From c3061717d0328c4d408b834606c4ddeea12d5662 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Wed, 16 Jan 2008 19:34:48 +0000 Subject: * Fixed a packet counting issue that I introduced * 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 --- OpenSim/Region/Environment/Scenes/Scene.cs | 2 +- .../Region/Environment/Scenes/SimStatsReporter.cs | 50 ++++++++++++---------- 2 files changed, 29 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes') diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index f1a1843..449e1d2 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -605,7 +605,7 @@ namespace OpenSim.Region.Environment.Scenes // if (m_frame%m_update_avatars == 0) // UpdateInWorldTime(); m_statsReporter.AddPhysicsFPS(physicsFPS); - m_statsReporter.SetTimeDilation(m_timedilation); + m_statsReporter.AddTimeDilation(m_timedilation); m_statsReporter.AddFPS(1); m_statsReporter.AddInPackets(0); m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount()); diff --git a/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs b/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs index d4af90c..150c519 100644 --- a/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs @@ -62,8 +62,9 @@ namespace OpenSim.Region.Environment.Scenes UnAckedBytes = 24 } - private int statsUpdatesEveryMS = 5000; - private int statsUpdateFactor = 0; + // Sending a stats update every 3 seconds + private int statsUpdatesEveryMS = 3000; + private float statsUpdateFactor = 0; private float m_timeDilation = 0; private int m_fps = 0; private float m_pfps = 0; @@ -97,7 +98,8 @@ namespace OpenSim.Region.Environment.Scenes public SimStatsReporter(RegionInfo regionData) { - statsUpdateFactor = (int)(statsUpdatesEveryMS / 1000); + + statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); ReportingRegion = regionData; for (int i = 0; i<19;i++) { @@ -131,6 +133,8 @@ namespace OpenSim.Region.Environment.Scenes #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) @@ -138,6 +142,7 @@ namespace OpenSim.Region.Environment.Scenes //if (simfps < 0) //simfps = 0; + // float physfps = ((m_pfps / 1000)); //if (physfps > 600) @@ -148,35 +153,34 @@ namespace OpenSim.Region.Environment.Scenes #endregion - //sb[0] = sbb; + //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 / statsUpdateFactor)); + sb[0].StatValue = ((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); - //sb[1] = sbb; sb[1].StatID = (uint) Stats.SimFPS; sb[1].StatValue = simfps/statsUpdateFactor; - //sb[2] = sbb; sb[2].StatID = (uint) Stats.PhysicsFPS; sb[2].StatValue = physfps / statsUpdateFactor; - //sb[3] = sbb; sb[3].StatID = (uint) Stats.AgentUpdates; sb[3].StatValue = (m_agentUpdates / statsUpdateFactor); - //sb[4] = sbb; sb[4].StatID = (uint) Stats.Agents; sb[4].StatValue = m_rootAgents; - //sb[5] = sbb; sb[5].StatID = (uint) Stats.ChildAgents; sb[5].StatValue = m_childAgents; - //sb[6] = sbb; sb[6].StatID = (uint) Stats.TotalPrim; sb[6].StatValue = m_numPrim; - //sb[7] = sbb; sb[7].StatID = (uint) Stats.ActivePrim; sb[7].StatValue = m_activePrim; @@ -195,15 +199,12 @@ namespace OpenSim.Region.Environment.Scenes sb[12].StatID = (uint)Stats.OtherMS; sb[12].StatValue = m_otherMS / statsUpdateFactor; - //sb[8] = sbb; sb[13].StatID = (uint)Stats.InPacketsPerSecond; sb[13].StatValue = (m_inPacketsPerSecond); - //sb[9] = sbb; sb[14].StatID = (uint)Stats.OutPacketsPerSecond; sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor); - //sb[10] = sbb; sb[15].StatID = (uint)Stats.UnAckedBytes; sb[15].StatValue = m_unAckedBytes; @@ -243,16 +244,19 @@ namespace OpenSim.Region.Environment.Scenes m_otherMS = 0; } - + # region methods called from Scene + // The majority of these functions are additive + // so that you can easily change the amount of + // seconds in between sim stats updates - public void SetTimeDilation(float td) + public void AddTimeDilation(float td) { float tdsetting = td; - //if (tdsetting > 1.0f) - //tdsetting = (tdsetting - (tdsetting - 0.91f)); + if (tdsetting > 1.0f) + tdsetting = (tdsetting - (tdsetting - 0.91f)); - //if (tdsetting < 0) - //tdsetting = 0.0f; + if (tdsetting < 0) + tdsetting = 0.0f; m_timeDilation += tdsetting; } @@ -334,6 +338,8 @@ namespace OpenSim.Region.Environment.Scenes { m_pendingDownloads += count; } - + + #endregion + } } -- cgit v1.1