disable prim count debug logging temporarily
parent
b11e3d33f1
commit
fe258753a0
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@ -4276,7 +4276,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int sequence_id, bool snap_selection, int request_result, ILandObject lo,
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int sequence_id, bool snap_selection, int request_result, ILandObject lo,
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float simObjectBonusFactor, int parcelObjectCapacity, int simObjectCapacity, uint regionFlags)
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float simObjectBonusFactor, int parcelObjectCapacity, int simObjectCapacity, uint regionFlags)
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{
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{
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m_log.DebugFormat("[LLCLIENTVIEW]: Sending land properties for {0} to {1}", lo.LandData.GlobalID, Name);
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// m_log.DebugFormat("[LLCLIENTVIEW]: Sending land properties for {0} to {1}", lo.LandData.GlobalID, Name);
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LandData landData = lo.LandData;
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LandData landData = lo.LandData;
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@ -122,10 +122,10 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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{
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if (!m_Tainted)
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if (!m_Tainted)
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AddObject(obj);
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AddObject(obj);
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else
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// else
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: Ignoring OnParcelPrimCountAdd() for {0} on {1} since count is tainted",
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// "[PRIM COUNT MODULE]: Ignoring OnParcelPrimCountAdd() for {0} on {1} since count is tainted",
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obj.Name, m_Scene.RegionInfo.RegionName);
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// obj.Name, m_Scene.RegionInfo.RegionName);
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}
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}
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}
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}
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@ -137,17 +137,17 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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{
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if (!m_Tainted)
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if (!m_Tainted)
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RemoveObject(obj);
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RemoveObject(obj);
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else
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// else
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: Ignoring OnObjectBeingRemovedFromScene() for {0} on {1} since count is tainted",
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// "[PRIM COUNT MODULE]: Ignoring OnObjectBeingRemovedFromScene() for {0} on {1} since count is tainted",
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obj.Name, m_Scene.RegionInfo.RegionName);
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// obj.Name, m_Scene.RegionInfo.RegionName);
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}
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}
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}
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}
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private void OnParcelPrimCountTainted()
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private void OnParcelPrimCountTainted()
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{
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{
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: OnParcelPrimCountTainted() called on {0}", m_Scene.RegionInfo.RegionName);
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// "[PRIM COUNT MODULE]: OnParcelPrimCountTainted() called on {0}", m_Scene.RegionInfo.RegionName);
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lock (m_TaintLock)
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lock (m_TaintLock)
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m_Tainted = true;
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m_Tainted = true;
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@ -174,7 +174,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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// NOTE: Call under Taint Lock
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// NOTE: Call under Taint Lock
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private void AddObject(SceneObjectGroup obj)
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private void AddObject(SceneObjectGroup obj)
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{
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{
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m_log.DebugFormat("[PRIM COUNT MODULE]: Adding object {0} {1} to prim count", obj.Name, obj.UUID);
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// m_log.DebugFormat("[PRIM COUNT MODULE]: Adding object {0} {1} to prim count", obj.Name, obj.UUID);
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if (obj.IsAttachment)
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if (obj.IsAttachment)
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return;
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return;
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@ -225,13 +225,15 @@ namespace OpenSim.Region.CoreModules.World.Land
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// NOTE: Call under Taint Lock
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// NOTE: Call under Taint Lock
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private void RemoveObject(SceneObjectGroup obj)
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private void RemoveObject(SceneObjectGroup obj)
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{
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{
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m_log.DebugFormat("[PRIM COUNT MODULE]: Removing object {0} {1} from prim count", obj.Name, obj.UUID);
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// m_log.DebugFormat("[PRIM COUNT MODULE]: Removing object {0} {1} from prim count", obj.Name, obj.UUID);
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// Currently this is being done by tainting the count instead.
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}
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}
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public IPrimCounts GetPrimCounts(UUID parcelID)
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public IPrimCounts GetPrimCounts(UUID parcelID)
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{
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{
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: GetPrimCounts for parcel {0} in {1}", parcelID, m_Scene.RegionInfo.RegionName);
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// "[PRIM COUNT MODULE]: GetPrimCounts for parcel {0} in {1}", parcelID, m_Scene.RegionInfo.RegionName);
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PrimCounts primCounts;
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PrimCounts primCounts;
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@ -266,9 +268,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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count = counts.Owner;
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count = counts.Owner;
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}
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}
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: GetOwnerCount for parcel {0} in {1} returning {2}",
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// "[PRIM COUNT MODULE]: GetOwnerCount for parcel {0} in {1} returning {2}",
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parcelID, m_Scene.RegionInfo.RegionName, count);
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// parcelID, m_Scene.RegionInfo.RegionName, count);
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return count;
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return count;
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}
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}
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@ -292,9 +294,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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count = counts.Group;
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count = counts.Group;
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}
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}
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: GetGroupCount for parcel {0} in {1} returning {2}",
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// "[PRIM COUNT MODULE]: GetGroupCount for parcel {0} in {1} returning {2}",
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parcelID, m_Scene.RegionInfo.RegionName, count);
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// parcelID, m_Scene.RegionInfo.RegionName, count);
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return count;
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return count;
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}
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}
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@ -318,9 +320,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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count = counts.Others;
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count = counts.Others;
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}
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}
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: GetOthersCount for parcel {0} in {1} returning {2}",
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// "[PRIM COUNT MODULE]: GetOthersCount for parcel {0} in {1} returning {2}",
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parcelID, m_Scene.RegionInfo.RegionName, count);
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// parcelID, m_Scene.RegionInfo.RegionName, count);
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return count;
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return count;
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}
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}
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@ -349,9 +351,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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}
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}
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: GetTotalCount for parcel {0} in {1} returning {2}",
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// "[PRIM COUNT MODULE]: GetTotalCount for parcel {0} in {1} returning {2}",
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parcelID, m_Scene.RegionInfo.RegionName, count);
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// parcelID, m_Scene.RegionInfo.RegionName, count);
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return count;
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return count;
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}
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}
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@ -379,9 +381,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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}
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}
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: GetOthersCount for parcel {0} in {1} returning {2}",
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// "[PRIM COUNT MODULE]: GetOthersCount for parcel {0} in {1} returning {2}",
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parcelID, m_Scene.RegionInfo.RegionName, count);
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// parcelID, m_Scene.RegionInfo.RegionName, count);
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return count;
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return count;
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}
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}
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@ -410,9 +412,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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}
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}
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[PRIM COUNT MODULE]: GetUserCount for user {0} in parcel {1} in region {2} returning {3}",
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// "[PRIM COUNT MODULE]: GetUserCount for user {0} in parcel {1} in region {2} returning {3}",
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userID, parcelID, m_Scene.RegionInfo.RegionName, count);
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// userID, parcelID, m_Scene.RegionInfo.RegionName, count);
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return count;
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return count;
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}
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}
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@ -420,7 +422,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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// NOTE: This method MUST be called while holding the taint lock!
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// NOTE: This method MUST be called while holding the taint lock!
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private void Recount()
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private void Recount()
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{
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{
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m_log.DebugFormat("[PRIM COUNT MODULE]: Recounting prims on {0}", m_Scene.RegionInfo.RegionName);
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// m_log.DebugFormat("[PRIM COUNT MODULE]: Recounting prims on {0}", m_Scene.RegionInfo.RegionName);
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m_OwnerMap.Clear();
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m_OwnerMap.Clear();
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m_SimwideCounts.Clear();
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m_SimwideCounts.Clear();
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