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* Optimized usings
* shortened references * Removed redundant 'this' * Normalized EOF
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@@ -27,22 +27,19 @@
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Timers;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using Timer = System.Timers.Timer;
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namespace OpenSim.Region.Environment.Scenes
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{
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public class SimStatsReporter
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{
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public delegate void SendStatResult(SimStatsPacket pack);
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public event SendStatResult OnSendStatsResult;
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private enum Stats : uint
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private enum Stats : uint
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{
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TimeDilation = 0,
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SimFPS = 1,
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@@ -72,7 +69,7 @@ namespace OpenSim.Region.Environment.Scenes
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private RegionInfo ReportingRegion;
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private Timer m_report = new Timer();
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public SimStatsReporter(RegionInfo regionData)
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{
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@@ -93,23 +90,24 @@ namespace OpenSim.Region.Environment.Scenes
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statpack.Region.RegionY = ReportingRegion.RegionLocY;
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try
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{
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statpack.Region.RegionFlags = (uint)ReportingRegion.EstateSettings.regionFlags;
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statpack.Region.RegionFlags = (uint) ReportingRegion.EstateSettings.regionFlags;
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}
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catch(System.Exception)
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catch (Exception)
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{
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statpack.Region.RegionFlags = (uint)0;
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statpack.Region.RegionFlags = (uint) 0;
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}
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statpack.Region.ObjectCapacity = (uint)15000;
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statpack.Region.ObjectCapacity = (uint) 15000;
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#region various statistic googly moogly
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float simfps = (int)(m_fps * 5);
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float simfps = (int) (m_fps*5);
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if (simfps > 45)
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simfps = simfps - (simfps - 45);
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if (simfps < 0)
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simfps = 0;
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float physfps = (m_pfps / statsUpdatesEveryMS);
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float physfps = (m_pfps/statsUpdatesEveryMS);
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if (physfps > 50)
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physfps = physfps - (physfps - 50);
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@@ -120,49 +118,49 @@ namespace OpenSim.Region.Environment.Scenes
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#endregion
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sb[0] = new SimStatsPacket.StatBlock();
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sb[0].StatID = (uint)Stats.TimeDilation;
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = (m_timeDilation);
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sb[1] = new SimStatsPacket.StatBlock();
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sb[1].StatID = (uint)Stats.SimFPS;
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = simfps;
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sb[2] = new SimStatsPacket.StatBlock();
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sb[2].StatID = (uint)Stats.PhysicsFPS;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps;
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sb[3] = new SimStatsPacket.StatBlock();
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sb[3].StatID = (uint)Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates / statsUpdatesEveryMS);
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates/statsUpdatesEveryMS);
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sb[4] = new SimStatsPacket.StatBlock();
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sb[4].StatID = (uint)Stats.Agents;
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sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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sb[5] = new SimStatsPacket.StatBlock();
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sb[5].StatID = (uint)Stats.ChildAgents;
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sb[5].StatID = (uint) Stats.ChildAgents;
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sb[5].StatValue = m_childAgents;
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sb[6] = new SimStatsPacket.StatBlock();
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sb[6].StatID = (uint)Stats.TotalPrim;
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sb[6].StatID = (uint) Stats.TotalPrim;
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sb[6].StatValue = m_numPrim;
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sb[7] = new SimStatsPacket.StatBlock();
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sb[7].StatID = (uint)Stats.ActivePrim;
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sb[7].StatID = (uint) Stats.ActivePrim;
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sb[7].StatValue = m_activePrim;
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sb[8] = new SimStatsPacket.StatBlock();
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sb[8].StatID = (uint)Stats.InPacketsPerSecond;
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sb[8].StatValue = (int)(m_inPacketsPerSecond / statsUpdatesEveryMS);
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sb[8].StatID = (uint) Stats.InPacketsPerSecond;
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sb[8].StatValue = (int) (m_inPacketsPerSecond/statsUpdatesEveryMS);
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sb[9] = new SimStatsPacket.StatBlock();
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sb[9].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[9].StatValue = (int)(m_outPacketsPerSecond / statsUpdatesEveryMS);
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sb[9].StatID = (uint) Stats.OutPacketsPerSecond;
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sb[9].StatValue = (int) (m_outPacketsPerSecond/statsUpdatesEveryMS);
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sb[10] = new SimStatsPacket.StatBlock();
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sb[10].StatID = (uint)Stats.UnAckedBytes;
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sb[10].StatValue = (int) (m_unAckedBytes / statsUpdatesEveryMS);
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sb[10].StatID = (uint) Stats.UnAckedBytes;
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sb[10].StatValue = (int) (m_unAckedBytes/statsUpdatesEveryMS);
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statpack.Stat = sb;
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if (OnSendStatsResult != null)
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@@ -181,8 +179,8 @@ namespace OpenSim.Region.Environment.Scenes
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m_inPacketsPerSecond = 0;
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m_outPacketsPerSecond = 0;
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m_unAckedBytes = 0;
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}
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public void SetTimeDilation(float td)
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{
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m_timeDilation = td;
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@@ -191,47 +189,56 @@ namespace OpenSim.Region.Environment.Scenes
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if (m_timeDilation < 0)
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m_timeDilation = 0.0f;
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}
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public void SetRootAgents(int rootAgents)
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{
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m_rootAgents = rootAgents;
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}
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public void SetChildAgents(int childAgents)
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{
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m_childAgents = childAgents;
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}
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public void SetObjects(int objects)
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{
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m_numPrim = objects;
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}
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public void SetActiveObjects(int objects)
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{
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m_activePrim = objects;
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}
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public void AddFPS(int frames)
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{
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m_fps += frames;
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}
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public void AddPhysicsFPS(float frames)
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{
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m_pfps += frames;
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}
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public void AddAgentUpdates(float numUpdates)
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{
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m_agentUpdates += numUpdates;
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}
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public void AddInPackets(int numPackets)
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{
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m_inPacketsPerSecond += numPackets;
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}
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public void AddOutPackets(int numPackets)
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{
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m_outPacketsPerSecond += numPackets;
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}
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public void AddunAckedBytes(int numBytes)
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{
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m_unAckedBytes += numBytes;
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}
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}
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}
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}
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