From 65c5efe43b68700bad94076d4cd421160203c5de Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Fri, 16 May 2008 01:22:11 +0000 Subject: Formatting cleanup. --- .../Region/Environment/Scenes/SimStatsReporter.cs | 88 +++++++++++----------- 1 file changed, 44 insertions(+), 44 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/SimStatsReporter.cs') diff --git a/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs b/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs index a150164..90a971f 100644 --- a/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs @@ -97,12 +97,12 @@ namespace OpenSim.Region.Environment.Scenes private int m_scriptLinesPerSecond = 0; private int objectCapacity = 45000; - + SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21]; SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); SimStatsPacket statpack = (SimStatsPacket)PacketPool.Instance.GetPacket(PacketType.SimStats); - + private RegionInfo ReportingRegion; @@ -138,8 +138,8 @@ namespace OpenSim.Region.Environment.Scenes lock (m_report) { // Packet is already initialized and ready for data insert - - + + statpack.Region = rb; statpack.Region.RegionX = ReportingRegion.RegionLocX; statpack.Region.RegionY = ReportingRegion.RegionLocY; @@ -152,99 +152,99 @@ namespace OpenSim.Region.Environment.Scenes statpack.Region.RegionFlags = (uint) 0; } statpack.Region.ObjectCapacity = (uint) objectCapacity; - + #region various statistic googly moogly - + // Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there // 0-50 is pretty close to 0-45 float simfps = (int) ((m_fps * 5)); - + //if (simfps > 45) //simfps = simfps - (simfps - 45); //if (simfps < 0) //simfps = 0; - + // float physfps = ((m_pfps / 1000)); - + //if (physfps > 600) //physfps = physfps - (physfps - 600); - + if (physfps < 0) physfps = 0; - + #endregion - - //Our time dilation is 0.91 when we're running a full speed, - // therefore to make sure we get an appropriate range, - // we have to factor in our error. (0.10f * statsUpdateFactor) + + //Our time dilation is 0.91 when we're running a full speed, + // therefore to make sure we get an appropriate range, + // we have to factor in our error. (0.10f * statsUpdateFactor) // multiplies the fix for the error times the amount of times it'll occur a second // / 10 divides the value by the number of times the sim heartbeat runs (10fps) // Then we divide the whole amount by the amount of seconds pass in between stats updates. - + sb[0].StatID = (uint) Stats.TimeDilation; sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); - + sb[1].StatID = (uint) Stats.SimFPS; sb[1].StatValue = simfps/statsUpdateFactor; - + sb[2].StatID = (uint) Stats.PhysicsFPS; sb[2].StatValue = physfps / statsUpdateFactor; - + sb[3].StatID = (uint) Stats.AgentUpdates; sb[3].StatValue = (m_agentUpdates / statsUpdateFactor); - + sb[4].StatID = (uint) Stats.Agents; sb[4].StatValue = m_rootAgents; - + sb[5].StatID = (uint) Stats.ChildAgents; sb[5].StatValue = m_childAgents; - + sb[6].StatID = (uint) Stats.TotalPrim; sb[6].StatValue = m_numPrim; - + sb[7].StatID = (uint) Stats.ActivePrim; sb[7].StatValue = m_activePrim; - + sb[8].StatID = (uint)Stats.FrameMS; sb[8].StatValue = m_frameMS / statsUpdateFactor; - + sb[9].StatID = (uint)Stats.NetMS; sb[9].StatValue = m_netMS / statsUpdateFactor; - + sb[10].StatID = (uint)Stats.PhysicsMS; sb[10].StatValue = m_physicsMS / statsUpdateFactor; - + sb[11].StatID = (uint)Stats.ImageMS ; sb[11].StatValue = m_imageMS / statsUpdateFactor; - + sb[12].StatID = (uint)Stats.OtherMS; sb[12].StatValue = m_otherMS / statsUpdateFactor; - + sb[13].StatID = (uint)Stats.InPacketsPerSecond; sb[13].StatValue = (m_inPacketsPerSecond); - + sb[14].StatID = (uint)Stats.OutPacketsPerSecond; sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor); - + sb[15].StatID = (uint)Stats.UnAckedBytes; sb[15].StatValue = m_unAckedBytes; - + sb[16].StatID = (uint)Stats.AgentMS; sb[16].StatValue = m_agentMS / statsUpdateFactor; - + sb[17].StatID = (uint)Stats.PendingDownloads; sb[17].StatValue = m_pendingDownloads; - + sb[18].StatID = (uint)Stats.PendingUploads; sb[18].StatValue = m_pendingUploads; - + sb[19].StatID = (uint)Stats.ActiveScripts; sb[19].StatValue = m_activeScripts; - + sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; - + statpack.Stat = sb; handlerSendStatResult = OnSendStatsResult; @@ -255,7 +255,7 @@ namespace OpenSim.Region.Environment.Scenes resetvalues(); } } - + private void resetvalues() { m_timeDilation = 0; @@ -274,13 +274,13 @@ namespace OpenSim.Region.Environment.Scenes m_imageMS = 0; m_otherMS = 0; -//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. +//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. //Ckrinke m_scriptMS = 0; } # region methods called from Scene // The majority of these functions are additive - // so that you can easily change the amount of + // so that you can easily change the amount of // seconds in between sim stats updates public void AddTimeDilation(float td) @@ -368,14 +368,14 @@ namespace OpenSim.Region.Environment.Scenes { m_otherMS += ms; } - -// private static readonly log4net.ILog m_log + +// private static readonly log4net.ILog m_log // = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); - + public void addPendingDownload(int count) { m_pendingDownloads += count; - //m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads); + //m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads); } public void addScriptLines(int count) -- cgit v1.1