* Implement llGetRegionFPS() * Thanks idb0.6.0-stable
parent
68d85497ad
commit
6789234335
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@ -196,6 +196,14 @@ namespace OpenSim.Region.Environment.Scenes
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get { return m_timedilation; }
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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 m_statsReporter.getLastReportedSimFPS(); }
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}
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public int TimePhase
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{
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get { return m_timePhase; }
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@ -73,6 +73,8 @@ namespace OpenSim.Region.Environment.Scenes
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private float statsUpdateFactor = 0;
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private float m_timeDilation = 0;
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private int m_fps = 0;
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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 m_pfps = 0;
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private int m_agentUpdates = 0;
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@ -155,6 +157,8 @@ namespace OpenSim.Region.Environment.Scenes
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// Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there
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// 0-50 is pretty close to 0-45
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float simfps = (int) ((m_fps * 5));
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = (float)simfps / statsUpdateFactor;
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//if (simfps > 45)
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//simfps = simfps - (simfps - 45);
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@ -397,6 +401,14 @@ namespace OpenSim.Region.Environment.Scenes
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objectCapacity = objects;
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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 getLastReportedSimFPS()
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{
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return lastReportedSimFPS;
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}
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#endregion
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}
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}
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@ -4842,11 +4842,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return (double)World.TimeDilation;
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}
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/// <summary>
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/// Returns the value reported in the client Statistics window
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/// </summary>
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public LSL_Float llGetRegionFPS()
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{
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m_host.AddScriptLPS(1);
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//TODO: return actual FPS
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return 10.0f;
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return World.SimulatorFPS;
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}
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/* particle system rules should be coming into this routine as doubles, that is
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