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

@@ -113,12 +113,12 @@ namespace OpenSim.Region.Framework.Scenes
SimSpareMs = 32,
SimSleepMs = 33,
SimIoPumpTime = 34,
SimPCTSscriptsRun = 35,
SimRegionIdle = 36, // dataserver only
SimRegionIdlePossible = 37, // dataserver only
SimAIStepTimeMS = 38,
SimSkippedSillouet_PS = 39,
SimSkippedCharsPerC = 40,
SimPCTSscriptsRun = 35,
SimRegionIdle = 36, // dataserver only
SimRegionIdlePossible = 37, // dataserver only
SimAIStepTimeMS = 38,
SimSkippedSillouet_PS = 39,
SimSkippedCharsPerC = 40,
// extra stats IDs irrelevant, just far from viewer defined ones
SimExtraCountStart = 1000,
@@ -129,7 +129,7 @@ namespace OpenSim.Region.Framework.Scenes
TotalGeoPrim = 1003,
TotalMesh = 1004,
ThreadCount = 1005,
SimExtraCountEnd = 1006
}
@@ -199,7 +199,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
private float m_statisticsFPSfactor = 5.0f;
private float m_targetFrameTime = 0.1f;
// saved last reported value so there is something available for llGetRegionFPS
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[m_statisticExtraArraySize + m_statisticViewerArraySize];
private float m_pfps;
@@ -336,7 +336,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (!m_scene.Active)
return;
// dont do it if if still been done
if(Monitor.TryEnter(m_statsLock))
@@ -367,8 +367,8 @@ namespace OpenSim.Region.Framework.Scenes
// factor to consider updates integration time
float updateTimeFactor = 1.0f / updateElapsed;
// scene frame stats
// scene frame stats
float reportedFPS;
float physfps;
float timeDilation;
@@ -393,7 +393,7 @@ namespace OpenSim.Region.Framework.Scenes
sleeptime = m_sleeptimeMS;
scriptTimeMS = m_scriptTimeMS;
totalFrameTime = m_frameMS;
// still not inv
// still not inv
invFrameElapsed = (float)((m_FrameStatsTS - m_prevFrameStatsTS) / 1000.0);
ResetFrameStats();
@@ -424,10 +424,10 @@ namespace OpenSim.Region.Framework.Scenes
}
// some engines track frame time with error related to the simulation step size
if(physfps > reportedFPS)
if(physfps > reportedFPS)
physfps = reportedFPS;
// save the reported value so there is something available for llGetRegionFPS
// save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = reportedFPS;
// scale frame stats
@@ -461,13 +461,13 @@ namespace OpenSim.Region.Framework.Scenes
// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
// so that stat numbers are always consistent.
CheckStatSanity();
CheckStatSanity();
for (int i = 0; i < m_statisticViewerArraySize; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = (Single.IsNaN(timeDilation)) ? 0.0f : (float)Math.Round(timeDilation,3);
@@ -546,13 +546,13 @@ namespace OpenSim.Region.Framework.Scenes
sb[24].StatID = (uint)Stats.ResidentSizeKb;
sb[24].StatValue = 0;
sb[25].StatID = (uint)Stats.PendingLocalUploads;
sb[25].StatValue = 0;
sb[26].StatID = (uint)Stats.PhysicsPinnedTasks;
sb[26].StatValue = 0;
sb[27].StatID = (uint)Stats.PhysicsLodTasks;
sb[27].StatValue = 0;
@@ -623,7 +623,7 @@ namespace OpenSim.Region.Framework.Scenes
sbex[5].StatValue = m_inUseThreads;
lastReportedSimStats[43] = m_inUseThreads;
SimStats simStats
SimStats simStats
= new SimStats(
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
rb, sb, sbex, m_scene.RegionInfo.originRegionID);
@@ -643,7 +643,7 @@ namespace OpenSim.Region.Framework.Scenes
m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
if (physicsStats != null)
{
foreach (KeyValuePair<string, float> tuple in physicsStats)
@@ -717,7 +717,7 @@ namespace OpenSim.Region.Framework.Scenes
m_FrameStatsTS = Util.GetTimeStampMS();
}
}
}
private void ResetFrameStats()
{