Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-06-04 20:00:39 -04:00
commit 2176bd18e3
3 changed files with 164 additions and 100 deletions

View File

@ -219,6 +219,7 @@ namespace OpenSim.Region.Framework.Scenes
private int backupMS; private int backupMS;
private int terrainMS; private int terrainMS;
private int landMS; private int landMS;
private int spareMS;
/// <summary> /// <summary>
/// Tick at which the last frame was processed. /// Tick at which the last frame was processed.
@ -1360,43 +1361,41 @@ namespace OpenSim.Region.Framework.Scenes
endFrame = Frame + frames; endFrame = Frame + frames;
float physicsFPS = 0f; float physicsFPS = 0f;
int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; int previousFrameTick, tmpMS;
int previousFrameTick; int maintc = Util.EnvironmentTickCount();
int maintc;
while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
{ {
maintc = Util.EnvironmentTickCount();
++Frame; ++Frame;
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
try try
{ {
// Apply taints in terrain module to terrain in physics scene // Apply taints in terrain module to terrain in physics scene
if (Frame % m_update_terrain == 0) if (Frame % m_update_terrain == 0)
{ {
terMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
UpdateTerrain(); UpdateTerrain();
terrainMS = Util.EnvironmentTickCountSubtract(terMS); terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
} }
tmpPhysicsMS2 = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled) if ((Frame % m_update_physics == 0) && m_physics_enabled)
m_sceneGraph.UpdatePreparePhysics(); m_sceneGraph.UpdatePreparePhysics();
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
// Apply any pending avatar force input to the avatar's velocity // Apply any pending avatar force input to the avatar's velocity
tmpAgentMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
if (Frame % m_update_entitymovement == 0) if (Frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement(); m_sceneGraph.UpdateScenePresenceMovement();
agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity // velocity
tmpPhysicsMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
if (Frame % m_update_physics == 0) if (Frame % m_update_physics == 0)
{ {
if (m_physics_enabled) if (m_physics_enabled)
@ -1405,9 +1404,9 @@ namespace OpenSim.Region.Framework.Scenes
if (SynchronizeScene != null) if (SynchronizeScene != null)
SynchronizeScene(this); SynchronizeScene(this);
} }
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
tmpAgentMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
// Check if any objects have reached their targets // Check if any objects have reached their targets
CheckAtTargets(); CheckAtTargets();
@ -1422,29 +1421,29 @@ namespace OpenSim.Region.Framework.Scenes
if (Frame % m_update_presences == 0) if (Frame % m_update_presences == 0)
m_sceneGraph.UpdatePresences(); m_sceneGraph.UpdatePresences();
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
// Delete temp-on-rez stuff // Delete temp-on-rez stuff
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
{ {
tmpTempOnRezMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
m_cleaningTemps = true; m_cleaningTemps = true;
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
} }
if (Frame % m_update_events == 0) if (Frame % m_update_events == 0)
{ {
evMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
UpdateEvents(); UpdateEvents();
eventMS = Util.EnvironmentTickCountSubtract(evMS); eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
} }
if (Frame % m_update_backup == 0) if (Frame % m_update_backup == 0)
{ {
backMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
UpdateStorageBackup(); UpdateStorageBackup();
backupMS = Util.EnvironmentTickCountSubtract(backMS); backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
} }
//if (Frame % m_update_land == 0) //if (Frame % m_update_land == 0)
@ -1453,24 +1452,6 @@ namespace OpenSim.Region.Framework.Scenes
// UpdateLand(); // UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS); // landMS = Util.EnvironmentTickCountSubtract(ldMS);
//} //}
frameMS = Util.EnvironmentTickCountSubtract(maintc);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
// frameMS currently records work frame times, not total frame times (work + any required sleep to
// reach min frame time.
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
if (LoginsDisabled && Frame == 20) if (LoginsDisabled && Frame == 20)
{ {
@ -1521,13 +1502,34 @@ namespace OpenSim.Region.Framework.Scenes
previousFrameTick = m_lastFrameTick; previousFrameTick = m_lastFrameTick;
m_lastFrameTick = Util.EnvironmentTickCount(); m_lastFrameTick = Util.EnvironmentTickCount();
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
maintc = (int)(MinFrameTime * 1000) - maintc; tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
if (maintc > 0) if (tmpMS > 0)
Thread.Sleep(maintc); {
Thread.Sleep(tmpMS);
spareMS += tmpMS;
}
// Optionally warn if a frame takes double the amount of time that it should. frameMS = Util.EnvironmentTickCountSubtract(maintc);
maintc = Util.EnvironmentTickCount();
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.AddSpareMS(spareMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates if (DebugUpdates
&& Util.EnvironmentTickCountSubtract( && Util.EnvironmentTickCountSubtract(
m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2)) m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))

View File

@ -56,10 +56,17 @@ namespace OpenSim.Region.Framework.Scenes
public event YourStatsAreWrong OnStatsIncorrect; public event YourStatsAreWrong OnStatsIncorrect;
private SendStatResult handlerSendStatResult = null; private SendStatResult handlerSendStatResult;
private YourStatsAreWrong handlerStatsIncorrect = null; private YourStatsAreWrong handlerStatsIncorrect;
/// <summary>
/// These are the IDs of stats sent in the StatsPacket to the viewer.
/// </summary>
/// <remarks>
/// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
/// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
/// </remarks>
public enum Stats : uint public enum Stats : uint
{ {
TimeDilation = 0, TimeDilation = 0,
@ -83,7 +90,20 @@ namespace OpenSim.Region.Framework.Scenes
OutPacketsPerSecond = 18, OutPacketsPerSecond = 18,
PendingDownloads = 19, PendingDownloads = 19,
PendingUploads = 20, PendingUploads = 20,
VirtualSizeKb = 21,
ResidentSizeKb = 22,
PendingLocalUploads = 23,
UnAckedBytes = 24, UnAckedBytes = 24,
PhysicsPinnedTasks = 25,
PhysicsLodTasks = 26,
SimPhysicsStepMs = 27,
SimPhysicsShapeMs = 28,
SimPhysicsOtherMs = 29,
SimPhysicsMemory = 30,
ScriptEps = 31,
SimSpareMs = 32,
SimSleepMs = 33,
SimIoPumpTime = 34
} }
/// <summary> /// <summary>
@ -117,10 +137,15 @@ namespace OpenSim.Region.Framework.Scenes
private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>(); private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
// Sending a stats update every 3 seconds- // Sending a stats update every 3 seconds-
private int statsUpdatesEveryMS = 3000; private int m_statsUpdatesEveryMS = 3000;
private float statsUpdateFactor = 0; private float m_statsUpdateFactor;
private float m_timeDilation = 0; private float m_timeDilation;
private int m_fps = 0; private int m_fps;
/// <summary>
/// Number of the last frame on which we processed a stats udpate.
/// </summary>
private uint m_lastUpdateFrame;
/// <summary> /// <summary>
/// Our nominal fps target, as expected in fps stats when a sim is running normally. /// Our nominal fps target, as expected in fps stats when a sim is running normally.
@ -138,41 +163,42 @@ namespace OpenSim.Region.Framework.Scenes
private float m_reportedFpsCorrectionFactor = 5; private float m_reportedFpsCorrectionFactor = 5;
// saved last reported value so there is something available for llGetRegionFPS // saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS = 0; private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[21]; private float[] lastReportedSimStats = new float[22];
private float m_pfps = 0; private float m_pfps;
/// <summary> /// <summary>
/// Number of agent updates requested in this stats cycle /// Number of agent updates requested in this stats cycle
/// </summary> /// </summary>
private int m_agentUpdates = 0; private int m_agentUpdates;
/// <summary> /// <summary>
/// Number of object updates requested in this stats cycle /// Number of object updates requested in this stats cycle
/// </summary> /// </summary>
private int m_objectUpdates; private int m_objectUpdates;
private int m_frameMS = 0; private int m_frameMS;
private int m_netMS = 0; private int m_spareMS;
private int m_agentMS = 0; private int m_netMS;
private int m_physicsMS = 0; private int m_agentMS;
private int m_imageMS = 0; private int m_physicsMS;
private int m_otherMS = 0; private int m_imageMS;
private int m_otherMS;
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
//Ckrinke private int m_scriptMS = 0; //Ckrinke private int m_scriptMS = 0;
private int m_rootAgents = 0; private int m_rootAgents;
private int m_childAgents = 0; private int m_childAgents;
private int m_numPrim = 0; private int m_numPrim;
private int m_inPacketsPerSecond = 0; private int m_inPacketsPerSecond;
private int m_outPacketsPerSecond = 0; private int m_outPacketsPerSecond;
private int m_activePrim = 0; private int m_activePrim;
private int m_unAckedBytes = 0; private int m_unAckedBytes;
private int m_pendingDownloads = 0; private int m_pendingDownloads;
private int m_pendingUploads = 0; private int m_pendingUploads = 0; // FIXME: Not currently filled in
private int m_activeScripts = 0; private int m_activeScripts;
private int m_scriptLinesPerSecond = 0; private int m_scriptLinesPerSecond;
private int m_objectCapacity = 45000; private int m_objectCapacity = 45000;
@ -188,13 +214,13 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_scene = scene; m_scene = scene;
m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps; m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
ReportingRegion = scene.RegionInfo; ReportingRegion = scene.RegionInfo;
m_objectCapacity = scene.RegionInfo.ObjectCapacity; m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true; m_report.AutoReset = true;
m_report.Interval = statsUpdatesEveryMS; m_report.Interval = m_statsUpdatesEveryMS;
m_report.Elapsed += statsHeartBeat; m_report.Elapsed += TriggerStatsHeartbeat;
m_report.Enabled = true; m_report.Enabled = true;
if (StatsManager.SimExtraStats != null) if (StatsManager.SimExtraStats != null)
@ -203,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
public void Close() public void Close()
{ {
m_report.Elapsed -= statsHeartBeat; m_report.Elapsed -= TriggerStatsHeartbeat;
m_report.Close(); m_report.Close();
} }
@ -213,14 +239,28 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name='ms'></param> /// <param name='ms'></param>
public void SetUpdateMS(int ms) public void SetUpdateMS(int ms)
{ {
statsUpdatesEveryMS = ms; m_statsUpdatesEveryMS = ms;
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
m_report.Interval = statsUpdatesEveryMS; m_report.Interval = m_statsUpdatesEveryMS;
}
private void TriggerStatsHeartbeat(object sender, EventArgs args)
{
try
{
statsHeartBeat(sender, args);
}
catch (Exception e)
{
m_log.Warn(string.Format(
"[SIM STATS REPORTER] Update for {0} failed with exception ",
m_scene.RegionInfo.RegionName), e);
}
} }
private void statsHeartBeat(object sender, EventArgs e) private void statsHeartBeat(object sender, EventArgs e)
{ {
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21]; SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers. // Know what's not thread safe in Mono... modifying timers.
@ -247,7 +287,7 @@ namespace OpenSim.Region.Framework.Scenes
int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
// save the reported value so there is something available for llGetRegionFPS // save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = reportedFPS / statsUpdateFactor; lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
float physfps = ((m_pfps / 1000)); float physfps = ((m_pfps / 1000));
@ -279,7 +319,15 @@ namespace OpenSim.Region.Framework.Scenes
// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
// values to X-per-second values. // values to X-per-second values.
for (int i = 0; i < 21; i++) uint thisFrame = m_scene.Frame;
float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
m_lastUpdateFrame = thisFrame;
// Avoid div-by-zero if somehow we've not updated any frames.
if (framesUpdated == 0)
framesUpdated = 1;
for (int i = 0; i < 22; i++)
{ {
sb[i] = new SimStatsPacket.StatBlock(); sb[i] = new SimStatsPacket.StatBlock();
} }
@ -288,13 +336,13 @@ namespace OpenSim.Region.Framework.Scenes
sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
sb[1].StatID = (uint) Stats.SimFPS; sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = reportedFPS / statsUpdateFactor; sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
sb[2].StatID = (uint) Stats.PhysicsFPS; sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps / statsUpdateFactor; sb[2].StatValue = physfps / m_statsUpdateFactor;
sb[3].StatID = (uint) Stats.AgentUpdates; sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates / statsUpdateFactor); sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor);
sb[4].StatID = (uint) Stats.Agents; sb[4].StatID = (uint) Stats.Agents;
sb[4].StatValue = m_rootAgents; sb[4].StatValue = m_rootAgents;
@ -309,31 +357,31 @@ namespace OpenSim.Region.Framework.Scenes
sb[7].StatValue = m_activePrim; sb[7].StatValue = m_activePrim;
sb[8].StatID = (uint)Stats.FrameMS; sb[8].StatID = (uint)Stats.FrameMS;
sb[8].StatValue = m_frameMS / statsUpdateFactor; sb[8].StatValue = m_frameMS / framesUpdated;
sb[9].StatID = (uint)Stats.NetMS; sb[9].StatID = (uint)Stats.NetMS;
sb[9].StatValue = m_netMS / statsUpdateFactor; sb[9].StatValue = m_netMS / framesUpdated;
sb[10].StatID = (uint)Stats.PhysicsMS; sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS / statsUpdateFactor; sb[10].StatValue = m_physicsMS / framesUpdated;
sb[11].StatID = (uint)Stats.ImageMS ; sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS / statsUpdateFactor; sb[11].StatValue = m_imageMS / framesUpdated;
sb[12].StatID = (uint)Stats.OtherMS; sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatValue = m_otherMS / statsUpdateFactor; sb[12].StatValue = m_otherMS / framesUpdated;
sb[13].StatID = (uint)Stats.InPacketsPerSecond; sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor); sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
sb[14].StatID = (uint)Stats.OutPacketsPerSecond; sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor); sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);
sb[15].StatID = (uint)Stats.UnAckedBytes; sb[15].StatID = (uint)Stats.UnAckedBytes;
sb[15].StatValue = m_unAckedBytes; sb[15].StatValue = m_unAckedBytes;
sb[16].StatID = (uint)Stats.AgentMS; sb[16].StatID = (uint)Stats.AgentMS;
sb[16].StatValue = m_agentMS / statsUpdateFactor; sb[16].StatValue = m_agentMS / framesUpdated;
sb[17].StatID = (uint)Stats.PendingDownloads; sb[17].StatID = (uint)Stats.PendingDownloads;
sb[17].StatValue = m_pendingDownloads; sb[17].StatValue = m_pendingDownloads;
@ -345,9 +393,12 @@ namespace OpenSim.Region.Framework.Scenes
sb[19].StatValue = m_activeScripts; sb[19].StatValue = m_activeScripts;
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
for (int i = 0; i < 21; i++) sb[21].StatID = (uint)Stats.SimSpareMs;
sb[21].StatValue = m_spareMS / framesUpdated;
for (int i = 0; i < 22; i++)
{ {
lastReportedSimStats[i] = sb[i].StatValue; lastReportedSimStats[i] = sb[i].StatValue;
} }
@ -366,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes
// Extra statistics that aren't currently sent to clients // Extra statistics that aren't currently sent to clients
lock (m_lastReportedExtraSimStats) lock (m_lastReportedExtraSimStats)
{ {
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / statsUpdateFactor; m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats(); Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
@ -374,16 +425,22 @@ namespace OpenSim.Region.Framework.Scenes
{ {
foreach (KeyValuePair<string, float> tuple in physicsStats) 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_timeDilation = 0;
m_fps = 0; m_fps = 0;
@ -401,6 +458,7 @@ namespace OpenSim.Region.Framework.Scenes
m_physicsMS = 0; m_physicsMS = 0;
m_imageMS = 0; m_imageMS = 0;
m_otherMS = 0; m_otherMS = 0;
m_spareMS = 0;
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. //Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
//Ckrinke m_scriptMS = 0; //Ckrinke m_scriptMS = 0;
@ -479,6 +537,11 @@ namespace OpenSim.Region.Framework.Scenes
m_frameMS += ms; m_frameMS += ms;
} }
public void AddSpareMS(int ms)
{
m_spareMS += ms;
}
public void addNetMS(int ms) public void addNetMS(int ms)
{ {
m_netMS += ms; m_netMS += ms;

View File

@ -5583,7 +5583,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
} }
} }
} }
List<UUID> presenceIds = new List<UUID>();
World.ForEachRootScenePresence( World.ForEachRootScenePresence(
delegate (ScenePresence ssp) delegate (ScenePresence ssp)