* Fixed a packet counting issue that I introduced
* Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 secondsThreadPoolClientBranch
parent
57519b6dba
commit
c3061717d0
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@ -65,11 +65,11 @@ namespace OpenSim.Region.ClientStack
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private Timer m_clientPingTimer;
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private int m_packetsReceived = 0;
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private int m_lastpacketsSentToScene = 0;
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private int m_lastPacketsReceivedSentToScene = 0;
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private int m_unAckedBytes = 0;
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private int m_packetsSent = 0;
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private int m_lastPacketsSent = 0;
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private int m_lastPacketsSentSentToScene = 0;
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private int m_probesWithNoIngressPackets = 0;
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private int m_lastPacketsReceived = 0;
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@ -426,7 +426,7 @@ namespace OpenSim.Region.ClientStack
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m_lastPacketsReceived = m_packetsReceived;
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}
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SendPacketStats();
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//SendPacketStats();
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}
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# region Setup
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@ -2503,7 +2503,7 @@ namespace OpenSim.Region.ClientStack
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SendAcks();
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ResendUnacked();
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SendPacketStats();
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}
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@ -2511,9 +2511,9 @@ namespace OpenSim.Region.ClientStack
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{
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if (OnPacketStats != null)
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{
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OnPacketStats(m_packetsReceived - m_lastPacketsReceived, m_packetsSent - m_lastPacketsSent, m_unAckedBytes);
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m_lastPacketsReceived = m_packetsReceived;
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m_lastPacketsSent = m_packetsSent;
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OnPacketStats(m_packetsReceived - m_lastPacketsReceivedSentToScene, m_packetsSent - m_lastPacketsSentSentToScene, m_unAckedBytes);
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m_lastPacketsReceivedSentToScene = m_packetsReceived;
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m_lastPacketsSentSentToScene = m_packetsSent;
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}
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}
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@ -605,7 +605,7 @@ namespace OpenSim.Region.Environment.Scenes
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// if (m_frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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m_statsReporter.AddPhysicsFPS(physicsFPS);
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m_statsReporter.SetTimeDilation(m_timedilation);
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m_statsReporter.AddTimeDilation(m_timedilation);
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m_statsReporter.AddFPS(1);
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m_statsReporter.AddInPackets(0);
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m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());
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@ -62,8 +62,9 @@ namespace OpenSim.Region.Environment.Scenes
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UnAckedBytes = 24
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}
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private int statsUpdatesEveryMS = 5000;
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private int statsUpdateFactor = 0;
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// Sending a stats update every 3 seconds
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private int statsUpdatesEveryMS = 3000;
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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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private float m_pfps = 0;
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@ -97,7 +98,8 @@ namespace OpenSim.Region.Environment.Scenes
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public SimStatsReporter(RegionInfo regionData)
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{
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statsUpdateFactor = (int)(statsUpdatesEveryMS / 1000);
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statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
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ReportingRegion = regionData;
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for (int i = 0; i<19;i++)
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{
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@ -131,6 +133,8 @@ namespace OpenSim.Region.Environment.Scenes
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#region various statistic googly moogly
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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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//if (simfps > 45)
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@ -138,6 +142,7 @@ namespace OpenSim.Region.Environment.Scenes
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//if (simfps < 0)
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//simfps = 0;
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//
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float physfps = ((m_pfps / 1000));
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//if (physfps > 600)
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@ -148,35 +153,34 @@ namespace OpenSim.Region.Environment.Scenes
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#endregion
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//sb[0] = sbb;
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = ((m_timeDilation / statsUpdateFactor));
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//Our time dilation is 0.91 when we're running a full speed,
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// therefore to make sure we get an appropriate range,
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// we have to factor in our error. (0.10f * statsUpdateFactor)
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// multiplies the fix for the error times the amount of times it'll occur a second
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// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
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// Then we divide the whole amount by the amount of seconds pass in between stats updates.
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = ((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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//sb[1] = sbb;
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = simfps/statsUpdateFactor;
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//sb[2] = sbb;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps / statsUpdateFactor;
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//sb[3] = sbb;
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
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//sb[4] = sbb;
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sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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//sb[5] = sbb;
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sb[5].StatID = (uint) Stats.ChildAgents;
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sb[5].StatValue = m_childAgents;
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//sb[6] = sbb;
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sb[6].StatID = (uint) Stats.TotalPrim;
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sb[6].StatValue = m_numPrim;
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//sb[7] = sbb;
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sb[7].StatID = (uint) Stats.ActivePrim;
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sb[7].StatValue = m_activePrim;
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@ -195,15 +199,12 @@ namespace OpenSim.Region.Environment.Scenes
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS / statsUpdateFactor;
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//sb[8] = sbb;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond);
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//sb[9] = sbb;
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
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//sb[10] = sbb;
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sb[15].StatID = (uint)Stats.UnAckedBytes;
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sb[15].StatValue = m_unAckedBytes;
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@ -243,16 +244,19 @@ namespace OpenSim.Region.Environment.Scenes
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m_otherMS = 0;
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}
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# region methods called from Scene
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// The majority of these functions are additive
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// so that you can easily change the amount of
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// seconds in between sim stats updates
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public void SetTimeDilation(float td)
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public void AddTimeDilation(float td)
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{
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float tdsetting = td;
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//if (tdsetting > 1.0f)
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//tdsetting = (tdsetting - (tdsetting - 0.91f));
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if (tdsetting > 1.0f)
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tdsetting = (tdsetting - (tdsetting - 0.91f));
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//if (tdsetting < 0)
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//tdsetting = 0.0f;
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if (tdsetting < 0)
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tdsetting = 0.0f;
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m_timeDilation += tdsetting;
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}
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@ -334,6 +338,8 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_pendingDownloads += count;
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}
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#endregion
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}
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}
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