OpenSimMirror/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SceneToPhysEngineSyncServer.cs

750 lines
30 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 copyrightD
* 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.IO;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Collections.Generic;
using System.Threading;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using log4net;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
//Information of a registered idle physics engine.
//Note, this is a temporary solution to inlcude idle physics engines here.
//In the future, there might be a independent load balaner that keeps track
//of available idle hardware.
public class IdlePhysEngineInfo
{
public TcpClient TClient;
//public IPAddress PhysEngineIPAddr;
//public int PhysEnginePort;
public string ID;
//Will be used to store the overloaded PE that has send LB request and paired with this idle PE
public SceneToPhysEngineConnector AwaitOverloadedSE=null;
public IdlePhysEngineInfo(TcpClient tclient)
{
if(tclient==null) return;
TClient = tclient;
IPAddress ipAddr = ((IPEndPoint)tclient.Client.RemoteEndPoint).Address;
int port = ((IPEndPoint)tclient.Client.RemoteEndPoint).Port;
ID = ipAddr.ToString()+":"+port;
}
}
//Here is the per actor type listening server for physics Engines.
public class SceneToPhysEngineSyncServer : ISceneToPhysEngineServer, ICommandableModule
{
#region SceneToPhysEngineSyncServer members
// Set the addr and port for TcpListener
private IPAddress m_addr;
private Int32 m_port;
//this field is only meaning for the QuarkInfo records on the Scene side
private SceneToPhysEngineConnector m_peConnector=null;
public SceneToPhysEngineConnector PEConnector
{
get { return m_peConnector; }
set { m_peConnector = value; }
}
private int peCounter;
// static counters that are used to compute global configuration state
private static int m_syncServerInitialized = 0;
private static int m_totalConnections = 0;
private static List<Scene> m_allScenes = new List<Scene>();
// The local scene.
private Scene m_scene;
private ILog m_log;
// The listener and the thread which listens for connections from client managers
private TcpListener m_listener;
private Thread m_listenerThread;
private object m_physEngineConnector_lock = new object();
//private Dictionary<string, SceneToPhysEngineConnector> m_physEngineConnectors = new Dictionary<string, SceneToPhysEngineConnector>();
private List<SceneToPhysEngineConnector> m_physEngineConnectors = new List<SceneToPhysEngineConnector>();
// the last connector created
private SceneToPhysEngineConnector m_sceneToPhysEngineConnector = null;
//list of idle physics engines that have registered.
private List<IdlePhysEngineInfo> m_idlePhysEngineList = new List<IdlePhysEngineInfo>();
private string LogHeader = "[SCENE TO PHYS ENGINE SYNC SERVER]";
#region ICommandableModule Members
private readonly Commander m_commander = new Commander("phys");
public ICommander CommandInterface
{
get { return m_commander; }
}
private void InstallInterfaces()
{
// Command cmdSyncStart = new Command("start", CommandIntentions.COMMAND_HAZARDOUS, SyncStart, "Begins synchronization with RegionSyncServer.");
//cmdSyncStart.AddArgument("server_port", "The port of the server to synchronize with", "Integer");
// Command cmdSyncStop = new Command("stop", CommandIntentions.COMMAND_HAZARDOUS, SyncStop, "Stops synchronization with RegionSyncServer.");
//cmdSyncStop.AddArgument("server_address", "The IP address of the server to synchronize with", "String");
//cmdSyncStop.AddArgument("server_port", "The port of the server to synchronize with", "Integer");
Command cmdSyncStatus = new Command("status", CommandIntentions.COMMAND_HAZARDOUS, SyncStatus, "Displays synchronization status.");
// m_commander.RegisterCommand("start", cmdSyncStart);
// m_commander.RegisterCommand("stop", cmdSyncStop);
m_commander.RegisterCommand("status", cmdSyncStatus);
lock (m_scene)
{
// Add this to our scene so scripts can call these functions
m_scene.RegisterModuleCommander(m_commander);
}
}
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
private void EventManager_OnPluginConsole(string[] args)
{
if (args[0] == "phys")
{
if (args.Length == 1)
{
m_commander.ProcessConsoleCommand("help", new string[0]);
return;
}
string[] tmpArgs = new string[args.Length - 2];
int i;
for (i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
private void SyncStart(Object[] args)
{
return;
}
private void SyncStop(Object[] args)
{
return;
}
private void SyncStatus(Object[] args)
{
lock (m_physEngineConnector_lock)
{
if (m_physEngineConnectors.Count == 0)
{
m_log.Warn(LogHeader + " Not currently synchronized");
return;
}
m_log.Warn(LogHeader + " Synchronized");
foreach (SceneToPhysEngineConnector pec in m_physEngineConnectors)
{
m_log.Warn(pec.StatisticLine(true));
}
}
}
#endregion
// Check if any of the client views are in a connected state
public bool IsPhysEngineScene() { return SceneToPhysEngineSyncServer.IsPhysEngineScene2S(); }
public bool IsActivePhysEngineScene() { return SceneToPhysEngineSyncServer.IsActivePhysEngineScene2S(); }
public bool IsPhysEngineActor() { return SceneToPhysEngineSyncServer.IsPhysEngineActorS; }
public bool Synced
{
get { return (m_physEngineConnectors.Count > 0); }
}
public static bool IsPhysEngineSceneS
{
get { return (SceneToPhysEngineSyncServer.m_syncServerInitialized > 0); }
}
public static bool IsPhysEngineScene2S()
{
return (SceneToPhysEngineSyncServer.m_syncServerInitialized > 0);
}
public static bool IsActivePhysEngineSceneS
{
get {
System.Console.WriteLine("IsActivePhysEngineScene: si={0} tc={1}",
SceneToPhysEngineSyncServer.m_syncServerInitialized,
SceneToPhysEngineSyncServer.m_totalConnections);
return (SceneToPhysEngineSyncServer.m_syncServerInitialized > 0
&& SceneToPhysEngineSyncServer.m_totalConnections > 0);
}
}
public static bool IsActivePhysEngineScene2S()
{
return (SceneToPhysEngineSyncServer.m_syncServerInitialized > 0
&& SceneToPhysEngineSyncServer.m_totalConnections > 0);
}
public static bool IsPhysEngineActorS
{
get { return PhysEngineToSceneConnectorModule.IsPhysEngineActorS; }
}
/// <summary>
/// The scene is unknown by ODE so we have to look through the scenes to
/// find the one with this PhysicsActor so we can send the update.
/// </summary>
/// <param name="pa"></param>
public static void RouteUpdate(PhysicsActor pa)
{
SceneObjectPart sop = null;
Scene s = null;
foreach (Scene ss in m_allScenes)
{
try
{
sop = ss.GetSceneObjectPart(pa.UUID);
}
catch
{
sop = null;
}
if (sop != null)
{
s = ss;
break;
}
else
{
ScenePresence sp = ss.GetScenePresence(pa.UUID);
if (sp != null)
{
s = ss;
break;
}
}
}
if (s != null)
{
if (s.SceneToPhysEngineSyncServer != null)
{
s.SceneToPhysEngineSyncServer.SendUpdate(pa);
}
else
{
Console.WriteLine("RouteUpdate: SceneToPhysEngineSyncServer is not available");
}
}
else
{
Console.WriteLine("RouteUpdate: no SOP for update of {0}", pa.UUID);
}
return;
}
public void SendUpdate(PhysicsActor pa)
{
// m_log.DebugFormat("{0}: SendUpdate for {1}", LogHeader, pa.LocalID);
if (m_sceneToPhysEngineConnector != null)
{
this.m_sceneToPhysEngineConnector.SendPhysUpdateAttributes(pa);
}
}
#endregion
// Constructor
public SceneToPhysEngineSyncServer(Scene scene, string addr, int port)
{
m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
//m_log.Warn(LogHeader + "Constructed");
m_scene = scene;
m_addr = IPAddress.Parse(addr);
m_port = port;
m_scene.RegisterModuleInterface<ISceneToPhysEngineServer>(this);
// remember all the scenes that are configured for connection to physics engine
if (!m_allScenes.Contains(m_scene))
{
m_allScenes.Add(m_scene);
}
SubscribeToEvents();
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
InstallInterfaces();
}
private void SubscribeToEvents()
{
}
private void UnSubscribeToEvents()
{
}
// Start the server
public void Start()
{
SceneToPhysEngineSyncServer.m_syncServerInitialized++;
m_listenerThread = new Thread(new ThreadStart(Listen));
m_listenerThread.Name = "SceneToPhysEngineSyncServer Listener";
m_log.DebugFormat("{0}: Starting {1} thread", LogHeader, m_listenerThread.Name);
m_listenerThread.Start();
// m_log.DebugFormat("{0}: Started", LogHeader);
}
// Stop the server and disconnect all RegionSyncClients
public void Shutdown()
{
m_log.DebugFormat("{0}: Shutdown", LogHeader);
SceneToPhysEngineSyncServer.m_syncServerInitialized--;
// Stop the listener and listening thread so no new clients are accepted
m_listener.Stop();
m_listenerThread.Abort();
m_listenerThread = null;
// Stop all existing SceneTOSEConnectors
//TO FINISH
foreach (SceneToPhysEngineConnector peConnector in m_physEngineConnectors)
{
peConnector.Shutdown();
}
m_physEngineConnectors.Clear();
UnSubscribeToEvents();
}
// Add a connector to a physics engine
public void AddSyncedPhysEngine(SceneToPhysEngineConnector peConnector)
{
lock (m_physEngineConnector_lock)
{
m_physEngineConnectors.Add(peConnector);
m_sceneToPhysEngineConnector = peConnector;
}
}
// Remove the client view from the list and decrement synced client counter
public void RemoveSyncedPhysEngine(SceneToPhysEngineConnector peConnector)
{
lock (m_physEngineConnector_lock)
{
//Dictionary<string, SceneToPhysEngineConnector> currentlist = m_physEngineConnectors;
//Dictionary<string, SceneToPhysEngineConnector> newlist = new Dictionary<string, SceneToPhysEngineConnector>(currentlist);
m_physEngineConnectors.Remove(peConnector);
// Threads holding the previous version of the list can keep using it since
// they will not hold it for long and get a new copy next time they need to iterate
//m_physEngineConnectors = newlist;
}
}
// Listen for connections from a new RegionSyncClient
// When connected, start the ReceiveLoop for the new client
private void Listen()
{
m_listener = new TcpListener(m_addr, m_port);
try
{
// Start listening for clients
m_listener.Start();
while (true)
{
// *** Move/Add TRY/CATCH to here, but we don't want to spin loop on the same error
m_log.WarnFormat(LogHeader + ": Listening for new connections on port {0}...", m_port.ToString());
TcpClient tcpclient = m_listener.AcceptTcpClient();
IPAddress addr = ((IPEndPoint)tcpclient.Client.RemoteEndPoint).Address;
int port = ((IPEndPoint)tcpclient.Client.RemoteEndPoint).Port;
SceneToPhysEngineSyncServer.m_totalConnections++;
// m_log.DebugFormat("{0}: m_totalConnections = {1}", LogHeader, SceneToPhysEngineSyncServer.m_totalConnections);
ActorStatus actorStatus = GetActorStatus(tcpclient);
switch (actorStatus)
{
case ActorStatus.Sync:
// Add the SceneToPhysEngineConnector to the list
SceneToPhysEngineConnector sceneToPEConnector = new SceneToPhysEngineConnector(++peCounter, m_scene, tcpclient, this);
AddSyncedPhysEngine(sceneToPEConnector);
break;
case ActorStatus.Idle:
IdlePhysEngineInfo idleSE = new IdlePhysEngineInfo(tcpclient);
m_log.DebugFormat("{0}: adding an idle SE ({1}:{2})", LogHeader, addr, port);
m_idlePhysEngineList.Add(idleSE);
break;
default:
m_log.DebugFormat("{0}: Unknown actor status", LogHeader);
break;
}
}
}
catch (SocketException e)
{
m_log.WarnFormat("{0}: [Listen] SocketException: {1}", LogHeader, e);
}
}
/*
public void RegisterSyncedPhysEngine(SceneToPhysEngineConnector sceneToSEConnector)
{
//first, remove it from the idle list
m_idlePhysEngineList.Remove(sceneToSEConnector);
//now, added to the synced SE list
AddSyncedPhysEngine(sceneToSEConnector);
}
* */
// Broadcast a message to all connected RegionSyncClients
public void SendToAllConnectedPE(RegionSyncMessage msg)
{
if (m_physEngineConnectors.Count > 0)
{
m_log.Debug(LogHeader + ": region " + m_scene.RegionInfo.RegionName + " Broadcast to PhysEngine, msg " + msg.Type);
foreach (SceneToPhysEngineConnector peConnector in m_physEngineConnectors)
{
peConnector.Send(msg);
}
}
}
//TO FINISH: Find the right SceneToSEConnector to forward the message
public void SendToPE(RegionSyncMessage.MsgType msgType, SceneObjectGroup sog)
{
SceneToPhysEngineConnector peConnector = GetSceneToPEConnector(sog);
if (peConnector != null)
{
peConnector.SendObjectUpdate(msgType, sog);
}
}
//This is to send a message, rsm, to phys engine, and the message is about object SOG. E.g. RemovedObject
public void SendToPE(RegionSyncMessage rsm, SceneObjectGroup sog)
{
SceneToPhysEngineConnector peConnector = GetSceneToPEConnector(sog);
if (peConnector != null)
{
peConnector.Send(rsm);
}
}
private SceneToPhysEngineConnector GetSceneToPEConnector(SceneObjectGroup sog)
{
if (m_physEngineConnectors.Count == 0)
return null;
if (sog == null)
{
return m_physEngineConnectors[0];
}
else
{
// TODO: connection of physics engine to quarks. Next line commented out
// SceneToPhysEngineConnector peConnector = m_quarksInScene[quarkID].PEConnector;
if (PEConnector == null)
{
m_log.Warn(LogHeader + sog.AbsolutePosition.ToString() + " not covered by any physics engine");
}
return PEConnector;
}
}
private ActorStatus GetActorStatus(TcpClient tcpclient)
{
m_log.Debug(LogHeader+ ": Get Actor status");
RegionSyncMessage msg = new RegionSyncMessage(tcpclient.GetStream());
ActorStatus actorStatus;
switch (msg.Type)
{
case RegionSyncMessage.MsgType.ActorStatus:
{
string status = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
m_log.Debug(LogHeader + ": recv status: " + status);
actorStatus = (ActorStatus)Convert.ToInt32(status);
break;
}
default:
{
m_log.Error(LogHeader + ": Expect Message Type: ActorStatus");
RegionSyncMessage.HandleError("[REGION SYNC SERVER]", msg, String.Format("{0} Expect Message Type: ActorType", "[REGION SYNC SERVER]"));
return ActorStatus.Null;
}
}
return actorStatus;
}
#region Event Handlers
#endregion Event Handlers
#region Load balancing members and functions
/*
//keep track of idle physics engines that are in the process of load balancing (they are off the idle list, but not a working physics engine yet (not sync'ing with Scene yet)).
private Dictionary<string, IdlePhysEngineInfo> m_loadBalancingIdleSEs = new Dictionary<string,IdlePhysEngineInfo>();
public void HandleLoadBalanceRequest(SceneToPhysEngineConnector seConnctor)
{
//Let's start a thread to do the job, so that we can return quickly and don't block on ReceiveLoop()
Thread partitionThread = new Thread(new ParameterizedThreadStart(TriggerLoadBalanceProcess));
partitionThread.Name = "TriggerLoadBalanceProcess";
partitionThread.Start((object)seConnctor);
}
public void TriggerLoadBalanceProcess(object arg)
{
SceneToPhysEngineConnector seConnctor = (SceneToPhysEngineConnector)arg;
IdlePhysEngineInfo idlePhysEngineInfo = GetIdlePhysEngineConnector();
if (idlePhysEngineInfo != null)
{
RegionSyncMessage msg = new RegionSyncMessage(RegionSyncMessage.MsgType.LoadMigrationNotice);
Send(idlePhysEngineInfo.TClient, msg.ToBytes());
m_log.Debug(LogHeader + ": HandleLoadBalanceRequest from " + seConnctor.Description + ", picked idle SE: " + idlePhysEngineInfo.ID);
//keep track of which overload physics engine is paired up with which idle physics engine
idlePhysEngineInfo.AwaitOverloadedSE = seConnctor;
m_loadBalancingIdleSEs.Add(idlePhysEngineInfo.ID, idlePhysEngineInfo);
m_log.Debug("ToSEConnector portal: local -" +
((IPEndPoint)idlePhysEngineInfo.TClient.Client.LocalEndPoint).Address.ToString() + ":" + ((IPEndPoint)idlePhysEngineInfo.TClient.Client.LocalEndPoint).Port
+ "; remote - " + ((IPEndPoint)idlePhysEngineInfo.TClient.Client.RemoteEndPoint).Address.ToString() + ":"
+ ((IPEndPoint)idlePhysEngineInfo.TClient.Client.RemoteEndPoint).Port);
//Now we expect the idle physics engine to reply back
msg = new RegionSyncMessage(idlePhysEngineInfo.TClient.GetStream());
if (msg.Type != RegionSyncMessage.MsgType.LoadMigrationListenerInitiated)
{
m_log.Warn(LogHeader + ": should receive a message of type LoadMigrationListenerInitiated, but received " + msg.Type.ToString());
}
else
{
//Before the load is migrated from overloaded physics engine to the idle engine, sync with the DB to update the state in DB
List<EntityBase> entities = m_scene.GetEntities();
foreach (EntityBase entity in entities)
{
if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged)
{
m_scene.ForceSceneObjectBackup((SceneObjectGroup)entity);
}
}
OSDMap data = DeserializeMessage(msg);
if (!data.ContainsKey("ip") || !data.ContainsKey("port") )
{
m_log.Warn(LogHeader + ": parameters missing in SceneLocation message from Scene, need to have ip, port");
return;
}
//echo the information back to the overloaded physics engine
seConnctor.Send(new RegionSyncMessage(RegionSyncMessage.MsgType.LoadBalanceResponse, OSDParser.SerializeJsonString(data)));
m_log.Debug(LogHeader + " now remove physics engine " + idlePhysEngineInfo.ID + " from idle SE list, and create SceneToPhysEngineConnector to it");
//create a SceneToSEConnector for the idle physics engine, who will be sync'ing with this SyncServer soon
SceneToPhysEngineConnector sceneToSEConnector = new SceneToPhysEngineConnector(++peCounter, m_scene, idlePhysEngineInfo.TClient, this);
//Now remove the physics engine from the idle SE list
m_idlePhysEngineList.Remove(idlePhysEngineInfo);
//AddSyncedPhysEngine(sceneToSEConnector);
}
}
else
{
seConnctor.SendLoadBalanceRejection("no idle physics engines");
}
}
*/
HashSet<string> exceptions = new HashSet<string>();
private OSDMap DeserializeMessage(RegionSyncMessage msg)
{
OSDMap data = null;
try
{
data = OSDParser.DeserializeJson(Encoding.ASCII.GetString(msg.Data, 0, msg.Length)) as OSDMap;
}
catch (Exception e)
{
lock (exceptions)
// If this is a new message, then print the underlying data that caused it
if (!exceptions.Contains(e.Message))
m_log.Error(LogHeader + " " + Encoding.ASCII.GetString(msg.Data, 0, msg.Length));
data = null;
}
return data;
}
private void Send(TcpClient tcpclient, byte[] data)
{
if (tcpclient.Connected)
{
try
{
tcpclient.GetStream().BeginWrite(data, 0, data.Length, ar =>
{
if (tcpclient.Connected)
{
try
{
tcpclient.GetStream().EndWrite(ar);
}
catch (Exception)
{ }
}
}, null);
}
catch (IOException)
{
m_log.WarnFormat("{0} physics Engine has disconnected.", LogHeader);
}
}
}
private IdlePhysEngineInfo GetIdlePhysEngineConnector()
{
if (m_idlePhysEngineList.Count == 0)
return null;
IdlePhysEngineInfo idleSEInfo = m_idlePhysEngineList[0];
m_idlePhysEngineList.Remove(idleSEInfo);
return idleSEInfo;
}
#endregion Load balancing functions
#region Message Logging
public static bool logInput = false;
public static bool logOutput = true;
public static bool logEnabled = false;
private class PhysMsgLogger
{
public DateTime startTime;
public string path = null;
public System.IO.TextWriter Log = null;
}
private static PhysMsgLogger logWriter = null;
private static TimeSpan logMaxFileTime = new TimeSpan(0, 5, 0); // (h,m,s) => 5 minutes
public static string logDir = "/stats/stats";
private static object logLocker = new Object();
public static void PhysLogMessage(bool direction, RegionSyncMessage rsm)
{
if (!logEnabled) return; // save to work of the ToStringFull if not enabled
PhysLogMessage(direction, rsm.ToStringFull());
}
/// <summary>
/// Log a physics bucket message
/// </summary>
/// <param name="direction">True of message originated from the agent</param>
/// <param name="msg">the message to log</param>
public static void PhysLogMessage(bool direction, string msg)
{
if (!logEnabled) return;
lock (logLocker)
{
try
{
DateTime now = DateTime.Now;
if (logWriter == null || (now > logWriter.startTime + logMaxFileTime))
{
if (logWriter != null && logWriter.Log != null)
{
logWriter.Log.Close();
logWriter.Log.Dispose();
logWriter.Log = null;
}
// First log file or time has expired, start writing to a new log file
logWriter = new PhysMsgLogger();
logWriter.startTime = now;
logWriter.path = (logDir.Length > 0 ? logDir + System.IO.Path.DirectorySeparatorChar.ToString() : "")
+ String.Format("physics-{0}.log", now.ToString("yyyyMMddHHmmss"));
logWriter.Log = new StreamWriter(File.Open(logWriter.path, FileMode.Append, FileAccess.Write));
}
if (logWriter != null && logWriter.Log != null)
{
StringBuilder buff = new StringBuilder();
buff.Append(now.ToString("yyyyMMddHHmmssfff"));
buff.Append(" ");
buff.Append(direction ? "A->S:" : "S->A:");
buff.Append(msg);
buff.Append("\r\n");
logWriter.Log.Write(buff.ToString());
}
}
catch (Exception e)
{
// m_log.ErrorFormat("{0}: FAILURE WRITING TO LOGFILE: {1}", LogHeader, e);
logEnabled = false;
}
}
return;
}
public static void PhysLogMessageClose()
{
if (logWriter != null && logWriter.Log != null)
{
logWriter.Log.Close();
logWriter.Log.Dispose();
logWriter.Log = null;
logWriter = null;
}
logEnabled = false;
}
#endregion Message Logging
}
}