OpenSimMirror/OpenSim/Region/CoreModules/World/Region/RegionCommandsModule.cs

313 lines
15 KiB
C#

/*
* 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.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using log4net;
using Mono.Addins;
using NDesk.Options;
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.CoreModules.World.Objects.Commands
{
/// <summary>
/// A module that holds commands for manipulating objects in the scene.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionCommandsModule")]
public class RegionCommandsModule : INonSharedRegionModule
{
private Scene m_scene;
private ICommandConsole m_console;
public string Name { get { return "Region Commands Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: INITIALIZED MODULE");
}
public void PostInitialise()
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: POST INITIALIZED MODULE");
}
public void Close()
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: CLOSED MODULE");
}
public void AddRegion(Scene scene)
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
m_scene = scene;
m_console = MainConsole.Instance;
m_console.Commands.AddCommand(
"Regions", false, "show scene",
"show scene",
"Show live information for the currently selected scene (fps, prims, etc.).", HandleShowScene);
m_console.Commands.AddCommand(
"Regions", false, "show region",
"show region",
"Show control information for the currently selected region (host name, max physical prim size, etc).",
"A synonym for \"region get\"",
HandleShowRegion);
m_console.Commands.AddCommand(
"Regions", false, "region get",
"region get",
"Show control information for the currently selected region (host name, max physical prim size, etc).",
"Some parameters can be set with the \"region set\" command.\n"
+ "Others must be changed via a viewer (usually via the region/estate dialog box).",
HandleShowRegion);
m_console.Commands.AddCommand(
"Regions", false, "region set",
"region get",
"Set control information for the currently selected region.",
"Currently, the following parameters can be set:\n"
+ "agent-limit <int> - Current root agent limit. This is persisted over restart.\n"
+ "max-agent-limit <int> - Maximum root agent limit. agent-limit cannot exceed this."
+ " This is not persisted over restart - to set it every time you must add a MaxAgents entry to your regions file.",
HandleRegionSet);
}
public void RemoveRegion(Scene scene)
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
}
public void RegionLoaded(Scene scene)
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
}
private void HandleShowRegion(string module, string[] cmd)
{
if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_scene))
return;
RegionInfo ri = m_scene.RegionInfo;
RegionSettings rs = ri.RegionSettings;
StringBuilder sb = new StringBuilder();
sb.AppendFormat("Region information for {0}\n", m_scene.Name);
ConsoleDisplayList dispList = new ConsoleDisplayList();
dispList.AddRow("Region ID", ri.RegionID);
dispList.AddRow("Region handle", ri.RegionHandle);
dispList.AddRow("Region location", string.Format("{0},{1}", ri.RegionLocX, ri.RegionLocY));
dispList.AddRow("Region size", string.Format("{0}x{1}", ri.RegionSizeX, ri.RegionSizeY));
//dispList.AddRow("Region type", ri.RegionType);
dispList.AddRow("Maturity", rs.Maturity);
dispList.AddRow("Region address", ri.ServerURI);
dispList.AddRow("From region file", ri.RegionFile);
dispList.AddRow("External endpoint", ri.ExternalEndPoint);
dispList.AddRow("Internal endpoint", ri.InternalEndPoint);
dispList.AddRow("Access level", ri.AccessLevel);
dispList.AddRow("Agent limit", rs.AgentLimit);
dispList.AddRow("Max agent limit", ri.AgentCapacity);
dispList.AddRow("Linkset capacity", ri.LinksetCapacity <= 0 ? "not set" : ri.LinksetCapacity.ToString());
dispList.AddRow("Prim capacity", ri.ObjectCapacity);
dispList.AddRow("Prim bonus", rs.ObjectBonus);
dispList.AddRow("Max prims per user", ri.MaxPrimsPerUser < 0 ? "n/a" : ri.MaxPrimsPerUser.ToString());
dispList.AddRow("Clamp prim size", ri.ClampPrimSize);
dispList.AddRow("Non physical prim min size", ri.NonphysPrimMin <= 0 ? "not set" : string.Format("{0} m", ri.NonphysPrimMin));
dispList.AddRow("Non physical prim max size", ri.NonphysPrimMax <= 0 ? "not set" : string.Format("{0} m", ri.NonphysPrimMax));
dispList.AddRow("Physical prim min size", ri.PhysPrimMin <= 0 ? "not set" : string.Format("{0} m", ri.PhysPrimMin));
dispList.AddRow("Physical prim max size", ri.PhysPrimMax <= 0 ? "not set" : string.Format("{0} m", ri.PhysPrimMax));
dispList.AddRow("Allow Damage", rs.AllowDamage);
dispList.AddRow("Allow Land join/divide", rs.AllowLandJoinDivide);
dispList.AddRow("Allow land resell", rs.AllowLandResell);
dispList.AddRow("Block fly", rs.BlockFly);
dispList.AddRow("Block show in search", rs.BlockShowInSearch);
dispList.AddRow("Block terraform", rs.BlockTerraform);
dispList.AddRow("Covenant UUID", rs.Covenant);
dispList.AddRow("Convenant change Unix time", rs.CovenantChangedDateTime);
dispList.AddRow("Disable collisions", rs.DisableCollisions);
dispList.AddRow("Disable physics", rs.DisablePhysics);
dispList.AddRow("Disable scripts", rs.DisableScripts);
dispList.AddRow("Restrict pushing", rs.RestrictPushing);
dispList.AddRow("Fixed sun", rs.FixedSun);
dispList.AddRow("Sun position", rs.SunPosition);
dispList.AddRow("Sun vector", rs.SunVector);
dispList.AddRow("Use estate sun", rs.UseEstateSun);
dispList.AddRow("Telehub UUID", rs.TelehubObject);
dispList.AddRow("Terrain lower limit", string.Format("{0} m", rs.TerrainLowerLimit));
dispList.AddRow("Terrain raise limit", string.Format("{0} m", rs.TerrainRaiseLimit));
dispList.AddRow("Water height", string.Format("{0} m", rs.WaterHeight));
dispList.AddRow("Maptile static file", ri.MaptileStaticFile);
dispList.AddRow("Maptile static UUID", ri.MaptileStaticUUID);
dispList.AddRow("Last map refresh", ri.lastMapRefresh);
dispList.AddRow("Last map UUID", ri.lastMapUUID);
dispList.AddToStringBuilder(sb);
MainConsole.Instance.Output(sb.ToString());
}
private void HandleRegionSet(string module, string[] args)
{
if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_scene))
return;
if (args.Length != 4)
{
MainConsole.Instance.OutputFormat("Usage: region set <param> <value>");
return;
}
string param = args[2];
string rawValue = args[3];
if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_scene))
return;
RegionInfo ri = m_scene.RegionInfo;
RegionSettings rs = ri.RegionSettings;
if (param == "agent-limit")
{
int newValue;
if (!ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, rawValue, out newValue))
return;
if (newValue > ri.AgentCapacity)
{
MainConsole.Instance.OutputFormat(
"Cannot set {0} to {1} in {2} as max-agent-limit is {3}", "agent-limit",
newValue, m_scene.Name, ri.AgentCapacity);
}
else
{
rs.AgentLimit = newValue;
MainConsole.Instance.OutputFormat(
"{0} set to {1} in {2}", "agent-limit", newValue, m_scene.Name);
}
rs.Save();
}
else if (param == "max-agent-limit")
{
int newValue;
if (!ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, rawValue, out newValue))
return;
ri.AgentCapacity = newValue;
MainConsole.Instance.OutputFormat(
"{0} set to {1} in {2}", "max-agent-limit", newValue, m_scene.Name);
if (ri.AgentCapacity < rs.AgentLimit)
{
rs.AgentLimit = ri.AgentCapacity;
MainConsole.Instance.OutputFormat(
"Reducing {0} to {1} in {2}", "agent-limit", rs.AgentLimit, m_scene.Name);
}
rs.Save();
}
}
private void HandleShowScene(string module, string[] cmd)
{
if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_scene))
return;
SimStatsReporter r = m_scene.StatsReporter;
float[] stats = r.LastReportedSimStats;
float timeDilation = stats[0];
float simFps = stats[1];
float physicsFps = stats[2];
float agentUpdates = stats[3];
float rootAgents = stats[4];
float childAgents = stats[5];
float totalPrims = stats[6];
float activePrims = stats[7];
float totalFrameTime = stats[8];
// float netFrameTime = stats.StatsBlock[9].StatValue; // Ignored - not used by OpenSimulator
float physicsFrameTime = stats[10];
float otherFrameTime = stats[11];
// float imageFrameTime = stats.StatsBlock[12].StatValue; // Ignored
float inPacketsPerSecond = stats[13];
float outPacketsPerSecond = stats[14];
float unackedBytes = stats[15];
// float agentFrameTime = stats.StatsBlock[16].StatValue; // Not really used
float pendingDownloads = stats[17];
float pendingUploads = stats[18];
float activeScripts = stats[19];
float scriptLinesPerSecond = stats[20];
StringBuilder sb = new StringBuilder();
sb.AppendFormat("Scene statistics for {0}\n", m_scene.RegionInfo.RegionName);
ConsoleDisplayList dispList = new ConsoleDisplayList();
dispList.AddRow("Time Dilation", timeDilation);
dispList.AddRow("Sim FPS", simFps);
dispList.AddRow("Physics FPS", physicsFps);
dispList.AddRow("Avatars", rootAgents);
dispList.AddRow("Child agents", childAgents);
dispList.AddRow("Total prims", totalPrims);
dispList.AddRow("Scripts", activeScripts);
dispList.AddRow("Script lines processed per second", scriptLinesPerSecond);
dispList.AddRow("Physics enabled prims", activePrims);
dispList.AddRow("Total frame time", totalFrameTime);
dispList.AddRow("Physics frame time", physicsFrameTime);
dispList.AddRow("Other frame time", otherFrameTime);
dispList.AddRow("Agent Updates per second", agentUpdates);
dispList.AddRow("Packets processed from clients per second", inPacketsPerSecond);
dispList.AddRow("Packets sent to clients per second", outPacketsPerSecond);
dispList.AddRow("Bytes unacknowledged by clients", unackedBytes);
dispList.AddRow("Pending asset downloads to clients", pendingDownloads);
dispList.AddRow("Pending asset uploads from clients", pendingUploads);
dispList.AddToStringBuilder(sb);
MainConsole.Instance.Output(sb.ToString());
}
}
}