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Various clean ups. Removed some debugging code. Added a new "show pqueues"
command to look at the entity update priority queue. Added a "name" parameter to show queues, show pqueues and show throttles to look at data for a specific user.
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@@ -384,6 +384,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
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public bool IsGroupMember(UUID groupID) { return m_groupPowers.ContainsKey(groupID); }
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/// <summary>
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/// Entity update queues
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/// </summary>
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public PriorityQueue EntityUpdateQueue { get { return m_entityUpdates; } }
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/// <summary>
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/// First name of the agent/avatar represented by the client
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/// </summary>
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@@ -228,26 +228,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <returns>Information about the client connection</returns>
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public ClientInfo GetClientInfo()
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{
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///<mic>
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TokenBucket tb;
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tb = m_throttleClient.Parent;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest,"ROOT");
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tb = m_throttleClient;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CLIENT");
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tb = m_throttleCategory;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CATEGORY");
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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{
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tb = m_throttleCategories[i];
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m_log.WarnFormat("[TOKENS] {4} <{0}:{1}>: Actual={2},Requested={3}",AgentID,i,tb.DripRate,tb.RequestedDripRate," BUCKET");
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}
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///</mic>
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// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
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// of pending and needed ACKs for every client every time some method wants information about
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// this connection is a recipe for poor performance
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@@ -259,12 +239,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
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info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
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info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
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// info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
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info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
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info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
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info.taskThrottle + info.assetThrottle + info.textureThrottle;
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info.totalThrottle = (int)m_throttleCategory.DripRate;
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return info;
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}
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