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