Move fps stat adjustment factor into field rather than hard-coded.
parent
32ba06a55c
commit
23a9a98d5d
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@ -105,6 +105,17 @@ namespace OpenSim.Region.Framework.Scenes
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private float statsUpdateFactor = 0;
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private float statsUpdateFactor = 0;
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private float m_timeDilation = 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_fps = 0;
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/// <summary>
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/// Parameter to adjust reported scene fps
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/// </summary>
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/// <remarks>
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/// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently.
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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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/// </remarks>
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private float m_fpsCorrectionFactor = 5;
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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 = 0;
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private float lastReportedSimFPS = 0;
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private float[] lastReportedSimStats = new float[21];
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private float[] lastReportedSimStats = new float[21];
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@ -201,7 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
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// We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
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// We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
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// locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
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// locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
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int reportedFPS = m_fps * 5;
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int reportedFPS = (int)(m_fps * m_fpsCorrectionFactor);
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// save the reported value so there is something available for llGetRegionFPS
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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 / statsUpdateFactor;
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