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using System;
using System.Collections.Generic;
using System.Text;
using System.Timers;
using libsecondlife.Packets;
using OpenSim.Framework;
using Timer = System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public class SimStatsReporter
{
public delegate void SendStatResult(SimStatsPacket pack);
public event SendStatResult OnSendStatsResult;
private enum Stats : uint
{
TimeDilation = 0,
SimFPS = 1,
PhysicsFPS = 2,
AgentUpdates = 3,
Agents = 13,
ChildAgents = 14,
InPacketsPerSecond = 17,
OutPacketsPerSecond = 18,
UnAckedBytes = 24
}
private int statsUpdatesEveryMS = 1000;
private float m_timeDilation = 0;
private int m_fps = 0;
private float m_pfps = 0;
private float m_agentUpdates = 0;
private int m_rootAgents = 0;
private int m_childAgents = 0;
private int m_inPacketsPerSecond = 0;
private int m_outPacketsPerSecond = 0;
private int m_unAckedBytes = 0;
private RegionInfo ReportingRegion;
private Timer m_report = new Timer();
public SimStatsReporter(RegionInfo regionData)
{
ReportingRegion = regionData;
m_report.AutoReset = true;
m_report.Interval = statsUpdatesEveryMS;
m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
m_report.Enabled = true;
}
private void statsHeartBeat(object sender, EventArgs e)
{
m_report.Enabled = false;
SimStatsPacket statpack = new SimStatsPacket();
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[9];
statpack.Region = new SimStatsPacket.RegionBlock();
statpack.Region.RegionX = ReportingRegion.RegionLocX;
statpack.Region.RegionY = ReportingRegion.RegionLocY;
try
{
statpack.Region.RegionFlags = (uint)ReportingRegion.EstateSettings.regionFlags;
}
catch
{
statpack.Region.RegionFlags = (uint)0;
}
statpack.Region.ObjectCapacity = (uint)15000;
sb[0] = new SimStatsPacket.StatBlock();
sb[0].StatID = (uint)Stats.TimeDilation;
sb[0].StatValue = (m_timeDilation);
sb[1] = new SimStatsPacket.StatBlock();
sb[1].StatID = (uint)Stats.SimFPS;
sb[1].StatValue = (int)(m_fps * 5);
sb[2] = new SimStatsPacket.StatBlock();
sb[2].StatID = (uint)Stats.PhysicsFPS;
sb[2].StatValue = (m_pfps / statsUpdatesEveryMS);
sb[3] = new SimStatsPacket.StatBlock();
sb[3].StatID = (uint)Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates / statsUpdatesEveryMS);
sb[4] = new SimStatsPacket.StatBlock();
sb[4].StatID = (uint)Stats.Agents;
sb[4].StatValue = m_rootAgents;
sb[5] = new SimStatsPacket.StatBlock();
sb[5].StatID = (uint)Stats.ChildAgents;
sb[5].StatValue = m_childAgents;
sb[6] = new SimStatsPacket.StatBlock();
sb[6].StatID = (uint)Stats.InPacketsPerSecond;
sb[6].StatValue = (int)(m_inPacketsPerSecond / statsUpdatesEveryMS);
sb[7] = new SimStatsPacket.StatBlock();
sb[7].StatID = (uint)Stats.OutPacketsPerSecond;
sb[7].StatValue = (int)(m_outPacketsPerSecond / statsUpdatesEveryMS);
sb[8] = new SimStatsPacket.StatBlock();
sb[8].StatID = (uint)Stats.UnAckedBytes;
sb[8].StatValue = (int) (m_unAckedBytes / statsUpdatesEveryMS);
statpack.Stat = sb;
if (OnSendStatsResult != null)
{
OnSendStatsResult(statpack);
}
resetvalues();
m_report.Enabled = true;
}
private void resetvalues()
{
m_fps = 0;
m_pfps = 0;
m_agentUpdates = 0;
m_inPacketsPerSecond = 0;
m_outPacketsPerSecond = 0;
m_unAckedBytes = 0;
}
public void SetTimeDilation(float td)
{
m_timeDilation = td;
}
public void SetRootAgents(int rootAgents)
{
m_rootAgents = rootAgents;
}
public void SetChildAgents(int childAgents)
{
m_childAgents = childAgents;
}
public void AddFPS(int frames)
{
m_fps += frames;
}
public void AddPhysicsFPS(float frames)
{
m_pfps += frames;
}
public void AddAgentUpdates(float numUpdates)
{
m_agentUpdates += numUpdates;
}
public void AddInPackets(int numPackets)
{
m_inPacketsPerSecond += numPackets;
}
public void AddOutPackets(int numPackets)
{
m_outPacketsPerSecond += numPackets;
}
public void AddunAckedBytes(int numBytes)
{
m_unAckedBytes += numBytes;
}
}
}
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