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rename MinFrameTime as FrameTime, since it is not a minimum but a target value; retune its value a bit so reported FPS is closer to integer value; change ode step size acording to reduce jitter in phys FPS; Make Statistics Scaling factor (fludge factor) configurable. (legacy default of 5.0 in code)
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@@ -185,11 +185,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// Parameter to adjust reported scene fps
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/// </summary>
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/// <remarks>
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/// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently.
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/// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might
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/// affect clients and monitoring scripts/software.
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/// The close we have to a frame rate as expected by viewers, users and scripts
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/// is heartbeat rate.
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/// heartbeat rate default value is very diferent from the expected one
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/// and can be changed from region to region acording to its specific simulation needs
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/// since this creates incompatibility with expected values,
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/// this scale factor can be used to normalize values to a Virtual FPS.
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/// original decision was to use a value of 55fps for all opensim
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/// corresponding, with default heartbeat rate, to a value of 5.
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/// </remarks>
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private float m_reportedFpsCorrectionFactor = 1.0f;
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private float m_statisticsFPSfactor = 5.0f;
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// saved last reported value so there is something available for llGetRegionFPS
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private float lastReportedSimFPS;
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@@ -252,6 +257,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene = scene;
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ReportingRegion = scene.RegionInfo;
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m_statisticsFPSfactor = scene.StatisticsFPSfactor;
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m_objectCapacity = scene.RegionInfo.ObjectCapacity;
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m_report.AutoReset = true;
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@@ -266,7 +272,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
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/// longer than ideal (which in itself is a concern).
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SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2);
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SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.FrameTime * 1000 * 1.2);
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SlowFramesStat
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= new Stat(
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@@ -351,10 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
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float updateFactor = 1.0f / m_statsUpdateFactor;
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// the nominal frame time, corrected by reporting multiplier
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float TargetFrameTime = 1000.0f * m_scene.MinFrameTime / m_reportedFpsCorrectionFactor;
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float TargetFrameTime = 1000.0f * m_scene.FrameTime / m_statisticsFPSfactor;
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// acumulated fps scaled by reporting multiplier
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float reportedFPS = (m_fps * m_reportedFpsCorrectionFactor);
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float reportedFPS = (m_fps * m_statisticsFPSfactor);
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if (reportedFPS <= 0)
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reportedFPS = 1;
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@@ -376,7 +382,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
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m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
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float physfps = m_pfps * updateFactor;
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float physfps = m_pfps * updateFactor * m_statisticsFPSfactor;
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if (physfps < 0)
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physfps = 0;
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else if(physfps > reportedFPS)
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