* Remove asset cache size and texture stat reports from ASSET STATS since these are now inaccurate

* Correct count of assets in cache
0.6.5-rc1
Justin Clarke Casey 2009-03-13 18:36:24 +00:00
parent d17314f331
commit 6573e2ee2f
2 changed files with 41 additions and 6 deletions

View File

@ -312,18 +312,20 @@ namespace OpenSim.Framework.Communications.Cache
{
m_assetServer.StoreAsset(asset);
}
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAsset(asset);
}
}
public void ExpireAsset(UUID uuid)
{
// uuid is unique, so no need to worry about it showing up
// in the 2 caches differently. Also, locks are probably
// needed in all of this, or move to synchronized non
// generic forms for Dictionaries.
if (m_memcache.Contains(uuid))
{
m_memcache.Remove(uuid);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.RemoveAsset(uuid);
}
}

View File

@ -80,11 +80,23 @@ namespace OpenSim.Framework.Statistics
/// <summary>
/// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
/// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
/// haven't yet been implemented... :)
/// haven't yet been implemented...
/// </summary>
public long AssetsInCache { get { return assetsInCache; } }
/// <value>
/// Currently unused
/// </value>
public long TexturesInCache { get { return texturesInCache; } }
/// <value>
/// Currently misleading since we can't currently subtract removed asset memory usage without a performance hit
/// </value>
public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
/// <value>
/// Currently unused
/// </value>
public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
public float TimeDilation { get { return timeDilation; } }
@ -108,6 +120,7 @@ namespace OpenSim.Framework.Statistics
public float PendingUploads { get { return pendingUploads; } }
public float ActiveScripts { get { return activeScripts; } }
public float ScriptLinesPerSecond { get { return scriptLinesPerSecond; } }
/// <summary>
/// This is the time it took for the last asset request made in response to a cache miss.
/// </summary>
@ -159,7 +172,12 @@ namespace OpenSim.Framework.Statistics
public void AddAsset(AssetBase asset)
{
assetsInCache++;
assetCacheMemoryUsage += asset.Data.Length;
//assetCacheMemoryUsage += asset.Data.Length;
}
public void RemoveAsset(UUID uuid)
{
assetsInCache--;
}
public void AddTexture(AssetBase image)
@ -272,6 +290,8 @@ namespace OpenSim.Framework.Statistics
StringBuilder sb = new StringBuilder(Environment.NewLine);
sb.Append("ASSET STATISTICS");
sb.Append(Environment.NewLine);
/*
sb.Append(
string.Format(
@"Asset cache contains {0,6} non-texture assets using {1,10} K
@ -284,6 +304,19 @@ Asset service request failures: {6}"+ Environment.NewLine,
assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0,
BlockedMissingTextureRequests,
AssetServiceRequestFailures));
*/
sb.Append(
string.Format(
@"Asset cache contains {0,6} assets
Latest asset request time after cache miss: {1}s
Blocked client requests for missing textures: {2}
Asset service request failures: {3}" + Environment.NewLine,
AssetsInCache,
assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0,
BlockedMissingTextureRequests,
AssetServiceRequestFailures));
sb.Append(Environment.NewLine);
sb.Append("CONNECTION STATISTICS");