Move fps stat adjustment factor into field rather than hard-coded.
parent
32ba06a55c
commit
23a9a98d5d
|
@ -105,6 +105,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private float statsUpdateFactor = 0;
|
||||
private float m_timeDilation = 0;
|
||||
private int m_fps = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Parameter to adjust reported scene fps
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently.
|
||||
/// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might
|
||||
/// affect clients and monitoring scripts/software.
|
||||
/// </remarks>
|
||||
private float m_fpsCorrectionFactor = 5;
|
||||
|
||||
// saved last reported value so there is something available for llGetRegionFPS
|
||||
private float lastReportedSimFPS = 0;
|
||||
private float[] lastReportedSimStats = new float[21];
|
||||
|
@ -201,7 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
|
||||
// locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
|
||||
int reportedFPS = m_fps * 5;
|
||||
int reportedFPS = (int)(m_fps * m_fpsCorrectionFactor);
|
||||
|
||||
// save the reported value so there is something available for llGetRegionFPS
|
||||
lastReportedSimFPS = reportedFPS / statsUpdateFactor;
|
||||
|
|
Loading…
Reference in New Issue