* Remove asset cache size and texture stat reports from ASSET STATS since these are now inaccurate
* Correct count of assets in cache0.6.5-rc1
parent
d17314f331
commit
6573e2ee2f
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@ -312,18 +312,20 @@ namespace OpenSim.Framework.Communications.Cache
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{
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m_assetServer.StoreAsset(asset);
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}
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAsset(asset);
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}
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}
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public void ExpireAsset(UUID uuid)
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{
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// uuid is unique, so no need to worry about it showing up
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// in the 2 caches differently. Also, locks are probably
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// needed in all of this, or move to synchronized non
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// generic forms for Dictionaries.
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if (m_memcache.Contains(uuid))
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{
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m_memcache.Remove(uuid);
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.RemoveAsset(uuid);
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}
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}
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@ -80,11 +80,23 @@ namespace OpenSim.Framework.Statistics
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/// <summary>
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/// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
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/// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
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/// haven't yet been implemented... :)
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/// haven't yet been implemented...
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/// </summary>
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public long AssetsInCache { get { return assetsInCache; } }
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/// <value>
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/// Currently unused
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/// </value>
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public long TexturesInCache { get { return texturesInCache; } }
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/// <value>
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/// Currently misleading since we can't currently subtract removed asset memory usage without a performance hit
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/// </value>
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public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
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/// <value>
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/// Currently unused
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/// </value>
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public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
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public float TimeDilation { get { return timeDilation; } }
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@ -108,6 +120,7 @@ namespace OpenSim.Framework.Statistics
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public float PendingUploads { get { return pendingUploads; } }
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public float ActiveScripts { get { return activeScripts; } }
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public float ScriptLinesPerSecond { get { return scriptLinesPerSecond; } }
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/// <summary>
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/// This is the time it took for the last asset request made in response to a cache miss.
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/// </summary>
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@ -159,7 +172,12 @@ namespace OpenSim.Framework.Statistics
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public void AddAsset(AssetBase asset)
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{
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assetsInCache++;
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assetCacheMemoryUsage += asset.Data.Length;
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//assetCacheMemoryUsage += asset.Data.Length;
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}
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public void RemoveAsset(UUID uuid)
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{
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assetsInCache--;
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}
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public void AddTexture(AssetBase image)
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@ -272,6 +290,8 @@ namespace OpenSim.Framework.Statistics
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StringBuilder sb = new StringBuilder(Environment.NewLine);
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sb.Append("ASSET STATISTICS");
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sb.Append(Environment.NewLine);
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/*
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sb.Append(
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string.Format(
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@"Asset cache contains {0,6} non-texture assets using {1,10} K
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@ -284,6 +304,19 @@ Asset service request failures: {6}"+ Environment.NewLine,
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assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0,
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BlockedMissingTextureRequests,
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AssetServiceRequestFailures));
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*/
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sb.Append(
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string.Format(
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@"Asset cache contains {0,6} assets
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Latest asset request time after cache miss: {1}s
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Blocked client requests for missing textures: {2}
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Asset service request failures: {3}" + Environment.NewLine,
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AssetsInCache,
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assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0,
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BlockedMissingTextureRequests,
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AssetServiceRequestFailures));
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sb.Append(Environment.NewLine);
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sb.Append("CONNECTION STATISTICS");
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