From 5c646e26031400961dcfe3d7c4bd84512a1bc7cb Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 4 Jun 2012 18:22:09 +0100 Subject: [PATCH 01/17] Remove the "Profile" config as it's covered by the replaceable interface --- .../CoreModules/Avatar/Profile/BasicProfileModule.cs | 8 -------- 1 file changed, 8 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs index 8101ca21c3..87ca3277be 100644 --- a/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs @@ -57,14 +57,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Profile public void Initialise(IConfigSource config) { - // This can be reduced later as the loader will determine - // whether we are needed - if (config.Configs["Profile"] != null) - { - if (config.Configs["Profile"].GetString("Module", string.Empty) != "BasicProfileModule") - return; - } - m_log.DebugFormat("[PROFILE MODULE]: Basic Profile Module enabled"); m_Enabled = true; } From f94ef37b46c680e3d74b21cdb2e2a89f482bcc62 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 4 Jun 2012 10:26:39 -0700 Subject: [PATCH 02/17] Correct the delegate specification in EventManager.TriggerTerrainTainted. Looks like the wrong one was cut and pasted. --- OpenSim/Region/Framework/Scenes/EventManager.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index f97b0a9a19..f92ed8e599 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -923,7 +923,7 @@ namespace OpenSim.Region.Framework.Scenes OnTerrainTaintedDelegate handlerTerrainTainted = OnTerrainTainted; if (handlerTerrainTainted != null) { - foreach (OnTerrainTickDelegate d in handlerTerrainTainted.GetInvocationList()) + foreach (OnTerrainTaintedDelegate d in handlerTerrainTainted.GetInvocationList()) { try { From 9707a2d57c4a4a8e818e0e9b0ec57c5b7abcb70c Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 4 Jun 2012 18:24:02 +0100 Subject: [PATCH 03/17] Remove profile from basic configuration --- bin/config-include/Grid.ini | 3 --- bin/config-include/Standalone.ini | 3 --- 2 files changed, 6 deletions(-) diff --git a/bin/config-include/Grid.ini b/bin/config-include/Grid.ini index 95d62649ca..cb3a5c86d6 100644 --- a/bin/config-include/Grid.ini +++ b/bin/config-include/Grid.ini @@ -29,9 +29,6 @@ SimulationServiceInConnector = true LibraryModule = true -[Profile] - Module = "BasicProfileModule" - [SimulationDataStore] LocalServiceModule = "OpenSim.Services.Connectors.dll:SimulationDataService" diff --git a/bin/config-include/Standalone.ini b/bin/config-include/Standalone.ini index 74d9d2eb3e..ba72fe747d 100644 --- a/bin/config-include/Standalone.ini +++ b/bin/config-include/Standalone.ini @@ -25,9 +25,6 @@ GridInfoServiceInConnector = true MapImageServiceInConnector = true -[Profile] - Module = "BasicProfileModule" - [SimulationDataStore] LocalServiceModule = "OpenSim.Services.Connectors.dll:SimulationDataService" From 3229e32b4e818c6a0897800d8770c95f90ee3a94 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Mon, 4 Jun 2012 17:22:46 -0400 Subject: [PATCH 04/17] Add replaceable region modules to the "show modules" command --- OpenSim/Region/Application/OpenSim.cs | 78 +++++++++++++++++---------- 1 file changed, 49 insertions(+), 29 deletions(-) diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index c0913c5296..76ac82797b 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -971,8 +971,7 @@ namespace OpenSim if (showParams.Length > 1 && showParams[1] == "full") { agents = m_sceneManager.GetCurrentScenePresences(); - } - else + } else { agents = m_sceneManager.GetCurrentSceneAvatars(); } @@ -981,7 +980,8 @@ namespace OpenSim MainConsole.Instance.Output( String.Format("{0,-16} {1,-16} {2,-37} {3,-11} {4,-16} {5,-30}", "Firstname", "Lastname", - "Agent ID", "Root/Child", "Region", "Position")); + "Agent ID", "Root/Child", "Region", "Position") + ); foreach (ScenePresence presence in agents) { @@ -991,8 +991,7 @@ namespace OpenSim if (regionInfo == null) { regionName = "Unresolvable"; - } - else + } else { regionName = regionInfo.RegionName; } @@ -1005,7 +1004,8 @@ namespace OpenSim presence.UUID, presence.IsChildAgent ? "Child" : "Root", regionName, - presence.AbsolutePosition.ToString())); + presence.AbsolutePosition.ToString()) + ); } MainConsole.Instance.Output(String.Empty); @@ -1014,16 +1014,20 @@ namespace OpenSim case "connections": System.Text.StringBuilder connections = new System.Text.StringBuilder("Connections:\n"); m_sceneManager.ForEachScene( - delegate(Scene scene) - { - scene.ForEachClient( - delegate(IClientAPI client) - { - connections.AppendFormat("{0}: {1} ({2}) from {3} on circuit {4}\n", - scene.RegionInfo.RegionName, client.Name, client.AgentId, client.RemoteEndPoint, client.CircuitCode); - } + delegate(Scene scene) { + scene.ForEachClient( + delegate(IClientAPI client) { + connections.AppendFormat( + "{0}: {1} ({2}) from {3} on circuit {4}\n", + scene.RegionInfo.RegionName, + client.Name, + client.AgentId, + client.RemoteEndPoint, + client.CircuitCode ); } + ); + } ); MainConsole.Instance.Output(connections.ToString()); @@ -1032,13 +1036,17 @@ namespace OpenSim case "circuits": System.Text.StringBuilder acd = new System.Text.StringBuilder("Agent Circuits:\n"); m_sceneManager.ForEachScene( - delegate(Scene scene) - { - //this.HttpServer. - acd.AppendFormat("{0}:\n", scene.RegionInfo.RegionName); - foreach (AgentCircuitData aCircuit in scene.AuthenticateHandler.GetAgentCircuits().Values) - acd.AppendFormat("\t{0} {1} ({2})\n", aCircuit.firstname, aCircuit.lastname, (aCircuit.child ? "Child" : "Root")); - } + delegate(Scene scene) { + //this.HttpServer. + acd.AppendFormat("{0}:\n", scene.RegionInfo.RegionName); + foreach (AgentCircuitData aCircuit in scene.AuthenticateHandler.GetAgentCircuits().Values) + acd.AppendFormat( + "\t{0} {1} ({2})\n", + aCircuit.firstname, + aCircuit.lastname, + (aCircuit.child ? "Child" : "Root") + ); + } ); MainConsole.Instance.Output(acd.ToString()); @@ -1079,17 +1087,29 @@ namespace OpenSim } m_sceneManager.ForEachScene( - delegate(Scene scene) + delegate(Scene scene) { + m_log.Error("The currently loaded modules in " + scene.RegionInfo.RegionName + " are:"); + foreach (IRegionModule module in scene.Modules.Values) { - m_log.Error("The currently loaded modules in " + scene.RegionInfo.RegionName + " are:"); - foreach (IRegionModule module in scene.Modules.Values) + if (!module.IsSharedModule) { - if (!module.IsSharedModule) - { - m_log.Error("Region Module: " + module.Name); - } + m_log.Error("Region Module: " + module.Name); } - }); + } + } + ); + + m_sceneManager.ForEachScene( + delegate(Scene scene) { + MainConsole.Instance.Output("Loaded new region modules in" + scene.RegionInfo.RegionName + " are:"); + foreach (IRegionModuleBase module in scene.RegionModules.Values) + { + Type type = module.GetType().GetInterface("ISharedRegionModule"); + string module_type = type != null ? "Shared" : "Non-Shared"; + MainConsole.Instance.OutputFormat("New Region Module ({0}): {1}", module_type, module.Name); + } + } + ); MainConsole.Instance.Output(""); break; From a7f4804f53f391d5d67bf3484733ab5e41bc34be Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Mon, 4 Jun 2012 23:07:53 +0100 Subject: [PATCH 05/17] Properly show per frame millisecond statistics per frame, not as amount of time taken per second. This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load) Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second) --- .../Framework/Scenes/SimStatsReporter.cs | 63 ++++++++++++------- 1 file changed, 41 insertions(+), 22 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs index 87af311a06..11c321bec0 100644 --- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs @@ -117,11 +117,16 @@ namespace OpenSim.Region.Framework.Scenes private Dictionary m_lastReportedExtraSimStats = new Dictionary(); // Sending a stats update every 3 seconds- - private int statsUpdatesEveryMS = 3000; - private float statsUpdateFactor = 0; + private int m_statsUpdatesEveryMS = 3000; + private float m_statsUpdateFactor = 0; private float m_timeDilation = 0; private int m_fps = 0; + /// + /// Number of the last frame on which we processed a stats udpate. + /// + private uint m_lastUpdateFrame; + /// /// Our nominal fps target, as expected in fps stats when a sim is running normally. /// @@ -188,12 +193,12 @@ namespace OpenSim.Region.Framework.Scenes { m_scene = scene; m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps; - statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); + m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); ReportingRegion = scene.RegionInfo; m_objectCapacity = scene.RegionInfo.ObjectCapacity; m_report.AutoReset = true; - m_report.Interval = statsUpdatesEveryMS; + m_report.Interval = m_statsUpdatesEveryMS; m_report.Elapsed += statsHeartBeat; m_report.Enabled = true; @@ -213,9 +218,9 @@ namespace OpenSim.Region.Framework.Scenes /// public void SetUpdateMS(int ms) { - statsUpdatesEveryMS = ms; - statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); - m_report.Interval = statsUpdatesEveryMS; + m_statsUpdatesEveryMS = ms; + m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); + m_report.Interval = m_statsUpdatesEveryMS; } private void statsHeartBeat(object sender, EventArgs e) @@ -247,7 +252,7 @@ namespace OpenSim.Region.Framework.Scenes int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); // save the reported value so there is something available for llGetRegionFPS - lastReportedSimFPS = reportedFPS / statsUpdateFactor; + lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; float physfps = ((m_pfps / 1000)); @@ -279,6 +284,14 @@ namespace OpenSim.Region.Framework.Scenes // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change // values to X-per-second values. + uint thisFrame = m_scene.Frame; + float framesUpdated = (float)(thisFrame - m_lastUpdateFrame); + m_lastUpdateFrame = thisFrame; + + // Avoid div-by-zero if somehow we've not updated any frames. + if (framesUpdated == 0) + framesUpdated = 1; + for (int i = 0; i < 21; i++) { sb[i] = new SimStatsPacket.StatBlock(); @@ -288,13 +301,13 @@ namespace OpenSim.Region.Framework.Scenes sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); sb[1].StatID = (uint) Stats.SimFPS; - sb[1].StatValue = reportedFPS / statsUpdateFactor; + sb[1].StatValue = reportedFPS / m_statsUpdateFactor; sb[2].StatID = (uint) Stats.PhysicsFPS; - sb[2].StatValue = physfps / statsUpdateFactor; + sb[2].StatValue = physfps / m_statsUpdateFactor; sb[3].StatID = (uint) Stats.AgentUpdates; - sb[3].StatValue = (m_agentUpdates / statsUpdateFactor); + sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor); sb[4].StatID = (uint) Stats.Agents; sb[4].StatValue = m_rootAgents; @@ -309,31 +322,31 @@ namespace OpenSim.Region.Framework.Scenes sb[7].StatValue = m_activePrim; sb[8].StatID = (uint)Stats.FrameMS; - sb[8].StatValue = m_frameMS / statsUpdateFactor; + sb[8].StatValue = m_frameMS / framesUpdated; sb[9].StatID = (uint)Stats.NetMS; - sb[9].StatValue = m_netMS / statsUpdateFactor; + sb[9].StatValue = m_netMS / framesUpdated; sb[10].StatID = (uint)Stats.PhysicsMS; - sb[10].StatValue = m_physicsMS / statsUpdateFactor; + sb[10].StatValue = m_physicsMS / framesUpdated; sb[11].StatID = (uint)Stats.ImageMS ; - sb[11].StatValue = m_imageMS / statsUpdateFactor; + sb[11].StatValue = m_imageMS / framesUpdated; sb[12].StatID = (uint)Stats.OtherMS; - sb[12].StatValue = m_otherMS / statsUpdateFactor; + sb[12].StatValue = m_otherMS / framesUpdated; sb[13].StatID = (uint)Stats.InPacketsPerSecond; - sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor); + sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); sb[14].StatID = (uint)Stats.OutPacketsPerSecond; - sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor); + sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor); sb[15].StatID = (uint)Stats.UnAckedBytes; sb[15].StatValue = m_unAckedBytes; sb[16].StatID = (uint)Stats.AgentMS; - sb[16].StatValue = m_agentMS / statsUpdateFactor; + sb[16].StatValue = m_agentMS / framesUpdated; sb[17].StatID = (uint)Stats.PendingDownloads; sb[17].StatValue = m_pendingDownloads; @@ -345,7 +358,7 @@ namespace OpenSim.Region.Framework.Scenes sb[19].StatValue = m_activeScripts; sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; - sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; + sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; for (int i = 0; i < 21; i++) { @@ -366,7 +379,7 @@ namespace OpenSim.Region.Framework.Scenes // Extra statistics that aren't currently sent to clients lock (m_lastReportedExtraSimStats) { - m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / statsUpdateFactor; + m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; Dictionary physicsStats = m_scene.PhysicsScene.GetStats(); @@ -374,7 +387,13 @@ namespace OpenSim.Region.Framework.Scenes { foreach (KeyValuePair tuple in physicsStats) { - m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / statsUpdateFactor; + // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second + // Need to change things so that stats source can indicate whether they are per second or + // per frame. + if (tuple.Key.EndsWith("MS")) + m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; + else + m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; } } } From 655625ab872659cd8aff1fe5b11dc568c91aee6d Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 5 Jun 2012 00:17:55 +0100 Subject: [PATCH 06/17] Start sending spare frame time MS viewer stat. Make frame time correctly display total frame time, not just non-spare time. This makes it easier to see when components of frame time exceed normal permitted frame time. Currently reflect scene frame times. --- OpenSim/Region/Framework/Scenes/Scene.cs | 90 +++++++------- .../Framework/Scenes/SimStatsReporter.cs | 112 ++++++++++++------ 2 files changed, 124 insertions(+), 78 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 702e3220f6..ae35cb9e46 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -219,6 +219,7 @@ namespace OpenSim.Region.Framework.Scenes private int backupMS; private int terrainMS; private int landMS; + private int spareMS; /// /// Tick at which the last frame was processed. @@ -1360,43 +1361,41 @@ namespace OpenSim.Region.Framework.Scenes endFrame = Frame + frames; float physicsFPS = 0f; - int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; - int previousFrameTick; - int maintc; + int previousFrameTick, tmpMS; + int maintc = Util.EnvironmentTickCount(); while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) { - maintc = Util.EnvironmentTickCount(); ++Frame; // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); - agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; + agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; try { // Apply taints in terrain module to terrain in physics scene if (Frame % m_update_terrain == 0) { - terMS = Util.EnvironmentTickCount(); + tmpMS = Util.EnvironmentTickCount(); UpdateTerrain(); - terrainMS = Util.EnvironmentTickCountSubtract(terMS); + terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); } - tmpPhysicsMS2 = Util.EnvironmentTickCount(); + tmpMS = Util.EnvironmentTickCount(); if ((Frame % m_update_physics == 0) && m_physics_enabled) m_sceneGraph.UpdatePreparePhysics(); - physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); + physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); // Apply any pending avatar force input to the avatar's velocity - tmpAgentMS = Util.EnvironmentTickCount(); + tmpMS = Util.EnvironmentTickCount(); if (Frame % m_update_entitymovement == 0) m_sceneGraph.UpdateScenePresenceMovement(); - agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); + agentMS = Util.EnvironmentTickCountSubtract(tmpMS); // Perform the main physics update. This will do the actual work of moving objects and avatars according to their // velocity - tmpPhysicsMS = Util.EnvironmentTickCount(); + tmpMS = Util.EnvironmentTickCount(); if (Frame % m_update_physics == 0) { if (m_physics_enabled) @@ -1405,9 +1404,9 @@ namespace OpenSim.Region.Framework.Scenes if (SynchronizeScene != null) SynchronizeScene(this); } - physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); + physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); - tmpAgentMS = Util.EnvironmentTickCount(); + tmpMS = Util.EnvironmentTickCount(); // Check if any objects have reached their targets CheckAtTargets(); @@ -1422,29 +1421,29 @@ namespace OpenSim.Region.Framework.Scenes if (Frame % m_update_presences == 0) m_sceneGraph.UpdatePresences(); - agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); + agentMS += Util.EnvironmentTickCountSubtract(tmpMS); // Delete temp-on-rez stuff if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) { - tmpTempOnRezMS = Util.EnvironmentTickCount(); + tmpMS = Util.EnvironmentTickCount(); m_cleaningTemps = true; Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); - tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); + tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); } if (Frame % m_update_events == 0) { - evMS = Util.EnvironmentTickCount(); + tmpMS = Util.EnvironmentTickCount(); UpdateEvents(); - eventMS = Util.EnvironmentTickCountSubtract(evMS); + eventMS = Util.EnvironmentTickCountSubtract(tmpMS); } if (Frame % m_update_backup == 0) { - backMS = Util.EnvironmentTickCount(); + tmpMS = Util.EnvironmentTickCount(); UpdateStorageBackup(); - backupMS = Util.EnvironmentTickCountSubtract(backMS); + backupMS = Util.EnvironmentTickCountSubtract(tmpMS); } //if (Frame % m_update_land == 0) @@ -1453,24 +1452,6 @@ namespace OpenSim.Region.Framework.Scenes // UpdateLand(); // landMS = Util.EnvironmentTickCountSubtract(ldMS); //} - - frameMS = Util.EnvironmentTickCountSubtract(maintc); - otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; - - // if (Frame%m_update_avatars == 0) - // UpdateInWorldTime(); - StatsReporter.AddPhysicsFPS(physicsFPS); - StatsReporter.AddTimeDilation(TimeDilation); - StatsReporter.AddFPS(1); - - // frameMS currently records work frame times, not total frame times (work + any required sleep to - // reach min frame time. - StatsReporter.addFrameMS(frameMS); - - StatsReporter.addAgentMS(agentMS); - StatsReporter.addPhysicsMS(physicsMS + physicsMS2); - StatsReporter.addOtherMS(otherMS); - StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); if (LoginsDisabled && Frame == 20) { @@ -1521,13 +1502,34 @@ namespace OpenSim.Region.Framework.Scenes previousFrameTick = m_lastFrameTick; m_lastFrameTick = Util.EnvironmentTickCount(); - maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); - maintc = (int)(MinFrameTime * 1000) - maintc; + tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); + tmpMS = (int)(MinFrameTime * 1000) - tmpMS; - if (maintc > 0) - Thread.Sleep(maintc); + if (tmpMS > 0) + { + Thread.Sleep(tmpMS); + spareMS += tmpMS; + } - // Optionally warn if a frame takes double the amount of time that it should. + frameMS = Util.EnvironmentTickCountSubtract(maintc); + maintc = Util.EnvironmentTickCount(); + + otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; + + // if (Frame%m_update_avatars == 0) + // UpdateInWorldTime(); + StatsReporter.AddPhysicsFPS(physicsFPS); + StatsReporter.AddTimeDilation(TimeDilation); + StatsReporter.AddFPS(1); + + StatsReporter.addFrameMS(frameMS); + StatsReporter.addAgentMS(agentMS); + StatsReporter.addPhysicsMS(physicsMS + physicsMS2); + StatsReporter.addOtherMS(otherMS); + StatsReporter.AddSpareMS(spareMS); + StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); + + // Optionally warn if a frame takes double the amount of time that it should. if (DebugUpdates && Util.EnvironmentTickCountSubtract( m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2)) diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs index 11c321bec0..88e0b05369 100644 --- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs @@ -56,10 +56,17 @@ namespace OpenSim.Region.Framework.Scenes public event YourStatsAreWrong OnStatsIncorrect; - private SendStatResult handlerSendStatResult = null; + private SendStatResult handlerSendStatResult; - private YourStatsAreWrong handlerStatsIncorrect = null; + private YourStatsAreWrong handlerStatsIncorrect; + /// + /// These are the IDs of stats sent in the StatsPacket to the viewer. + /// + /// + /// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators + /// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky). + /// public enum Stats : uint { TimeDilation = 0, @@ -83,7 +90,20 @@ namespace OpenSim.Region.Framework.Scenes OutPacketsPerSecond = 18, PendingDownloads = 19, PendingUploads = 20, + VirtualSizeKb = 21, + ResidentSizeKb = 22, + PendingLocalUploads = 23, UnAckedBytes = 24, + PhysicsPinnedTasks = 25, + PhysicsLodTasks = 26, + SimPhysicsStepMs = 27, + SimPhysicsShapeMs = 28, + SimPhysicsOtherMs = 29, + SimPhysicsMemory = 30, + ScriptEps = 31, + SimSpareMs = 32, + SimSleepMs = 33, + SimIoPumpTime = 34 } /// @@ -118,9 +138,9 @@ namespace OpenSim.Region.Framework.Scenes // Sending a stats update every 3 seconds- private int m_statsUpdatesEveryMS = 3000; - private float m_statsUpdateFactor = 0; - private float m_timeDilation = 0; - private int m_fps = 0; + private float m_statsUpdateFactor; + private float m_timeDilation; + private int m_fps; /// /// Number of the last frame on which we processed a stats udpate. @@ -143,41 +163,42 @@ namespace OpenSim.Region.Framework.Scenes private float m_reportedFpsCorrectionFactor = 5; // saved last reported value so there is something available for llGetRegionFPS - private float lastReportedSimFPS = 0; - private float[] lastReportedSimStats = new float[21]; - private float m_pfps = 0; + private float lastReportedSimFPS; + private float[] lastReportedSimStats = new float[22]; + private float m_pfps; /// /// Number of agent updates requested in this stats cycle /// - private int m_agentUpdates = 0; + private int m_agentUpdates; /// /// Number of object updates requested in this stats cycle /// private int m_objectUpdates; - private int m_frameMS = 0; - private int m_netMS = 0; - private int m_agentMS = 0; - private int m_physicsMS = 0; - private int m_imageMS = 0; - private int m_otherMS = 0; + private int m_frameMS; + private int m_spareMS; + private int m_netMS; + private int m_agentMS; + private int m_physicsMS; + private int m_imageMS; + private int m_otherMS; //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. //Ckrinke private int m_scriptMS = 0; - private int m_rootAgents = 0; - private int m_childAgents = 0; - private int m_numPrim = 0; - private int m_inPacketsPerSecond = 0; - private int m_outPacketsPerSecond = 0; - private int m_activePrim = 0; - private int m_unAckedBytes = 0; - private int m_pendingDownloads = 0; - private int m_pendingUploads = 0; - private int m_activeScripts = 0; - private int m_scriptLinesPerSecond = 0; + private int m_rootAgents; + private int m_childAgents; + private int m_numPrim; + private int m_inPacketsPerSecond; + private int m_outPacketsPerSecond; + private int m_activePrim; + private int m_unAckedBytes; + private int m_pendingDownloads; + private int m_pendingUploads = 0; // FIXME: Not currently filled in + private int m_activeScripts; + private int m_scriptLinesPerSecond; private int m_objectCapacity = 45000; @@ -199,7 +220,7 @@ namespace OpenSim.Region.Framework.Scenes m_objectCapacity = scene.RegionInfo.ObjectCapacity; m_report.AutoReset = true; m_report.Interval = m_statsUpdatesEveryMS; - m_report.Elapsed += statsHeartBeat; + m_report.Elapsed += TriggerStatsHeartbeat; m_report.Enabled = true; if (StatsManager.SimExtraStats != null) @@ -208,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes public void Close() { - m_report.Elapsed -= statsHeartBeat; + m_report.Elapsed -= TriggerStatsHeartbeat; m_report.Close(); } @@ -223,9 +244,23 @@ namespace OpenSim.Region.Framework.Scenes m_report.Interval = m_statsUpdatesEveryMS; } + private void TriggerStatsHeartbeat(object sender, EventArgs args) + { + try + { + statsHeartBeat(sender, args); + } + catch (Exception e) + { + m_log.Warn(string.Format( + "[SIM STATS REPORTER] Update for {0} failed with exception ", + m_scene.RegionInfo.RegionName), e); + } + } + private void statsHeartBeat(object sender, EventArgs e) { - SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21]; + SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); // Know what's not thread safe in Mono... modifying timers. @@ -292,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes if (framesUpdated == 0) framesUpdated = 1; - for (int i = 0; i < 21; i++) + for (int i = 0; i < 22; i++) { sb[i] = new SimStatsPacket.StatBlock(); } @@ -359,8 +394,11 @@ namespace OpenSim.Region.Framework.Scenes sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; - - for (int i = 0; i < 21; i++) + + sb[21].StatID = (uint)Stats.SimSpareMs; + sb[21].StatValue = m_spareMS / framesUpdated; + + for (int i = 0; i < 22; i++) { lastReportedSimStats[i] = sb[i].StatValue; } @@ -398,11 +436,11 @@ namespace OpenSim.Region.Framework.Scenes } } - resetvalues(); + ResetValues(); } } - private void resetvalues() + private void ResetValues() { m_timeDilation = 0; m_fps = 0; @@ -420,6 +458,7 @@ namespace OpenSim.Region.Framework.Scenes m_physicsMS = 0; m_imageMS = 0; m_otherMS = 0; + m_spareMS = 0; //Ckrinke This variable is not used, so comment to remove compiler warning until it is used. //Ckrinke m_scriptMS = 0; @@ -498,6 +537,11 @@ namespace OpenSim.Region.Framework.Scenes m_frameMS += ms; } + public void AddSpareMS(int ms) + { + m_spareMS += ms; + } + public void addNetMS(int ms) { m_netMS += ms; From 96d1ba90d7f801c779924ea04656d0fb53ea9d32 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 5 Jun 2012 00:27:51 +0100 Subject: [PATCH 07/17] Scale down per frame MS stats to match scaled simulator FPS stat. This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers. In some ways this is not so artifical - physics FPS runs at the higher rate. --- OpenSim/Region/Framework/Scenes/SimStatsReporter.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs index 88e0b05369..742d42a7e0 100644 --- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs @@ -320,7 +320,7 @@ namespace OpenSim.Region.Framework.Scenes // values to X-per-second values. uint thisFrame = m_scene.Frame; - float framesUpdated = (float)(thisFrame - m_lastUpdateFrame); + float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; m_lastUpdateFrame = thisFrame; // Avoid div-by-zero if somehow we've not updated any frames. From 01280e9b9447f41347f7e22302c9d94503398882 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 5 Jun 2012 00:34:18 +0100 Subject: [PATCH 08/17] Remove unused ScenePresence list structure in llGetAgentList() --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 1 - 1 file changed, 1 deletion(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index deb68b83f4..fb0fdc998d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -5583,7 +5583,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } } - List presenceIds = new List(); World.ForEachRootScenePresence( delegate (ScenePresence ssp) From 008c6a4610fa7b710a9e2546cc09d9fee57e5795 Mon Sep 17 00:00:00 2001 From: Talun Date: Fri, 1 Jun 2012 00:39:26 +0100 Subject: [PATCH 09/17] Mantis 4597 AgentPaused packet is ignored. The packet was actually being handled but not acted on. This change extends the default timeout for paused clients to 5 minutes and makes both the paused and non-paused timeout periods configurable. --- .../ClientStack/Linden/UDP/LLUDPServer.cs | 18 +++++++++++++++--- bin/OpenSimDefaults.ini | 13 +++++++++++++ 2 files changed, 28 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index edf91cb685..32ba590718 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -155,7 +155,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP private int m_defaultRTO = 0; private int m_maxRTO = 0; - + private int m_ackTimeout = 0; + private int m_pausedAckTimeout = 0; private bool m_disableFacelights = false; public Socket Server { get { return null; } } @@ -198,11 +199,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_defaultRTO = config.GetInt("DefaultRTO", 0); m_maxRTO = config.GetInt("MaxRTO", 0); m_disableFacelights = config.GetBoolean("DisableFacelights", false); + m_ackTimeout = 1000 * config.GetInt("AckTimeout", 60); + m_pausedAckTimeout = 1000 * config.GetInt("PausedAckTimeout", 300); } else { PrimUpdatesPerCallback = 100; TextureSendLimit = 20; + m_ackTimeout = 1000 * 60; // 1 minute + m_pausedAckTimeout = 1000 * 300; // 5 minutes } #region BinaryStats @@ -491,8 +496,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP return; // Disconnect an agent if no packets are received for some time - //FIXME: Make 60 an .ini setting - if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * 60) + int timeoutTicks = m_ackTimeout; + + // Allow more slack if the client is "paused" eg file upload dialogue is open + // Some sort of limit is needed in case the client crashes, loses its network connection + // or some other disaster prevents it from sendung the AgentResume + if (udpClient.IsPaused) + timeoutTicks = m_pausedAckTimeout; + + if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks) { m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID); StatsManager.SimExtraStats.AddAbnormalClientThreadTermination(); diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 27d86e8f8c..c67e45a0ff 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -536,6 +536,19 @@ ; ;DisableFacelights = false + ; The time to wait before disconecting an unresponsive client. + ; The time is in seconds. The default is one minute + ; + ;AckTimeout = 60 + + ; The time to wait before disconecting an unresponsive paused client. + ; A client can be paused when the file selection dialog is open during file upload. + ; This gives extra time to find files via the dialog but will still disconnect if + ; the client crashes or loses its network connection + ; The time is in seconds. The default is five minutes. + ; + ;PausedAckTimeout = 300 + [ClientStack.LindenCaps] ;; Long list of capabilities taken from ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities From 42179578fc5292d9bd12aeccc45948d908c42d1a Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 5 Jun 2012 01:33:58 +0100 Subject: [PATCH 10/17] Allow fix-phantoms command to appear even if CombineContiguousRegions = false, since this allows one to go back from a megaregion to normal regions. Adapted from a patch by Garmin Kawaguichi in http://opensimulator.org/mantis/view.php?id=6027 Garmin says that fix-phantoms allows one to reset objects when going back from megaregion to normal regions as well as the othe rway around. Thanks! --- .../RegionCombinerModule.cs | 24 +++++++++---------- 1 file changed, 11 insertions(+), 13 deletions(-) diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs index 40daf1343c..355502863c 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs @@ -61,7 +61,7 @@ namespace OpenSim.Region.RegionCombinerModule /// /// Is this module enabled? /// - private bool enabledYN = false; + private bool m_combineContiguousRegions = false; /// /// This holds the root regions for the megaregions. @@ -79,14 +79,12 @@ namespace OpenSim.Region.RegionCombinerModule public void Initialise(IConfigSource source) { IConfig myConfig = source.Configs["Startup"]; - enabledYN = myConfig.GetBoolean("CombineContiguousRegions", false); + m_combineContiguousRegions = myConfig.GetBoolean("CombineContiguousRegions", false); - if (enabledYN) - { - MainConsole.Instance.Commands.AddCommand( - "RegionCombinerModule", false, "fix-phantoms", "fix-phantoms", - "Fixes phantom objects after an import to megaregions", FixPhantoms); - } + MainConsole.Instance.Commands.AddCommand( + "RegionCombinerModule", false, "fix-phantoms", "fix-phantoms", + "Fixes phantom objects after an import to a megaregion or a change from a megaregion back to normal regions", + FixPhantoms); } public void Close() @@ -95,7 +93,7 @@ namespace OpenSim.Region.RegionCombinerModule public void AddRegion(Scene scene) { - if (enabledYN) + if (m_combineContiguousRegions) scene.RegisterModuleInterface(this); } @@ -105,7 +103,10 @@ namespace OpenSim.Region.RegionCombinerModule public void RegionLoaded(Scene scene) { - if (enabledYN) + lock (m_startingScenes) + m_startingScenes.Add(scene.RegionInfo.originRegionID, scene); + + if (m_combineContiguousRegions) { RegionLoadedDoWork(scene); @@ -208,7 +209,6 @@ namespace OpenSim.Region.RegionCombinerModule { return; } - } } @@ -220,8 +220,6 @@ namespace OpenSim.Region.RegionCombinerModule return; // */ - lock (m_startingScenes) - m_startingScenes.Add(scene.RegionInfo.originRegionID, scene); // Give each region a standard set of non-infinite borders Border northBorder = new Border(); From a5410c2c19bfef9242d9cfcfc1b4fea67f470fd5 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 5 Jun 2012 01:37:40 +0100 Subject: [PATCH 11/17] minor: Add user feedback when executing fix-phantoms --- OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs index 355502863c..204c4ff5fb 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs @@ -1066,6 +1066,8 @@ namespace OpenSim.Region.RegionCombinerModule foreach (Scene s in scenes) { + MainConsole.Instance.OutputFormat("Fixing phantoms for {0}", s.RegionInfo.RegionName); + s.ForEachSOG(so => so.AbsolutePosition = so.AbsolutePosition); } } From 6adc810eaaf067e25ac88b023a20543577a2d5fd Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 5 Jun 2012 19:40:16 +0100 Subject: [PATCH 12/17] Stop accidentally reading 4 Int16s instead of 2 in SIZE section of Terragen file when loaded from a stream. Fixes a bug introduced 2 weeks ago in 67ebe80 Thanks to Plugh for pointing this out. --- .../Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs | 2 -- 1 file changed, 2 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs index 71c71e6cd5..7a0db2664c 100644 --- a/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs +++ b/OpenSim/Region/CoreModules/World/Terrain/FileLoaders/Terragen.cs @@ -178,8 +178,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders // int sztmp = bs.ReadInt16() + 1; // fileWidth = sztmp; // fileHeight = sztmp; - bs.ReadInt16(); - bs.ReadInt16(); bs.ReadInt16(); bs.ReadInt16(); break; From abf94627f6752c81eec6ebe0412bdcb725a66037 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Wed, 6 Jun 2012 02:45:36 +0100 Subject: [PATCH 13/17] Ensure closure of bitmap and memory stream with using() statements in WorldViewModule. If this has any effect then it will only be to the map images returned via requests to the /worldview simulator HTTP path (not enabled by default) --- .../World/WorldView/WorldViewModule.cs | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) diff --git a/OpenSim/Region/OptionalModules/World/WorldView/WorldViewModule.cs b/OpenSim/Region/OptionalModules/World/WorldView/WorldViewModule.cs index 48c242db51..1aee39a5b9 100644 --- a/OpenSim/Region/OptionalModules/World/WorldView/WorldViewModule.cs +++ b/OpenSim/Region/OptionalModules/World/WorldView/WorldViewModule.cs @@ -113,14 +113,15 @@ namespace OpenSim.Region.OptionalModules.World.WorldView if (!m_Enabled) return new Byte[0]; - Bitmap bmp = m_Generator.CreateViewImage(pos, rot, fov, width, - height, usetex); + using (Bitmap bmp = m_Generator.CreateViewImage(pos, rot, fov, width, height, usetex)) + { + using (MemoryStream str = new MemoryStream()) + { + bmp.Save(str, ImageFormat.Jpeg); - MemoryStream str = new MemoryStream(); - - bmp.Save(str, ImageFormat.Jpeg); - - return str.ToArray(); + return str.ToArray(); + } + } } } } From 3b250211803ee5a39888c6c5bd05b60d253a22b6 Mon Sep 17 00:00:00 2001 From: SignpostMarv Date: Tue, 5 Jun 2012 15:11:45 +0100 Subject: [PATCH 14/17] enabling all corners of a sim to be set in one call --- .../World/Estate/EstateManagementCommands.cs | 12 +++++++++++- 1 file changed, 11 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs index d2bbea34b8..3b84d5728f 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs @@ -73,7 +73,7 @@ namespace OpenSim.Region.CoreModules.World.Estate "set terrain heights [] []", "Sets the terrain texture heights on corner # to /, if or are specified, it will only " + "set it on regions with a matching coordinate. Specify -1 in or to wildcard" + - " that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3.", + " that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3, all corners = -1.", consoleSetTerrainHeights); m_module.Scene.AddCommand( @@ -143,6 +143,16 @@ namespace OpenSim.Region.CoreModules.World.Estate switch (corner) { + case -1: + m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue; + m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue; + m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue; + m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue; + m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue; + m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue; + m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue; + m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue; + break; case 0: m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue; m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue; From 2b0de66216ca57cf2eac52e777bb362023f8f30a Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Wed, 6 Jun 2012 04:11:16 +0100 Subject: [PATCH 15/17] Actively dispose of Bitmaps in Warp3D image module and world map module once we've finished with them. This might help with memory leakage issues though I suspect it won't. --- .../World/Warp3DMap/MapImageModule.cs | 76 ++-- .../World/Warp3DMap/TerrainSplat.cs | 380 +++++++++--------- .../World/WorldMap/WorldMapModule.cs | 7 +- 3 files changed, 248 insertions(+), 215 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs index 4f4e296b27..3538b4673a 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs @@ -204,7 +204,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap Bitmap bitmap = renderer.Scene.getImage(); if (m_useAntiAliasing) - bitmap = ImageUtils.ResizeImage(bitmap, viewport.Width, viewport.Height); + { + using (Bitmap origBitmap = bitmap) + bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height); + } return bitmap; } @@ -318,8 +321,17 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap uint globalX, globalY; Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); - Bitmap image = TerrainSplat.Splat(heightmap, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain); - warp_Texture texture = new warp_Texture(image); + warp_Texture texture; + + using ( + Bitmap image + = TerrainSplat.Splat( + heightmap, textureIDs, startHeights, heightRanges, + new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain)) + { + texture = new warp_Texture(image); + } + warp_Material material = new warp_Material(texture); material.setReflectivity(50); renderer.Scene.addMaterial("TerrainColor", material); @@ -546,42 +558,46 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap { try { - Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream); - width = bitmap.Width; - height = bitmap.Height; + int pixelBytes; - BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat); - int pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4; - - // Sum up the individual channels - unsafe + using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream)) { - if (pixelBytes == 4) + width = bitmap.Width; + height = bitmap.Height; + + BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat); + pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4; + + // Sum up the individual channels + unsafe { - for (int y = 0; y < height; y++) + if (pixelBytes == 4) { - byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); - - for (int x = 0; x < width; x++) + for (int y = 0; y < height; y++) { - b += row[x * pixelBytes + 0]; - g += row[x * pixelBytes + 1]; - r += row[x * pixelBytes + 2]; - a += row[x * pixelBytes + 3]; + byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); + + for (int x = 0; x < width; x++) + { + b += row[x * pixelBytes + 0]; + g += row[x * pixelBytes + 1]; + r += row[x * pixelBytes + 2]; + a += row[x * pixelBytes + 3]; + } } } - } - else - { - for (int y = 0; y < height; y++) + else { - byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); - - for (int x = 0; x < width; x++) + for (int y = 0; y < height; y++) { - b += row[x * pixelBytes + 0]; - g += row[x * pixelBytes + 1]; - r += row[x * pixelBytes + 2]; + byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); + + for (int x = 0; x < width; x++) + { + b += row[x * pixelBytes + 0]; + g += row[x * pixelBytes + 1]; + r += row[x * pixelBytes + 2]; + } } } } diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs index 7bf675daff..91252f7396 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs @@ -84,218 +84,234 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap Debug.Assert(heightRanges.Length == 4); Bitmap[] detailTexture = new Bitmap[4]; + Bitmap output = null; + BitmapData outputData = null; - if (textureTerrain) + try { - // Swap empty terrain textureIDs with default IDs - for (int i = 0; i < textureIDs.Length; i++) + if (textureTerrain) { - if (textureIDs[i] == UUID.Zero) - textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; - } - - #region Texture Fetching - - if (assetService != null) - { - for (int i = 0; i < 4; i++) + // Swap empty terrain textureIDs with default IDs + for (int i = 0; i < textureIDs.Length; i++) { - AssetBase asset; - UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); - - // Try to fetch a cached copy of the decoded/resized version of this texture - asset = assetService.GetCached(cacheID.ToString()); - if (asset != null) + if (textureIDs[i] == UUID.Zero) + textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; + } + + #region Texture Fetching + + if (assetService != null) + { + for (int i = 0; i < 4; i++) { - try - { - using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) - detailTexture[i] = (Bitmap)Image.FromStream(stream); - } - catch (Exception ex) - { - m_log.Warn("Failed to decode cached terrain texture " + cacheID + - " (textureID: " + textureIDs[i] + "): " + ex.Message); - } - } - - if (detailTexture[i] == null) - { - // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG - asset = assetService.Get(textureIDs[i].ToString()); + AssetBase asset; + UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); + + // Try to fetch a cached copy of the decoded/resized version of this texture + asset = assetService.GetCached(cacheID.ToString()); if (asset != null) { - try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } + try + { + using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) + detailTexture[i] = (Bitmap)Image.FromStream(stream); + } catch (Exception ex) { - m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); + m_log.Warn("Failed to decode cached terrain texture " + cacheID + + " (textureID: " + textureIDs[i] + "): " + ex.Message); } } - - if (detailTexture[i] != null) + + if (detailTexture[i] == null) { - Bitmap bitmap = detailTexture[i]; - - // Make sure this texture is the correct size, otherwise resize - if (bitmap.Width != 256 || bitmap.Height != 256) - bitmap = ImageUtils.ResizeImage(bitmap, 256, 256); - - // Save the decoded and resized texture to the cache - byte[] data; - using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) + // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG + asset = assetService.Get(textureIDs[i].ToString()); + if (asset != null) { - bitmap.Save(stream, ImageFormat.Png); - data = stream.ToArray(); + try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } + catch (Exception ex) + { + m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); + } } - - // Cache a PNG copy of this terrain texture - AssetBase newAsset = new AssetBase + + if (detailTexture[i] != null) { - Data = data, - Description = "PNG", - Flags = AssetFlags.Collectable, - FullID = cacheID, - ID = cacheID.ToString(), - Local = true, - Name = String.Empty, - Temporary = true, - Type = (sbyte)AssetType.Unknown - }; - newAsset.Metadata.ContentType = "image/png"; - assetService.Store(newAsset); + Bitmap bitmap = detailTexture[i]; + + // Make sure this texture is the correct size, otherwise resize + if (bitmap.Width != 256 || bitmap.Height != 256) + { + using (Bitmap origBitmap = bitmap) + { + bitmap = ImageUtils.ResizeImage(origBitmap, 256, 256); + } + } + + // Save the decoded and resized texture to the cache + byte[] data; + using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) + { + bitmap.Save(stream, ImageFormat.Png); + data = stream.ToArray(); + } + + // Cache a PNG copy of this terrain texture + AssetBase newAsset = new AssetBase + { + Data = data, + Description = "PNG", + Flags = AssetFlags.Collectable, + FullID = cacheID, + ID = cacheID.ToString(), + Local = true, + Name = String.Empty, + Temporary = true, + Type = (sbyte)AssetType.Unknown + }; + newAsset.Metadata.ContentType = "image/png"; + assetService.Store(newAsset); + } } } } + + #endregion Texture Fetching } - - #endregion Texture Fetching - } - - // Fill in any missing textures with a solid color - for (int i = 0; i < 4; i++) - { - if (detailTexture[i] == null) + + // Fill in any missing textures with a solid color + for (int i = 0; i < 4; i++) { - // Create a solid color texture for this layer - detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); - using (Graphics gfx = Graphics.FromImage(detailTexture[i])) + if (detailTexture[i] == null) { - using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) - gfx.FillRectangle(brush, 0, 0, 256, 256); + // Create a solid color texture for this layer + detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); + using (Graphics gfx = Graphics.FromImage(detailTexture[i])) + { + using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) + gfx.FillRectangle(brush, 0, 0, 256, 256); + } } } - } - - #region Layer Map - - float[] layermap = new float[256 * 256]; - - for (int y = 0; y < 256; y++) - { - for (int x = 0; x < 256; x++) - { - float height = heightmap[y * 256 + x]; - - float pctX = (float)x / 255f; - float pctY = (float)y / 255f; - - // Use bilinear interpolation between the four corners of start height and - // height range to select the current values at this position - float startHeight = ImageUtils.Bilinear( - startHeights[0], - startHeights[2], - startHeights[1], - startHeights[3], - pctX, pctY); - startHeight = Utils.Clamp(startHeight, 0f, 255f); - - float heightRange = ImageUtils.Bilinear( - heightRanges[0], - heightRanges[2], - heightRanges[1], - heightRanges[3], - pctX, pctY); - heightRange = Utils.Clamp(heightRange, 0f, 255f); - - // Generate two frequencies of perlin noise based on our global position - // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting - Vector3 vec = new Vector3 - ( - ((float)regionPosition.X + x) * 0.20319f, - ((float)regionPosition.Y + y) * 0.20319f, - height * 0.25f - ); - - float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; - float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; - float noise = (lowFreq + highFreq) * 2f; - - // Combine the current height, generated noise, start height, and height range parameters, then scale all of it - float layer = ((height + noise - startHeight) / heightRange) * 4f; - if (Single.IsNaN(layer)) layer = 0f; - layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f); - } - } - - #endregion Layer Map - - #region Texture Compositing - - Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); - BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); - - unsafe - { - // Get handles to all of the texture data arrays - BitmapData[] datas = new BitmapData[] - { - detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), - detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), - detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), - detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) - }; - - int[] comps = new int[] - { - (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, - (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, - (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, - (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 - }; - + + #region Layer Map + + float[] layermap = new float[256 * 256]; + for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { - float layer = layermap[y * 256 + x]; - - // Select two textures - int l0 = (int)Math.Floor(layer); - int l1 = Math.Min(l0 + 1, 3); - - byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; - byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; - byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; - - float aB = *(ptrA + 0); - float aG = *(ptrA + 1); - float aR = *(ptrA + 2); - - float bB = *(ptrB + 0); - float bG = *(ptrB + 1); - float bR = *(ptrB + 2); - - float layerDiff = layer - l0; - - // Interpolate between the two selected textures - *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); - *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); - *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); + float height = heightmap[y * 256 + x]; + + float pctX = (float)x / 255f; + float pctY = (float)y / 255f; + + // Use bilinear interpolation between the four corners of start height and + // height range to select the current values at this position + float startHeight = ImageUtils.Bilinear( + startHeights[0], + startHeights[2], + startHeights[1], + startHeights[3], + pctX, pctY); + startHeight = Utils.Clamp(startHeight, 0f, 255f); + + float heightRange = ImageUtils.Bilinear( + heightRanges[0], + heightRanges[2], + heightRanges[1], + heightRanges[3], + pctX, pctY); + heightRange = Utils.Clamp(heightRange, 0f, 255f); + + // Generate two frequencies of perlin noise based on our global position + // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting + Vector3 vec = new Vector3 + ( + ((float)regionPosition.X + x) * 0.20319f, + ((float)regionPosition.Y + y) * 0.20319f, + height * 0.25f + ); + + float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; + float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; + float noise = (lowFreq + highFreq) * 2f; + + // Combine the current height, generated noise, start height, and height range parameters, then scale all of it + float layer = ((height + noise - startHeight) / heightRange) * 4f; + if (Single.IsNaN(layer)) layer = 0f; + layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f); } } - + + #endregion Layer Map + + #region Texture Compositing + + output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); + outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); + + unsafe + { + // Get handles to all of the texture data arrays + BitmapData[] datas = new BitmapData[] + { + detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), + detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), + detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), + detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) + }; + + int[] comps = new int[] + { + (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, + (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, + (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, + (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 + }; + + for (int y = 0; y < 256; y++) + { + for (int x = 0; x < 256; x++) + { + float layer = layermap[y * 256 + x]; + + // Select two textures + int l0 = (int)Math.Floor(layer); + int l1 = Math.Min(l0 + 1, 3); + + byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; + byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; + byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; + + float aB = *(ptrA + 0); + float aG = *(ptrA + 1); + float aR = *(ptrA + 2); + + float bB = *(ptrB + 0); + float bG = *(ptrB + 1); + float bR = *(ptrB + 2); + + float layerDiff = layer - l0; + + // Interpolate between the two selected textures + *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); + *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); + *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); + } + } + + for (int i = 0; i < 4; i++) + detailTexture[i].UnlockBits(datas[i]); + } + } + finally + { for (int i = 0; i < 4; i++) - detailTexture[i].UnlockBits(datas[i]); + if (detailTexture[i] != null) + detailTexture[i].Dispose(); } output.UnlockBits(outputData); diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 2335bea2a4..c1c6b49705 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs @@ -1343,14 +1343,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap if (terrain == null) return; + m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName); + byte[] data = terrain.WriteJpeg2000Image(); if (data == null) return; byte[] overlay = GenerateOverlay(); - m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE"); - UUID terrainImageID = UUID.Random(); UUID parcelImageID = UUID.Zero; @@ -1365,7 +1365,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap asset.Flags = AssetFlags.Maptile; // Store the new one - m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID); + m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName); + m_scene.AssetService.Store(asset); if (overlay != null) From 53c25a47780b5b1167f8e574dc8e9b935a0d5ddd Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Wed, 6 Jun 2012 04:15:00 +0100 Subject: [PATCH 16/17] Rename MapImageModule for Warp3D to Warp3DImageModule to match its class name and make it easier to distinguish between map image modules. --- .../World/Warp3DMap/{MapImageModule.cs => Warp3DImageModule.cs} | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename OpenSim/Region/CoreModules/World/Warp3DMap/{MapImageModule.cs => Warp3DImageModule.cs} (100%) diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs similarity index 100% rename from OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs rename to OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs From 514dd85199331d8246c3a0dfc9cf782f61f48ef6 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Wed, 6 Jun 2012 04:18:38 +0100 Subject: [PATCH 17/17] minor: Change log messages on Warp3DImageModule to show they are from this module --- .../World/Warp3DMap/Warp3DImageModule.cs | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs index 3538b4673a..9002a9f330 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs @@ -54,8 +54,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3"); private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216); - private static readonly ILog m_log = - LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; private IRendering m_primMesher; @@ -88,11 +87,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap if (renderers.Count > 0) { m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); - m_log.Debug("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString()); + m_log.DebugFormat("[WARP 3D IMAGE MODULE]: Loaded prim mesher {0}", m_primMesher); } else { - m_log.Debug("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled"); + m_log.Debug("[WARP 3D IMAGE MODULE]: No prim mesher loaded, prim rendering will be disabled"); } m_scene.RegisterModuleInterface(this); @@ -150,7 +149,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap } catch { - m_log.Warn("[MAPTILE]: Failed to load StartupConfig"); + m_log.Warn("[WARP 3D IMAGE MODULE]: Failed to load StartupConfig"); } m_colors.Clear(); @@ -222,7 +221,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap catch (Exception e) { // JPEG2000 encoder failed - m_log.Error("[MAPTILE]: Failed generating terrain map: " + e); + m_log.Error("[WARP 3D IMAGE MODULE]: Failed generating terrain map: ", e); } return null; @@ -619,7 +618,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap } catch (Exception ex) { - m_log.WarnFormat("[MAPTILE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}", textureID, j2kData.Length, ex.Message); + m_log.WarnFormat( + "[WARP 3D IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}", + textureID, j2kData.Length, ex.Message); + width = 0; height = 0; return new Color4(0.5f, 0.5f, 0.5f, 1.0f);