out enablePhysics))
m_physics_enabled = enablePhysics;
}
// if (options.ContainsKey("collisions"))
// {
// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
// // the avatar themselves to collide with the ground.
// }
if (options.ContainsKey("teleport"))
{
bool enableTeleportDebugging;
if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
DebugTeleporting = enableTeleportDebugging;
}
if (options.ContainsKey("updates"))
{
bool enableUpdateDebugging;
if (bool.TryParse(options["updates"], out enableUpdateDebugging))
{
DebugUpdates = enableUpdateDebugging;
GcNotify.Enabled = DebugUpdates;
}
}
}
public int GetInaccurateNeighborCount()
{
return m_neighbours.Count;
@ -1337,16 +1323,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.Debug("[SCENE]: Persisting changed objects");
EntityBase[] entities = GetEntities();
foreach (EntityBase entity in entities)
{
if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged)
{
((SceneObjectGroup)entity).ProcessBackup(SimulationDataService, false);
}
}
m_log.Debug("[SCENE]: Graph close");
Backup(false);
m_sceneGraph.Close();
if (!GridService.DeregisterRegion(RegionInfo.RegionID))
@ -1573,7 +1550,7 @@ namespace OpenSim.Region.Framework.Scenes
}
tmpMS = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled)
if (PhysicsEnabled && Frame % m_update_physics == 0)
m_sceneGraph.UpdatePreparePhysics();
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
@ -1588,7 +1565,7 @@ namespace OpenSim.Region.Framework.Scenes
tmpMS = Util.EnvironmentTickCount();
if (Frame % m_update_physics == 0)
{
if (m_physics_enabled)
if (PhysicsEnabled)
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
if (SynchronizeScene != null)
@ -1630,7 +1607,7 @@ namespace OpenSim.Region.Framework.Scenes
eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
if (Frame % m_update_backup == 0)
if (PeriodicBackup && Frame % m_update_backup == 0)
{
tmpMS = Util.EnvironmentTickCount();
UpdateStorageBackup();

View File

@ -126,7 +126,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
{
scene.RegisterModuleInterface<IGroupsModule>(this);
scene.AddCommand(
"debug",
"Debug",
this,
"debug groups verbose",
"debug groups verbose <true|false>",

View File

@ -0,0 +1,227 @@
/*
* 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.Reflection;
using System.Text;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Avatar.Attachments
{
/// <summary>
/// A module that just holds commands for inspecting avatar appearance.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")]
public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
public string Name { get { return "Scene Commands Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE");
}
public void PostInitialise()
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE");
}
public void Close()
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE");
}
public void AddRegion(Scene scene)
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
m_scene = scene;
m_scene.RegisterModuleInterface<ISceneCommandsModule>(this);
}
public void RemoveRegion(Scene scene)
{
// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
}
public void RegionLoaded(Scene scene)
{
// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
scene.AddCommand(
"Debug", this, "debug scene get",
"debug scene get",
"List current scene options.",
"If active is false then main scene update and maintenance loops are suspended.\n"
+ "If collisions is false then collisions with other objects are turned off.\n"
+ "If pbackup is false then periodic scene backup is turned off.\n"
+ "If physics is false then all physics objects are non-physical.\n"
+ "If scripting is false then no scripting operations happen.\n"
+ "If teleport is true then some extra teleport debug information is logged.\n"
+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
HandleDebugSceneGetCommand);
scene.AddCommand(
"Debug", this, "debug scene set",
"debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false",
"Turn on scene debugging options.",
"If active is false then main scene update and maintenance loops are suspended.\n"
+ "If collisions is false then collisions with other objects are turned off.\n"
+ "If pbackup is false then periodic scene backup is turned off.\n"
+ "If physics is false then all physics objects are non-physical.\n"
+ "If scripting is false then no scripting operations happen.\n"
+ "If teleport is true then some extra teleport debug information is logged.\n"
+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
HandleDebugSceneSetCommand);
}
private void HandleDebugSceneGetCommand(string module, string[] args)
{
if (args.Length == 3)
{
if (MainConsole.Instance.ConsoleScene == null)
MainConsole.Instance.Output("Please use 'change region <regioname>' first");
else
OutputSceneDebugOptions();
}
else
{
MainConsole.Instance.Output("Usage: debug scene get");
}
}
private void OutputSceneDebugOptions()
{
ConsoleDisplayList cdl = new ConsoleDisplayList();
cdl.AddRow("active", m_scene.Active);
cdl.AddRow("pbackup", m_scene.PeriodicBackup);
cdl.AddRow("physics", m_scene.PhysicsEnabled);
cdl.AddRow("scripting", m_scene.ScriptsEnabled);
cdl.AddRow("teleport", m_scene.DebugTeleporting);
cdl.AddRow("updates", m_scene.DebugUpdates);
MainConsole.Instance.Output(cdl.ToString());
}
private void HandleDebugSceneSetCommand(string module, string[] args)
{
if (args.Length == 5)
{
if (MainConsole.Instance.ConsoleScene == null)
{
MainConsole.Instance.Output("Please use 'change region <regioname>' first");
}
else
{
string key = args[3];
string value = args[4];
SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
}
}
else
{
MainConsole.Instance.Output(
"Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false");
}
}
public void SetSceneDebugOptions(Dictionary<string, string> options)
{
if (options.ContainsKey("active"))
{
bool active;
if (bool.TryParse(options["active"], out active))
m_scene.Active = active;
}
if (options.ContainsKey("pbackup"))
{
bool active;
if (bool.TryParse(options["pbackup"], out active))
m_scene.PeriodicBackup = active;
}
if (options.ContainsKey("scripting"))
{
bool enableScripts = true;
if (bool.TryParse(options["scripting"], out enableScripts))
m_scene.ScriptsEnabled = enableScripts;
}
if (options.ContainsKey("physics"))
{
bool enablePhysics;
if (bool.TryParse(options["physics"], out enablePhysics))
m_scene.PhysicsEnabled = enablePhysics;
}
// if (options.ContainsKey("collisions"))
// {
// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
// // the avatar themselves to collide with the ground.
// }
if (options.ContainsKey("teleport"))
{
bool enableTeleportDebugging;
if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
m_scene.DebugTeleporting = enableTeleportDebugging;
}
if (options.ContainsKey("updates"))
{
bool enableUpdateDebugging;
if (bool.TryParse(options["updates"], out enableUpdateDebugging))
{
m_scene.DebugUpdates = enableUpdateDebugging;
GcNotify.Enabled = enableUpdateDebugging;
}
}
}
}
}