Added/edited a few debug messeges to provide more info for debugging.

dsg
Huaiyu (Kitty) Liu 2011-06-02 13:35:20 -07:00
parent fd99eea0af
commit fdb4e92dc3
1 changed files with 70 additions and 48 deletions

View File

@ -1522,7 +1522,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
if (sop == null || sop.ParentGroup.IsDeleted)
{
m_log.WarnFormat("{0}: HandleUpdatedPrimProperties -- prim {1} no longer in local SceneGraph", LogHeader, primUUID);
m_log.WarnFormat("{0}: HandleUpdatedPrimProperties -- prim {1} no longer in local SceneGraph. SOP == NULL? ({2}), Sender is {3}",
LogHeader, primUUID, sop == null, senderActorID);
return;
}
@ -2130,59 +2131,89 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_scene.EventManager.TriggerOnAttachLocally(localID, itemID, avatarID);
}
private int spErrCount = 0;
private HashSet<UUID> errUUIDs = new HashSet<UUID>();
private void HandleRemoteEvent_PhysicsCollision(string actorID, ulong evSeqNum, OSDMap data)
{
UUID primUUID = data["primUUID"].AsUUID();
//OSDArray collisionLocalIDs = (OSDArray)data["collisionLocalIDs"];
OSDArray collisionUUIDs = (OSDArray)data["collisionUUIDs"];
SceneObjectPart part = m_scene.GetSceneObjectPart(primUUID);
if (part == null)
if (!data.ContainsKey("primUUID") || !data.ContainsKey("collisionUUIDs"))
{
m_log.WarnFormat("{0}: HandleRemoteEvent_PhysicsCollision: no part with UUID {1} found", LogHeader, primUUID);
return;
}
if (collisionUUIDs == null)
{
m_log.WarnFormat("{0}: HandleRemoteEvent_PhysicsCollision: no collisionLocalIDs", LogHeader);
return;
m_log.ErrorFormat("RemoteEvent_PhysicsCollision: either primUUID or collisionUUIDs is missing in incoming OSDMap");
}
// Build up the collision list. The contact point is ignored so we generate some default.
CollisionEventUpdate e = new CollisionEventUpdate();
/*
foreach (uint collisionID in collisionLocalIDs)
try
{
// e.addCollider(collisionID, new ContactPoint());
e.addCollider(collisionID, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
}
* */
for(int i=0; i<collisionUUIDs.Count; i++)
{
OSD arg = collisionUUIDs[i];
UUID collidingUUID = arg.AsUUID();
UUID primUUID = data["primUUID"].AsUUID();
//OSDArray collisionLocalIDs = (OSDArray)data["collisionLocalIDs"];
OSDArray collisionUUIDs = (OSDArray)data["collisionUUIDs"];
SceneObjectPart collidingPart = m_scene.GetSceneObjectPart(collidingUUID);
if (collidingPart == null)
SceneObjectPart part = m_scene.GetSceneObjectPart(primUUID);
if (part == null)
{
//collision object is not a prim, check if it's an avatar
ScenePresence sp = m_scene.GetScenePresence(collidingUUID);
if (sp == null)
m_log.WarnFormat("{0}: HandleRemoteEvent_PhysicsCollision: no part with UUID {1} found, event initiator {2}", LogHeader, primUUID, actorID);
return;
}
if (collisionUUIDs == null)
{
m_log.WarnFormat("{0}: HandleRemoteEvent_PhysicsCollision: no collisionLocalIDs", LogHeader);
return;
}
// Build up the collision list. The contact point is ignored so we generate some default.
CollisionEventUpdate e = new CollisionEventUpdate();
/*
foreach (uint collisionID in collisionLocalIDs)
{
// e.addCollider(collisionID, new ContactPoint());
e.addCollider(collisionID, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
}
* */
for (int i = 0; i < collisionUUIDs.Count; i++)
{
OSD arg = collisionUUIDs[i];
UUID collidingUUID = arg.AsUUID();
SceneObjectPart collidingPart = m_scene.GetSceneObjectPart(collidingUUID);
if (collidingPart == null)
{
//m_log.WarnFormat("Received collision event for SOP {0},{1} with another SOP/SP {2}, but the latter is not found in local Scene",
// part.Name, part.UUID, collidingUUID);
//collision object is not a prim, check if it's an avatar
ScenePresence sp = m_scene.GetScenePresence(collidingUUID);
if (sp == null)
{
//m_log.WarnFormat("Received collision event for SOP {0},{1} with another SOP/SP {2}, but the latter is not found in local Scene",
// part.Name, part.UUID, collidingUUID);
if (spErrCount == 100)
{
string missedUUIDs = "";
foreach (UUID cUUID in errUUIDs)
{
missedUUIDs += cUUID.ToString() + ", ";
}
m_log.WarnFormat("Have seen errors of collidingUUID not being found {0} times. {1} collidingUUIDs seen so far: {2}", spErrCount, errUUIDs.Count, missedUUIDs);
spErrCount = 0;
errUUIDs.Clear();
}
else
{
spErrCount++;
errUUIDs.Add(collidingUUID);
}
}
else
{
e.addCollider(sp.LocalId, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
}
}
else
{
e.addCollider(sp.LocalId, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
e.addCollider(collidingPart.LocalId, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
}
}
else
{
e.addCollider(collidingPart.LocalId, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
}
part.PhysicsCollisionLocally(e);
}
catch (Exception e)
{
m_log.WarnFormat("HandleRemoteEvent_PhysicsCollision ERROR: {0}", e.Message);
}
part.PhysicsCollisionLocally(e);
}
/// <summary>
@ -2304,15 +2335,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
SendSceneEvent(SymmetricSyncMessage.MsgType.Attach, data);
}
/*
private void OnLocalPhysicsCollision(UUID partUUID, OSDArray collisionLocalIDs)
{
OSDMap data = new OSDMap();
data["primUUID"] = OSD.FromUUID(partUUID);
data["collisionLocalIDs"] = collisionLocalIDs;
SendSceneEvent(SymmetricSyncMessage.MsgType.PhysicsCollision, data);
}
* */
private void OnLocalPhysicsCollision(UUID partUUID, OSDArray collisionUUIDs)
{
OSDMap data = new OSDMap();