Add engine-wide events queued and events processed numbers to output of "xengine status" console command. For debugging purposes.
parent
ce1d3e9c96
commit
992dc1c2c7
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@ -455,9 +455,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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StringBuilder sb = new StringBuilder();
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sb.AppendFormat("Status of XEngine instance for {0}\n", m_Scene.RegionInfo.RegionName);
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lock (m_Scripts)
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sb.AppendFormat("Scripts loaded : {0}\n", m_Scripts.Count);
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long scriptsLoaded, eventsQueued = 0, eventsProcessed = 0;
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lock (m_Scripts)
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{
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scriptsLoaded = m_Scripts.Count;
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foreach (IScriptInstance si in m_Scripts.Values)
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{
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eventsQueued += si.EventsQueued;
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eventsProcessed += si.EventsProcessed;
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}
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}
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sb.AppendFormat("Scripts loaded : {0}\n", scriptsLoaded);
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sb.AppendFormat("Unique scripts : {0}\n", m_uniqueScripts.Count);
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sb.AppendFormat("Scripts waiting for load : {0}\n", m_CompileQueue.Count);
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sb.AppendFormat("Max threads : {0}\n", m_ThreadPool.MaxThreads);
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@ -466,6 +477,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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sb.AppendFormat("In use threads : {0}\n", m_ThreadPool.InUseThreads);
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sb.AppendFormat("Work items waiting : {0}\n", m_ThreadPool.WaitingCallbacks);
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// sb.AppendFormat("Assemblies loaded : {0}\n", m_Assemblies.Count);
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sb.AppendFormat("Events queued : {0}\n", eventsQueued);
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sb.AppendFormat("Events processed : {0}\n", eventsProcessed);
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SensorRepeat sr = AsyncCommandManager.GetSensorRepeatPlugin(this);
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sb.AppendFormat("Sensors : {0}\n", sr != null ? sr.SensorsCount : 0);
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