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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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@@ -222,6 +222,10 @@ namespace OpenSim.Region.Framework.Scenes
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m_report.Close();
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}
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/// <summary>
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/// Sets the number of milliseconds between stat updates.
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/// </summary>
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/// <param name='ms'></param>
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public void SetUpdateMS(int ms)
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{
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statsUpdatesEveryMS = ms;
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@@ -296,6 +300,16 @@ namespace OpenSim.Region.Framework.Scenes
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sparetime = TotalFrameTime;
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sleeptime = m_sleeptimeMS * perframe;
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}
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m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
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m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
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m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
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m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
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m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
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// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
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// so that stat numbers are always consistent.
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CheckStatSanity();
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// other MS is actually simulation time
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// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
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@@ -462,13 +476,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_timeDilation = td;
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}
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public void SetRootAgents(int rootAgents)
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{
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m_rootAgents = rootAgents;
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CheckStatSanity();
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}
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internal void CheckStatSanity()
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{
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if (m_rootAgents < 0 || m_childAgents < 0)
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@@ -485,22 +492,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void SetChildAgents(int childAgents)
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{
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m_childAgents = childAgents;
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CheckStatSanity();
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}
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public void SetObjects(int objects)
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{
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m_numPrim = objects;
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}
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public void SetActiveObjects(int objects)
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{
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m_activePrim = objects;
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}
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public void AddFPS(int frames)
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{
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m_fps += frames;
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@@ -587,11 +578,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_scriptLinesPerSecond += count;
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}
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public void SetActiveScripts(int count)
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{
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m_activeScripts = count;
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}
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public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
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{
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AddInPackets(inPackets);
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