commit
714c082ca8
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@ -27,6 +27,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using OpenMetaverse;
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@ -71,6 +72,11 @@ namespace OpenSim.Framework.Monitoring
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private volatile float pendingUploads;
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private volatile float activeScripts;
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private volatile float scriptLinesPerSecond;
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private volatile float m_frameDilation;
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private volatile float m_usersLoggingIn;
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private volatile float m_totalGeoPrims;
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private volatile float m_totalMeshes;
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private volatile float m_inUseThreads;
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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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@ -249,6 +255,10 @@ namespace OpenSim.Framework.Monitoring
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{
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// FIXME: SimStats shouldn't allow an arbitrary stat packing order (which is inherited from the original
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// SimStatsPacket that was being used).
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// For an unknown reason the original designers decided not to
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// include the spare MS statistic inside of this class, this is
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// located inside the StatsBlock at location 21, thus it is skipped
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timeDilation = stats.StatsBlock[0].StatValue;
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simFps = stats.StatsBlock[1].StatValue;
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physicsFps = stats.StatsBlock[2].StatValue;
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@ -270,6 +280,11 @@ namespace OpenSim.Framework.Monitoring
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pendingUploads = stats.StatsBlock[18].StatValue;
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activeScripts = stats.StatsBlock[19].StatValue;
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scriptLinesPerSecond = stats.StatsBlock[20].StatValue;
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m_frameDilation = stats.StatsBlock[22].StatValue;
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m_usersLoggingIn = stats.StatsBlock[23].StatValue;
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m_totalGeoPrims = stats.StatsBlock[24].StatValue;
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m_totalMeshes = stats.StatsBlock[25].StatValue;
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m_inUseThreads = stats.StatsBlock[26].StatValue;
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}
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/// <summary>
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@ -407,6 +422,27 @@ Asset service request failures: {3}" + Environment.NewLine,
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/// <returns></returns>
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public override OSDMap OReport(string uptime, string version)
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{
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// Get the amount of physical memory, allocated with the instance of this program, in kilobytes;
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// the working set is the set of memory pages currently visible to this program in physical RAM
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// memory and includes both shared (e.g. system libraries) and private data
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double memUsage = Process.GetCurrentProcess().WorkingSet64 / 1024.0;
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// Get the number of threads from the system that are currently
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// running
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int numberThreadsRunning = 0;
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foreach (ProcessThread currentThread in
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Process.GetCurrentProcess().Threads)
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{
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// A known issue with the current process .Threads property is
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// that it can return null threads, thus don't count those as
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// running threads and prevent the program function from failing
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if (currentThread != null &&
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currentThread.ThreadState == ThreadState.Running)
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{
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numberThreadsRunning++;
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}
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}
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OSDMap args = new OSDMap(30);
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// args["AssetsInCache"] = OSD.FromString (String.Format ("{0:0.##}", AssetsInCache));
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// args["TimeAfterCacheMiss"] = OSD.FromString (String.Format ("{0:0.##}",
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@ -444,6 +480,22 @@ Asset service request failures: {3}" + Environment.NewLine,
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args["Uptime"] = OSD.FromString (uptime);
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args["Version"] = OSD.FromString (version);
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args["FrameDilatn"] = OSD.FromString(String.Format("{0:0.##}", m_frameDilation));
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args["Logging in Users"] = OSD.FromString(String.Format("{0:0.##}",
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m_usersLoggingIn));
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args["GeoPrims"] = OSD.FromString(String.Format("{0:0.##}",
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m_totalGeoPrims));
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args["Mesh Objects"] = OSD.FromString(String.Format("{0:0.##}",
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m_totalMeshes));
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args["XEngine Thread Count"] = OSD.FromString(String.Format("{0:0.##}",
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m_inUseThreads));
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args["Util Thread Count"] = OSD.FromString(String.Format("{0:0.##}",
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Util.GetSmartThreadPoolInfo().InUseThreads));
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args["System Thread Count"] = OSD.FromString(String.Format(
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"{0:0.##}", numberThreadsRunning));
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args["ProcMem"] = OSD.FromString(String.Format("{0:#,###,###.##}",
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memUsage));
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return args;
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}
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}
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File diff suppressed because it is too large
Load Diff
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@ -67,7 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
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protected Scene m_parentScene;
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protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
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protected int m_numRootAgents = 0;
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protected int m_numTotalPrim = 0;
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protected int m_numPrim = 0;
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protected int m_numMesh = 0;
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protected int m_numChildAgents = 0;
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protected int m_physicalPrim = 0;
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@ -368,7 +370,8 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart[] parts = sceneObject.Parts;
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// Clamp child prim sizes and add child prims to the m_numPrim count
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// Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
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// (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
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if (m_parentScene.m_clampPrimSize)
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{
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foreach (SceneObjectPart part in parts)
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@ -382,7 +385,19 @@ namespace OpenSim.Region.Framework.Scenes
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part.Shape.Scale = scale;
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}
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}
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m_numPrim += parts.Length;
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m_numTotalPrim += parts.Length;
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// Go through all parts (geometric primitives and meshes) of this Scene Object
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foreach (SceneObjectPart part in parts)
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{
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// Keep track of the total number of meshes or geometric primitives now in the scene;
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// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
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// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
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if (part.GetPrimType() == PrimType.SCULPT)
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m_numMesh++;
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else
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m_numPrim++;
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}
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sceneObject.AttachToScene(m_parentScene);
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@ -437,7 +452,21 @@ namespace OpenSim.Region.Framework.Scenes
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if (!resultOfObjectLinked)
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{
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m_numPrim -= grp.PrimCount;
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// Decrement the total number of primitives (meshes and geometric primitives)
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// that are part of the Scene Object being removed
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m_numTotalPrim -= grp.PrimCount;
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// Go through all parts (primitives and meshes) of this Scene Object
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foreach (SceneObjectPart part in grp.Parts)
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{
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// Keep track of the total number of meshes or geometric primitives left in the scene;
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// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
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// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
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if (part.GetPrimType() == PrimType.SCULPT)
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m_numMesh--;
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else
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m_numPrim--;
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}
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if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
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RemovePhysicalPrim(grp.PrimCount);
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@ -686,10 +715,20 @@ namespace OpenSim.Region.Framework.Scenes
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}
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public int GetTotalObjectsCount()
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{
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return m_numTotalPrim;
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}
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public int GetTotalPrimObjectsCount()
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{
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return m_numPrim;
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}
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public int GetTotalMeshObjectsCount()
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{
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return m_numMesh;
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}
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public int GetActiveObjectsCount()
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{
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return m_physicalPrim;
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@ -1970,7 +2009,19 @@ namespace OpenSim.Region.Framework.Scenes
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// think it's selected, so it will never send a deselect...
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copy.IsSelected = false;
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m_numPrim += copy.Parts.Length;
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m_numTotalPrim += copy.Parts.Length;
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// Go through all parts (primitives and meshes) of this Scene Object
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foreach (SceneObjectPart part in copy.Parts)
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{
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// Keep track of the total number of meshes or geometric primitives now in the scene;
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// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
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// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
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if (part.GetPrimType() == PrimType.SCULPT)
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m_numMesh++;
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else
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m_numPrim++;
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}
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if (rot != Quaternion.Identity)
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{
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@ -61,6 +61,10 @@ namespace OpenSim.Region.Framework.Scenes
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private YourStatsAreWrong handlerStatsIncorrect;
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// Determines the size of the array that is used to collect StatBlocks
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// for sending to the SimStats and SimExtraStatsCollector
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private const int m_statisticArraySize = 27;
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/// <summary>
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/// These are the IDs of stats sent in the StatsPacket to the viewer.
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/// </summary>
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@ -104,7 +108,12 @@ namespace OpenSim.Region.Framework.Scenes
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ScriptEps = 31,
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SimSpareMs = 32,
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SimSleepMs = 33,
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SimIoPumpTime = 34
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SimIoPumpTime = 34,
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FrameDilation = 35,
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UsersLoggingIn = 36,
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TotalGeoPrim = 37,
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TotalMesh = 38,
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ThreadCount = 39
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}
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/// <summary>
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@ -175,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
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// saved last reported value so there is something available for llGetRegionFPS
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private float lastReportedSimFPS;
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private float[] lastReportedSimStats = new float[22];
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private float[] lastReportedSimStats = new float[m_statisticArraySize];
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private float m_pfps;
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/// <summary>
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private int m_rootAgents;
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private int m_childAgents;
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private int m_numPrim;
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private int m_numGeoPrim;
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private int m_numMesh;
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private int m_inPacketsPerSecond;
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private int m_outPacketsPerSecond;
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private int m_activePrim;
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@ -234,6 +245,13 @@ namespace OpenSim.Region.Framework.Scenes
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// update for physics
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private int m_numberPhysicsFrames;
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// The current number of users attempting to login to the region
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private int m_usersLoggingIn;
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// The last reported value of threads from the SmartThreadPool inside of
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// XEngine
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private int m_inUseThreads;
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private Scene m_scene;
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private RegionInfo ReportingRegion;
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@ -246,11 +264,13 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// Initialize the different frame time arrays to the correct sizes
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m_totalFrameTimeMilliseconds = new double[m_numberFramesStored];
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m_simulationFrameTimeMilliseconds = new
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double[m_numberFramesStored];
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m_simulationFrameTimeMilliseconds = new double[m_numberFramesStored];
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m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored];
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m_networkFrameTimeMilliseconds = new double[m_numberFramesStored];
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// Initialize the current number of users logging into the region
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m_usersLoggingIn = 0;
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m_scene = scene;
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m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps;
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
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@ -284,13 +304,14 @@ namespace OpenSim.Region.Framework.Scenes
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StatsManager.RegisterStat(SlowFramesStat);
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}
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public SimStatsReporter(Scene scene, int numberOfFrames) : this (scene)
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{
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// Store the number of frames from the OpenSim.ini configuration
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// file
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// Store the number of frames from the OpenSim.ini configuration file
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m_numberFramesStored = numberOfFrames;
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}
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public void Close()
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{
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m_report.Elapsed -= TriggerStatsHeartbeat;
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@ -328,11 +349,17 @@ namespace OpenSim.Region.Framework.Scenes
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double simulationSumFrameTime;
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double physicsSumFrameTime;
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double networkSumFrameTime;
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float frameDilation;
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int currentFrame;
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if (!m_scene.Active)
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return;
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
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// Create arrays to hold the statistics for this current scene,
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// these will be passed to the SimExtraStatsCollector, they are also
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// sent to the SimStats class
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SimStatsPacket.StatBlock[] sb = new
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SimStatsPacket.StatBlock[m_statisticArraySize];
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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// Know what's not thread safe in Mono... modifying timers.
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@ -354,21 +381,21 @@ namespace OpenSim.Region.Framework.Scenes
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#region various statistic googly moogly
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// ORIGINAL code commented out until we have time to add our own
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// statistics to the statistics window, this will be done as a
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// new section given the title of our current project
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// ORIGINAL code commented out until we have time to add our own
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// statistics to the statistics window, this will be done as a
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// new section given the title of our current project
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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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//int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
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int reportedFPS = m_fps;
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int reportedFPS = m_fps;
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
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// ORIGINAL code commented out until we have time to add our own
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// statistics to the statistics window
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// ORIGINAL code commented out until we have time to add our own
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// statistics to the statistics window
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//float physfps = ((m_pfps / 1000));
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float physfps = m_numberPhysicsFrames;
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float physfps = m_numberPhysicsFrames;
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//if (physfps > 600)
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//physfps = physfps - (physfps - 600);
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@ -381,6 +408,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
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m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
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m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
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m_numGeoPrim = m_scene.SceneGraph.GetTotalPrimObjectsCount();
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m_numMesh = m_scene.SceneGraph.GetTotalMeshObjectsCount();
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m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
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m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
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@ -406,7 +435,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (framesUpdated == 0)
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framesUpdated = 1;
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for (int i = 0; i < 22; i++)
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for (int i = 0; i < m_statisticArraySize; i++)
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{
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sb[i] = new SimStatsPacket.StatBlock();
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}
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@ -431,6 +460,19 @@ namespace OpenSim.Region.Framework.Scenes
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networkSumFrameTime += m_networkFrameTimeMilliseconds[i];
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}
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// Get the index that represents the current frame based on the next one known; go back
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// to the last index if next one is stated to restart at 0
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if (m_nextLocation == 0)
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currentFrame = m_numberFramesStored - 1;
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else
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currentFrame = m_nextLocation - 1;
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// Calculate the frame dilation; which is currently based on the ratio between the sum of the
|
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// physics and simulation rate, and the set minimum time to run a scene's frame
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frameDilation = (float)(m_simulationFrameTimeMilliseconds[currentFrame] +
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m_physicsFrameTimeMilliseconds[currentFrame]) / m_scene.MinFrameTicks;
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// ORIGINAL code commented out until we have time to add our own
|
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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@ -455,30 +497,27 @@ namespace OpenSim.Region.Framework.Scenes
|
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sb[7].StatID = (uint) Stats.ActivePrim;
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sb[7].StatValue = m_activePrim;
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|
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// ORIGINAL code commented out until we have time to add our own
|
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// statistics to the statistics window
|
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// ORIGINAL code commented out until we have time to add our own
|
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// statistics to the statistics window
|
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sb[8].StatID = (uint)Stats.FrameMS;
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//sb[8].StatValue = m_frameMS / framesUpdated;
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sb[8].StatValue = (float) totalSumFrameTime /
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m_numberFramesStored;
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sb[8].StatValue = (float) totalSumFrameTime / m_numberFramesStored;
|
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|
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sb[9].StatID = (uint)Stats.NetMS;
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//sb[9].StatValue = m_netMS / framesUpdated;
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sb[9].StatValue = (float) networkSumFrameTime /
|
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m_numberFramesStored;
|
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sb[9].StatValue = (float) networkSumFrameTime / m_numberFramesStored;
|
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|
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sb[10].StatID = (uint)Stats.PhysicsMS;
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//sb[10].StatValue = m_physicsMS / framesUpdated;
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sb[10].StatValue = (float) physicsSumFrameTime /
|
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m_numberFramesStored;
|
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sb[10].StatValue = (float) physicsSumFrameTime / m_numberFramesStored;
|
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|
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS / framesUpdated;
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|
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sb[12].StatID = (uint)Stats.OtherMS;
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//sb[12].StatValue = m_otherMS / framesUpdated;
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sb[12].StatValue = (float) simulationSumFrameTime /
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m_numberFramesStored;
|
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sb[12].StatValue = (float) simulationSumFrameTime /
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m_numberFramesStored;
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|
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
|
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sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
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@ -507,7 +546,28 @@ namespace OpenSim.Region.Framework.Scenes
|
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sb[21].StatID = (uint)Stats.SimSpareMs;
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sb[21].StatValue = m_spareMS / framesUpdated;
|
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|
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for (int i = 0; i < 22; i++)
|
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// Current ratio between the sum of physics and sim rate, and the
|
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// minimum time to run a scene's frame
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sb[22].StatID = (uint)Stats.FrameDilation;
|
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sb[22].StatValue = frameDilation;
|
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|
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// Current number of users currently attemptint to login to region
|
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sb[23].StatID = (uint)Stats.UsersLoggingIn;
|
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sb[23].StatValue = m_usersLoggingIn;
|
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|
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// Total number of geometric primitives in the scene
|
||||
sb[24].StatID = (uint)Stats.TotalGeoPrim;
|
||||
sb[24].StatValue = m_numGeoPrim;
|
||||
|
||||
// Total number of mesh objects in the scene
|
||||
sb[25].StatID = (uint)Stats.TotalMesh;
|
||||
sb[25].StatValue = m_numMesh;
|
||||
|
||||
// Current number of threads that XEngine is using
|
||||
sb[26].StatID = (uint)Stats.ThreadCount;
|
||||
sb[26].StatValue = m_inUseThreads;
|
||||
|
||||
for (int i = 0; i < m_statisticArraySize; i++)
|
||||
{
|
||||
lastReportedSimStats[i] = sb[i].StatValue;
|
||||
}
|
||||
|
@ -686,31 +746,31 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_otherMS += ms;
|
||||
}
|
||||
|
||||
public void addPhysicsFrame(int frames)
|
||||
{
|
||||
// Add the number of physics frames to the correct total physics
|
||||
// frames
|
||||
m_numberPhysicsFrames += frames;
|
||||
}
|
||||
public void addPhysicsFrame(int frames)
|
||||
{
|
||||
// Add the number of physics frames to the correct total physics
|
||||
// frames
|
||||
m_numberPhysicsFrames += frames;
|
||||
}
|
||||
|
||||
public void addFrameTimeMilliseconds(double total, double simulation,
|
||||
double physics, double network)
|
||||
{
|
||||
// Save the frame times from the current frame into the appropriate
|
||||
// arrays
|
||||
m_totalFrameTimeMilliseconds[m_nextLocation] = total;
|
||||
m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation;
|
||||
m_physicsFrameTimeMilliseconds[m_nextLocation] = physics;
|
||||
m_networkFrameTimeMilliseconds[m_nextLocation] = network;
|
||||
public void addFrameTimeMilliseconds(double total, double simulation,
|
||||
double physics, double network)
|
||||
{
|
||||
// Save the frame times from the current frame into the appropriate
|
||||
// arrays
|
||||
m_totalFrameTimeMilliseconds[m_nextLocation] = total;
|
||||
m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation;
|
||||
m_physicsFrameTimeMilliseconds[m_nextLocation] = physics;
|
||||
m_networkFrameTimeMilliseconds[m_nextLocation] = network;
|
||||
|
||||
// Update to the next location in the list
|
||||
m_nextLocation++;
|
||||
// Update to the next location in the list
|
||||
m_nextLocation++;
|
||||
|
||||
// Since the list will begin to overwrite the oldest frame values
|
||||
// first, the next location needs to loop back to the beginning of the
|
||||
// list whenever it reaches the end
|
||||
m_nextLocation = m_nextLocation % m_numberFramesStored;
|
||||
}
|
||||
// Since the list will begin to overwrite the oldest frame values
|
||||
// first, the next location needs to loop back to the beginning of the
|
||||
// list whenever it reaches the end
|
||||
m_nextLocation = m_nextLocation % m_numberFramesStored;
|
||||
}
|
||||
|
||||
public void AddPendingDownloads(int count)
|
||||
{
|
||||
|
@ -734,6 +794,31 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
AddunAckedBytes(unAckedBytes);
|
||||
}
|
||||
|
||||
public void UpdateUsersLoggingIn(bool isLoggingIn)
|
||||
{
|
||||
// Determine whether the user has started logging in or has completed
|
||||
// logging into the region
|
||||
if (isLoggingIn)
|
||||
{
|
||||
// The user is starting to login to the region so increment the
|
||||
// number of users attempting to login to the region
|
||||
m_usersLoggingIn++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// The user has finished logging into the region so decrement the
|
||||
// number of users logging into the region
|
||||
m_usersLoggingIn--;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetThreadCount(int inUseThreads)
|
||||
{
|
||||
// Save the new number of threads to our member variable to send to
|
||||
// the extra stats collector
|
||||
m_inUseThreads = inUseThreads;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public Dictionary<string, float> GetExtraSimStats()
|
||||
|
|
|
@ -1872,6 +1872,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
IScriptInstance instance = GetInstance(itemID);
|
||||
if (instance != null)
|
||||
instance.ApiResetScript();
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public void ResetScript(UUID itemID)
|
||||
|
@ -1879,6 +1885,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
IScriptInstance instance = GetInstance(itemID);
|
||||
if (instance != null)
|
||||
instance.ResetScript(m_WaitForEventCompletionOnScriptStop);
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public void StartScript(UUID itemID)
|
||||
|
@ -1888,6 +1900,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
instance.Start();
|
||||
else
|
||||
m_runFlags.AddOrUpdate(itemID, true, 240);
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public void StopScript(UUID itemID)
|
||||
|
@ -1903,6 +1921,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
// m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name);
|
||||
m_runFlags.AddOrUpdate(itemID, false, 240);
|
||||
}
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public DetectParams GetDetectParams(UUID itemID, int idx)
|
||||
|
@ -2393,6 +2417,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
instance.Suspend();
|
||||
// else
|
||||
// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public void ResumeScript(UUID itemID)
|
||||
|
@ -2404,6 +2434,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
instance.Resume();
|
||||
// else
|
||||
// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public bool HasScript(UUID itemID, out bool running)
|
||||
|
|
|
@ -296,7 +296,7 @@
|
|||
; Simulator Stats URI
|
||||
; Enable JSON simulator data by setting a URI name (case sensitive)
|
||||
; Returns regular sim stats (SimFPS, ...)
|
||||
; Stats_URI = "jsonSimStats"
|
||||
Stats_URI = "jsonSimStats"
|
||||
|
||||
; Simulator StatsManager URI
|
||||
; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
|
||||
|
|
Loading…
Reference in New Issue