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authorUbitUmarov2015-11-08 04:28:46 +0000
committerUbitUmarov2015-11-08 04:28:46 +0000
commit097c56330a410274410c87f4748156e08841c5cf (patch)
tree33ba1b303a9b4278b2b8988a83d3d1423c5c8d42 /OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
parent change maximum angular velocity to a value derived from heartbeat rate and N... (diff)
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rename MinFrameTime as FrameTime, since it is not a minimum but a target value; retune its value a bit so reported FPS is closer to integer value; change ode step size acording to reduce jitter in phys FPS; Make Statistics Scaling factor (fludge factor) configurable. (legacy default of 5.0 in code)
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SimStatsReporter.cs')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SimStatsReporter.cs22
1 files changed, 14 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 5fe0551..bf65cab 100755
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -185,11 +185,16 @@ namespace OpenSim.Region.Framework.Scenes
185 /// Parameter to adjust reported scene fps 185 /// Parameter to adjust reported scene fps
186 /// </summary> 186 /// </summary>
187 /// <remarks> 187 /// <remarks>
188 /// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently. 188 /// The close we have to a frame rate as expected by viewers, users and scripts
189 /// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might 189 /// is heartbeat rate.
190 /// affect clients and monitoring scripts/software. 190 /// heartbeat rate default value is very diferent from the expected one
191 /// and can be changed from region to region acording to its specific simulation needs
192 /// since this creates incompatibility with expected values,
193 /// this scale factor can be used to normalize values to a Virtual FPS.
194 /// original decision was to use a value of 55fps for all opensim
195 /// corresponding, with default heartbeat rate, to a value of 5.
191 /// </remarks> 196 /// </remarks>
192 private float m_reportedFpsCorrectionFactor = 1.0f; 197 private float m_statisticsFPSfactor = 5.0f;
193 198
194 // saved last reported value so there is something available for llGetRegionFPS 199 // saved last reported value so there is something available for llGetRegionFPS
195 private float lastReportedSimFPS; 200 private float lastReportedSimFPS;
@@ -252,6 +257,7 @@ namespace OpenSim.Region.Framework.Scenes
252 m_scene = scene; 257 m_scene = scene;
253 258
254 ReportingRegion = scene.RegionInfo; 259 ReportingRegion = scene.RegionInfo;
260 m_statisticsFPSfactor = scene.StatisticsFPSfactor;
255 261
256 m_objectCapacity = scene.RegionInfo.ObjectCapacity; 262 m_objectCapacity = scene.RegionInfo.ObjectCapacity;
257 m_report.AutoReset = true; 263 m_report.AutoReset = true;
@@ -266,7 +272,7 @@ namespace OpenSim.Region.Framework.Scenes
266 272
267 /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit 273 /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
268 /// longer than ideal (which in itself is a concern). 274 /// longer than ideal (which in itself is a concern).
269 SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2); 275 SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.FrameTime * 1000 * 1.2);
270 276
271 SlowFramesStat 277 SlowFramesStat
272 = new Stat( 278 = new Stat(
@@ -351,10 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
351 float updateFactor = 1.0f / m_statsUpdateFactor; 357 float updateFactor = 1.0f / m_statsUpdateFactor;
352 358
353 // the nominal frame time, corrected by reporting multiplier 359 // the nominal frame time, corrected by reporting multiplier
354 float TargetFrameTime = 1000.0f * m_scene.MinFrameTime / m_reportedFpsCorrectionFactor; 360 float TargetFrameTime = 1000.0f * m_scene.FrameTime / m_statisticsFPSfactor;
355 361
356 // acumulated fps scaled by reporting multiplier 362 // acumulated fps scaled by reporting multiplier
357 float reportedFPS = (m_fps * m_reportedFpsCorrectionFactor); 363 float reportedFPS = (m_fps * m_statisticsFPSfactor);
358 if (reportedFPS <= 0) 364 if (reportedFPS <= 0)
359 reportedFPS = 1; 365 reportedFPS = 1;
360 366
@@ -376,7 +382,7 @@ namespace OpenSim.Region.Framework.Scenes
376 m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount(); 382 m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
377 m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount(); 383 m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
378 384
379 float physfps = m_pfps * updateFactor; 385 float physfps = m_pfps * updateFactor * m_statisticsFPSfactor;
380 if (physfps < 0) 386 if (physfps < 0)
381 physfps = 0; 387 physfps = 0;
382 else if(physfps > reportedFPS) 388 else if(physfps > reportedFPS)