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path: root/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs (follow)
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* After reading Timer.cs in the mono source, I'm notSean Dague2008-04-161-116/+118
| | | | | | | | | | | convinced that timer.Enabled modification is thread safe. I suspect the statsHeartBeat call to be one of our hot spots because is tries to synchronize not with a lock, but by disabling and enabling itself. I've replaced that with a lock in the hopes that this affects either the 100% bug, or the invoke_void bugs.
* * Updates BetaGridLikeMoneyModuleTeravus Ovares2008-04-101-1/+8
| | | | | | | * Several people have asked for a way to limit uploads, so I've decided to show people how to do this in the BetaGridLikeMoneyModule. * Configure it in OpenSim.ini using the [Economy] header. See the bottom of the OpenSim.ini.example for more information. * This also fleshes out the Economy API a bit more.
* * Adds twist support for Cubes, Cylinders, and Prisms in the MeshmerizerTeravus Ovares2008-04-101-1/+1
| | | | | * A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
* Remove a couple more compiler warnings by commenting unused variables.Charles Krinke2008-03-211-2/+6
| | | | | This takes us down to 15 compiler warnings on a VS2005 C# build.
* Formatting cleanup.Jeff Ames2008-03-181-27/+25
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* Change handler001 through handler009 to moreCharles Krinke2008-03-021-4/+4
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-221-2/+5
| | | | instances to prevent event race conditions
* * Only count download requests for assets which are not already waiting for ↵Justin Clarke Casey2008-02-201-1/+1
| | | | | | | | | data from the asset server * This should stop the constant increase in the download requests statistics * If you see stat numbers for download requests which are far from what you'd expect, please report
* * Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2008-02-201-0/+5
| | | | | | | * This fixes some of the 'runaway downloads' problem but not all of it * Also fix up logging messages so texture requests are reported as such rather than as assets
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-7/+7
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * This update contains a bucket-full of network optimizations.Teravus Ovares2008-02-071-0/+7
| | | | | | | | | * ParcelProperties are sent only when needed instead of on any movement * Terse Updates and other temporary data packets are marked unreliable * After a certain amount of users, the sim actually sends updates on things less * Experimental * Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
* * Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares2008-02-061-2/+29
| | | | | | | * Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
* * Added more supported feature to particlesystems. While this appears to ↵Teravus Ovares2008-02-011-1/+6
| | | | | | | | have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation * Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them) * fixed a time waster in ODEPlugin.cs
* * Fixed a packet counting issue that I introducedTeravus Ovares2008-01-161-22/+28
| | | | | | | | * Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 seconds
* * Slowed down the sim stats update to once every 5 seconds because the ↵Teravus Ovares2008-01-161-23/+27
| | | | | | | | network accounting required it... with it being the lowest updated stat. * Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common * Slowing down the network accounting update will probably fix the red issue.
* * Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually ↵Teravus Ovares2008-01-161-8/+33
| | | | | | | accurate. * We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
* * Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵Teravus Ovares2008-01-161-23/+87
| | | | | | | over and over again instead of creating 1 a second. * Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
* * Fixed an overflow in the land managerTeravus Ovares2008-01-131-2/+2
| | | | | | | * Did some goofy math undoing in the Sim Stats Reporter * More reduction to the amount of calls per second to UnManaged ODE code * Added a significant amount of comments to ODE
* * Unmoderated the ODE FPS in the sim stats. Decided to do that after Andrew ↵Teravus Ovares2008-01-121-3/+3
| | | | | | | Linden insisted that Havok was running at 45fps internally. * Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
* I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson2008-01-031-1/+1
| | | | code. Let me know by IRC if there are other problems
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-1/+1
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-281-2/+4
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Optimized usingslbsa712007-12-271-31/+38
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * Tweaked the sim stats so that when a sim is catching up it reports on the ↵Teravus Ovares2007-12-141-2/+26
| | | | | | | slowdown and not the 'catching up'. * Used the words 'googly moogly' in code. (always wanted to do that)
* Added copyright notice.Jeff Ames2007-12-141-0/+28
| | | | | Added script (add-copyright.sh) to make doing this relatively painless.
* * Added Active(physical) object count to the SimStatsReporterTeravus Ovares2007-12-141-7/+17
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* * Fixed a catch error.Teravus Ovares2007-12-121-1/+1
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* * Added Object count to sim stats (it's incorrect, however, it'll be fixed)Teravus Ovares2007-12-121-7/+17
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* * Killed hard coded heart after stats updateTeravus Ovares2007-12-121-2/+9
| | | | | * Did some voodoo math on the sim FPS to make the values 0-50
* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-0/+158
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.