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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Timers;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
/// <summary>
/// Collect statistics from the scene to send to the client and for access by other monitoring tools.
/// </summary>
/// <remarks>
/// FIXME: This should be a monitoring region module
/// </remarks>
public class SimStatsReporter
{
private static readonly log4net.ILog m_log
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates";
public const string SlowFramesStatName = "SlowFrames";
public delegate void SendStatResult(SimStats stats);
public delegate void YourStatsAreWrong();
public event SendStatResult OnSendStatsResult;
public event YourStatsAreWrong OnStatsIncorrect;
private SendStatResult handlerSendStatResult;
private YourStatsAreWrong handlerStatsIncorrect;
// Determines the size of the array that is used to collect StatBlocks
// for sending viewer compatible stats must be conform with sb array filling below
private const int m_statisticViewerArraySize = 38;
// size of LastReportedSimFPS with extra stats.
private const int m_statisticExtraArraySize = (int)(Stats.SimExtraCountEnd - Stats.SimExtraCountStart);
/// <summary>
/// These are the IDs of stats sent in the StatsPacket to the viewer.
/// </summary>
/// <remarks>
/// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
/// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
/// </remarks>
public enum Stats : uint
{
// viewers defined IDs
TimeDilation = 0,
SimFPS = 1,
PhysicsFPS = 2,
AgentUpdates = 3,
FrameMS = 4,
NetMS = 5,
OtherMS = 6,
PhysicsMS = 7,
AgentMS = 8,
ImageMS = 9,
ScriptMS = 10,
TotalPrim = 11,
ActivePrim = 12,
Agents = 13,
ChildAgents = 14,
ActiveScripts = 15,
LSLScriptLinesPerSecond = 16, // viewers don't like this anymore
InPacketsPerSecond = 17,
OutPacketsPerSecond = 18,
PendingDownloads = 19,
PendingUploads = 20,
VirtualSizeKb = 21,
ResidentSizeKb = 22,
PendingLocalUploads = 23,
UnAckedBytes = 24,
PhysicsPinnedTasks = 25,
PhysicsLodTasks = 26,
SimPhysicsStepMs = 27,
SimPhysicsShapeMs = 28,
SimPhysicsOtherMs = 29,
SimPhysicsMemory = 30,
ScriptEps = 31,
SimSpareMs = 32,
SimSleepMs = 33,
SimIoPumpTime = 34,
SimPCTSscriptsRun = 35,
SimRegionIdle = 36, // dataserver only
SimRegionIdlePossible = 37, // dataserver only
SimAIStepTimeMS = 38,
SimSkippedSillouet_PS = 39,
SimSkippedCharsPerC = 40,
// extra stats IDs irrelevant, just far from viewer defined ones
SimExtraCountStart = 1000,
internalLSLScriptLinesPerSecond = 1000,
FrameDilation2 = 1001,
UsersLoggingIn = 1002,
TotalGeoPrim = 1003,
TotalMesh = 1004,
ThreadCount = 1005,
SimExtraCountEnd = 1006
}
/// <summary>
/// This is for llGetRegionFPS
/// </summary>
public float LastReportedSimFPS
{
get { return lastReportedSimFPS; }
}
/// <summary>
/// Number of object updates performed in the last stats cycle
/// </summary>
/// <remarks>
/// This isn't sent out to the client but it is very useful data to detect whether viewers are being sent a
/// large number of object updates.
/// </remarks>
public float LastReportedObjectUpdates { get; private set; }
public float[] LastReportedSimStats
{
get { return lastReportedSimStats; }
}
/// <summary>
/// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME
/// </summary>
public Stat SlowFramesStat { get; private set; }
/// <summary>
/// The threshold at which we log a slow frame.
/// </summary>
public int SlowFramesStatReportThreshold { get; private set; }
/// <summary>
/// Extra sim statistics that are used by monitors but not sent to the client.
/// </summary>
/// <value>
/// The keys are the stat names.
/// </value>
private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
// Sending a stats update every 3 seconds-
private int m_statsUpdatesEveryMS = 3000;
private float m_statsUpdateFactor;
private float m_timeDilation;
private int m_fps;
/// <summary>
/// Number of the last frame on which we processed a stats udpate.
/// </summary>
private uint m_lastUpdateFrame;
/// <summary>
/// Parameter to adjust reported scene fps
/// </summary>
/// <remarks>
/// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently.
/// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might
/// affect clients and monitoring scripts/software.
/// </remarks>
private float m_reportedFpsCorrectionFactor = 1.0f;
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[m_statisticExtraArraySize + m_statisticViewerArraySize];
private float m_pfps;
/// <summary>
/// Number of agent updates requested in this stats cycle
/// </summary>
private int m_agentUpdates;
/// <summary>
/// Number of object updates requested in this stats cycle
/// </summary>
private int m_objectUpdates;
private float m_frameMS;
private float m_netMS;
private float m_agentMS;
private float m_physicsMS;
private float m_imageMS;
private float m_otherMS;
private float m_sleeptimeMS;
private int m_rootAgents;
private int m_childAgents;
private int m_numPrim;
private int m_numGeoPrim;
private int m_numMesh;
private int m_inPacketsPerSecond;
private int m_outPacketsPerSecond;
private int m_activePrim;
private int m_unAckedBytes;
private int m_pendingDownloads;
private int m_pendingUploads = 0; // FIXME: Not currently filled in
private int m_activeScripts;
private int m_scriptLinesPerSecond;
private int m_objectCapacity = 45000;
// The current number of users attempting to login to the region
private int m_usersLoggingIn;
// The last reported value of threads from the SmartThreadPool inside of
// XEngine
private int m_inUseThreads;
private Scene m_scene;
private RegionInfo ReportingRegion;
private Timer m_report = new Timer();
private IEstateModule estateModule;
public SimStatsReporter(Scene scene)
{
m_scene = scene;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
ReportingRegion = scene.RegionInfo;
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
m_report.Interval = m_statsUpdatesEveryMS;
m_report.Elapsed += TriggerStatsHeartbeat;
m_report.Enabled = true;
if (StatsManager.SimExtraStats != null)
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
/// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
/// longer than ideal (which in itself is a concern).
SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2);
SlowFramesStat
= new Stat(
"SlowFrames",
"Slow Frames",
"Number of frames where frame time has been significantly longer than the desired frame time.",
" frames",
"scene",
m_scene.Name,
StatType.Push,
null,
StatVerbosity.Info);
StatsManager.RegisterStat(SlowFramesStat);
}
public void Close()
{
m_report.Elapsed -= TriggerStatsHeartbeat;
m_report.Close();
}
/// <summary>
/// Sets the number of milliseconds between stat updates.
/// </summary>
/// <param name='ms'></param>
public void SetUpdateMS(int ms)
{
m_statsUpdatesEveryMS = ms;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
m_report.Interval = m_statsUpdatesEveryMS;
}
private void TriggerStatsHeartbeat(object sender, EventArgs args)
{
try
{
statsHeartBeat(sender, args);
}
catch (Exception e)
{
m_log.Warn(string.Format(
"[SIM STATS REPORTER] Update for {0} failed with exception ",
m_scene.RegionInfo.RegionName), e);
}
}
private void statsHeartBeat(object sender, EventArgs e)
{
if (!m_scene.Active)
return;
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[m_statisticViewerArraySize];
SimStatsPacket.StatBlock[] sbex = new SimStatsPacket.StatBlock[m_statisticExtraArraySize];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers.
// m_log.Debug("Firing Stats Heart Beat");
lock (m_report)
{
uint regionFlags = 0;
try
{
if (estateModule == null)
estateModule = m_scene.RequestModuleInterface<IEstateModule>();
regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
}
catch (Exception)
{
// leave region flags at 0
}
#region various statistic googly moogly
// factor to consider updates integration time
float updateFactor = 1.0f / m_statsUpdateFactor;
// the nominal frame time, corrected by reporting multiplier
float TargetFrameTime = 1000.0f * m_scene.MinFrameTime / m_reportedFpsCorrectionFactor;
// acumulated fps scaled by reporting multiplier
float reportedFPS = (m_fps * m_reportedFpsCorrectionFactor);
if (reportedFPS <= 0)
reportedFPS = 1;
// factor to calculate per frame values
float perframefactor = 1.0f / (float)reportedFPS;
// fps considering the integration time
reportedFPS = (int)(reportedFPS * updateFactor);
// save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = reportedFPS;
#endregion
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
m_numGeoPrim = m_scene.SceneGraph.GetTotalPrimObjectsCount();
m_numMesh = m_scene.SceneGraph.GetTotalMeshObjectsCount();
m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
float physfps = m_pfps;
if (physfps < 0)
physfps = 0;
float sparetime;
float sleeptime;
float TotalFrameTime = m_frameMS * perframefactor;
sleeptime = m_sleeptimeMS * perframefactor;
sparetime = m_frameMS - m_sleeptimeMS; // total time minus sleep
sparetime *= perframefactor; // average per frame
sparetime = TargetFrameTime - sparetime; // real spare
if (sparetime < 0)
sparetime = 0;
else if (sparetime > TotalFrameTime)
sparetime = TotalFrameTime;
// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
// so that stat numbers are always consistent.
CheckStatSanity();
// other MS is actually simulation time
// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
// m_imageMS m_netMS are not included in m_frameMS
m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
if (m_otherMS < 0)
m_otherMS = 0;
for (int i = 0; i < m_statisticViewerArraySize; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ;
sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = reportedFPS;
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps * updateFactor;
sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = m_agentUpdates * updateFactor;
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 = TotalFrameTime;
sb[9].StatID = (uint)Stats.NetMS;
sb[9].StatValue = m_netMS * perframefactor;
sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS * perframefactor;
sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS * perframefactor;
sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatValue = m_otherMS * perframefactor;
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond * updateFactor);
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
sb[14].StatValue = (m_outPacketsPerSecond * updateFactor);
sb[15].StatID = (uint)Stats.UnAckedBytes;
sb[15].StatValue = m_unAckedBytes;
sb[16].StatID = (uint)Stats.AgentMS;
sb[16].StatValue = m_agentMS * perframefactor;
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.SimSleepMs;
sb[20].StatValue = sleeptime;
sb[21].StatID = (uint)Stats.SimSpareMs;
sb[21].StatValue = sparetime;
// this should came from phys engine
sb[22].StatID = (uint)Stats.SimPhysicsStepMs;
sb[22].StatValue = 20;
// send the ones we dont have as zeros, to clean viewers state
// specially arriving from regions with wrond IDs in use
sb[23].StatID = (uint)Stats.VirtualSizeKb;
sb[23].StatValue = 0;
sb[24].StatID = (uint)Stats.ResidentSizeKb;
sb[24].StatValue = 0;
sb[25].StatID = (uint)Stats.PendingLocalUploads;
sb[25].StatValue = 0;
sb[26].StatID = (uint)Stats.PhysicsPinnedTasks;
sb[26].StatValue = 0;
sb[27].StatID = (uint)Stats.PhysicsLodTasks;
sb[27].StatValue = 0;
sb[28].StatID = (uint)Stats.ScriptEps; // we should have this
sb[28].StatValue = 0;
sb[29].StatID = (uint)Stats.SimAIStepTimeMS;
sb[29].StatValue = 0;
sb[30].StatID = (uint)Stats.SimIoPumpTime;
sb[30].StatValue = 0;
sb[31].StatID = (uint)Stats.SimPCTSscriptsRun;
sb[31].StatValue = 0;
sb[32].StatID = (uint)Stats.SimRegionIdle;
sb[32].StatValue = 0;
sb[33].StatID = (uint)Stats.SimRegionIdlePossible;
sb[33].StatValue = 0;
sb[34].StatID = (uint)Stats.SimSkippedSillouet_PS;
sb[34].StatValue = 0;
sb[35].StatID = (uint)Stats.SimSkippedCharsPerC;
sb[35].StatValue = 0;
sb[36].StatID = (uint)Stats.SimPhysicsMemory;
sb[36].StatValue = 0;
sb[37].StatID = (uint)Stats.ScriptMS;
sb[37].StatValue = 0;
for (int i = 0; i < m_statisticViewerArraySize; i++)
{
lastReportedSimStats[i] = sb[i].StatValue;
}
// add extra stats for internal use
for (int i = 0; i < m_statisticExtraArraySize; i++)
{
sbex[i] = new SimStatsPacket.StatBlock();
}
sbex[0].StatID = (uint)Stats.LSLScriptLinesPerSecond;
sbex[0].StatValue = m_scriptLinesPerSecond * updateFactor;
lastReportedSimStats[38] = m_scriptLinesPerSecond * updateFactor;
sbex[1].StatID = (uint)Stats.FrameDilation2;
sbex[1].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation;
lastReportedSimStats[39] = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation;
sbex[2].StatID = (uint)Stats.UsersLoggingIn;
sbex[2].StatValue = m_usersLoggingIn;
lastReportedSimStats[40] = m_usersLoggingIn;
sbex[3].StatID = (uint)Stats.TotalGeoPrim;
sbex[3].StatValue = m_numGeoPrim;
lastReportedSimStats[41] = m_numGeoPrim;
sbex[4].StatID = (uint)Stats.TotalMesh;
sbex[4].StatValue = m_numMesh;
lastReportedSimStats[42] = m_numMesh;
sbex[5].StatID = (uint)Stats.ThreadCount;
sbex[5].StatValue = m_inUseThreads;
lastReportedSimStats[43] = m_inUseThreads;
SimStats simStats
= new SimStats(
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
rb, sb, sbex, m_scene.RegionInfo.originRegionID);
handlerSendStatResult = OnSendStatsResult;
if (handlerSendStatResult != null)
{
handlerSendStatResult(simStats);
}
// Extra statistics that aren't currently sent to clients
if (m_scene.PhysicsScene != null)
{
lock (m_lastReportedExtraSimStats)
{
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates * updateFactor;
m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
if (physicsStats != null)
{
foreach (KeyValuePair<string, float> tuple in physicsStats)
{
// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
// Need to change things so that stats source can indicate whether they are per second or
// per frame.
if (tuple.Key.EndsWith("MS"))
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframefactor;
else
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * updateFactor;
}
}
}
}
// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
ResetValues();
}
}
private void ResetValues()
{
// Reset the number of frames that the physics library has
// processed since the last stats report
m_timeDilation = 0;
m_fps = 0;
m_pfps = 0;
m_agentUpdates = 0;
m_objectUpdates = 0;
//m_inPacketsPerSecond = 0;
//m_outPacketsPerSecond = 0;
m_unAckedBytes = 0;
m_scriptLinesPerSecond = 0;
m_frameMS = 0;
m_agentMS = 0;
m_netMS = 0;
m_physicsMS = 0;
m_imageMS = 0;
m_otherMS = 0;
m_sleeptimeMS = 0;
//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
// seconds in between sim stats updates
public void AddTimeDilation(float td)
{
//float tdsetting = td;
//if (tdsetting > 1.0f)
//tdsetting = (tdsetting - (tdsetting - 0.91f));
//if (tdsetting < 0)
//tdsetting = 0.0f;
m_timeDilation = td;
}
internal void CheckStatSanity()
{
if (m_rootAgents < 0 || m_childAgents < 0)
{
handlerStatsIncorrect = OnStatsIncorrect;
if (handlerStatsIncorrect != null)
{
handlerStatsIncorrect();
}
}
if (m_rootAgents == 0 && m_childAgents == 0)
{
m_unAckedBytes = 0;
}
}
public void AddFPS(int frames)
{
m_fps += frames;
}
public void AddPhysicsFPS(float frames)
{
m_pfps += frames;
}
public void AddObjectUpdates(int numUpdates)
{
m_objectUpdates += numUpdates;
}
public void AddAgentUpdates(int 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;
if (m_unAckedBytes < 0) m_unAckedBytes = 0;
}
public void addFrameMS(float ms)
{
m_frameMS += ms;
// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
// longer than ideal due to the inaccuracy of the Sleep in Scene.Update() (which in itself is a concern).
if (ms > SlowFramesStatReportThreshold)
SlowFramesStat.Value++;
}
public void addNetMS(float ms)
{
m_netMS += ms;
}
public void addAgentMS(float ms)
{
m_agentMS += ms;
}
public void addPhysicsMS(float ms)
{
m_physicsMS += ms;
}
public void addImageMS(float ms)
{
m_imageMS += ms;
}
public void addOtherMS(float ms)
{
m_otherMS += ms;
}
public void addSleepMS(float ms)
{
m_sleeptimeMS += ms;
}
public void AddPendingDownloads(int count)
{
m_pendingDownloads += count;
if (m_pendingDownloads < 0)
m_pendingDownloads = 0;
//m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads);
}
public void addScriptLines(int count)
{
m_scriptLinesPerSecond += count;
}
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
{
AddInPackets(inPackets);
AddOutPackets(outPackets);
AddunAckedBytes(unAckedBytes);
}
public void UpdateUsersLoggingIn(bool isLoggingIn)
{
// Determine whether the user has started logging in or has completed
// logging into the region
if (isLoggingIn)
{
// The user is starting to login to the region so increment the
// number of users attempting to login to the region
m_usersLoggingIn++;
}
else
{
// The user has finished logging into the region so decrement the
// number of users logging into the region
m_usersLoggingIn--;
}
}
public void SetThreadCount(int inUseThreads)
{
// Save the new number of threads to our member variable to send to
// the extra stats collector
m_inUseThreads = inUseThreads;
}
#endregion
public Dictionary<string, float> GetExtraSimStats()
{
lock (m_lastReportedExtraSimStats)
return new Dictionary<string, float>(m_lastReportedExtraSimStats);
}
}
}
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