/* * 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(" "); 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 } }