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-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs123
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SimStatsReporter.cs105
2 files changed, 122 insertions, 106 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index c1da7fa..c5c2147 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -398,16 +398,16 @@ namespace OpenSim.Region.Framework.Scenes
398 private int m_update_coarse_locations = 50; 398 private int m_update_coarse_locations = 50;
399 private int m_update_temp_cleaning = 180; 399 private int m_update_temp_cleaning = 180;
400 400
401 private int agentMS; 401 private float agentMS;
402 private int frameMS; 402 private float frameMS;
403 private int physicsMS2; 403 private float physicsMS2;
404 private int physicsMS; 404 private float physicsMS;
405 private int otherMS; 405 private float otherMS;
406 private int tempOnRezMS; 406 private float tempOnRezMS;
407 private int eventMS; 407 private float eventMS;
408 private int backupMS; 408 private float backupMS;
409 private int terrainMS; 409 private float terrainMS;
410 private int landMS; 410 private float landMS;
411 411
412 // A temporary configuration flag to enable using FireAndForget to process 412 // A temporary configuration flag to enable using FireAndForget to process
413 // collisions from the physics engine. There is a problem with collisions 413 // collisions from the physics engine. There is a problem with collisions
@@ -785,15 +785,15 @@ namespace OpenSim.Region.Framework.Scenes
785 get { return m_capsModule; } 785 get { return m_capsModule; }
786 } 786 }
787 787
788 public int MonitorFrameTime { get { return frameMS; } } 788 public int MonitorFrameTime { get { return (int)frameMS; } }
789 public int MonitorPhysicsUpdateTime { get { return physicsMS; } } 789 public int MonitorPhysicsUpdateTime { get { return (int)physicsMS; } }
790 public int MonitorPhysicsSyncTime { get { return physicsMS2; } } 790 public int MonitorPhysicsSyncTime { get { return (int)physicsMS2; } }
791 public int MonitorOtherTime { get { return otherMS; } } 791 public int MonitorOtherTime { get { return (int)otherMS; } }
792 public int MonitorTempOnRezTime { get { return tempOnRezMS; } } 792 public int MonitorTempOnRezTime { get { return (int)tempOnRezMS; } }
793 public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event? 793 public int MonitorEventTime { get { return (int)eventMS; } } // This may need to be divided into each event?
794 public int MonitorBackupTime { get { return backupMS; } } 794 public int MonitorBackupTime { get { return (int)backupMS; } }
795 public int MonitorTerrainTime { get { return terrainMS; } } 795 public int MonitorTerrainTime { get { return (int)terrainMS; } }
796 public int MonitorLandTime { get { return landMS; } } 796 public int MonitorLandTime { get { return (int)landMS; } }
797 public int MonitorLastFrameTick { get { return m_lastFrameTick; } } 797 public int MonitorLastFrameTick { get { return m_lastFrameTick; } }
798 798
799 public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; } 799 public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; }
@@ -1714,20 +1714,21 @@ namespace OpenSim.Region.Framework.Scenes
1714 1714
1715 float physicsFPS = 0f; 1715 float physicsFPS = 0f;
1716 1716
1717 int tmpMS;
1718 int previousFrameTick; 1717 int previousFrameTick;
1719 int maintc; 1718
1720 int sleepMS; 1719 double tmpMS;
1721 int framestart; 1720 double tmpMS2;
1721 double framestart;
1722 float sleepMS;
1722 1723
1723 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1724 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1724 { 1725 {
1725 framestart = Util.EnvironmentTickCount(); 1726 framestart = Util.GetTimeStampMS();
1726 ++Frame; 1727 ++Frame;
1727 1728
1728 // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1729 // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1729 1730
1730 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; 1731 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f;
1731 1732
1732 try 1733 try
1733 { 1734 {
@@ -1735,7 +1736,8 @@ namespace OpenSim.Region.Framework.Scenes
1735 1736
1736 // Apply taints in terrain module to terrain in physics scene 1737 // Apply taints in terrain module to terrain in physics scene
1737 1738
1738 tmpMS = Util.EnvironmentTickCount(); 1739 tmpMS = Util.GetTimeStampMS();
1740
1739 if (Frame % 4 == 0) 1741 if (Frame % 4 == 0)
1740 { 1742 {
1741 CheckTerrainUpdates(); 1743 CheckTerrainUpdates();
@@ -1746,26 +1748,29 @@ namespace OpenSim.Region.Framework.Scenes
1746 UpdateTerrain(); 1748 UpdateTerrain();
1747 } 1749 }
1748 1750
1749 terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); 1751 tmpMS2 = Util.GetTimeStampMS();
1750 tmpMS = Util.EnvironmentTickCount(); 1752 terrainMS = (float)(tmpMS2 - tmpMS);
1753 tmpMS = tmpMS2;
1751 1754
1752 if (PhysicsEnabled && Frame % m_update_physics == 0) 1755 if (PhysicsEnabled && Frame % m_update_physics == 0)
1753 m_sceneGraph.UpdatePreparePhysics(); 1756 m_sceneGraph.UpdatePreparePhysics();
1754 1757
1755 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); 1758 tmpMS2 = Util.GetTimeStampMS();
1759 physicsMS2 = (float)(tmpMS2 - tmpMS);
1760 tmpMS = tmpMS2;
1756 1761
1757 // Apply any pending avatar force input to the avatar's velocity 1762 // Apply any pending avatar force input to the avatar's velocity
1758 tmpMS = Util.EnvironmentTickCount();
1759 if (Frame % m_update_entitymovement == 0) 1763 if (Frame % m_update_entitymovement == 0)
1760 m_sceneGraph.UpdateScenePresenceMovement(); 1764 m_sceneGraph.UpdateScenePresenceMovement();
1761 1765
1762 // Get the simulation frame time that the avatar force input 1766 // Get the simulation frame time that the avatar force input
1763 // took 1767 // took
1764 agentMS = Util.EnvironmentTickCountSubtract(tmpMS); 1768 tmpMS2 = Util.GetTimeStampMS();
1769 agentMS = (float)(tmpMS2 - tmpMS);
1770 tmpMS = tmpMS2;
1765 1771
1766 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their 1772 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1767 // velocity 1773 // velocity
1768 tmpMS = Util.EnvironmentTickCount();
1769 if (Frame % m_update_physics == 0) 1774 if (Frame % m_update_physics == 0)
1770 { 1775 {
1771 if (PhysicsEnabled) 1776 if (PhysicsEnabled)
@@ -1774,12 +1779,10 @@ namespace OpenSim.Region.Framework.Scenes
1774 if (SynchronizeScene != null) 1779 if (SynchronizeScene != null)
1775 SynchronizeScene(this); 1780 SynchronizeScene(this);
1776 } 1781 }
1777 1782
1778 // Add the main physics update time to the prepare physics time 1783 tmpMS2 = Util.GetTimeStampMS();
1779 physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); 1784 physicsMS = (float)(tmpMS2 - tmpMS);
1780 1785 tmpMS = tmpMS2;
1781 // Start the stopwatch for the remainder of the simulation
1782 tmpMS = Util.EnvironmentTickCount();
1783 1786
1784 // Check if any objects have reached their targets 1787 // Check if any objects have reached their targets
1785 CheckAtTargets(); 1788 CheckAtTargets();
@@ -1794,29 +1797,37 @@ namespace OpenSim.Region.Framework.Scenes
1794 if (Frame % m_update_presences == 0) 1797 if (Frame % m_update_presences == 0)
1795 m_sceneGraph.UpdatePresences(); 1798 m_sceneGraph.UpdatePresences();
1796 1799
1797 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1800 tmpMS2 = Util.GetTimeStampMS();
1801 agentMS += (float)(tmpMS2 - tmpMS);
1802 tmpMS = tmpMS2;
1798 1803
1799 // Delete temp-on-rez stuff 1804 // Delete temp-on-rez stuff
1800 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1805 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
1801 { 1806 {
1802 tmpMS = Util.EnvironmentTickCount(); 1807
1803 m_cleaningTemps = true; 1808 m_cleaningTemps = true;
1804 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); 1809 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
1805 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); 1810 tmpMS2 = Util.GetTimeStampMS();
1811 tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects
1812 tmpMS = tmpMS2;
1806 } 1813 }
1807 1814
1808 if (Frame % m_update_events == 0) 1815 if (Frame % m_update_events == 0)
1809 { 1816 {
1810 tmpMS = Util.EnvironmentTickCount();
1811 UpdateEvents(); 1817 UpdateEvents();
1812 eventMS = Util.EnvironmentTickCountSubtract(tmpMS); 1818
1819 tmpMS2 = Util.GetTimeStampMS();
1820 eventMS = (float)(tmpMS2 - tmpMS);
1821 tmpMS = tmpMS2;
1813 } 1822 }
1814 1823
1815 if (PeriodicBackup && Frame % m_update_backup == 0) 1824 if (PeriodicBackup && Frame % m_update_backup == 0)
1816 { 1825 {
1817 tmpMS = Util.EnvironmentTickCount();
1818 UpdateStorageBackup(); 1826 UpdateStorageBackup();
1819 backupMS = Util.EnvironmentTickCountSubtract(tmpMS); 1827
1828 tmpMS2 = Util.GetTimeStampMS();
1829 backupMS = (float)(tmpMS2 - tmpMS);
1830 tmpMS = tmpMS2;
1820 } 1831 }
1821 1832
1822 //if (Frame % m_update_land == 0) 1833 //if (Frame % m_update_land == 0)
@@ -1887,20 +1898,26 @@ namespace OpenSim.Region.Framework.Scenes
1887 StatsReporter.addOtherMS(otherMS); 1898 StatsReporter.addOtherMS(otherMS);
1888 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); 1899 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1889 1900
1901
1902 tmpMS = Util.GetTimeStampMS();
1903
1890 previousFrameTick = m_lastFrameTick; 1904 previousFrameTick = m_lastFrameTick;
1891 m_lastFrameTick = Util.EnvironmentTickCount(); 1905 m_lastFrameTick = (int)(tmpMS + 0.5);
1892 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart); 1906
1893 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1907 // estimate sleep time
1908 tmpMS2 = tmpMS - framestart;
1909 tmpMS2 = (double)MinFrameTime * 1000.0D - tmpMS2;
1894 1910
1895 m_firstHeartbeat = false; 1911 m_firstHeartbeat = false;
1896 1912
1897 sleepMS = Util.EnvironmentTickCount(); 1913 // sleep if we can
1914 if (tmpMS2 > 0)
1915 Thread.Sleep((int)(tmpMS2 +0.5));
1898 1916
1899 if (tmpMS > 0) 1917 tmpMS2 = Util.GetTimeStampMS();
1900 Thread.Sleep(tmpMS);
1901 1918
1902 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS); 1919 sleepMS = (float)(tmpMS2 - tmpMS);
1903 frameMS = Util.EnvironmentTickCountSubtract(framestart); 1920 frameMS = (float)(tmpMS2 - framestart);
1904 StatsReporter.addSleepMS(sleepMS); 1921 StatsReporter.addSleepMS(sleepMS);
1905 StatsReporter.addFrameMS(frameMS); 1922 StatsReporter.addFrameMS(frameMS);
1906 1923
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index e0030ec..9f7c769 100755
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -90,7 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
90 Agents = 13, 90 Agents = 13,
91 ChildAgents = 14, 91 ChildAgents = 14,
92 ActiveScripts = 15, 92 ActiveScripts = 15,
93 ScriptLinesPerSecond = 16, 93 LSLScriptLinesPerSecond = 16, // viewers don't like this
94 InPacketsPerSecond = 17, 94 InPacketsPerSecond = 17,
95 OutPacketsPerSecond = 18, 95 OutPacketsPerSecond = 18,
96 PendingDownloads = 19, 96 PendingDownloads = 19,
@@ -109,11 +109,18 @@ namespace OpenSim.Region.Framework.Scenes
109 SimSpareMs = 32, 109 SimSpareMs = 32,
110 SimSleepMs = 33, 110 SimSleepMs = 33,
111 SimIoPumpTime = 34, 111 SimIoPumpTime = 34,
112 FrameDilation = 35, 112 SimPCTSscriptsRun = 35,
113 UsersLoggingIn = 36, 113 SimRegionIdle = 36, // dataserver only
114 TotalGeoPrim = 37, 114 SimRegionIdlePossible = 37, // dataserver only
115 TotalMesh = 38, 115 SimAIStepTimeMS = 38,
116 ThreadCount = 39 116 SimSkippedSillouet_PS = 39,
117 SimSkippedCharsPerC = 40,
118
119 MOSESFrameDilation = 100,
120 MOSESUsersLoggingIn = 101,
121 MOSESTotalGeoPrim = 102,
122 MOSESTotalMesh = 103,
123 MOSESThreadCount = 104
117 } 124 }
118 125
119 /// <summary> 126 /// <summary>
@@ -170,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
170 /// <summary> 177 /// <summary>
171 /// Our nominal fps target, as expected in fps stats when a sim is running normally. 178 /// Our nominal fps target, as expected in fps stats when a sim is running normally.
172 /// </summary> 179 /// </summary>
173 private float m_nominalReportedFps = 55; 180 private float m_nominalReportedFps = 11;
174 181
175 /// <summary> 182 /// <summary>
176 /// Parameter to adjust reported scene fps 183 /// Parameter to adjust reported scene fps
@@ -197,17 +204,14 @@ namespace OpenSim.Region.Framework.Scenes
197 /// </summary> 204 /// </summary>
198 private int m_objectUpdates; 205 private int m_objectUpdates;
199 206
200 private int m_frameMS; 207 private float m_frameMS;
201 208
202 private int m_netMS; 209 private float m_netMS;
203 private int m_agentMS; 210 private float m_agentMS;
204 private int m_physicsMS; 211 private float m_physicsMS;
205 private int m_imageMS; 212 private float m_imageMS;
206 private int m_otherMS; 213 private float m_otherMS;
207 private int m_sleeptimeMS; 214 private float m_sleeptimeMS;
208
209//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
210//Ckrinke private int m_scriptMS = 0;
211 215
212 private int m_rootAgents; 216 private int m_rootAgents;
213 private int m_childAgents; 217 private int m_childAgents;
@@ -221,7 +225,7 @@ namespace OpenSim.Region.Framework.Scenes
221 private int m_pendingDownloads; 225 private int m_pendingDownloads;
222 private int m_pendingUploads = 0; // FIXME: Not currently filled in 226 private int m_pendingUploads = 0; // FIXME: Not currently filled in
223 private int m_activeScripts; 227 private int m_activeScripts;
224 private int m_scriptLinesPerSecond; 228// private int m_scriptLinesPerSecond;
225 229
226 private int m_objectCapacity = 45000; 230 private int m_objectCapacity = 45000;
227 231
@@ -264,8 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
264 public SimStatsReporter(Scene scene) 268 public SimStatsReporter(Scene scene)
265 { 269 {
266 m_scene = scene; 270 m_scene = scene;
267 m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps; 271// m_reportedFpsCorrectionFactor = 5.0f; // needs to come from config
268 m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); 272 m_reportedFpsCorrectionFactor = 1.0f; // needs to come from config
273 m_nominalReportedFps *= m_reportedFpsCorrectionFactor;
274 m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
269 ReportingRegion = scene.RegionInfo; 275 ReportingRegion = scene.RegionInfo;
270 276
271 m_objectCapacity = scene.RegionInfo.ObjectCapacity; 277 m_objectCapacity = scene.RegionInfo.ObjectCapacity;
@@ -310,7 +316,7 @@ namespace OpenSim.Region.Framework.Scenes
310 public void SetUpdateMS(int ms) 316 public void SetUpdateMS(int ms)
311 { 317 {
312 m_statsUpdatesEveryMS = ms; 318 m_statsUpdatesEveryMS = ms;
313 m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); 319 m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
314 m_report.Interval = m_statsUpdatesEveryMS; 320 m_report.Interval = m_statsUpdatesEveryMS;
315 } 321 }
316 322
@@ -333,8 +339,8 @@ namespace OpenSim.Region.Framework.Scenes
333 if (!m_scene.Active) 339 if (!m_scene.Active)
334 return; 340 return;
335 341
336 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23]; 342 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
337 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 343 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
338 344
339 // Know what's not thread safe in Mono... modifying timers. 345 // Know what's not thread safe in Mono... modifying timers.
340 // m_log.Debug("Firing Stats Heart Beat"); 346 // m_log.Debug("Firing Stats Heart Beat");
@@ -354,21 +360,14 @@ namespace OpenSim.Region.Framework.Scenes
354 } 360 }
355 361
356#region various statistic googly moogly 362#region various statistic googly moogly
357 363 int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
358 // ORIGINAL code commented out until we have time to add our own
359 // statistics to the statistics window, this will be done as a
360 // new section given the title of our current project
361 // We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
362 // locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
363 //int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
364 int reportedFPS = m_fps;
365 364
366 // save the reported value so there is something available for llGetRegionFPS 365 // save the reported value so there is something available for llGetRegionFPS
367 lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; 366 lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
368 367
369 // ORIGINAL code commented out until we have time to add our own 368 // ORIGINAL code commented out until we have time to add our own
370 // statistics to the statistics window 369 // statistics to the statistics window
371 float physfps = ((m_pfps / 1000)); 370 float physfps = ((m_pfps / 1000.0f));
372 371
373 //if (physfps > 600) 372 //if (physfps > 600)
374 //physfps = physfps - (physfps - 600); 373 //physfps = physfps - (physfps - 600);
@@ -377,7 +376,7 @@ namespace OpenSim.Region.Framework.Scenes
377 physfps = 0; 376 physfps = 0;
378 377
379#endregion 378#endregion
380 float factor = 1 / m_statsUpdateFactor; 379 float factor = 1.0f / m_statsUpdateFactor;
381 380
382 if (reportedFPS <= 0) 381 if (reportedFPS <= 0)
383 reportedFPS = 1; 382 reportedFPS = 1;
@@ -386,7 +385,7 @@ namespace OpenSim.Region.Framework.Scenes
386 385
387 float TotalFrameTime = m_frameMS * perframe; 386 float TotalFrameTime = m_frameMS * perframe;
388 387
389 float targetframetime = 1100.0f / (float)m_nominalReportedFps; 388 float targetframetime = 1000.0f / (float)m_nominalReportedFps;
390 389
391 float sparetime; 390 float sparetime;
392 float sleeptime; 391 float sleeptime;
@@ -431,10 +430,9 @@ namespace OpenSim.Region.Framework.Scenes
431 { 430 {
432 sb[i] = new SimStatsPacket.StatBlock(); 431 sb[i] = new SimStatsPacket.StatBlock();
433 } 432 }
434 433
435
436 sb[0].StatID = (uint) Stats.TimeDilation; 434 sb[0].StatID = (uint) Stats.TimeDilation;
437 sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); 435 sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ;
438 436
439 sb[1].StatID = (uint) Stats.SimFPS; 437 sb[1].StatID = (uint) Stats.SimFPS;
440 sb[1].StatValue = reportedFPS / m_statsUpdateFactor; 438 sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
@@ -493,14 +491,15 @@ namespace OpenSim.Region.Framework.Scenes
493 sb[19].StatID = (uint)Stats.ActiveScripts; 491 sb[19].StatID = (uint)Stats.ActiveScripts;
494 sb[19].StatValue = m_activeScripts; 492 sb[19].StatValue = m_activeScripts;
495 493
496 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; 494 sb[20].StatID = (uint)Stats.SimSpareMs;
497 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 495 sb[20].StatValue = sparetime;
498 496
499 sb[21].StatID = (uint)Stats.SimSpareMs; 497 sb[21].StatID = (uint)Stats.SimSleepMs;
500 sb[21].StatValue = sparetime; 498 sb[21].StatValue = sleeptime;
501 499
502 sb[22].StatID = (uint)Stats.SimSleepMs; 500 // this should came from phys engine
503 sb[22].StatValue = sleeptime; 501 sb[22].StatID = (uint)Stats.SimPhysicsStepMs;
502 sb[22].StatValue = 20;
504 503
505 for (int i = 0; i < 23; i++) 504 for (int i = 0; i < 23; i++)
506 { 505 {
@@ -563,7 +562,7 @@ namespace OpenSim.Region.Framework.Scenes
563 //m_inPacketsPerSecond = 0; 562 //m_inPacketsPerSecond = 0;
564 //m_outPacketsPerSecond = 0; 563 //m_outPacketsPerSecond = 0;
565 m_unAckedBytes = 0; 564 m_unAckedBytes = 0;
566 m_scriptLinesPerSecond = 0; 565 // m_scriptLinesPerSecond = 0;
567 566
568 m_frameMS = 0; 567 m_frameMS = 0;
569 m_agentMS = 0; 568 m_agentMS = 0;
@@ -571,7 +570,6 @@ namespace OpenSim.Region.Framework.Scenes
571 m_physicsMS = 0; 570 m_physicsMS = 0;
572 m_imageMS = 0; 571 m_imageMS = 0;
573 m_otherMS = 0; 572 m_otherMS = 0;
574// m_spareMS = 0;
575 m_sleeptimeMS = 0; 573 m_sleeptimeMS = 0;
576 574
577//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 575//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
@@ -646,7 +644,7 @@ namespace OpenSim.Region.Framework.Scenes
646 if (m_unAckedBytes < 0) m_unAckedBytes = 0; 644 if (m_unAckedBytes < 0) m_unAckedBytes = 0;
647 } 645 }
648 646
649 public void addFrameMS(int ms) 647 public void addFrameMS(float ms)
650 { 648 {
651 m_frameMS += ms; 649 m_frameMS += ms;
652 650
@@ -656,32 +654,32 @@ namespace OpenSim.Region.Framework.Scenes
656 SlowFramesStat.Value++; 654 SlowFramesStat.Value++;
657 } 655 }
658 656
659 public void addNetMS(int ms) 657 public void addNetMS(float ms)
660 { 658 {
661 m_netMS += ms; 659 m_netMS += ms;
662 } 660 }
663 661
664 public void addAgentMS(int ms) 662 public void addAgentMS(float ms)
665 { 663 {
666 m_agentMS += ms; 664 m_agentMS += ms;
667 } 665 }
668 666
669 public void addPhysicsMS(int ms) 667 public void addPhysicsMS(float ms)
670 { 668 {
671 m_physicsMS += ms; 669 m_physicsMS += ms;
672 } 670 }
673 671
674 public void addImageMS(int ms) 672 public void addImageMS(float ms)
675 { 673 {
676 m_imageMS += ms; 674 m_imageMS += ms;
677 } 675 }
678 676
679 public void addOtherMS(int ms) 677 public void addOtherMS(float ms)
680 { 678 {
681 m_otherMS += ms; 679 m_otherMS += ms;
682 } 680 }
683 681
684 public void addSleepMS(int ms) 682 public void addSleepMS(float ms)
685 { 683 {
686 m_sleeptimeMS += ms; 684 m_sleeptimeMS += ms;
687 } 685 }
@@ -698,7 +696,8 @@ namespace OpenSim.Region.Framework.Scenes
698 696
699 public void addScriptLines(int count) 697 public void addScriptLines(int count)
700 { 698 {
701 m_scriptLinesPerSecond += count; 699 // we need events not lines
700// m_scriptLinesPerSecond += count;
702 } 701 }
703 702
704 public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes) 703 public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)