| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
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This shows the actual amount of RAM being taken up by OpenSimulator (objects + vm overhead)
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been recorded for a very long time.
Some might make a comeback in the future but others are of dubious usefuless for health check purposes, or the complexity of collection outweighs their usefulness.
Some data is available via other means (e.g. "fcache status").
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only contained the now uncollected and irrelevant inventory cache number.
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Recent libomv update broke the json serialization for
XStats. This uses String.Format to convert all data to
strings with fixed decimal (2 places ), or integer formats
as appropriate.
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LICENSE.txt.
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version to REST/json statistics reporting
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This patch adds extended status reporting with the url
http://server:port/simstatusx/ [^] . The data is returned
in json format as "text/plain" type.
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these are now inaccurate
* Correct count of assets in cache
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* Adds a prototype web stats module which is disabled by default. It's functional with one report right now, however, the database structure may change, so I don't recommend enabling this to keep actual stats right now. I'll let you know when it's safe.
* Adds Prototype for ajaxy web content
* removed a warning or two.
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* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
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primtive at the moment - only the last time is kept for some classes of request
* This can be seen as "Latest asset request time after cache miss" in show stats on the region console
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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* Potentially useful for diagnostics without needing to log in a client
* Packet queue statistics commented out for now pending a better way to cope with the information overload
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* commented out [Obsolete(....)] attributes where no replacement feature
was available: if we want to attribute code that we think needs to be
reworked, we should define a new attribute and use that instead
(together with a little tool to retrieve all the attributed code then)
* commenting out unused variables
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something else
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* This includes problems such as connection failures and timeouts. It does not include 'asset not found' replies from the asset service.
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places in show stats
* trade easier readability for pointless accuracy
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clear-assets command is used on the region console
* stop waiting for garbage collection when GC total memory used is requested, in case the periodic request of this lags the sim
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some idea of how these evolve
* When returning GC.GetTotalMemory(), force collection first in order to get more accurate figures
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* This is the GC.GetTotalMemory() method, which I'm guessing does not include memory used by the VM (hence the memory usage reported in top on linux would be much higher)
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repetitive client requests for the same missing texture
* This is to maintain some visibility on the problem, since I removed the intentionally irritating log messages for this
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the region server
* In theory, this should be a somewhat useless statistic since the user server will already have tried to use the inventory service to retrieve the avatar's skeleton. If this
fails, login is halted completely.
* Nonetheless I'm recording it anyway just to see whether it happens (yes, I'm too lazy to scan the logs...)
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* If extra stats not sent to the viewer are available on an opensim server, they are now uniformly accessible using the 'show stats' command
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Collectors - this seems more intuitive
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(this took a while to run).
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* Correct asset cache stats table heading
* Correct spelling mistake in AssetCache (thanks ChrisD!)
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* This will show the packets waiting in each queue for each client logged into a region server
* These are displayed using 'show stats' on the region command line
* This is in pursuit of a memory leak.
* This will require a prebuild
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If no scriptengine is specified then don't try to load any.
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* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
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* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
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* The hooks are still plugged in too high at the asset server, but then next layer down is the database and this may be refactored soon.
* This change will requires a prebuild
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