OpenSimMirror/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs

186 lines
7.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using Mono.Data.SqliteClient;
using OpenMetaverse;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Framework.Statistics;
namespace OpenSim.Region.UserStatistics
{
public class ActiveConnectionsAJAX : IStatsController
{
#region IStatsController Members
public Hashtable ProcessModel(Hashtable pParams)
{
List<Scene> m_scene = (List<Scene>)pParams["Scenes"];
Hashtable nh = new Hashtable();
nh.Add("hdata", m_scene);
return nh;
}
public string RenderView(Hashtable pModelResult)
{
List<Scene> all_scenes = (List<Scene>) pModelResult["hdata"];
StringBuilder output = new StringBuilder();
HTMLUtil.OL_O(ref output, "");
foreach (Scene scene in all_scenes)
{
List<ScenePresence> avatarInScene = scene.GetScenePresences();
HTMLUtil.LI_O(ref output, "");
output.Append(scene.RegionInfo.RegionName);
HTMLUtil.OL_O(ref output, "");
foreach (ScenePresence av in avatarInScene)
{
Dictionary<string,string> queues = new Dictionary<string, string>();
if (av.ControllingClient is IStatsCollector)
{
IStatsCollector isClient = (IStatsCollector) av.ControllingClient;
queues = decodeQueueReport(isClient.Report());
}
HTMLUtil.LI_O(ref output, "");
output.Append(av.Name);
output.Append("&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;");
output.Append((av.IsChildAgent ? "Child" : "Root"));
Dictionary<string, int> throttles = DecodeClientThrottles(av.ControllingClient.GetThrottlesPacked(1));
HTMLUtil.UL_O(ref output, "");
foreach (string throttlename in throttles.Keys)
{
HTMLUtil.LI_O(ref output, "");
output.Append(throttlename);
output.Append(":");
output.Append(throttles[throttlename].ToString());
if (queues.ContainsKey(throttlename))
{
output.Append("/");
output.Append(queues[throttlename]);
}
HTMLUtil.LI_C(ref output);
}
if (queues.ContainsKey("Incoming") && queues.ContainsKey("Outgoing"))
{
HTMLUtil.LI_O(ref output, "red");
output.Append("SEND:");
output.Append(queues["Outgoing"]);
output.Append("/");
output.Append(queues["Incoming"]);
HTMLUtil.LI_C(ref output);
}
HTMLUtil.UL_C(ref output);
HTMLUtil.LI_C(ref output);
}
HTMLUtil.OL_C(ref output);
}
HTMLUtil.OL_C(ref output);
return output.ToString();
}
public Dictionary<string, int> DecodeClientThrottles(byte[] throttle)
{
Dictionary<string, int> returndict = new Dictionary<string, int>();
// From mantis http://opensimulator.org/mantis/view.php?id=1374
// it appears that sometimes we are receiving empty throttle byte arrays.
// TODO: Investigate this behaviour
if (throttle.Length == 0)
{
return new Dictionary<string, int>();
}
int tResend = -1;
int tLand = -1;
int tWind = -1;
int tCloud = -1;
int tTask = -1;
int tTexture = -1;
int tAsset = -1;
int tall = -1;
const int singlefloat = 4;
//Agent Throttle Block contains 7 single floatingpoint values.
int j = 0;
// Some Systems may be big endian...
// it might be smart to do this check more often...
if (!BitConverter.IsLittleEndian)
for (int i = 0; i < 7; i++)
Array.Reverse(throttle, j + i * singlefloat, singlefloat);
// values gotten from OpenMetaverse.org/wiki/Throttle. Thanks MW_
// bytes
// Convert to integer, since.. the full fp space isn't used.
tResend = (int)BitConverter.ToSingle(throttle, j);
returndict.Add("Resend", tResend);
j += singlefloat;
tLand = (int)BitConverter.ToSingle(throttle, j);
returndict.Add("Land", tLand);
j += singlefloat;
tWind = (int)BitConverter.ToSingle(throttle, j);
returndict.Add("Wind", tWind);
j += singlefloat;
tCloud = (int)BitConverter.ToSingle(throttle, j);
returndict.Add("Cloud", tCloud);
j += singlefloat;
tTask = (int)BitConverter.ToSingle(throttle, j);
returndict.Add("Task", tTask);
j += singlefloat;
tTexture = (int)BitConverter.ToSingle(throttle, j);
returndict.Add("Texture", tTexture);
j += singlefloat;
tAsset = (int)BitConverter.ToSingle(throttle, j);
returndict.Add("Asset", tAsset);
tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset;
returndict.Add("All", tall);
return returndict;
}
public Dictionary<string,string> decodeQueueReport(string rep)
{
Dictionary<string, string> returndic = new Dictionary<string, string>();
if (rep.Length == 79)
{
int pos = 1;
returndic.Add("All", rep.Substring((6 * pos), 8)); pos++;
returndic.Add("Incoming", rep.Substring((7 * pos), 8)); pos++;
returndic.Add("Outgoing", rep.Substring((7 * pos) , 8)); pos++;
returndic.Add("Resend", rep.Substring((7 * pos) , 8)); pos++;
returndic.Add("Land", rep.Substring((7 * pos) , 8)); pos++;
returndic.Add("Wind", rep.Substring((7 * pos) , 8)); pos++;
returndic.Add("Cloud", rep.Substring((7 * pos) , 8)); pos++;
returndic.Add("Task", rep.Substring((7 * pos) , 8)); pos++;
returndic.Add("Texture", rep.Substring((7 * pos), 8)); pos++;
returndic.Add("Asset", rep.Substring((7 * pos), 8));
/*
* return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
SendQueue.Count(),
IncomingPacketQueue.Count,
OutgoingPacketQueue.Count,
ResendOutgoingPacketQueue.Count,
LandOutgoingPacketQueue.Count,
WindOutgoingPacketQueue.Count,
CloudOutgoingPacketQueue.Count,
TaskOutgoingPacketQueue.Count,
TextureOutgoingPacketQueue.Count,
AssetOutgoingPacketQueue.Count);
*/
}
return returndic;
}
#endregion
}
}