Add scene.<scene-name>.QueuedFetchInventoryRequests stat
This is to aid in detecting whether there are fetch inventory requests remaining to be processed.0.8.0.3
parent
d5f5649750
commit
e82d394ddf
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@ -74,6 +74,8 @@ namespace OpenSim.Region.ClientStack.Linden
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/// </remarks>
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/// </remarks>
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public bool ProcessQueuedRequestsAsync { get; private set; }
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public bool ProcessQueuedRequestsAsync { get; private set; }
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private Stat m_queuedRequestsStat;
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private Scene m_scene;
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private Scene m_scene;
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private IInventoryService m_InventoryService;
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private IInventoryService m_InventoryService;
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@ -130,6 +132,8 @@ namespace OpenSim.Region.ClientStack.Linden
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m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
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m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
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StatsManager.DeregisterStat(m_queuedRequestsStat);
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if (ProcessQueuedRequestsAsync)
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if (ProcessQueuedRequestsAsync)
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{
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{
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if (m_workerThreads != null)
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if (m_workerThreads != null)
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@ -149,6 +153,21 @@ namespace OpenSim.Region.ClientStack.Linden
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if (!m_Enabled)
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if (!m_Enabled)
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return;
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return;
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m_queuedRequestsStat =
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new Stat(
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"QueuedFetchInventoryRequests",
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"Number of fetch inventory requests queued for processing",
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"",
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"",
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"scene",
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m_scene.Name,
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StatType.Pull,
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MeasuresOfInterest.AverageChangeOverTime,
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stat => { lock (m_queue) { stat.Value = m_queue.Count; } },
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StatVerbosity.Debug);
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StatsManager.RegisterStat(m_queuedRequestsStat);
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m_InventoryService = m_scene.InventoryService;
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m_InventoryService = m_scene.InventoryService;
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m_LibraryService = m_scene.LibraryService;
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m_LibraryService = m_scene.LibraryService;
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