Massive tab and trailing space cleanup

This commit is contained in:
Melanie Thielker
2017-01-05 19:07:37 +00:00
parent e88e2945e9
commit b16abc8166
959 changed files with 23646 additions and 23646 deletions

View File

@@ -78,7 +78,7 @@ namespace OpenSim.Framework.Monitoring
return sb.ToString();
}
public virtual string XReport(string uptime, string version)
{
return (string) Math.Round(GC.GetTotalMemory(false) / 1024.0 / 1024.0).ToString() ;

View File

@@ -79,7 +79,7 @@ namespace OpenSim.Framework.Monitoring
string category,
string container,
Func<Check, bool> checkFunc,
StatVerbosity verbosity)
StatVerbosity verbosity)
{
if (ChecksManager.SubCommands.Contains(category))
throw new Exception(
@@ -108,9 +108,9 @@ namespace OpenSim.Framework.Monitoring
public virtual string ToConsoleString()
{
return string.Format(
"{0}.{1}.{2} - {3}",
Category,
Container,
"{0}.{1}.{2} - {3}",
Category,
Container,
ShortName,
Description);
}

View File

@@ -39,7 +39,7 @@ namespace OpenSim.Framework.Monitoring
/// </summary>
/// <returns></returns>
string Report();
/// <summary>
/// Report back collected statistical information in json
/// </summary>

View File

@@ -49,7 +49,7 @@ namespace OpenSim.Framework.Monitoring
/// <summary>
/// Is this engine running?
/// </summary>
public bool IsRunning { get; private set; }
public bool IsRunning { get; private set; }
/// <summary>
/// The current job that the engine is running.
@@ -73,7 +73,7 @@ namespace OpenSim.Framework.Monitoring
/// Controls whether we need to warn in the log about exceeding the max queue size.
/// </summary>
/// <remarks>
/// This is flipped to false once queue max has been exceeded and back to true when it falls below max, in
/// This is flipped to false once queue max has been exceeded and back to true when it falls below max, in
/// order to avoid spamming the log with lots of warnings.
/// </remarks>
private bool m_warnOverMaxQueue = true;
@@ -120,7 +120,7 @@ namespace OpenSim.Framework.Monitoring
}
public void Stop()
{
{
lock (JobLock)
{
try
@@ -150,7 +150,7 @@ namespace OpenSim.Framework.Monitoring
/// Make a job.
/// </summary>
/// <remarks>
/// We provide this method to replace the constructor so that we can later pool job objects if necessary to
/// We provide this method to replace the constructor so that we can later pool job objects if necessary to
/// reduce memory churn. Normally one would directly call QueueJob() with parameters anyway.
/// </remarks>
/// <returns></returns>
@@ -304,7 +304,7 @@ namespace OpenSim.Framework.Monitoring
CommonId = commonId;
Action = action;
}
/// <summary>
/// Make a job. It needs to be separately queued.
/// </summary>

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@@ -2,7 +2,7 @@
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("OpenSim.Framework.Monitoring")]
@@ -14,8 +14,8 @@ using System.Runtime.InteropServices;
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
@@ -25,7 +25,7 @@ using System.Runtime.InteropServices;
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Minor Version
// Build Number
// Revision
//

View File

@@ -167,18 +167,18 @@ namespace OpenSim.Framework.Monitoring
}
MakeStat("BuiltinThreadpoolWorkerThreadsAvailable", null, "threads", ContainerThreadpool,
s =>
{
int workerThreads, iocpThreads;
ThreadPool.GetAvailableThreads(out workerThreads, out iocpThreads);
s =>
{
int workerThreads, iocpThreads;
ThreadPool.GetAvailableThreads(out workerThreads, out iocpThreads);
s.Value = workerThreads;
});
MakeStat("BuiltinThreadpoolIOCPThreadsAvailable", null, "threads", ContainerThreadpool,
s =>
{
int workerThreads, iocpThreads;
ThreadPool.GetAvailableThreads(out workerThreads, out iocpThreads);
s =>
{
int workerThreads, iocpThreads;
ThreadPool.GetAvailableThreads(out workerThreads, out iocpThreads);
s.Value = iocpThreads;
});
@@ -193,10 +193,10 @@ namespace OpenSim.Framework.Monitoring
}
MakeStat(
"HTTPRequestsMade",
"Number of outbound HTTP requests made",
"requests",
ContainerNetwork,
"HTTPRequestsMade",
"Number of outbound HTTP requests made",
"requests",
ContainerNetwork,
s => s.Value = WebUtil.RequestNumber,
MeasuresOfInterest.AverageChangeOverTime);
@@ -294,7 +294,7 @@ namespace OpenSim.Framework.Monitoring
});
}
// Notes on performance counters:
// Notes on performance counters:
// "How To Read Performance Counters": http://blogs.msdn.com/b/bclteam/archive/2006/06/02/618156.aspx
// "How to get the CPU Usage in C#": http://stackoverflow.com/questions/278071/how-to-get-the-cpu-usage-in-c
// "Mono Performance Counters": http://www.mono-project.com/Mono_Performance_Counters

View File

@@ -90,17 +90,17 @@ namespace OpenSim.Framework.Monitoring
// /// haven't yet been implemented...
// /// </summary>
// public long AssetsInCache { get { return assetsInCache; } }
//
//
// /// <value>
// /// Currently unused
// /// </value>
// public long TexturesInCache { get { return texturesInCache; } }
//
//
// /// <value>
// /// Currently misleading since we can't currently subtract removed asset memory usage without a performance hit
// /// </value>
// public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
//
//
// /// <value>
// /// Currently unused
// /// </value>
@@ -127,7 +127,7 @@ namespace OpenSim.Framework.Monitoring
public float PendingUploads { get { return pendingUploads; } }
public float ActiveScripts { get { return activeScripts; } }
public float ScriptLinesPerSecond { get { return scriptLinesPerSecond; } }
// /// <summary>
// /// This is the time it took for the last asset request made in response to a cache miss.
// /// </summary>
@@ -177,7 +177,7 @@ namespace OpenSim.Framework.Monitoring
// assetsInCache++;
// //assetCacheMemoryUsage += asset.Data.Length;
// }
//
//
// public void RemoveAsset(UUID uuid)
// {
// assetsInCache--;
@@ -204,7 +204,7 @@ namespace OpenSim.Framework.Monitoring
// texturesInCache = 0;
// textureCacheMemoryUsage = 0;
// }
//
//
// public void AddAssetRequestTimeAfterCacheMiss(TimeSpan ts)
// {
// assetRequestTimeAfterCacheMiss = ts;
@@ -306,7 +306,7 @@ namespace OpenSim.Framework.Monitoring
StringBuilder sb = new StringBuilder(Environment.NewLine);
// sb.Append("ASSET STATISTICS");
// sb.Append(Environment.NewLine);
/*
sb.Append(
string.Format(
@@ -342,7 +342,7 @@ Asset service request failures: {3}" + Environment.NewLine,
List<Stat> stats = StatsManager.GetStatsFromEachContainer("clientstack", "ClientLogoutsDueToNoReceives");
sb.AppendFormat(
"Client logouts due to no data receive timeout: {0}\n\n",
"Client logouts due to no data receive timeout: {0}\n\n",
stats != null ? stats.Sum(s => s.Value).ToString() : "unknown");
// sb.Append(Environment.NewLine);
@@ -443,10 +443,10 @@ Asset service request failures: {3}" + Environment.NewLine,
foreach (ProcessThread currentThread in
Process.GetCurrentProcess().Threads)
{
// A known issue with the current process .Threads property is
// that it can return null threads, thus don't count those as
// A known issue with the current process .Threads property is
// that it can return null threads, thus don't count those as
// running threads and prevent the program function from failing
if (currentThread != null &&
if (currentThread != null &&
currentThread.ThreadState == ThreadState.Running)
{
numberThreadsRunning++;
@@ -505,7 +505,7 @@ Asset service request failures: {3}" + Environment.NewLine,
"{0:0.##}", numberThreadsRunning));
args["ProcMem"] = OSD.FromString(String.Format("{0:#,###,###.##}",
memUsage));
return args;
}
}
@@ -531,12 +531,12 @@ Asset service request failures: {3}" + Environment.NewLine,
{
return m_statsProvider.GetStats();
}
public string XReport(string uptime, string version)
{
return "";
}
public OSDMap OReport(string uptime, string version)
{
OSDMap ret = new OSDMap();

View File

@@ -121,17 +121,17 @@ namespace OpenSim.Framework.Monitoring
string container,
StatType type,
Action<Stat> pullAction,
StatVerbosity verbosity)
StatVerbosity verbosity)
: this(
shortName,
name,
description,
unitName,
category,
container,
type,
MeasuresOfInterest.None,
pullAction,
shortName,
name,
description,
unitName,
category,
container,
type,
MeasuresOfInterest.None,
pullAction,
verbosity)
{
}
@@ -227,11 +227,11 @@ namespace OpenSim.Framework.Monitoring
{
StringBuilder sb = new StringBuilder();
sb.AppendFormat(
"{0}.{1}.{2} : {3}{4}",
Category,
Container,
ShortName,
Value,
"{0}.{1}.{2} : {3}{4}",
Category,
Container,
ShortName,
Value,
string.IsNullOrEmpty(UnitName) ? "" : string.Format(" {0}", UnitName));
AppendMeasuresOfInterest(sb);
@@ -290,7 +290,7 @@ namespace OpenSim.Framework.Monitoring
lock (m_samples)
{
// m_log.DebugFormat(
// "[STAT]: Samples for {0} are {1}",
// "[STAT]: Samples for {0} are {1}",
// Name, string.Join(",", m_samples.Select(s => s.ToString()).ToArray()));
foreach (double s in m_samples)
@@ -326,9 +326,9 @@ namespace OpenSim.Framework.Monitoring
if (ComputeMeasuresOfInterest(out lastChangeOverTime, out averageChangeOverTime))
{
sb.AppendFormat(
", {0:0.##}{1}/s, {2:0.##}{3}/s",
lastChangeOverTime,
string.IsNullOrEmpty(UnitName) ? "" : string.Format(" {0}", UnitName),
", {0:0.##}{1}/s, {2:0.##}{3}/s",
lastChangeOverTime,
string.IsNullOrEmpty(UnitName) ? "" : string.Format(" {0}", UnitName),
averageChangeOverTime,
string.IsNullOrEmpty(UnitName) ? "" : string.Format(" {0}", UnitName));
}

View File

@@ -99,13 +99,13 @@ namespace OpenSim.Framework.Monitoring
}
string path = cmd[2];
using (StreamWriter sw = new StreamWriter(path, true))
{
foreach (string line in GetReport())
sw.WriteLine(line);
}
}
MainConsole.Instance.OutputFormat("Stats saved to file {0}", path);
}

View File

@@ -274,7 +274,7 @@ namespace OpenSim.Framework.Monitoring
{
if (!(string.IsNullOrEmpty(pContainerName) || pContainerName == AllSubCommand || pContainerName == contName))
continue;
OSDMap statMap = new OSDMap();
SortedDictionary<string, Stat> theStats = RegisteredStats[catName][contName];
@@ -398,7 +398,7 @@ namespace OpenSim.Framework.Monitoring
{
if (!TryGetStatParents(stat, out category, out container))
return false;
if(container != null)
{
container.Remove(stat.ShortName);

View File

@@ -96,7 +96,7 @@ namespace OpenSim.Framework.Monitoring
FirstTick = Environment.TickCount & Int32.MaxValue;
LastTick = FirstTick;
Stat
Stat
= new Stat(
name,
string.Format("Last update of thread {0}", name),

View File

@@ -36,16 +36,16 @@ namespace OpenSim.Framework.Monitoring
/// Manages various work items in the simulator.
/// </summary>
/// <remarks>
/// Currently, here work can be started
/// Currently, here work can be started
/// * As a long-running and monitored thread.
/// * In a thread that will never timeout but where the job is expected to eventually complete.
/// * In a threadpool thread that will timeout if it takes a very long time to complete (> 10 mins).
/// * As a job which will be run in a single-threaded job engine. Such jobs must not incorporate delays (sleeps,
/// network waits, etc.).
///
///
/// This is an evolving approach to better manage the work that OpenSimulator is asked to do from a very diverse
/// range of sources (client actions, incoming network, outgoing network calls, etc.).
///
///
/// Util.FireAndForget is still available to insert jobs in the threadpool, though this is equivalent to
/// WorkManager.RunInThreadPool().
/// </remarks>
@@ -122,7 +122,7 @@ namespace OpenSim.Framework.Monitoring
thread.Priority = priority;
thread.IsBackground = isBackground;
thread.Name = name;
Watchdog.ThreadWatchdogInfo twi
= new Watchdog.ThreadWatchdogInfo(thread, timeout, name)
{ AlarmIfTimeout = alarmIfTimeout, AlarmMethod = alarmMethod };
@@ -144,7 +144,7 @@ namespace OpenSim.Framework.Monitoring
/// <param name="name">Name of the thread</param>
public static void RunInThread(WaitCallback callback, object obj, string name, bool log = false)
{
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{
Culture.SetCurrentCulture();
callback(obj);
@@ -169,7 +169,7 @@ namespace OpenSim.Framework.Monitoring
}
/// <summary>
/// Run the callback via a threadpool thread.
/// Run the callback via a threadpool thread.
/// </summary>
/// <remarks>
/// Such jobs may run after some delay but must always complete.
@@ -188,17 +188,17 @@ namespace OpenSim.Framework.Monitoring
/// <remarks>
/// This differs from direct scheduling (e.g. Util.FireAndForget) in that a job can be run in the job
/// engine if it is running, where all jobs are currently performed in sequence on a single thread. This is
/// to prevent observed overload and server freeze problems when there are hundreds of connections which all attempt to
/// to prevent observed overload and server freeze problems when there are hundreds of connections which all attempt to
/// perform work at once (e.g. in conference situations). With lower numbers of connections, the small
/// delay in performing jobs in sequence rather than concurrently has not been notiecable in testing, though a future more
/// delay in performing jobs in sequence rather than concurrently has not been notiecable in testing, though a future more
/// sophisticated implementation could perform jobs concurrently when the server is under low load.
///
///
/// However, be advised that some callers of this function rely on all jobs being performed in sequence if any
/// jobs are performed in sequence (i.e. if jobengine is active or not). Therefore, expanding the jobengine
/// beyond a single thread will require considerable thought.
///
///
/// Also, any jobs submitted must be guaranteed to complete within a reasonable timeframe (e.g. they cannot
/// incorporate a network delay with a long timeout). At the moment, work that could suffer such issues
/// incorporate a network delay with a long timeout). At the moment, work that could suffer such issues
/// should still be run directly with RunInThread(), Util.FireAndForget(), etc. This is another area where
/// the job engine could be improved and so CPU utilization improved by better management of concurrency within
/// OpenSimulator.
@@ -212,10 +212,10 @@ namespace OpenSim.Framework.Monitoring
/// <param name="log">If set to true then extra logging is performed.</param>
public static void RunJob(
string jobType, WaitCallback callback, object obj, string name,
bool canRunInThisThread = false, bool mustNotTimeout = false,
bool canRunInThisThread = false, bool mustNotTimeout = false,
bool log = false)
{
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
{
Culture.SetCurrentCulture();
callback(obj);
@@ -273,16 +273,16 @@ namespace OpenSim.Framework.Monitoring
MainConsole.Instance.Output("Usage: debug jobengine log <level>");
return;
}
// int logLevel;
int logLevel = int.Parse(args[3]);
// if (ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, args[4], out logLevel))
// {
// {
JobEngine.LogLevel = logLevel;
MainConsole.Instance.OutputFormat("Set debug log level to {0}", JobEngine.LogLevel);
// }
}
else
else
{
MainConsole.Instance.OutputFormat("Unrecognized job engine subcommand {0}", subCommand);
}