Instead of updating sim stats root agent, child, objects and scripts accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run

0.7.3-extended
Justin Clark-Casey (justincc) 2012-06-01 04:45:42 +01:00
parent 27c62bba99
commit 771539a4e0
2 changed files with 20 additions and 33 deletions

View File

@ -1440,10 +1440,6 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
// frameMS currently records work frame times, not total frame times (work + any required sleep to
// reach min frame time.
@ -1452,7 +1448,6 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
if (LoginsDisabled && Frame == 20)

View File

@ -201,6 +201,16 @@ namespace OpenSim.Region.Framework.Scenes
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
}
public void Close()
{
m_report.Elapsed -= statsHeartBeat;
m_report.Close();
}
/// <summary>
/// Sets the number of milliseconds between stat updates.
/// </summary>
/// <param name='ms'></param>
public void SetUpdateMS(int ms)
{
statsUpdatesEveryMS = ms;
@ -248,6 +258,16 @@ namespace OpenSim.Region.Framework.Scenes
physfps = 0;
#endregion
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
// so that stat numbers are always consistent.
CheckStatSanity();
//Our time dilation is 0.91 when we're running a full speed,
// therefore to make sure we get an appropriate range,
@ -402,13 +422,6 @@ namespace OpenSim.Region.Framework.Scenes
m_timeDilation = td;
}
public void SetRootAgents(int rootAgents)
{
m_rootAgents = rootAgents;
CheckStatSanity();
}
internal void CheckStatSanity()
{
if (m_rootAgents < 0 || m_childAgents < 0)
@ -425,22 +438,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void SetChildAgents(int childAgents)
{
m_childAgents = childAgents;
CheckStatSanity();
}
public void SetObjects(int objects)
{
m_numPrim = objects;
}
public void SetActiveObjects(int objects)
{
m_activePrim = objects;
}
public void AddFPS(int frames)
{
m_fps += frames;
@ -522,11 +519,6 @@ namespace OpenSim.Region.Framework.Scenes
m_scriptLinesPerSecond += count;
}
public void SetActiveScripts(int count)
{
m_activeScripts = count;
}
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
{
AddInPackets(inPackets);