aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/Prebuild/doc
diff options
context:
space:
mode:
authorJustin Clarke Casey2008-01-31 00:42:31 +0000
committerJustin Clarke Casey2008-01-31 00:42:31 +0000
commita4bf98f4ba6ecc27d1af0092b6e2a1bac36ed44d (patch)
tree3ca82ca3f5b6f3f03e4d9c26b2dc17a5c6247bf8 /Prebuild/doc
parent* Add 'asset not found' statistics to grid asset server stats (diff)
downloadopensim-SC_OLD-a4bf98f4ba6ecc27d1af0092b6e2a1bac36ed44d.zip
opensim-SC_OLD-a4bf98f4ba6ecc27d1af0092b6e2a1bac36ed44d.tar.gz
opensim-SC_OLD-a4bf98f4ba6ecc27d1af0092b6e2a1bac36ed44d.tar.bz2
opensim-SC_OLD-a4bf98f4ba6ecc27d1af0092b6e2a1bac36ed44d.tar.xz
* Add asset/texture cache statistics to region server console
* 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
Diffstat (limited to '')
0 files changed, 0 insertions, 0 deletions