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Formatting cleanup.
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@@ -40,7 +40,7 @@ namespace OpenSim.Framework.Statistics
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public class SimExtraStatsCollector : BaseStatsCollector
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{
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private long abnormalClientThreadTerminations;
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private long assetsInCache;
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private long texturesInCache;
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private long assetCacheMemoryUsage;
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@@ -49,7 +49,7 @@ namespace OpenSim.Framework.Statistics
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private long assetServiceRequestFailures;
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private long inventoryServiceRetrievalFailures;
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private float timeDilation;
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private float simFps;
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private float physicsFps;
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@@ -70,8 +70,8 @@ namespace OpenSim.Framework.Statistics
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private float pendingDownloads;
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private float pendingUploads;
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private float activeScripts;
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private float scriptLinesPerSecond;
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private float scriptLinesPerSecond;
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/// <summary>
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/// Number of times that a client thread terminated because of an exception
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/// </summary>
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@@ -79,7 +79,7 @@ namespace OpenSim.Framework.Statistics
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/// <summary>
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/// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
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/// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
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/// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
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/// haven't yet been implemented... :)
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/// </summary>
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public long AssetsInCache { get { return assetsInCache; } }
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@@ -101,19 +101,19 @@ namespace OpenSim.Framework.Statistics
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/// as a failure
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/// </summary>
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public long AssetServiceRequestFailures { get { return assetServiceRequestFailures; } }
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/// <summary>
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/// Number of known failures to retrieve avatar inventory from the inventory service. This does not
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/// cover situations where the inventory service accepts the request but never returns any data, since
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/// we do not yet timeout this situation.
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/// </summary>
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public long InventoryServiceRetrievalFailures { get { return inventoryServiceRetrievalFailures; } }
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/// <summary>
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/// Retrieve the total frame time (in ms) of the last frame
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/// </summary>
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//public float TotalFrameTime { get { return totalFrameTime; } }
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/// <summary>
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/// Retrieve the physics update component (in ms) of the last frame
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/// </summary>
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@@ -124,7 +124,7 @@ namespace OpenSim.Framework.Statistics
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/// </summary>
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private IDictionary<LLUUID, PacketQueueStatsCollector> packetQueueStatsCollectors
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= new Dictionary<LLUUID, PacketQueueStatsCollector>();
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public void AddAbnormalClientThreadTermination()
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{
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abnormalClientThreadTerminations++;
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@@ -146,7 +146,7 @@ namespace OpenSim.Framework.Statistics
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textureCacheMemoryUsage += image.Data.Length;
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}
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}
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/// <summary>
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/// Signal that the asset cache can be cleared.
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/// </summary>
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@@ -167,7 +167,7 @@ namespace OpenSim.Framework.Statistics
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{
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assetServiceRequestFailures++;
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}
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public void AddInventoryServiceRetrievalFailure()
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{
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inventoryServiceRetrievalFailures++;
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@@ -199,18 +199,18 @@ namespace OpenSim.Framework.Statistics
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packetQueueStatsCollectors.Remove(uuid);
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}
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}
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/// <summary>
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/// This is the method on which the classic sim stats reporter (which collects stats for
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/// This is the method on which the classic sim stats reporter (which collects stats for
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/// client purposes) sends information to listeners.
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/// </summary>
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/// <param name="pack"></param>
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public void ReceiveClassicSimStatsPacket(SimStatsPacket statsPacket)
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public void ReceiveClassicSimStatsPacket(SimStatsPacket statsPacket)
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{
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// FIXME: Really shouldn't rely on the probably arbitrary order in which
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// stats are packed into the packet
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timeDilation = statsPacket.Stat[0].StatValue;
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simFps = statsPacket.Stat[1].StatValue;
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simFps = statsPacket.Stat[1].StatValue;
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physicsFps = statsPacket.Stat[2].StatValue;
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agentUpdates = statsPacket.Stat[3].StatValue;
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rootAgents = statsPacket.Stat[4].StatValue;
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@@ -231,7 +231,7 @@ namespace OpenSim.Framework.Statistics
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activeScripts = statsPacket.Stat[19].StatValue;
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scriptLinesPerSecond = statsPacket.Stat[20].StatValue;
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}
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/// <summary>
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/// Report back collected statistical information.
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/// </summary>
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@@ -248,10 +248,10 @@ Texture cache contains {2,6} texture assets using {3,10} K
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Blocked client requests for missing textures: {4}
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Asset service request failures: {5}"+ Environment.NewLine,
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AssetsInCache, Math.Round(AssetCacheMemoryUsage / 1024.0),
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TexturesInCache, Math.Round(TextureCacheMemoryUsage / 1024.0),
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TexturesInCache, Math.Round(TextureCacheMemoryUsage / 1024.0),
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BlockedMissingTextureRequests,
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AssetServiceRequestFailures));
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sb.Append(Environment.NewLine);
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sb.Append("CONNECTION STATISTICS");
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sb.Append(Environment.NewLine);
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@@ -267,7 +267,7 @@ Asset service request failures: {5}"+ Environment.NewLine,
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string.Format(
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"Initial inventory caching failures: {0}" + Environment.NewLine,
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InventoryServiceRetrievalFailures));
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sb.Append(Environment.NewLine);
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sb.Append("FRAME STATISTICS");
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sb.Append(Environment.NewLine);
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@@ -278,18 +278,18 @@ Asset service request failures: {5}"+ Environment.NewLine,
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"{0,6:0.00} {1,6:0} {2,6:0.0} {3,6:0.0} {4,6:0} {5,6:0} {6,6:0} {7,6:0} {8,6:0} {9,6:0}",
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timeDilation, simFps, physicsFps, agentUpdates, rootAgents,
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childAgents, totalPrims, activePrims, activeScripts, scriptLinesPerSecond));
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sb.Append(Environment.NewLine);
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sb.Append(Environment.NewLine);
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// There is no script frame time currently because we don't yet collect it
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sb.Append("PktsIn PktOut PendDl PendUl UnackB TotlFt NetFt PhysFt OthrFt AgntFt ImgsFt");
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sb.Append(Environment.NewLine);
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sb.Append(Environment.NewLine);
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sb.Append(
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string.Format(
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"{0,6:0} {1,6:0} {2,6:0} {3,6:0} {4,6:0} {5,6:0.0} {6,6:0.0} {7,6:0.0} {8,6:0.0} {9,6:0.0} {10,6:0.0}",
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inPacketsPerSecond, outPacketsPerSecond, pendingDownloads, pendingUploads, unackedBytes, totalFrameTime,
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netFrameTime, physicsFrameTime, otherFrameTime, agentFrameTime, imageFrameTime));
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sb.Append(Environment.NewLine);
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sb.Append(Environment.NewLine);
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/*
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sb.Append(Environment.NewLine);
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@@ -311,7 +311,7 @@ Asset service request failures: {5}"+ Environment.NewLine,
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*/
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sb.Append(base.Report());
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return sb.ToString();
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}
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}
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