* Tweaked the sim stats so that when a sim is catching up it reports on the slowdown and not the 'catching up'.

* Used the words 'googly moogly' in code.   (always wanted to do that)
afrisby
Teravus Ovares 2007-12-14 22:08:02 +00:00
parent 0ef0c9f4fb
commit fa35101b71
1 changed files with 26 additions and 2 deletions

View File

@ -101,17 +101,35 @@ namespace OpenSim.Region.Environment.Scenes
}
statpack.Region.ObjectCapacity = (uint)15000;
#region various statistic googly moogly
float simfps = (int)(m_fps * 5);
if (simfps > 45)
simfps = simfps - (simfps - 45);
if (simfps < 0)
simfps = 0;
float physfps = (m_pfps / statsUpdatesEveryMS);
if (physfps > 50)
physfps = physfps - (physfps - 50);
if (physfps < 0)
physfps = 0;
#endregion
sb[0] = new SimStatsPacket.StatBlock();
sb[0].StatID = (uint)Stats.TimeDilation;
sb[0].StatValue = (m_timeDilation);
sb[1] = new SimStatsPacket.StatBlock();
sb[1].StatID = (uint)Stats.SimFPS;
sb[1].StatValue = (int)(m_fps * 5);
sb[1].StatValue = simfps;
sb[2] = new SimStatsPacket.StatBlock();
sb[2].StatID = (uint)Stats.PhysicsFPS;
sb[2].StatValue = (m_pfps / statsUpdatesEveryMS);
sb[2].StatValue = physfps;
sb[3] = new SimStatsPacket.StatBlock();
sb[3].StatID = (uint)Stats.AgentUpdates;
@ -168,6 +186,12 @@ namespace OpenSim.Region.Environment.Scenes
public void SetTimeDilation(float td)
{
m_timeDilation = td;
if (m_timeDilation > 1.0f)
m_timeDilation = (m_timeDilation - (m_timeDilation - 0.91f));
if (m_timeDilation < 0)
m_timeDilation = 0.0f;
}
public void SetRootAgents(int rootAgents)
{