diff --git a/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs b/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs
index 3035a626a7..a506e3ba4d 100644
--- a/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs
+++ b/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs
@@ -42,15 +42,15 @@ namespace OpenSim.Framework.Statistics
{
private long abnormalClientThreadTerminations;
- private long assetsInCache;
- private long texturesInCache;
- private long assetCacheMemoryUsage;
- private long textureCacheMemoryUsage;
- private TimeSpan assetRequestTimeAfterCacheMiss;
- private long blockedMissingTextureRequests;
+// private long assetsInCache;
+// private long texturesInCache;
+// private long assetCacheMemoryUsage;
+// private long textureCacheMemoryUsage;
+// private TimeSpan assetRequestTimeAfterCacheMiss;
+// private long blockedMissingTextureRequests;
- private long assetServiceRequestFailures;
- private long inventoryServiceRetrievalFailures;
+// private long assetServiceRequestFailures;
+// private long inventoryServiceRetrievalFailures;
private volatile float timeDilation;
private volatile float simFps;
@@ -79,27 +79,27 @@ namespace OpenSim.Framework.Statistics
///
public long AbnormalClientThreadTerminations { get { return abnormalClientThreadTerminations; } }
- ///
- /// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
- /// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
- /// haven't yet been implemented...
- ///
- public long AssetsInCache { get { return assetsInCache; } }
-
- ///
- /// Currently unused
- ///
- public long TexturesInCache { get { return texturesInCache; } }
-
- ///
- /// Currently misleading since we can't currently subtract removed asset memory usage without a performance hit
- ///
- public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
-
- ///
- /// Currently unused
- ///
- public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
+// ///
+// /// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
+// /// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
+// /// haven't yet been implemented...
+// ///
+// public long AssetsInCache { get { return assetsInCache; } }
+//
+// ///
+// /// Currently unused
+// ///
+// public long TexturesInCache { get { return texturesInCache; } }
+//
+// ///
+// /// Currently misleading since we can't currently subtract removed asset memory usage without a performance hit
+// ///
+// public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
+//
+// ///
+// /// Currently unused
+// ///
+// public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
public float TimeDilation { get { return timeDilation; } }
public float SimFps { get { return simFps; } }
@@ -123,25 +123,25 @@ namespace OpenSim.Framework.Statistics
public float ActiveScripts { get { return activeScripts; } }
public float ScriptLinesPerSecond { get { return scriptLinesPerSecond; } }
- ///
- /// This is the time it took for the last asset request made in response to a cache miss.
- ///
- public TimeSpan AssetRequestTimeAfterCacheMiss { get { return assetRequestTimeAfterCacheMiss; } }
-
- ///
- /// Number of persistent requests for missing textures we have started blocking from clients. To some extent
- /// this is just a temporary statistic to keep this problem in view - the root cause of this lies either
- /// in a mishandling of the reply protocol, related to avatar appearance or may even originate in graphics
- /// driver bugs on clients (though this seems less likely).
- ///
- public long BlockedMissingTextureRequests { get { return blockedMissingTextureRequests; } }
-
- ///
- /// Record the number of times that an asset request has failed. Failures are effectively exceptions, such as
- /// request timeouts. If an asset service replies that a particular asset cannot be found, this is not counted
- /// as a failure
- ///
- public long AssetServiceRequestFailures { get { return assetServiceRequestFailures; } }
+// ///
+// /// This is the time it took for the last asset request made in response to a cache miss.
+// ///
+// public TimeSpan AssetRequestTimeAfterCacheMiss { get { return assetRequestTimeAfterCacheMiss; } }
+//
+// ///
+// /// Number of persistent requests for missing textures we have started blocking from clients. To some extent
+// /// this is just a temporary statistic to keep this problem in view - the root cause of this lies either
+// /// in a mishandling of the reply protocol, related to avatar appearance or may even originate in graphics
+// /// driver bugs on clients (though this seems less likely).
+// ///
+// public long BlockedMissingTextureRequests { get { return blockedMissingTextureRequests; } }
+//
+// ///
+// /// Record the number of times that an asset request has failed. Failures are effectively exceptions, such as
+// /// request timeouts. If an asset service replies that a particular asset cannot be found, this is not counted
+// /// as a failure
+// ///
+// public long AssetServiceRequestFailures { get { return assetServiceRequestFailures; } }
///
/// Number of known failures to retrieve avatar inventory from the inventory service. This does not
@@ -172,53 +172,53 @@ namespace OpenSim.Framework.Statistics
abnormalClientThreadTerminations++;
}
- public void AddAsset(AssetBase asset)
- {
- assetsInCache++;
- //assetCacheMemoryUsage += asset.Data.Length;
- }
-
- public void RemoveAsset(UUID uuid)
- {
- assetsInCache--;
- }
-
- public void AddTexture(AssetBase image)
- {
- if (image.Data != null)
- {
- texturesInCache++;
-
- // This could have been a pull stat, though there was originally a nebulous idea to measure flow rates
- textureCacheMemoryUsage += image.Data.Length;
- }
- }
-
- ///
- /// Signal that the asset cache has been cleared.
- ///
- public void ClearAssetCacheStatistics()
- {
- assetsInCache = 0;
- assetCacheMemoryUsage = 0;
- texturesInCache = 0;
- textureCacheMemoryUsage = 0;
- }
-
- public void AddAssetRequestTimeAfterCacheMiss(TimeSpan ts)
- {
- assetRequestTimeAfterCacheMiss = ts;
- }
-
- public void AddBlockedMissingTextureRequest()
- {
- blockedMissingTextureRequests++;
- }
-
- public void AddAssetServiceRequestFailure()
- {
- assetServiceRequestFailures++;
- }
+// public void AddAsset(AssetBase asset)
+// {
+// assetsInCache++;
+// //assetCacheMemoryUsage += asset.Data.Length;
+// }
+//
+// public void RemoveAsset(UUID uuid)
+// {
+// assetsInCache--;
+// }
+//
+// public void AddTexture(AssetBase image)
+// {
+// if (image.Data != null)
+// {
+// texturesInCache++;
+//
+// // This could have been a pull stat, though there was originally a nebulous idea to measure flow rates
+// textureCacheMemoryUsage += image.Data.Length;
+// }
+// }
+//
+// ///
+// /// Signal that the asset cache has been cleared.
+// ///
+// public void ClearAssetCacheStatistics()
+// {
+// assetsInCache = 0;
+// assetCacheMemoryUsage = 0;
+// texturesInCache = 0;
+// textureCacheMemoryUsage = 0;
+// }
+//
+// public void AddAssetRequestTimeAfterCacheMiss(TimeSpan ts)
+// {
+// assetRequestTimeAfterCacheMiss = ts;
+// }
+//
+// public void AddBlockedMissingTextureRequest()
+// {
+// blockedMissingTextureRequests++;
+// }
+//
+// public void AddAssetServiceRequestFailure()
+// {
+// assetServiceRequestFailures++;
+// }
// public void AddInventoryServiceRetrievalFailure()
// {
@@ -291,8 +291,8 @@ namespace OpenSim.Framework.Statistics
public override string Report()
{
StringBuilder sb = new StringBuilder(Environment.NewLine);
- sb.Append("ASSET STATISTICS");
- sb.Append(Environment.NewLine);
+// sb.Append("ASSET STATISTICS");
+// sb.Append(Environment.NewLine);
/*
sb.Append(
@@ -308,7 +308,8 @@ Asset service request failures: {6}"+ Environment.NewLine,
BlockedMissingTextureRequests,
AssetServiceRequestFailures));
*/
-
+
+ /*
sb.Append(
string.Format(
@"Asset cache contains {0,6} assets
@@ -319,7 +320,7 @@ Asset service request failures: {3}" + Environment.NewLine,
assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0,
BlockedMissingTextureRequests,
AssetServiceRequestFailures));
-
+ */
sb.Append(Environment.NewLine);
sb.Append("CONNECTION STATISTICS");
@@ -391,15 +392,15 @@ Asset service request failures: {3}" + Environment.NewLine,
public override string XReport(string uptime, string version)
{
OSDMap args = new OSDMap(30);
- args["AssetsInCache"] = OSD.FromString (String.Format ("{0:0.##}", AssetsInCache));
- args["TimeAfterCacheMiss"] = OSD.FromString (String.Format ("{0:0.##}",
- assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0));
- args["BlockedMissingTextureRequests"] = OSD.FromString (String.Format ("{0:0.##}",
- BlockedMissingTextureRequests));
- args["AssetServiceRequestFailures"] = OSD.FromString (String.Format ("{0:0.##}",
- AssetServiceRequestFailures));
- args["abnormalClientThreadTerminations"] = OSD.FromString (String.Format ("{0:0.##}",
- abnormalClientThreadTerminations));
+// args["AssetsInCache"] = OSD.FromString (String.Format ("{0:0.##}", AssetsInCache));
+// args["TimeAfterCacheMiss"] = OSD.FromString (String.Format ("{0:0.##}",
+// assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0));
+// args["BlockedMissingTextureRequests"] = OSD.FromString (String.Format ("{0:0.##}",
+// BlockedMissingTextureRequests));
+// args["AssetServiceRequestFailures"] = OSD.FromString (String.Format ("{0:0.##}",
+// AssetServiceRequestFailures));
+// args["abnormalClientThreadTerminations"] = OSD.FromString (String.Format ("{0:0.##}",
+// abnormalClientThreadTerminations));
// args["InventoryServiceRetrievalFailures"] = OSD.FromString (String.Format ("{0:0.##}",
// InventoryServiceRetrievalFailures));
args["Dilatn"] = OSD.FromString (String.Format ("{0:0.##}", timeDilation));