opensim – Rev 1
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/*
* 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.Generic;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using log4net;
using Mono.Addins;
using NDesk.Options;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Objects.Commands
{
/// <summary>
/// A module that holds commands for manipulating objects in the scene.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionCommandsModule")]
public class RegionCommandsModule : INonSharedRegionModule
{
private Scene m_scene;
private ICommandConsole m_console;
public string Name { get { return "Region Commands Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: INITIALIZED MODULE");
}
public void PostInitialise()
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: POST INITIALIZED MODULE");
}
public void Close()
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: CLOSED MODULE");
}
public void AddRegion(Scene scene)
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
m_scene = scene;
m_console = MainConsole.Instance;
m_console.Commands.AddCommand(
"Regions", false, "show scene",
"show scene",
"Show live scene information for the currently selected region.", HandleShowScene);
}
public void RemoveRegion(Scene scene)
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
}
public void RegionLoaded(Scene scene)
{
// m_log.DebugFormat("[REGION COMMANDS MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
}
private void HandleShowScene(string module, string[] cmd)
{
if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_scene))
return;
SimStatsReporter r = m_scene.StatsReporter;
float[] stats = r.LastReportedSimStats;
float timeDilation = stats[0];
float simFps = stats[1];
float physicsFps = stats[2];
float agentUpdates = stats[3];
float rootAgents = stats[4];
float childAgents = stats[5];
float totalPrims = stats[6];
float activePrims = stats[7];
float totalFrameTime = stats[8];
// float netFrameTime = stats.StatsBlock[9].StatValue; // Ignored - not used by OpenSimulator
float physicsFrameTime = stats[10];
float otherFrameTime = stats[11];
// float imageFrameTime = stats.StatsBlock[12].StatValue; // Ignored
float inPacketsPerSecond = stats[13];
float outPacketsPerSecond = stats[14];
float unackedBytes = stats[15];
// float agentFrameTime = stats.StatsBlock[16].StatValue; // Not really used
float pendingDownloads = stats[17];
float pendingUploads = stats[18];
float activeScripts = stats[19];
float scriptLinesPerSecond = stats[20];
StringBuilder sb = new StringBuilder();
sb.AppendFormat("Scene statistics for {0}\n", m_scene.RegionInfo.RegionName);
ConsoleDisplayList dispList = new ConsoleDisplayList();
dispList.AddRow("Time Dilation", timeDilation);
dispList.AddRow("Sim FPS", simFps);
dispList.AddRow("Physics FPS", physicsFps);
dispList.AddRow("Avatars", rootAgents);
dispList.AddRow("Child agents", childAgents);
dispList.AddRow("Total prims", totalPrims);
dispList.AddRow("Scripts", activeScripts);
dispList.AddRow("Script lines processed per second", scriptLinesPerSecond);
dispList.AddRow("Physics enabled prims", activePrims);
dispList.AddRow("Total frame time", totalFrameTime);
dispList.AddRow("Physics frame time", physicsFrameTime);
dispList.AddRow("Other frame time", otherFrameTime);
dispList.AddRow("Agent Updates per second", agentUpdates);
dispList.AddRow("Packets processed from clients per second", inPacketsPerSecond);
dispList.AddRow("Packets sent to clients per second", outPacketsPerSecond);
dispList.AddRow("Bytes unacknowledged by clients", unackedBytes);
dispList.AddRow("Pending asset downloads to clients", pendingDownloads);
dispList.AddRow("Pending asset uploads from clients", pendingUploads);
dispList.AddToStringBuilder(sb);
MainConsole.Instance.Output(sb.ToString());
}
}
}
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