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authorMelanie2009-11-30 08:25:40 +0000
committerMelanie2009-11-30 08:25:40 +0000
commit69d83e1548b4e18bdee15f2ff558d386e68ec489 (patch)
treed7b2399a1d5bc343116671e2c436d72569899936 /OpenSim/Region/Framework/Scenes
parentMerge branch 'master' into careminster (diff)
parent* Patch from Misterblue to fix Environment.TickCount for statistics purposes.... (diff)
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Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs68
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs61
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs5
3 files changed, 79 insertions, 55 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index c12c81b..f5a1e74 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -310,7 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
310 private Thread HeartbeatThread; 310 private Thread HeartbeatThread;
311 private volatile bool shuttingdown; 311 private volatile bool shuttingdown;
312 312
313 private int m_lastUpdate = Environment.TickCount; 313 private int m_lastUpdate;
314 private bool m_firstHeartbeat = true; 314 private bool m_firstHeartbeat = true;
315 315
316 private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time; 316 private UpdatePrioritizationSchemes m_update_prioritization_scheme = UpdatePrioritizationSchemes.Time;
@@ -526,6 +526,7 @@ namespace OpenSim.Region.Framework.Scenes
526 m_regionHandle = m_regInfo.RegionHandle; 526 m_regionHandle = m_regInfo.RegionHandle;
527 m_regionName = m_regInfo.RegionName; 527 m_regionName = m_regInfo.RegionName;
528 m_datastore = m_regInfo.DataStore; 528 m_datastore = m_regInfo.DataStore;
529 m_lastUpdate = Util.EnvironmentTickCount();
529 530
530 m_physicalPrim = physicalPrim; 531 m_physicalPrim = physicalPrim;
531 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 532 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -735,6 +736,8 @@ namespace OpenSim.Region.Framework.Scenes
735 736
736 m_regInfo = regInfo; 737 m_regInfo = regInfo;
737 m_eventManager = new EventManager(); 738 m_eventManager = new EventManager();
739
740 m_lastUpdate = Util.EnvironmentTickCount();
738 } 741 }
739 742
740 #endregion 743 #endregion
@@ -1101,7 +1104,7 @@ namespace OpenSim.Region.Framework.Scenes
1101 HeartbeatThread.Abort(); 1104 HeartbeatThread.Abort();
1102 HeartbeatThread = null; 1105 HeartbeatThread = null;
1103 } 1106 }
1104 m_lastUpdate = Environment.TickCount; 1107 m_lastUpdate = Util.EnvironmentTickCount();
1105 1108
1106 HeartbeatThread = Watchdog.StartThread(Heartbeat, "Heartbeat for region " + RegionInfo.RegionName, ThreadPriority.Normal, false); 1109 HeartbeatThread = Watchdog.StartThread(Heartbeat, "Heartbeat for region " + RegionInfo.RegionName, ThreadPriority.Normal, false);
1107 } 1110 }
@@ -1142,7 +1145,7 @@ namespace OpenSim.Region.Framework.Scenes
1142 { 1145 {
1143 Update(); 1146 Update();
1144 1147
1145 m_lastUpdate = Environment.TickCount; 1148 m_lastUpdate = Util.EnvironmentTickCount();
1146 m_firstHeartbeat = false; 1149 m_firstHeartbeat = false;
1147 } 1150 }
1148 catch (ThreadAbortException) 1151 catch (ThreadAbortException)
@@ -1170,8 +1173,9 @@ namespace OpenSim.Region.Framework.Scenes
1170 TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; 1173 TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
1171 physicsFPS = 0f; 1174 physicsFPS = 0f;
1172 1175
1173 maintc = otherMS = Environment.TickCount; 1176 maintc = Util.EnvironmentTickCount();
1174 int tmpFrameMS = maintc; 1177 int tmpFrameMS = maintc;
1178 tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1175 1179
1176 // Increment the frame counter 1180 // Increment the frame counter
1177 ++m_frame; 1181 ++m_frame;
@@ -1191,16 +1195,15 @@ namespace OpenSim.Region.Framework.Scenes
1191 if (m_frame % m_update_objects == 0) 1195 if (m_frame % m_update_objects == 0)
1192 m_sceneGraph.UpdateObjectGroups(); 1196 m_sceneGraph.UpdateObjectGroups();
1193 1197
1194 int TempPhysicsMS2 = Environment.TickCount; 1198 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1195 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1199 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1196 m_sceneGraph.UpdatePreparePhysics(); 1200 m_sceneGraph.UpdatePreparePhysics();
1197 TempPhysicsMS2 = Environment.TickCount - TempPhysicsMS2; 1201 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1198 physicsMS2 = TempPhysicsMS2;
1199 1202
1200 if (m_frame % m_update_entitymovement == 0) 1203 if (m_frame % m_update_entitymovement == 0)
1201 m_sceneGraph.UpdateScenePresenceMovement(); 1204 m_sceneGraph.UpdateScenePresenceMovement();
1202 1205
1203 int TempPhysicsMS = Environment.TickCount; 1206 int tmpPhysicsMS = Util.EnvironmentTickCount();
1204 if (m_frame % m_update_physics == 0) 1207 if (m_frame % m_update_physics == 0)
1205 { 1208 {
1206 if (m_physics_enabled) 1209 if (m_physics_enabled)
@@ -1208,57 +1211,49 @@ namespace OpenSim.Region.Framework.Scenes
1208 if (SynchronizeScene != null) 1211 if (SynchronizeScene != null)
1209 SynchronizeScene(this); 1212 SynchronizeScene(this);
1210 } 1213 }
1211 TempPhysicsMS = Environment.TickCount - TempPhysicsMS; 1214 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1212 physicsMS = TempPhysicsMS;
1213 1215
1214 // Delete temp-on-rez stuff 1216 // Delete temp-on-rez stuff
1215 if (m_frame % m_update_backup == 0) 1217 if (m_frame % m_update_backup == 0)
1216 { 1218 {
1217 int tozMS = Environment.TickCount; 1219 int tmpTempOnRezMS = Util.EnvironmentTickCount();
1218 CleanTempObjects(); 1220 CleanTempObjects();
1219 tozMS -= Environment.TickCount; 1221 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
1220 tempOnRezMS = tozMS;
1221 } 1222 }
1222 1223
1223 if (RegionStatus != RegionStatus.SlaveScene) 1224 if (RegionStatus != RegionStatus.SlaveScene)
1224 { 1225 {
1225 if (m_frame % m_update_events == 0) 1226 if (m_frame % m_update_events == 0)
1226 { 1227 {
1227 int evMS = Environment.TickCount; 1228 int evMS = Util.EnvironmentTickCount();
1228 UpdateEvents(); 1229 UpdateEvents();
1229 evMS -= Environment.TickCount; 1230 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1230 eventMS = evMS;
1231 } 1231 }
1232 1232
1233 if (m_frame % m_update_backup == 0) 1233 if (m_frame % m_update_backup == 0)
1234 { 1234 {
1235 int backMS = Environment.TickCount; 1235 int backMS = Util.EnvironmentTickCount();
1236 UpdateStorageBackup(); 1236 UpdateStorageBackup();
1237 backMS -= Environment.TickCount; 1237 backupMS = Util.EnvironmentTickCountSubtract(backMS);
1238 backupMS = backMS;
1239 } 1238 }
1240 1239
1241 if (m_frame % m_update_terrain == 0) 1240 if (m_frame % m_update_terrain == 0)
1242 { 1241 {
1243 int terMS = Environment.TickCount; 1242 int terMS = Util.EnvironmentTickCount();
1244 UpdateTerrain(); 1243 UpdateTerrain();
1245 terMS -= Environment.TickCount; 1244 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1246 terrainMS = terMS;
1247 } 1245 }
1248 1246
1249 if (m_frame % m_update_land == 0) 1247 if (m_frame % m_update_land == 0)
1250 { 1248 {
1251 int ldMS = Environment.TickCount; 1249 int ldMS = Util.EnvironmentTickCount();
1252 UpdateLand(); 1250 UpdateLand();
1253 ldMS -= Environment.TickCount; 1251 landMS = Util.EnvironmentTickCountSubtract(ldMS);
1254 landMS = ldMS;
1255 } 1252 }
1256 1253
1257 int tickCount = Environment.TickCount; 1254 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1258 otherMS = tickCount - otherMS; 1255 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1259 tmpFrameMS -= tickCount; 1256 lastCompletedFrame = Util.EnvironmentTickCount();
1260 frameMS = tmpFrameMS;
1261 lastCompletedFrame = tickCount;
1262 1257
1263 // if (m_frame%m_update_avatars == 0) 1258 // if (m_frame%m_update_avatars == 0)
1264 // UpdateInWorldTime(); 1259 // UpdateInWorldTime();
@@ -1311,8 +1306,8 @@ namespace OpenSim.Region.Framework.Scenes
1311 { 1306 {
1312 m_lastupdate = DateTime.UtcNow; 1307 m_lastupdate = DateTime.UtcNow;
1313 } 1308 }
1314 1309
1315 maintc = Environment.TickCount - maintc; 1310 maintc = Util.EnvironmentTickCountSubtract(maintc);
1316 maintc = (int)(m_timespan * 1000) - maintc; 1311 maintc = (int)(m_timespan * 1000) - maintc;
1317 1312
1318 if ((maintc < (m_timespan * 1000)) && maintc > 0) 1313 if ((maintc < (m_timespan * 1000)) && maintc > 0)
@@ -1323,6 +1318,7 @@ namespace OpenSim.Region.Framework.Scenes
1323 } 1318 }
1324 } 1319 }
1325 1320
1321
1326 1322
1327 public void AddGroupTarget(SceneObjectGroup grp) 1323 public void AddGroupTarget(SceneObjectGroup grp)
1328 { 1324 {
@@ -2599,7 +2595,7 @@ namespace OpenSim.Region.Framework.Scenes
2599 } 2595 }
2600 } 2596 }
2601 2597
2602 m_LastLogin = Environment.TickCount; 2598 m_LastLogin = Util.EnvironmentTickCount();
2603 EventManager.TriggerOnNewClient(client); 2599 EventManager.TriggerOnNewClient(client);
2604 } 2600 }
2605 2601
@@ -4668,14 +4664,14 @@ namespace OpenSim.Region.Framework.Scenes
4668 // 4664 //
4669 int health=1; // Start at 1, means we're up 4665 int health=1; // Start at 1, means we're up
4670 4666
4671 if ((Environment.TickCount - m_lastUpdate) < 1000) 4667 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000)
4672 health+=1; 4668 health+=1;
4673 else 4669 else
4674 return health; 4670 return health;
4675 4671
4676 // A login in the last 4 mins? We can't be doing too badly 4672 // A login in the last 4 mins? We can't be doing too badly
4677 // 4673 //
4678 if ((Environment.TickCount - m_LastLogin) < 240000) 4674 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000)
4679 health++; 4675 health++;
4680 else 4676 else
4681 return health; 4677 return health;
@@ -4873,7 +4869,7 @@ namespace OpenSim.Region.Framework.Scenes
4873 if (m_firstHeartbeat) 4869 if (m_firstHeartbeat)
4874 return; 4870 return;
4875 4871
4876 if (System.Environment.TickCount - m_lastUpdate > 2000) 4872 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000)
4877 StartTimer(); 4873 StartTimer();
4878 } 4874 }
4879 } 4875 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index cebd108..6812914 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -790,13 +790,37 @@ namespace OpenSim.Region.Framework.Scenes
790 /// </summary> 790 /// </summary>
791 public void SendPrimUpdates() 791 public void SendPrimUpdates()
792 { 792 {
793 m_perfMonMS = Environment.TickCount; 793 m_perfMonMS = EnvironmentTickCount();
794 794
795 m_sceneViewer.SendPrimUpdates(); 795 m_sceneViewer.SendPrimUpdates();
796 796
797 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 797 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
798 } 798 }
799 799
800 /// <summary>
801 /// Environment.TickCount is an int but it counts all 32 bits so it goes positive
802 /// and negative every 24.9 days. This trims down TickCount so it doesn't wrap
803 /// for the callers.
804 /// This trims it to a 12 day interval so don't let your frame time get too long.
805 /// </summary>
806 /// <returns></returns>
807 const Int32 EnvironmentTickCountMask = 0x3fffffff;
808 private static Int32 EnvironmentTickCount() {
809 return Environment.TickCount & EnvironmentTickCountMask;
810 }
811
812 /// <summary>
813 /// Environment.TickCount is an int but it counts all 32 bits so it goes positive
814 /// and negative every 24.9 days. Subtracts the passed value (previously fetched by
815 /// 'EnvironmentTickCount()') and accounts for any wrapping.
816 /// </summary>
817 /// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
818 private static Int32 EnvironmentTickCountSubtract(Int32 prevValue) {
819 Int32 diff = EnvironmentTickCount() - prevValue;
820 return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
821 }
822
823
800 #region Status Methods 824 #region Status Methods
801 825
802 /// <summary> 826 /// <summary>
@@ -1184,7 +1208,8 @@ namespace OpenSim.Region.Framework.Scenes
1184 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1208 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1185 // return; 1209 // return;
1186 //} 1210 //}
1187 m_perfMonMS = Environment.TickCount; 1211
1212 m_perfMonMS = EnvironmentTickCount();
1188 1213
1189 ++m_movementUpdateCount; 1214 ++m_movementUpdateCount;
1190 if (m_movementUpdateCount < 1) 1215 if (m_movementUpdateCount < 1)
@@ -1514,7 +1539,7 @@ namespace OpenSim.Region.Framework.Scenes
1514 1539
1515 m_scene.EventManager.TriggerOnClientMovement(this); 1540 m_scene.EventManager.TriggerOnClientMovement(this);
1516 1541
1517 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 1542 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
1518 } 1543 }
1519 1544
1520 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client) 1545 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
@@ -2032,7 +2057,7 @@ namespace OpenSim.Region.Framework.Scenes
2032 return; 2057 return;
2033 } 2058 }
2034 2059
2035 m_perfMonMS = Environment.TickCount; 2060 m_perfMonMS = EnvironmentTickCount();
2036 2061
2037 Rotation = rotation; 2062 Rotation = rotation;
2038 Vector3 direc = vec * rotation; 2063 Vector3 direc = vec * rotation;
@@ -2074,7 +2099,7 @@ namespace OpenSim.Region.Framework.Scenes
2074 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2099 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2075 m_forceToApply = direc; 2100 m_forceToApply = direc;
2076 m_isNudging = Nudging; 2101 m_isNudging = Nudging;
2077 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 2102 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCount() - m_perfMonMS);
2078 } 2103 }
2079 2104
2080 #endregion 2105 #endregion
@@ -2143,7 +2168,7 @@ namespace OpenSim.Region.Framework.Scenes
2143 // server. 2168 // server.
2144 if (remoteClient.IsActive) 2169 if (remoteClient.IsActive)
2145 { 2170 {
2146 m_perfMonMS = Environment.TickCount; 2171 m_perfMonMS = EnvironmentTickCount();
2147 2172
2148 PhysicsActor actor = m_physicsActor; 2173 PhysicsActor actor = m_physicsActor;
2149 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; 2174 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
@@ -2156,7 +2181,7 @@ namespace OpenSim.Region.Framework.Scenes
2156 remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 2181 remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
2157 pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient))); 2182 pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient)));
2158 2183
2159 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 2184 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
2160 m_scene.StatsReporter.AddAgentUpdates(1); 2185 m_scene.StatsReporter.AddAgentUpdates(1);
2161 } 2186 }
2162 } 2187 }
@@ -2166,11 +2191,11 @@ namespace OpenSim.Region.Framework.Scenes
2166 /// </summary> 2191 /// </summary>
2167 public void SendTerseUpdateToAllClients() 2192 public void SendTerseUpdateToAllClients()
2168 { 2193 {
2169 m_perfMonMS = Environment.TickCount; 2194 m_perfMonMS = EnvironmentTickCount();
2170 2195
2171 m_scene.ForEachClient(SendTerseUpdateToClient); 2196 m_scene.ForEachClient(SendTerseUpdateToClient);
2172 2197
2173 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 2198 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
2174 } 2199 }
2175 2200
2176 public void SendCoarseLocations() 2201 public void SendCoarseLocations()
@@ -2190,7 +2215,7 @@ namespace OpenSim.Region.Framework.Scenes
2190 2215
2191 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p) 2216 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p)
2192 { 2217 {
2193 m_perfMonMS = Environment.TickCount; 2218 m_perfMonMS = EnvironmentTickCount();
2194 2219
2195 List<Vector3> CoarseLocations = new List<Vector3>(); 2220 List<Vector3> CoarseLocations = new List<Vector3>();
2196 List<UUID> AvatarUUIDs = new List<UUID>(); 2221 List<UUID> AvatarUUIDs = new List<UUID>();
@@ -2226,7 +2251,7 @@ namespace OpenSim.Region.Framework.Scenes
2226 2251
2227 m_controllingClient.SendCoarseLocationUpdate(AvatarUUIDs, CoarseLocations); 2252 m_controllingClient.SendCoarseLocationUpdate(AvatarUUIDs, CoarseLocations);
2228 2253
2229 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 2254 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
2230 } 2255 }
2231 2256
2232 public void CoarseLocationChange() 2257 public void CoarseLocationChange()
@@ -2263,7 +2288,7 @@ namespace OpenSim.Region.Framework.Scenes
2263 /// </summary> 2288 /// </summary>
2264 public void SendInitialFullUpdateToAllClients() 2289 public void SendInitialFullUpdateToAllClients()
2265 { 2290 {
2266 m_perfMonMS = Environment.TickCount; 2291 m_perfMonMS = EnvironmentTickCount();
2267 2292
2268 ScenePresence[] avatars = m_scene.GetScenePresences(); 2293 ScenePresence[] avatars = m_scene.GetScenePresences();
2269 2294
@@ -2289,14 +2314,14 @@ namespace OpenSim.Region.Framework.Scenes
2289 } 2314 }
2290 2315
2291 m_scene.StatsReporter.AddAgentUpdates(avatars.Length); 2316 m_scene.StatsReporter.AddAgentUpdates(avatars.Length);
2292 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 2317 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
2293 2318
2294 //Animator.SendAnimPack(); 2319 //Animator.SendAnimPack();
2295 } 2320 }
2296 2321
2297 public void SendFullUpdateToAllClients() 2322 public void SendFullUpdateToAllClients()
2298 { 2323 {
2299 m_perfMonMS = Environment.TickCount; 2324 m_perfMonMS = EnvironmentTickCount();
2300 2325
2301 // only send update from root agents to other clients; children are only "listening posts" 2326 // only send update from root agents to other clients; children are only "listening posts"
2302 List<ScenePresence> avatars = m_scene.GetAvatars(); 2327 List<ScenePresence> avatars = m_scene.GetAvatars();
@@ -2306,7 +2331,7 @@ namespace OpenSim.Region.Framework.Scenes
2306 2331
2307 } 2332 }
2308 m_scene.StatsReporter.AddAgentUpdates(avatars.Count); 2333 m_scene.StatsReporter.AddAgentUpdates(avatars.Count);
2309 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 2334 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
2310 2335
2311 Animator.SendAnimPack(); 2336 Animator.SendAnimPack();
2312 } 2337 }
@@ -2348,7 +2373,7 @@ namespace OpenSim.Region.Framework.Scenes
2348 /// </summary> 2373 /// </summary>
2349 public void SendAppearanceToAllOtherAgents() 2374 public void SendAppearanceToAllOtherAgents()
2350 { 2375 {
2351 m_perfMonMS = Environment.TickCount; 2376 m_perfMonMS = EnvironmentTickCount();
2352 2377
2353 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2378 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2354 { 2379 {
@@ -2358,7 +2383,7 @@ namespace OpenSim.Region.Framework.Scenes
2358 } 2383 }
2359 }); 2384 });
2360 2385
2361 m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); 2386 m_scene.StatsReporter.AddAgentTime(EnvironmentTickCountSubtract(m_perfMonMS));
2362 } 2387 }
2363 2388
2364 /// <summary> 2389 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 3b5455f..f92f440 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -193,6 +193,9 @@ namespace OpenSim.Region.Framework.Scenes
193 // / 10 divides the value by the number of times the sim heartbeat runs (10fps) 193 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
194 // Then we divide the whole amount by the amount of seconds pass in between stats updates. 194 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
195 195
196 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
197 // values to X-per-second values.
198
196 for (int i = 0; i<21;i++) 199 for (int i = 0; i<21;i++)
197 { 200 {
198 sb[i] = new SimStatsPacket.StatBlock(); 201 sb[i] = new SimStatsPacket.StatBlock();
@@ -237,7 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
237 sb[12].StatID = (uint)Stats.OtherMS; 240 sb[12].StatID = (uint)Stats.OtherMS;
238 sb[12].StatValue = m_otherMS / statsUpdateFactor; 241 sb[12].StatValue = m_otherMS / statsUpdateFactor;
239 242
240 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 243 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
241 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor); 244 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
242 245
243 sb[14].StatID = (uint)Stats.OutPacketsPerSecond; 246 sb[14].StatID = (uint)Stats.OutPacketsPerSecond;