Migrate detailed "appearance show" report generation up to AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive).

Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-12-19 18:58:05 +00:00
parent 4d065f0453
commit 0b91ec8dd2
7 changed files with 90 additions and 56 deletions

View File

@@ -26,16 +26,15 @@
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Text;
using System.Timers;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using System.Threading;
using System.Timers;
using System.Collections.Generic;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
@@ -45,6 +44,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public class AvatarFactoryModule : IAvatarFactoryModule, IRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public const string BAKED_TEXTURES_REPORT_FORMAT = "{0,-9} {1}";
private Scene m_scene = null;
private int m_savetime = 5; // seconds to wait before saving changed appearance
@@ -147,9 +149,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Process the baked texture array
if (textureEntry != null)
{
m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
ValidateBakedTextureCache(sp, false);
// This appears to be set only in the final stage of the appearance
@@ -254,9 +260,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
/// <summary>
/// Queue up a request to send appearance, makes it possible to
/// accumulate changes without sending out each one separately.
/// Queue up a request to send appearance.
/// </summary>
/// <remarks>
/// Makes it possible to accumulate changes without sending out each one separately.
/// </remarks>
/// <param name="agentId"></param>
public void QueueAppearanceSend(UUID agentid)
{
// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
@@ -557,5 +566,37 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
}
#endregion
public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction)
{
outputAction("For {0} in {1}", sp.Name, m_scene.RegionInfo.RegionName);
outputAction(BAKED_TEXTURES_REPORT_FORMAT, "Bake Type", "UUID");
Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp.UUID);
foreach (BakeType bt in bakedTextures.Keys)
{
string rawTextureID;
if (bakedTextures[bt] == null)
{
rawTextureID = "not set";
}
else
{
rawTextureID = bakedTextures[bt].TextureID.ToString();
if (m_scene.AssetService.Get(rawTextureID) == null)
rawTextureID += " (not found)";
else
rawTextureID += " (uploaded)";
}
outputAction(BAKED_TEXTURES_REPORT_FORMAT, bt, rawTextureID);
}
bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp);
outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
}
}
}