* 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
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0ef0c9f4fb
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fa35101b71
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@ -101,17 +101,35 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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statpack.Region.ObjectCapacity = (uint)15000;
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statpack.Region.ObjectCapacity = (uint)15000;
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#region various statistic googly moogly
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float simfps = (int)(m_fps * 5);
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if (simfps > 45)
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simfps = simfps - (simfps - 45);
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if (simfps < 0)
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simfps = 0;
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float physfps = (m_pfps / statsUpdatesEveryMS);
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if (physfps > 50)
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physfps = physfps - (physfps - 50);
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if (physfps < 0)
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physfps = 0;
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#endregion
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sb[0] = new SimStatsPacket.StatBlock();
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sb[0] = new SimStatsPacket.StatBlock();
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sb[0].StatID = (uint)Stats.TimeDilation;
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sb[0].StatID = (uint)Stats.TimeDilation;
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sb[0].StatValue = (m_timeDilation);
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sb[0].StatValue = (m_timeDilation);
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sb[1] = new SimStatsPacket.StatBlock();
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sb[1] = new SimStatsPacket.StatBlock();
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sb[1].StatID = (uint)Stats.SimFPS;
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sb[1].StatID = (uint)Stats.SimFPS;
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sb[1].StatValue = (int)(m_fps * 5);
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sb[1].StatValue = simfps;
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sb[2] = new SimStatsPacket.StatBlock();
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sb[2] = new SimStatsPacket.StatBlock();
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sb[2].StatID = (uint)Stats.PhysicsFPS;
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sb[2].StatID = (uint)Stats.PhysicsFPS;
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sb[2].StatValue = (m_pfps / statsUpdatesEveryMS);
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sb[2].StatValue = physfps;
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sb[3] = new SimStatsPacket.StatBlock();
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sb[3] = new SimStatsPacket.StatBlock();
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sb[3].StatID = (uint)Stats.AgentUpdates;
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sb[3].StatID = (uint)Stats.AgentUpdates;
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@ -168,6 +186,12 @@ namespace OpenSim.Region.Environment.Scenes
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public void SetTimeDilation(float td)
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public void SetTimeDilation(float td)
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{
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{
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m_timeDilation = td;
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m_timeDilation = td;
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if (m_timeDilation > 1.0f)
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m_timeDilation = (m_timeDilation - (m_timeDilation - 0.91f));
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if (m_timeDilation < 0)
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m_timeDilation = 0.0f;
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}
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}
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public void SetRootAgents(int rootAgents)
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public void SetRootAgents(int rootAgents)
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{
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{
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