Merge branch 'master' of /home/opensim/var/repo/opensim
commit
2176bd18e3
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@ -219,6 +219,7 @@ namespace OpenSim.Region.Framework.Scenes
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private int backupMS;
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private int terrainMS;
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private int landMS;
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private int spareMS;
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/// <summary>
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/// Tick at which the last frame was processed.
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@ -1360,43 +1361,41 @@ namespace OpenSim.Region.Framework.Scenes
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endFrame = Frame + frames;
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float physicsFPS = 0f;
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int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
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int previousFrameTick;
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int maintc;
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int previousFrameTick, tmpMS;
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int maintc = Util.EnvironmentTickCount();
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while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
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{
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maintc = Util.EnvironmentTickCount();
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++Frame;
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// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
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try
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{
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// Apply taints in terrain module to terrain in physics scene
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if (Frame % m_update_terrain == 0)
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{
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terMS = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCount();
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UpdateTerrain();
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
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}
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tmpPhysicsMS2 = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
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// Apply any pending avatar force input to the avatar's velocity
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tmpAgentMS = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCount();
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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tmpPhysicsMS = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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{
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if (m_physics_enabled)
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@ -1405,9 +1404,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (SynchronizeScene != null)
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SynchronizeScene(this);
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}
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
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tmpAgentMS = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCount();
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// Check if any objects have reached their targets
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CheckAtTargets();
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@ -1422,29 +1421,29 @@ namespace OpenSim.Region.Framework.Scenes
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if (Frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
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agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
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// Delete temp-on-rez stuff
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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tmpTempOnRezMS = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
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}
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if (Frame % m_update_events == 0)
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{
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evMS = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCount();
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UpdateEvents();
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eventMS = Util.EnvironmentTickCountSubtract(evMS);
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eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
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}
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if (Frame % m_update_backup == 0)
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{
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backMS = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCount();
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UpdateStorageBackup();
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backupMS = Util.EnvironmentTickCountSubtract(backMS);
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backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
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}
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//if (Frame % m_update_land == 0)
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@ -1453,24 +1452,6 @@ namespace OpenSim.Region.Framework.Scenes
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// UpdateLand();
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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frameMS = Util.EnvironmentTickCountSubtract(maintc);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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// if (Frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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// frameMS currently records work frame times, not total frame times (work + any required sleep to
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// reach min frame time.
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StatsReporter.addFrameMS(frameMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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if (LoginsDisabled && Frame == 20)
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{
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@ -1521,13 +1502,34 @@ namespace OpenSim.Region.Framework.Scenes
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previousFrameTick = m_lastFrameTick;
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m_lastFrameTick = Util.EnvironmentTickCount();
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maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
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maintc = (int)(MinFrameTime * 1000) - maintc;
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tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
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tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
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if (maintc > 0)
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Thread.Sleep(maintc);
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if (tmpMS > 0)
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{
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Thread.Sleep(tmpMS);
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spareMS += tmpMS;
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}
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// Optionally warn if a frame takes double the amount of time that it should.
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frameMS = Util.EnvironmentTickCountSubtract(maintc);
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maintc = Util.EnvironmentTickCount();
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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// if (Frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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StatsReporter.addFrameMS(frameMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.AddSpareMS(spareMS);
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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// Optionally warn if a frame takes double the amount of time that it should.
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if (DebugUpdates
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&& Util.EnvironmentTickCountSubtract(
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m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
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@ -56,10 +56,17 @@ namespace OpenSim.Region.Framework.Scenes
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public event YourStatsAreWrong OnStatsIncorrect;
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private SendStatResult handlerSendStatResult = null;
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private SendStatResult handlerSendStatResult;
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private YourStatsAreWrong handlerStatsIncorrect = null;
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private YourStatsAreWrong handlerStatsIncorrect;
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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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/// </summary>
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/// <remarks>
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/// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
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/// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
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/// </remarks>
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public enum Stats : uint
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{
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TimeDilation = 0,
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@ -83,7 +90,20 @@ namespace OpenSim.Region.Framework.Scenes
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OutPacketsPerSecond = 18,
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PendingDownloads = 19,
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PendingUploads = 20,
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VirtualSizeKb = 21,
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ResidentSizeKb = 22,
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PendingLocalUploads = 23,
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UnAckedBytes = 24,
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PhysicsPinnedTasks = 25,
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PhysicsLodTasks = 26,
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SimPhysicsStepMs = 27,
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SimPhysicsShapeMs = 28,
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SimPhysicsOtherMs = 29,
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SimPhysicsMemory = 30,
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ScriptEps = 31,
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SimSpareMs = 32,
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SimSleepMs = 33,
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SimIoPumpTime = 34
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}
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/// <summary>
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@ -117,10 +137,15 @@ namespace OpenSim.Region.Framework.Scenes
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private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
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// Sending a stats update every 3 seconds-
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private int statsUpdatesEveryMS = 3000;
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private float statsUpdateFactor = 0;
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private float m_timeDilation = 0;
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private int m_fps = 0;
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private int m_statsUpdatesEveryMS = 3000;
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private float m_statsUpdateFactor;
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private float m_timeDilation;
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private int m_fps;
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/// <summary>
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/// Number of the last frame on which we processed a stats udpate.
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/// </summary>
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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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@ -138,41 +163,42 @@ namespace OpenSim.Region.Framework.Scenes
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private float m_reportedFpsCorrectionFactor = 5;
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// saved last reported value so there is something available for llGetRegionFPS
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private float lastReportedSimFPS = 0;
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private float[] lastReportedSimStats = new float[21];
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private float m_pfps = 0;
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private float lastReportedSimFPS;
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private float[] lastReportedSimStats = new float[22];
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private float m_pfps;
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/// <summary>
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/// Number of agent updates requested in this stats cycle
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/// </summary>
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private int m_agentUpdates = 0;
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private int m_agentUpdates;
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/// <summary>
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/// Number of object updates requested in this stats cycle
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/// </summary>
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private int m_objectUpdates;
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private int m_frameMS = 0;
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private int m_netMS = 0;
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private int m_agentMS = 0;
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private int m_physicsMS = 0;
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private int m_imageMS = 0;
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private int m_otherMS = 0;
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private int m_frameMS;
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private int m_spareMS;
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private int m_netMS;
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private int m_agentMS;
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private int m_physicsMS;
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private int m_imageMS;
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private int m_otherMS;
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//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
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//Ckrinke private int m_scriptMS = 0;
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private int m_rootAgents = 0;
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private int m_childAgents = 0;
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private int m_numPrim = 0;
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private int m_inPacketsPerSecond = 0;
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private int m_outPacketsPerSecond = 0;
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private int m_activePrim = 0;
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private int m_unAckedBytes = 0;
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private int m_pendingDownloads = 0;
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private int m_pendingUploads = 0;
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private int m_activeScripts = 0;
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private int m_scriptLinesPerSecond = 0;
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private int m_rootAgents;
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private int m_childAgents;
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private int m_numPrim;
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private int m_inPacketsPerSecond;
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private int m_outPacketsPerSecond;
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private int m_activePrim;
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private int m_unAckedBytes;
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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_activeScripts;
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private int m_scriptLinesPerSecond;
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private int m_objectCapacity = 45000;
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@ -188,13 +214,13 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_scene = scene;
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m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
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statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
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ReportingRegion = scene.RegionInfo;
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m_objectCapacity = scene.RegionInfo.ObjectCapacity;
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m_report.AutoReset = true;
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m_report.Interval = statsUpdatesEveryMS;
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m_report.Elapsed += statsHeartBeat;
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m_report.Interval = m_statsUpdatesEveryMS;
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m_report.Elapsed += TriggerStatsHeartbeat;
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m_report.Enabled = true;
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if (StatsManager.SimExtraStats != null)
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@ -203,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void Close()
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{
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m_report.Elapsed -= statsHeartBeat;
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m_report.Elapsed -= TriggerStatsHeartbeat;
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m_report.Close();
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}
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@ -213,14 +239,28 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name='ms'></param>
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public void SetUpdateMS(int ms)
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{
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statsUpdatesEveryMS = ms;
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statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
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m_report.Interval = statsUpdatesEveryMS;
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m_statsUpdatesEveryMS = ms;
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
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m_report.Interval = m_statsUpdatesEveryMS;
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}
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private void TriggerStatsHeartbeat(object sender, EventArgs args)
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{
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try
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{
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statsHeartBeat(sender, args);
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}
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catch (Exception e)
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{
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m_log.Warn(string.Format(
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"[SIM STATS REPORTER] Update for {0} failed with exception ",
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m_scene.RegionInfo.RegionName), e);
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}
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}
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private void statsHeartBeat(object sender, EventArgs e)
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{
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
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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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@ -247,7 +287,7 @@ namespace OpenSim.Region.Framework.Scenes
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int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = reportedFPS / statsUpdateFactor;
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lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
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float physfps = ((m_pfps / 1000));
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|
@ -279,7 +319,15 @@ namespace OpenSim.Region.Framework.Scenes
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// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
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// values to X-per-second values.
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for (int i = 0; i < 21; i++)
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uint thisFrame = m_scene.Frame;
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float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
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m_lastUpdateFrame = thisFrame;
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// Avoid div-by-zero if somehow we've not updated any frames.
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if (framesUpdated == 0)
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framesUpdated = 1;
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for (int i = 0; i < 22; i++)
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{
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sb[i] = new SimStatsPacket.StatBlock();
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}
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|
@ -288,13 +336,13 @@ namespace OpenSim.Region.Framework.Scenes
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = reportedFPS / statsUpdateFactor;
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sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps / statsUpdateFactor;
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sb[2].StatValue = physfps / m_statsUpdateFactor;
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
|
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sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor);
|
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|
||||
sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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|
@ -309,31 +357,31 @@ namespace OpenSim.Region.Framework.Scenes
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sb[7].StatValue = m_activePrim;
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sb[8].StatID = (uint)Stats.FrameMS;
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sb[8].StatValue = m_frameMS / statsUpdateFactor;
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sb[8].StatValue = m_frameMS / framesUpdated;
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|
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS / statsUpdateFactor;
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sb[9].StatValue = m_netMS / framesUpdated;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS / statsUpdateFactor;
|
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sb[10].StatValue = m_physicsMS / framesUpdated;
|
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|
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS / statsUpdateFactor;
|
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sb[11].StatValue = m_imageMS / framesUpdated;
|
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|
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS / statsUpdateFactor;
|
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sb[12].StatValue = m_otherMS / framesUpdated;
|
||||
|
||||
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
|
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sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
|
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sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
|
||||
|
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
|
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sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
|
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sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);
|
||||
|
||||
sb[15].StatID = (uint)Stats.UnAckedBytes;
|
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sb[15].StatValue = m_unAckedBytes;
|
||||
|
||||
sb[16].StatID = (uint)Stats.AgentMS;
|
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sb[16].StatValue = m_agentMS / statsUpdateFactor;
|
||||
sb[16].StatValue = m_agentMS / framesUpdated;
|
||||
|
||||
sb[17].StatID = (uint)Stats.PendingDownloads;
|
||||
sb[17].StatValue = m_pendingDownloads;
|
||||
|
@ -345,9 +393,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sb[19].StatValue = m_activeScripts;
|
||||
|
||||
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
|
||||
sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
|
||||
|
||||
for (int i = 0; i < 21; i++)
|
||||
sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
|
||||
|
||||
sb[21].StatID = (uint)Stats.SimSpareMs;
|
||||
sb[21].StatValue = m_spareMS / framesUpdated;
|
||||
|
||||
for (int i = 0; i < 22; i++)
|
||||
{
|
||||
lastReportedSimStats[i] = sb[i].StatValue;
|
||||
}
|
||||
|
@ -366,7 +417,7 @@ 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<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
||||
|
||||
|
@ -374,16 +425,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
foreach (KeyValuePair<string, float> 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
resetvalues();
|
||||
ResetValues();
|
||||
}
|
||||
}
|
||||
|
||||
private void resetvalues()
|
||||
private void ResetValues()
|
||||
{
|
||||
m_timeDilation = 0;
|
||||
m_fps = 0;
|
||||
|
@ -401,6 +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;
|
||||
|
@ -479,6 +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;
|
||||
|
|
|
@ -5583,7 +5583,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
}
|
||||
}
|
||||
List<UUID> presenceIds = new List<UUID>();
|
||||
|
||||
World.ForEachRootScenePresence(
|
||||
delegate (ScenePresence ssp)
|
||||
|
|
Loading…
Reference in New Issue