a few changes to stats. Array order coerent on users. give up on moses stats for now, since SimExtraStatsCollector cant reach SimStatsReport etc
parent
1c93be198b
commit
2130984bef
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@ -205,7 +205,7 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring
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m_scene,
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m_scene,
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"ScriptEventsPerSecondMonitor",
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"ScriptEventsPerSecondMonitor",
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"Script Events",
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"Script Events",
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m => m.Scene.StatsReporter.LastReportedSimStats[20],
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m => m.Scene.StatsReporter.LastReportedSimStats[23],
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m => string.Format("{0} per second", m.GetValue())));
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m => string.Format("{0} per second", m.GetValue())));
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m_staticMonitors.Add(
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m_staticMonitors.Add(
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@ -271,8 +271,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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float totalFrameTime = stats[8];
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float totalFrameTime = stats[8];
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// float netFrameTime = stats.StatsBlock[9].StatValue; // Ignored - not used by OpenSimulator
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// float netFrameTime = stats.StatsBlock[9].StatValue; // Ignored - not used by OpenSimulator
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float physicsFrameTime = stats[10];
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float physicsFrameTime = stats[10];
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float otherFrameTime = stats[11];
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float otherFrameTime = stats[12];
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// float imageFrameTime = stats.StatsBlock[12].StatValue; // Ignored
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// float imageFrameTime = stats.StatsBlock[11].StatValue; // Ignored
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float inPacketsPerSecond = stats[13];
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float inPacketsPerSecond = stats[13];
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float outPacketsPerSecond = stats[14];
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float outPacketsPerSecond = stats[14];
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float unackedBytes = stats[15];
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float unackedBytes = stats[15];
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@ -280,7 +280,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
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float pendingDownloads = stats[17];
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float pendingDownloads = stats[17];
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float pendingUploads = stats[18];
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float pendingUploads = stats[18];
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float activeScripts = stats[19];
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float activeScripts = stats[19];
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float scriptLinesPerSecond = stats[20];
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float scriptLinesPerSecond = stats[23];
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StringBuilder sb = new StringBuilder();
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StringBuilder sb = new StringBuilder();
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sb.AppendFormat("Scene statistics for {0}\n", m_scene.RegionInfo.RegionName);
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sb.AppendFormat("Scene statistics for {0}\n", m_scene.RegionInfo.RegionName);
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@ -62,8 +62,11 @@ namespace OpenSim.Region.Framework.Scenes
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private YourStatsAreWrong handlerStatsIncorrect;
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private YourStatsAreWrong handlerStatsIncorrect;
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// Determines the size of the array that is used to collect StatBlocks
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// Determines the size of the array that is used to collect StatBlocks
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// for sending to the SimStats and SimExtraStatsCollector
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// for sending viewer compatible stats must be conform with sb array filling below
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private const int m_statisticArraySize = 28;
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private const int m_statisticViewerArraySize = 23;
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// size of LastReportedSimFPS with extra stats.
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private const int m_statisticExtraArraySize = m_statisticViewerArraySize +
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(int)(Stats.SimExtraCountEnd - Stats.SimExtraCountStart);
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/// <summary>
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/// <summary>
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/// These are the IDs of stats sent in the StatsPacket to the viewer.
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/// These are the IDs of stats sent in the StatsPacket to the viewer.
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@ -74,6 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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/// </remarks>
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public enum Stats : uint
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public enum Stats : uint
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{
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{
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// viewers defined IDs
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TimeDilation = 0,
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TimeDilation = 0,
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SimFPS = 1,
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SimFPS = 1,
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PhysicsFPS = 2,
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PhysicsFPS = 2,
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@ -90,7 +94,7 @@ namespace OpenSim.Region.Framework.Scenes
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Agents = 13,
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Agents = 13,
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ChildAgents = 14,
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ChildAgents = 14,
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ActiveScripts = 15,
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ActiveScripts = 15,
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LSLScriptLinesPerSecond = 16, // viewers don't like this
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LSLScriptLinesPerSecond = 16, // viewers don't like this anymore
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InPacketsPerSecond = 17,
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InPacketsPerSecond = 17,
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OutPacketsPerSecond = 18,
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OutPacketsPerSecond = 18,
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PendingDownloads = 19,
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PendingDownloads = 19,
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@ -116,11 +120,17 @@ namespace OpenSim.Region.Framework.Scenes
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SimSkippedSillouet_PS = 39,
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SimSkippedSillouet_PS = 39,
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SimSkippedCharsPerC = 40,
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SimSkippedCharsPerC = 40,
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MOSESFrameDilation = 100,
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// extra stats IDs irrelevant, just far from viewer defined ones
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MOSESUsersLoggingIn = 101,
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SimExtraCountStart = 1000,
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MOSESTotalGeoPrim = 102,
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MOSESTotalMesh = 103,
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internalLSLScriptLinesPerSecond = 1000,
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MOSESThreadCount = 104
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FrameDilation2 = 1001,
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UsersLoggingIn = 1002,
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TotalGeoPrim = 1003,
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TotalMesh = 1004,
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ThreadCount = 1005,
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SimExtraCountEnd = 1006
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}
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}
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/// <summary>
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/// <summary>
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@ -174,11 +184,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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private uint m_lastUpdateFrame;
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private uint m_lastUpdateFrame;
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/// <summary>
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/// Our nominal fps target, as expected in fps stats when a sim is running normally.
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/// </summary>
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private float m_nominalReportedFps = 11;
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/// <summary>
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/// <summary>
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/// Parameter to adjust reported scene fps
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/// Parameter to adjust reported scene fps
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/// </summary>
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/// </summary>
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@ -187,11 +192,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might
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/// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might
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/// affect clients and monitoring scripts/software.
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/// affect clients and monitoring scripts/software.
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/// </remarks>
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/// </remarks>
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private float m_reportedFpsCorrectionFactor = 5;
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private float m_reportedFpsCorrectionFactor = 1.0f;
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// saved last reported value so there is something available for llGetRegionFPS
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// saved last reported value so there is something available for llGetRegionFPS
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private float lastReportedSimFPS;
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private float lastReportedSimFPS;
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private float[] lastReportedSimStats = new float[23];
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private float[] lastReportedSimStats = new float[m_statisticExtraArraySize];
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private float m_pfps;
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private float m_pfps;
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/// <summary>
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/// <summary>
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@ -225,7 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_pendingDownloads;
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private int m_pendingDownloads;
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private int m_pendingUploads = 0; // FIXME: Not currently filled in
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private int m_pendingUploads = 0; // FIXME: Not currently filled in
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private int m_activeScripts;
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private int m_activeScripts;
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// private int m_scriptLinesPerSecond;
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private int m_scriptLinesPerSecond;
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private int m_objectCapacity = 45000;
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private int m_objectCapacity = 45000;
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@ -268,9 +273,7 @@ namespace OpenSim.Region.Framework.Scenes
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public SimStatsReporter(Scene scene)
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public SimStatsReporter(Scene scene)
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{
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{
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m_scene = scene;
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m_scene = scene;
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// m_reportedFpsCorrectionFactor = 5.0f; // needs to come from config
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m_reportedFpsCorrectionFactor = 1.0f; // needs to come from config
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m_nominalReportedFps *= m_reportedFpsCorrectionFactor;
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
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ReportingRegion = scene.RegionInfo;
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ReportingRegion = scene.RegionInfo;
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@ -336,10 +339,17 @@ namespace OpenSim.Region.Framework.Scenes
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private void statsHeartBeat(object sender, EventArgs e)
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private void statsHeartBeat(object sender, EventArgs e)
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{
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{
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double totalSumFrameTime;
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double simulationSumFrameTime;
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double physicsSumFrameTime;
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double networkSumFrameTime;
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float frameDilation;
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int currentFrame;
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if (!m_scene.Active)
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if (!m_scene.Active)
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return;
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return;
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[m_statisticViewerArraySize];
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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// Know what's not thread safe in Mono... modifying timers.
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// Know what's not thread safe in Mono... modifying timers.
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@ -360,52 +370,27 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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#region various statistic googly moogly
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#region various statistic googly moogly
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int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
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// factor to consider updates integration time
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float updateFactor = 1.0f / m_statsUpdateFactor;
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// save the reported value so there is something available for llGetRegionFPS
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// the nominal frame time, corrected by reporting multiplier
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lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
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float TargetFrameTime = 1000.0f * m_scene.MinFrameTime / m_reportedFpsCorrectionFactor;
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// ORIGINAL code commented out until we have time to add our own
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// statistics to the statistics window
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float physfps = m_pfps;
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//if (physfps > 600)
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//physfps = physfps - (physfps - 600);
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if (physfps < 0)
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physfps = 0;
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#endregion
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float factor = 1.0f / m_statsUpdateFactor;
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// acumulated fps scaled by reporting multiplier
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float reportedFPS = (m_fps * m_reportedFpsCorrectionFactor);
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if (reportedFPS <= 0)
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if (reportedFPS <= 0)
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reportedFPS = 1;
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reportedFPS = 1;
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float perframe = 1.0f / (float)reportedFPS;
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// factor to calculate per frame values
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float perframefactor = 1.0f / (float)reportedFPS;
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float TotalFrameTime = m_frameMS * perframe;
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// fps considering the integration time
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reportedFPS = (int)(reportedFPS * updateFactor);
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = reportedFPS;
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float targetframetime = 1000.0f / (float)m_nominalReportedFps;
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float sparetime;
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float sleeptime;
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if (TotalFrameTime > targetframetime)
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{
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sparetime = 0;
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sleeptime = 0;
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}
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else
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{
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sparetime = m_frameMS - m_physicsMS - m_agentMS;
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sparetime *= perframe;
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if (sparetime < 0)
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sparetime = 0;
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else if (sparetime > TotalFrameTime)
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sparetime = TotalFrameTime;
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sleeptime = m_sleeptimeMS * perframe;
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}
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#endregion
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m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
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m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
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m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
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m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
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m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
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m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
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m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
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m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
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m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
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m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
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float physfps = m_pfps;
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if (physfps < 0)
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physfps = 0;
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float sparetime;
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float sleeptime;
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float TotalFrameTime = m_frameMS * perframefactor;
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sleeptime = m_sleeptimeMS * perframefactor;
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sparetime = m_frameMS - m_sleeptimeMS; // total time minus sleep
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sparetime *= perframefactor; // average per frame
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sparetime = TargetFrameTime - sparetime; // real spare
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if (sparetime < 0)
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sparetime = 0;
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else if (sparetime > TotalFrameTime)
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sparetime = TotalFrameTime;
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// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
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// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
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// so that stat numbers are always consistent.
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// so that stat numbers are always consistent.
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CheckStatSanity();
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CheckStatSanity();
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ;
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ;
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
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sb[1].StatValue = reportedFPS;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps / m_statsUpdateFactor;
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sb[2].StatValue = physfps * updateFactor;
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor);
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sb[3].StatValue = m_agentUpdates * updateFactor;
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sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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sb[4].StatValue = m_rootAgents;
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sb[8].StatValue = TotalFrameTime;
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sb[8].StatValue = TotalFrameTime;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS * perframe;
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sb[9].StatValue = m_netMS * perframefactor;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS * perframe;
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sb[10].StatValue = m_physicsMS * perframefactor;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS * perframe;
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sb[11].StatValue = m_imageMS * perframefactor;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS * perframe;
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sb[12].StatValue = m_otherMS * perframefactor;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
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sb[13].StatValue = (m_inPacketsPerSecond * updateFactor);
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);
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sb[14].StatValue = (m_outPacketsPerSecond * updateFactor);
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sb[15].StatID = (uint)Stats.UnAckedBytes;
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sb[15].StatID = (uint)Stats.UnAckedBytes;
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sb[15].StatValue = m_unAckedBytes;
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sb[15].StatValue = m_unAckedBytes;
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sb[16].StatID = (uint)Stats.AgentMS;
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sb[16].StatID = (uint)Stats.AgentMS;
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sb[16].StatValue = m_agentMS * perframe;
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sb[16].StatValue = m_agentMS * perframefactor;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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sb[19].StatID = (uint)Stats.ActiveScripts;
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sb[19].StatID = (uint)Stats.ActiveScripts;
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sb[19].StatValue = m_activeScripts;
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sb[19].StatValue = m_activeScripts;
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sb[20].StatID = (uint)Stats.SimSpareMs;
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sb[20].StatID = (uint)Stats.SimSleepMs;
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sb[20].StatValue = sparetime;
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sb[20].StatValue = sleeptime;
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sb[21].StatID = (uint)Stats.SimSleepMs;
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sb[21].StatID = (uint)Stats.SimSpareMs;
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sb[21].StatValue = sleeptime;
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sb[21].StatValue = sparetime;
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// this should came from phys engine
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// this should came from phys engine
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sb[22].StatID = (uint)Stats.SimPhysicsStepMs;
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sb[22].StatID = (uint)Stats.SimPhysicsStepMs;
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ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
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ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
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rb, sb, m_scene.RegionInfo.originRegionID);
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rb, sb, m_scene.RegionInfo.originRegionID);
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// add extra stats for internal use
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lastReportedSimStats[23] = m_scriptLinesPerSecond * updateFactor;
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lastReportedSimStats[24] = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation;
|
||||||
|
lastReportedSimStats[24] = m_usersLoggingIn;
|
||||||
|
lastReportedSimStats[25] = m_numGeoPrim;
|
||||||
|
lastReportedSimStats[26] = m_numMesh;
|
||||||
|
lastReportedSimStats[27] = m_inUseThreads;
|
||||||
|
|
||||||
handlerSendStatResult = OnSendStatsResult;
|
handlerSendStatResult = OnSendStatsResult;
|
||||||
if (handlerSendStatResult != null)
|
if (handlerSendStatResult != null)
|
||||||
{
|
{
|
||||||
|
@ -522,7 +535,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
lock (m_lastReportedExtraSimStats)
|
lock (m_lastReportedExtraSimStats)
|
||||||
{
|
{
|
||||||
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
|
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates * updateFactor;
|
||||||
m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
|
m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
|
||||||
|
|
||||||
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
||||||
|
@ -535,9 +548,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Need to change things so that stats source can indicate whether they are per second or
|
// Need to change things so that stats source can indicate whether they are per second or
|
||||||
// per frame.
|
// per frame.
|
||||||
if (tuple.Key.EndsWith("MS"))
|
if (tuple.Key.EndsWith("MS"))
|
||||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
|
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframefactor;
|
||||||
else
|
else
|
||||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
|
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * updateFactor;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -562,7 +575,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
//m_inPacketsPerSecond = 0;
|
//m_inPacketsPerSecond = 0;
|
||||||
//m_outPacketsPerSecond = 0;
|
//m_outPacketsPerSecond = 0;
|
||||||
m_unAckedBytes = 0;
|
m_unAckedBytes = 0;
|
||||||
// m_scriptLinesPerSecond = 0;
|
m_scriptLinesPerSecond = 0;
|
||||||
|
|
||||||
m_frameMS = 0;
|
m_frameMS = 0;
|
||||||
m_agentMS = 0;
|
m_agentMS = 0;
|
||||||
|
@ -696,8 +709,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public void addScriptLines(int count)
|
public void addScriptLines(int count)
|
||||||
{
|
{
|
||||||
// we need events not lines
|
m_scriptLinesPerSecond += count;
|
||||||
// m_scriptLinesPerSecond += count;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
|
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
|
||||||
|
|
Loading…
Reference in New Issue