refactor: have lsl and ossl interrogate scene.StatsReporter directly rather than going through scene
I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods0.7.2-post-fixes
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579aa9c6a0
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21e3f8e53a
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@ -513,19 +513,6 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_sceneGraph.m_syncRoot; }
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get { return m_sceneGraph.m_syncRoot; }
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}
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}
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/// <summary>
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/// This is for llGetRegionFPS
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/// </summary>
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public float SimulatorFPS
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{
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get { return StatsReporter.getLastReportedSimFPS(); }
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}
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public float[] SimulatorStats
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{
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get { return StatsReporter.getLastReportedSimStats(); }
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}
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public string DefaultScriptEngine
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public string DefaultScriptEngine
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{
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{
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get { return m_defaultScriptEngine; }
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get { return m_defaultScriptEngine; }
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@ -5926,7 +5926,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Float llGetRegionFPS()
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public LSL_Float llGetRegionFPS()
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{
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{
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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return World.SimulatorFPS;
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return World.StatsReporter.getLastReportedSimFPS();
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}
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}
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@ -2462,7 +2462,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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CheckThreatLevel(ThreatLevel.Moderate, "osGetRegionStats");
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CheckThreatLevel(ThreatLevel.Moderate, "osGetRegionStats");
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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LSL_List ret = new LSL_List();
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LSL_List ret = new LSL_List();
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float[] stats = World.SimulatorStats;
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float[] stats = World.StatsReporter.getLastReportedSimStats();
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for (int i = 0; i < 21; i++)
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for (int i = 0; i < 21; i++)
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{
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{
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