Moved over metrics from previous OpenSim 0.8.0.3 repository (this new repository is now the master branch from OpenSim).

This commit is contained in:
Glenn Martin
2015-04-20 14:55:00 -04:00
parent 7d699514a5
commit 1959eb8372
6 changed files with 449 additions and 19 deletions

59
OpenSim/Region/Framework/Scenes/SceneGraph.cs Normal file → Executable file
View File

@@ -67,7 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
protected Scene m_parentScene;
protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
protected int m_numRootAgents = 0;
protected int m_numTotalPrim = 0;
protected int m_numPrim = 0;
protected int m_numMesh = 0;
protected int m_numChildAgents = 0;
protected int m_physicalPrim = 0;
@@ -368,7 +370,8 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = sceneObject.Parts;
// Clamp child prim sizes and add child prims to the m_numPrim count
// Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
// (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
if (m_parentScene.m_clampPrimSize)
{
foreach (SceneObjectPart part in parts)
@@ -382,7 +385,19 @@ namespace OpenSim.Region.Framework.Scenes
part.Shape.Scale = scale;
}
}
m_numPrim += parts.Length;
m_numTotalPrim += parts.Length;
// Go through all parts (geometric primitives and meshes) of this Scene Object
foreach (SceneObjectPart part in parts)
{
// Keep track of the total number of meshes or geometric primitives now in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh++;
else
m_numPrim++;
}
sceneObject.AttachToScene(m_parentScene);
@@ -437,7 +452,21 @@ namespace OpenSim.Region.Framework.Scenes
if (!resultOfObjectLinked)
{
m_numPrim -= grp.PrimCount;
// Decrement the total number of primitives (meshes and geometric primitives)
// that are part of the Scene Object being removed
m_numTotalPrim -= grp.PrimCount;
// Go through all parts (primitives and meshes) of this Scene Object
foreach (SceneObjectPart part in grp.Parts)
{
// Keep track of the total number of meshes or geometric primitives left in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh--;
else
m_numPrim--;
}
if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
RemovePhysicalPrim(grp.PrimCount);
@@ -686,10 +715,20 @@ namespace OpenSim.Region.Framework.Scenes
}
public int GetTotalObjectsCount()
{
return m_numTotalPrim;
}
public int GetTotalPrimObjectsCount()
{
return m_numPrim;
}
public int GetTotalMeshObjectsCount()
{
return m_numMesh;
}
public int GetActiveObjectsCount()
{
return m_physicalPrim;
@@ -1970,7 +2009,19 @@ namespace OpenSim.Region.Framework.Scenes
// think it's selected, so it will never send a deselect...
copy.IsSelected = false;
m_numPrim += copy.Parts.Length;
m_numTotalPrim += copy.Parts.Length;
// Go through all parts (primitives and meshes) of this Scene Object
foreach (SceneObjectPart part in copy.Parts)
{
// Keep track of the total number of meshes or geometric primitives now in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh++;
else
m_numPrim++;
}
if (rot != Quaternion.Identity)
{