* Spring cleaning on Region.Environment.

* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
This commit is contained in:
Adam Frisby
2008-05-01 16:35:00 +00:00
parent 01f31fd933
commit 13526097f2
76 changed files with 4181 additions and 4314 deletions

View File

@@ -34,105 +34,68 @@ namespace OpenSim.Region.Environment.Scenes
{
public class SimStatsReporter
{
#region Delegates
public delegate void SendStatResult(SimStatsPacket pack);
public event SendStatResult OnSendStatsResult;
#endregion
private SendStatResult handlerSendStatResult = null;
private readonly Timer m_report = new Timer();
private readonly SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
private readonly RegionInfo ReportingRegion;
private readonly SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
private readonly SimStatsPacket statpack = (SimStatsPacket) PacketPool.Instance.GetPacket(PacketType.SimStats);
private enum Stats : uint
{
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,
ScriptLinesPerSecond = 16,
InPacketsPerSecond = 17,
OutPacketsPerSecond = 18,
PendingDownloads = 19,
PendingUploads = 20,
UnAckedBytes = 24,
private SendStatResult handlerSendStatResult;
private int m_activePrim;
private int m_activeScripts;
private int m_agentMS;
// Havok4 related... May or may not be in upcoming LLclients
// (kelly added them sometime late in January 2008)
NumRCCSLODReduced = 25,
NumRCCSFixed = 26
}
private int m_agentUpdates;
private int m_childAgents;
private int m_fps;
// 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;
private int m_agentUpdates = 0;
private int m_frameMS = 0;
private int m_netMS = 0;
private int m_agentMS = 0;
private int m_physicsMS = 0;
private int m_imageMS = 0;
private int m_otherMS = 0;
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
//Ckrinke private int m_scriptMS = 0;
private int m_rootAgents = 0;
private int m_childAgents = 0;
private int m_numPrim = 0;
private int m_inPacketsPerSecond = 0;
private int m_outPacketsPerSecond = 0;
private int m_activePrim = 0;
private int m_unAckedBytes = 0;
private int m_pendingDownloads = 0;
private int m_pendingUploads = 0;
private int m_activeScripts = 0;
private int m_scriptLinesPerSecond = 0;
private int m_frameMS;
private int m_imageMS;
private int m_inPacketsPerSecond;
private int m_netMS;
private int m_numPrim;
private int m_otherMS;
private int m_outPacketsPerSecond;
private int m_pendingDownloads;
private int m_pendingUploads;
private float m_pfps;
private int m_physicsMS;
private int m_rootAgents;
private int m_scriptLinesPerSecond;
private float m_timeDilation;
private int m_unAckedBytes;
private int objectCapacity = 45000;
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
SimStatsPacket statpack = (SimStatsPacket)PacketPool.Instance.GetPacket(PacketType.SimStats);
private RegionInfo ReportingRegion;
private Timer m_report = new Timer();
private float statsUpdateFactor;
private int statsUpdatesEveryMS = 3000;
public SimStatsReporter(RegionInfo regionData)
{
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
statsUpdateFactor = (statsUpdatesEveryMS / 1000);
ReportingRegion = regionData;
for (int i = 0; i<21;i++)
for (int i = 0; i < 21; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
m_report.AutoReset = true;
m_report.Interval = statsUpdatesEveryMS;
m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
m_report.Elapsed += statsHeartBeat;
m_report.Enabled = true;
}
public event SendStatResult OnSendStatsResult;
public void SetUpdateMS(int ms)
{
statsUpdatesEveryMS = ms;
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
statsUpdateFactor = (statsUpdatesEveryMS / 1000);
m_report.Interval = statsUpdatesEveryMS;
}
@@ -143,8 +106,8 @@ namespace OpenSim.Region.Environment.Scenes
lock (m_report)
{
// Packet is already initialized and ready for data insert
statpack.Region = rb;
statpack.Region.RegionX = ReportingRegion.RegionLocX;
statpack.Region.RegionY = ReportingRegion.RegionLocY;
@@ -154,102 +117,102 @@ namespace OpenSim.Region.Environment.Scenes
}
catch (Exception)
{
statpack.Region.RegionFlags = (uint) 0;
statpack.Region.RegionFlags = 0;
}
statpack.Region.ObjectCapacity = (uint) objectCapacity;
#region various statistic googly moogly
#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));
float simfps = ((m_fps * 5));
//if (simfps > 45)
//simfps = simfps - (simfps - 45);
//if (simfps < 0)
//simfps = 0;
//
float physfps = ((m_pfps / 1000));
//if (physfps > 600)
//physfps = physfps - (physfps - 600);
if (physfps < 0)
physfps = 0;
#endregion
#endregion
//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 ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
sb[0].StatValue = m_timeDilation; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = simfps/statsUpdateFactor;
sb[1].StatValue = simfps / statsUpdateFactor;
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps / statsUpdateFactor;
sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
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].StatID = (uint) Stats.FrameMS;
sb[8].StatValue = m_frameMS / statsUpdateFactor;
sb[9].StatID = (uint)Stats.NetMS;
sb[9].StatID = (uint) Stats.NetMS;
sb[9].StatValue = m_netMS / statsUpdateFactor;
sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatID = (uint) Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS / statsUpdateFactor;
sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatID = (uint) Stats.ImageMS;
sb[11].StatValue = m_imageMS / statsUpdateFactor;
sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatID = (uint) Stats.OtherMS;
sb[12].StatValue = m_otherMS / statsUpdateFactor;
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatID = (uint) Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond);
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
sb[14].StatID = (uint) Stats.OutPacketsPerSecond;
sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
sb[15].StatID = (uint)Stats.UnAckedBytes;
sb[15].StatID = (uint) Stats.UnAckedBytes;
sb[15].StatValue = m_unAckedBytes;
sb[16].StatID = (uint)Stats.AgentMS;
sb[16].StatID = (uint) Stats.AgentMS;
sb[16].StatValue = m_agentMS / statsUpdateFactor;
sb[17].StatID = (uint)Stats.PendingDownloads;
sb[17].StatID = (uint) Stats.PendingDownloads;
sb[17].StatValue = m_pendingDownloads;
sb[18].StatID = (uint)Stats.PendingUploads;
sb[18].StatID = (uint) Stats.PendingUploads;
sb[18].StatValue = m_pendingUploads;
sb[19].StatID = (uint)Stats.ActiveScripts;
sb[19].StatID = (uint) Stats.ActiveScripts;
sb[19].StatValue = m_activeScripts;
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
sb[20].StatID = (uint) Stats.ScriptLinesPerSecond;
sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
statpack.Stat = sb;
handlerSendStatResult = OnSendStatsResult;
@@ -260,7 +223,7 @@ namespace OpenSim.Region.Environment.Scenes
resetvalues();
}
}
private void resetvalues()
{
m_timeDilation = 0;
@@ -284,6 +247,7 @@ namespace OpenSim.Region.Environment.Scenes
}
# 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
@@ -292,10 +256,10 @@ namespace OpenSim.Region.Environment.Scenes
{
//float tdsetting = td;
//if (tdsetting > 1.0f)
//tdsetting = (tdsetting - (tdsetting - 0.91f));
//tdsetting = (tdsetting - (tdsetting - 0.91f));
//if (tdsetting < 0)
//tdsetting = 0.0f;
//tdsetting = 0.0f;
m_timeDilation = td;
}
@@ -353,30 +317,35 @@ namespace OpenSim.Region.Environment.Scenes
{
m_frameMS += ms;
}
public void addNetMS(int ms)
{
m_netMS += ms;
}
public void addAgentMS(int ms)
{
m_agentMS += ms;
}
public void addPhysicsMS(int ms)
{
m_physicsMS += ms;
}
public void addImageMS(int ms)
{
m_imageMS += ms;
}
public void addOtherMS(int ms)
{
m_otherMS += ms;
}
// private static readonly log4net.ILog m_log
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public void addPendingDownload(int count)
{
m_pendingDownloads += count;
@@ -399,5 +368,40 @@ namespace OpenSim.Region.Environment.Scenes
}
#endregion
#region Nested type: Stats
private enum Stats : uint
{
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,
ScriptLinesPerSecond = 16,
InPacketsPerSecond = 17,
OutPacketsPerSecond = 18,
PendingDownloads = 19,
PendingUploads = 20,
UnAckedBytes = 24,
// Havok4 related... May or may not be in upcoming LLclients
// (kelly added them sometime late in January 2008)
NumRCCSLODReduced = 25,
NumRCCSFixed = 26
}
#endregion
}
}
}