| Commit message (Collapse) | Author | Age | Files | Lines |
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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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* Typing 'stats' on the command line will given total number of successful logins today and yesterday
* A little bit more to come, probably
* Refactoring will follow next
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