Files
opensim/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs
Dr Scofield 9b66108081 This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.

The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.

I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
2009-02-06 16:55:34 +00:00

230 lines
9.8 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 copyright
* 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.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using Mono.Data.SqliteClient;
using OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework.Statistics;
namespace OpenSim.Region.UserStatistics
{
public class ActiveConnectionsAJAX : IStatsController
{
private Vector3 DefaultNeighborPosition = new Vector3(128, 128, 70);
#region IStatsController Members
public string ReportName
{
get { return ""; }
}
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"));
if (av.AbsolutePosition == DefaultNeighborPosition)
{
output.Append("<br />Position: ?");
}
else
{
output.Append(string.Format("<br /><NOBR>Position: <{0},{1},{2}></NOBR>", (int)av.AbsolutePosition.X,
(int) av.AbsolutePosition.Y,
(int) av.AbsolutePosition.Z));
}
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
}
}