* Slowed down the sim stats update to once every 5 seconds because the network accounting required it... with it being the lowest updated stat.

* Time dilation is off now..  because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common
* Slowing down the network accounting update will probably fix the red issue.
ThreadPoolClientBranch
Teravus Ovares 2008-01-16 17:07:46 +00:00
parent 2c69b006a7
commit 771ed747e5
2 changed files with 29 additions and 24 deletions

View File

@ -426,6 +426,7 @@ namespace OpenSim.Region.ClientStack
m_lastPacketsReceived = m_packetsReceived; m_lastPacketsReceived = m_packetsReceived;
} }
SendPacketStats();
} }
# region Setup # region Setup
@ -2502,7 +2503,7 @@ namespace OpenSim.Region.ClientStack
SendAcks(); SendAcks();
ResendUnacked(); ResendUnacked();
SendPacketStats();
} }

View File

@ -62,7 +62,8 @@ namespace OpenSim.Region.Environment.Scenes
UnAckedBytes = 24 UnAckedBytes = 24
} }
private int statsUpdatesEveryMS = 1000; private int statsUpdatesEveryMS = 5000;
private int statsUpdateFactor = 0;
private float m_timeDilation = 0; private float m_timeDilation = 0;
private int m_fps = 0; private int m_fps = 0;
private float m_pfps = 0; private float m_pfps = 0;
@ -96,6 +97,7 @@ namespace OpenSim.Region.Environment.Scenes
public SimStatsReporter(RegionInfo regionData) public SimStatsReporter(RegionInfo regionData)
{ {
statsUpdateFactor = (int)(statsUpdatesEveryMS / 1000);
ReportingRegion = regionData; ReportingRegion = regionData;
for (int i = 0; i<19;i++) for (int i = 0; i<19;i++)
{ {
@ -129,14 +131,14 @@ namespace OpenSim.Region.Environment.Scenes
#region various statistic googly moogly #region various statistic googly moogly
float simfps = (int) (m_fps*5); float simfps = (int) ((m_fps * 5));
if (simfps > 45) //if (simfps > 45)
simfps = simfps - (simfps - 45); //simfps = simfps - (simfps - 45);
if (simfps < 0) //if (simfps < 0)
simfps = 0; //simfps = 0;
float physfps = (m_pfps/statsUpdatesEveryMS); float physfps = ((m_pfps / 1000));
//if (physfps > 600) //if (physfps > 600)
//physfps = physfps - (physfps - 600); //physfps = physfps - (physfps - 600);
@ -148,19 +150,19 @@ namespace OpenSim.Region.Environment.Scenes
//sb[0] = sbb; //sb[0] = sbb;
sb[0].StatID = (uint) Stats.TimeDilation; sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = (m_timeDilation); sb[0].StatValue = ((m_timeDilation / statsUpdateFactor));
//sb[1] = sbb; //sb[1] = sbb;
sb[1].StatID = (uint) Stats.SimFPS; sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = simfps; sb[1].StatValue = simfps/statsUpdateFactor;
//sb[2] = sbb; //sb[2] = sbb;
sb[2].StatID = (uint) Stats.PhysicsFPS; sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps; sb[2].StatValue = physfps / statsUpdateFactor;
//sb[3] = sbb; //sb[3] = sbb;
sb[3].StatID = (uint) Stats.AgentUpdates; sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates); sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
//sb[4] = sbb; //sb[4] = sbb;
sb[4].StatID = (uint) Stats.Agents; sb[4].StatID = (uint) Stats.Agents;
@ -179,19 +181,19 @@ namespace OpenSim.Region.Environment.Scenes
sb[7].StatValue = m_activePrim; sb[7].StatValue = m_activePrim;
sb[8].StatID = (uint)Stats.FrameMS; sb[8].StatID = (uint)Stats.FrameMS;
sb[8].StatValue = m_frameMS; sb[8].StatValue = m_frameMS / statsUpdateFactor;
sb[9].StatID = (uint)Stats.NetMS; sb[9].StatID = (uint)Stats.NetMS;
sb[9].StatValue = m_netMS; sb[9].StatValue = m_netMS / statsUpdateFactor;
sb[10].StatID = (uint)Stats.PhysicsMS; sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS; sb[10].StatValue = m_physicsMS / statsUpdateFactor;
sb[11].StatID = (uint)Stats.ImageMS ; sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS; sb[11].StatValue = m_imageMS / statsUpdateFactor;
sb[12].StatID = (uint)Stats.OtherMS; sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatValue = m_otherMS; sb[12].StatValue = m_otherMS / statsUpdateFactor;
//sb[8] = sbb; //sb[8] = sbb;
sb[13].StatID = (uint)Stats.InPacketsPerSecond; sb[13].StatID = (uint)Stats.InPacketsPerSecond;
@ -199,14 +201,14 @@ namespace OpenSim.Region.Environment.Scenes
//sb[9] = sbb; //sb[9] = sbb;
sb[14].StatID = (uint)Stats.OutPacketsPerSecond; sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
sb[14].StatValue = (m_outPacketsPerSecond); sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
//sb[10] = sbb; //sb[10] = sbb;
sb[15].StatID = (uint)Stats.UnAckedBytes; sb[15].StatID = (uint)Stats.UnAckedBytes;
sb[15].StatValue = m_unAckedBytes; sb[15].StatValue = m_unAckedBytes;
sb[16].StatID = (uint)Stats.AgentMS; sb[16].StatID = (uint)Stats.AgentMS;
sb[16].StatValue = m_agentMS; sb[16].StatValue = m_agentMS / statsUpdateFactor;
sb[17].StatID = (uint)Stats.PendingDownloads; sb[17].StatID = (uint)Stats.PendingDownloads;
sb[17].StatValue = m_pendingDownloads; sb[17].StatValue = m_pendingDownloads;
@ -226,6 +228,7 @@ namespace OpenSim.Region.Environment.Scenes
private void resetvalues() private void resetvalues()
{ {
m_timeDilation = 0;
m_fps = 0; m_fps = 0;
m_pfps = 0; m_pfps = 0;
m_agentUpdates = 0; m_agentUpdates = 0;
@ -244,12 +247,13 @@ namespace OpenSim.Region.Environment.Scenes
public void SetTimeDilation(float td) public void SetTimeDilation(float td)
{ {
m_timeDilation = td; float tdsetting = td;
if (m_timeDilation > 1.0f) //if (tdsetting > 1.0f)
m_timeDilation = (m_timeDilation - (m_timeDilation - 0.91f)); //tdsetting = (tdsetting - (tdsetting - 0.91f));
if (m_timeDilation < 0) //if (tdsetting < 0)
m_timeDilation = 0.0f; //tdsetting = 0.0f;
m_timeDilation += tdsetting;
} }
public void SetRootAgents(int rootAgents) public void SetRootAgents(int rootAgents)