seems to compile ( tests comented out)

This commit is contained in:
UbitUmarov
2015-09-02 19:54:53 +01:00
parent 371c9dd2af
commit a11edceb00
157 changed files with 1315 additions and 9792 deletions

View File

@@ -184,11 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS;
<<<<<<< HEAD
private float[] lastReportedSimStats = new float[m_statisticArraySize];
=======
private float[] lastReportedSimStats = new float[23];
>>>>>>> avn/ubitvar
private float m_pfps;
/// <summary>
@@ -208,14 +204,10 @@ namespace OpenSim.Region.Framework.Scenes
private int m_physicsMS;
private int m_imageMS;
private int m_otherMS;
<<<<<<< HEAD
private int m_scriptMS;
=======
private int m_sleeptimeMS;
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
//Ckrinke private int m_scriptMS = 0;
>>>>>>> avn/ubitvar
private int m_rootAgents;
private int m_childAgents;
@@ -269,27 +261,10 @@ namespace OpenSim.Region.Framework.Scenes
private IEstateModule estateModule;
public SimStatsReporter(Scene scene)
: this(scene, Scene.m_defaultNumberFramesStored)
public SimStatsReporter(Scene scene)
{
}
public SimStatsReporter(Scene scene, int numberOfFrames)
{
// Store the number of frames from the OpenSim.ini configuration file
m_numberFramesStored = numberOfFrames;
// Initialize the different frame time arrays to the correct sizes
m_totalFrameTimeMilliseconds = new double[m_numberFramesStored];
m_simulationFrameTimeMilliseconds = new double[m_numberFramesStored];
m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored];
m_networkFrameTimeMilliseconds = new double[m_numberFramesStored];
// Initialize the current number of users logging into the region
m_usersLoggingIn = 0;
m_scene = scene;
m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps;
m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
ReportingRegion = scene.RegionInfo;
@@ -304,7 +279,7 @@ namespace OpenSim.Region.Framework.Scenes
/// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
/// longer than ideal (which in itself is a concern).
SlowFramesStatReportThreshold = (int)Math.Ceiling(scene.MinFrameTicks * 1.2);
SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2);
SlowFramesStat
= new Stat(
@@ -319,7 +294,6 @@ namespace OpenSim.Region.Framework.Scenes
StatVerbosity.Info);
StatsManager.RegisterStat(SlowFramesStat);
}
@@ -356,25 +330,10 @@ namespace OpenSim.Region.Framework.Scenes
private void statsHeartBeat(object sender, EventArgs e)
{
double totalSumFrameTime;
double simulationSumFrameTime;
double physicsSumFrameTime;
double networkSumFrameTime;
float frameDilation;
int currentFrame;
if (!m_scene.Active)
if (!m_scene.Active)
return;
<<<<<<< HEAD
// Create arrays to hold the statistics for this current scene,
// these will be passed to the SimExtraStatsCollector, they are also
// sent to the SimStats class
SimStatsPacket.StatBlock[] sb = new
SimStatsPacket.StatBlock[m_statisticArraySize];
=======
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
>>>>>>> avn/ubitvar
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers.
@@ -409,9 +368,8 @@ namespace OpenSim.Region.Framework.Scenes
// ORIGINAL code commented out until we have time to add our own
// statistics to the statistics window
//float physfps = ((m_pfps / 1000));
float physfps = m_numberPhysicsFrames;
float physfps = ((m_pfps / 1000));
//if (physfps > 600)
//physfps = physfps - (physfps - 600);
@@ -465,61 +423,16 @@ namespace OpenSim.Region.Framework.Scenes
// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
// m_imageMS m_netMS are not included in m_frameMS
<<<<<<< HEAD
uint thisFrame = m_scene.Frame;
uint numFrames = thisFrame - m_lastUpdateFrame;
float framesUpdated = (float)numFrames * m_reportedFpsCorrectionFactor;
m_lastUpdateFrame = thisFrame;
// Avoid div-by-zero if somehow we've not updated any frames.
if (framesUpdated == 0)
framesUpdated = 1;
for (int i = 0; i < m_statisticArraySize; i++)
=======
m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
if (m_otherMS < 0)
m_otherMS = 0;
for (int i = 0; i < 23; i++)
>>>>>>> avn/ubitvar
{
sb[i] = new SimStatsPacket.StatBlock();
}
// Resetting the sums of the frame times to prevent any errors
// in calculating the moving average for frame time
totalSumFrameTime = 0;
simulationSumFrameTime = 0;
physicsSumFrameTime = 0;
networkSumFrameTime = 0;
// Loop through all the frames that were stored for the current
// heartbeat to process the moving average of frame times
for (int i = 0; i < m_numberFramesStored; i++)
{
// Sum up each frame time in order to calculate the moving
// average of frame time
totalSumFrameTime += m_totalFrameTimeMilliseconds[i];
simulationSumFrameTime +=
m_simulationFrameTimeMilliseconds[i];
physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i];
networkSumFrameTime += m_networkFrameTimeMilliseconds[i];
}
// Get the index that represents the current frame based on the next one known; go back
// to the last index if next one is stated to restart at 0
if (m_nextLocation == 0)
currentFrame = m_numberFramesStored - 1;
else
currentFrame = m_nextLocation - 1;
// Calculate the frame dilation; which is currently based on the ratio between the sum of the
// physics and simulation rate, and the set minimum time to run a scene's frame
frameDilation = (float)(m_simulationFrameTimeMilliseconds[currentFrame] +
m_physicsFrameTimeMilliseconds[currentFrame]) / m_scene.MinFrameTicks;
// ORIGINAL code commented out until we have time to add our own
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
@@ -544,21 +457,7 @@ namespace OpenSim.Region.Framework.Scenes
sb[7].StatID = (uint) Stats.ActivePrim;
sb[7].StatValue = m_activePrim;
// ORIGINAL code commented out until we have time to add our own
// statistics to the statistics window
sb[8].StatID = (uint)Stats.FrameMS;
<<<<<<< HEAD
//sb[8].StatValue = m_frameMS / framesUpdated;
sb[8].StatValue = (float) totalSumFrameTime / m_numberFramesStored;
sb[9].StatID = (uint)Stats.NetMS;
//sb[9].StatValue = m_netMS / framesUpdated;
sb[9].StatValue = (float) networkSumFrameTime / m_numberFramesStored;
sb[10].StatID = (uint)Stats.PhysicsMS;
//sb[10].StatValue = m_physicsMS / framesUpdated;
sb[10].StatValue = (float) physicsSumFrameTime / m_numberFramesStored;
=======
sb[8].StatValue = TotalFrameTime;
sb[9].StatID = (uint)Stats.NetMS;
@@ -566,18 +465,12 @@ namespace OpenSim.Region.Framework.Scenes
sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS * perframe;
>>>>>>> avn/ubitvar
sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS * perframe;
sb[12].StatID = (uint)Stats.OtherMS;
<<<<<<< HEAD
//sb[12].StatValue = m_otherMS / framesUpdated;
sb[12].StatValue = (float) simulationSumFrameTime / m_numberFramesStored;
=======
sb[12].StatValue = m_otherMS * perframe;
>>>>>>> avn/ubitvar
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -609,30 +502,6 @@ namespace OpenSim.Region.Framework.Scenes
sb[22].StatID = (uint)Stats.SimSleepMs;
sb[22].StatValue = sleeptime;
// Current ratio between the sum of physics and sim rate, and the
// minimum time to run a scene's frame
sb[22].StatID = (uint)Stats.FrameDilation;
sb[22].StatValue = frameDilation;
// Current number of users currently attemptint to login to region
sb[23].StatID = (uint)Stats.UsersLoggingIn;
sb[23].StatValue = m_usersLoggingIn;
// Total number of geometric primitives in the scene
sb[24].StatID = (uint)Stats.TotalGeoPrim;
sb[24].StatValue = m_numGeoPrim;
// Total number of mesh objects in the scene
sb[25].StatID = (uint)Stats.TotalMesh;
sb[25].StatValue = m_numMesh;
// Current number of threads that XEngine is using
sb[26].StatID = (uint)Stats.ThreadCount;
sb[26].StatValue = m_inUseThreads;
sb[27].StatID = (uint)Stats.ScriptMS;
sb[27].StatValue = (numFrames <= 0) ? 0 : ((float)m_scriptMS / numFrames);
for (int i = 0; i < m_statisticArraySize; i++)
{
lastReportedSimStats[i] = sb[i].StatValue;
@@ -702,16 +571,11 @@ namespace OpenSim.Region.Framework.Scenes
m_physicsMS = 0;
m_imageMS = 0;
m_otherMS = 0;
<<<<<<< HEAD
m_scriptMS = 0;
m_spareMS = 0;
=======
// m_spareMS = 0;
m_sleeptimeMS = 0;
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
//Ckrinke m_scriptMS = 0;
>>>>>>> avn/ubitvar
}
# region methods called from Scene
@@ -817,41 +681,9 @@ namespace OpenSim.Region.Framework.Scenes
m_otherMS += ms;
}
<<<<<<< HEAD
public void AddScriptMS(int ms)
{
m_scriptMS += ms;
}
public void addPhysicsFrame(int frames)
{
// Add the number of physics frames to the correct total physics
// frames
m_numberPhysicsFrames += frames;
}
public void addFrameTimeMilliseconds(double total, double simulation,
double physics, double network)
{
// Save the frame times from the current frame into the appropriate
// arrays
m_totalFrameTimeMilliseconds[m_nextLocation] = total;
m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation;
m_physicsFrameTimeMilliseconds[m_nextLocation] = physics;
m_networkFrameTimeMilliseconds[m_nextLocation] = network;
// Update to the next location in the list
m_nextLocation++;
// Since the list will begin to overwrite the oldest frame values
// first, the next location needs to loop back to the beginning of the
// list whenever it reaches the end
m_nextLocation = m_nextLocation % m_numberFramesStored;
=======
public void addSleepMS(int ms)
{
m_sleeptimeMS += ms;
>>>>>>> avn/ubitvar
}
public void AddPendingDownloads(int count)