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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Linq;
- using System.Text;
- using OpenMetaverse;
- using OpenMetaverse.StructuredData;
- using OpenSim.Framework.Monitoring.Interfaces;
- namespace OpenSim.Framework.Monitoring
- {
- /// <summary>
- /// Collects sim statistics which aren't already being collected for the linden viewer's statistics pane
- /// </summary>
- public class SimExtraStatsCollector : BaseStatsCollector
- {
- // private long assetsInCache;
- // private long texturesInCache;
- // private long assetCacheMemoryUsage;
- // private long textureCacheMemoryUsage;
- // private TimeSpan assetRequestTimeAfterCacheMiss;
- // private long blockedMissingTextureRequests;
- // private long assetServiceRequestFailures;
- // private long inventoryServiceRetrievalFailures;
- private volatile float timeDilation;
- private volatile float simFps;
- private volatile float physicsFps;
- private volatile float agentUpdates;
- private volatile float rootAgents;
- private volatile float childAgents;
- private volatile float totalPrims;
- private volatile float activePrims;
- private volatile float totalFrameTime;
- private volatile float netFrameTime;
- private volatile float physicsFrameTime;
- private volatile float otherFrameTime;
- private volatile float imageFrameTime;
- private volatile float inPacketsPerSecond;
- private volatile float outPacketsPerSecond;
- private volatile float unackedBytes;
- private volatile float agentFrameTime;
- private volatile float pendingDownloads;
- private volatile float pendingUploads;
- private volatile float activeScripts;
- private volatile float spareTime;
- private volatile float sleepTime;
- private volatile float physicsStep;
- private volatile float scriptLinesPerSecond;
- private volatile float m_frameDilation;
- private volatile float m_usersLoggingIn;
- private volatile float m_totalGeoPrims;
- private volatile float m_totalMeshes;
- private volatile float m_inUseThreads;
- // /// <summary>
- // /// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
- // /// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
- // /// 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>
- // public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
- public float TimeDilation { get { return timeDilation; } }
- public float SimFps { get { return simFps; } }
- public float PhysicsFps { get { return physicsFps; } }
- public float AgentUpdates { get { return agentUpdates; } }
- public float RootAgents { get { return rootAgents; } }
- public float ChildAgents { get { return childAgents; } }
- public float TotalPrims { get { return totalPrims; } }
- public float ActivePrims { get { return activePrims; } }
- public float TotalFrameTime { get { return totalFrameTime; } }
- public float NetFrameTime { get { return netFrameTime; } }
- public float PhysicsFrameTime { get { return physicsFrameTime; } }
- public float OtherFrameTime { get { return otherFrameTime; } }
- public float ImageFrameTime { get { return imageFrameTime; } }
- public float InPacketsPerSecond { get { return inPacketsPerSecond; } }
- public float OutPacketsPerSecond { get { return outPacketsPerSecond; } }
- public float UnackedBytes { get { return unackedBytes; } }
- public float AgentFrameTime { get { return agentFrameTime; } }
- public float PendingDownloads { get { return pendingDownloads; } }
- 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>
- // public TimeSpan AssetRequestTimeAfterCacheMiss { get { return assetRequestTimeAfterCacheMiss; } }
- //
- // /// <summary>
- // /// Number of persistent requests for missing textures we have started blocking from clients. To some extent
- // /// this is just a temporary statistic to keep this problem in view - the root cause of this lies either
- // /// in a mishandling of the reply protocol, related to avatar appearance or may even originate in graphics
- // /// driver bugs on clients (though this seems less likely).
- // /// </summary>
- // public long BlockedMissingTextureRequests { get { return blockedMissingTextureRequests; } }
- //
- // /// <summary>
- // /// Record the number of times that an asset request has failed. Failures are effectively exceptions, such as
- // /// request timeouts. If an asset service replies that a particular asset cannot be found, this is not counted
- // /// as a failure
- // /// </summary>
- // public long AssetServiceRequestFailures { get { return assetServiceRequestFailures; } }
- /// <summary>
- /// Number of known failures to retrieve avatar inventory from the inventory service. This does not
- /// cover situations where the inventory service accepts the request but never returns any data, since
- /// we do not yet timeout this situation.
- /// </summary>
- /// <remarks>Commented out because we do not cache inventory at this point</remarks>
- // public long InventoryServiceRetrievalFailures { get { return inventoryServiceRetrievalFailures; } }
- /// <summary>
- /// Retrieve the total frame time (in ms) of the last frame
- /// </summary>
- //public float TotalFrameTime { get { return totalFrameTime; } }
- /// <summary>
- /// Retrieve the physics update component (in ms) of the last frame
- /// </summary>
- //public float PhysicsFrameTime { get { return physicsFrameTime; } }
- /// <summary>
- /// Retain a dictionary of all packet queues stats reporters
- /// </summary>
- private IDictionary<UUID, PacketQueueStatsCollector> packetQueueStatsCollectors
- = new Dictionary<UUID, PacketQueueStatsCollector>();
- // public void AddAsset(AssetBase asset)
- // {
- // assetsInCache++;
- // //assetCacheMemoryUsage += asset.Data.Length;
- // }
- //
- // public void RemoveAsset(UUID uuid)
- // {
- // assetsInCache--;
- // }
- //
- // public void AddTexture(AssetBase image)
- // {
- // if (image.Data != null)
- // {
- // texturesInCache++;
- //
- // // This could have been a pull stat, though there was originally a nebulous idea to measure flow rates
- // textureCacheMemoryUsage += image.Data.Length;
- // }
- // }
- //
- // /// <summary>
- // /// Signal that the asset cache has been cleared.
- // /// </summary>
- // public void ClearAssetCacheStatistics()
- // {
- // assetsInCache = 0;
- // assetCacheMemoryUsage = 0;
- // texturesInCache = 0;
- // textureCacheMemoryUsage = 0;
- // }
- //
- // public void AddAssetRequestTimeAfterCacheMiss(TimeSpan ts)
- // {
- // assetRequestTimeAfterCacheMiss = ts;
- // }
- //
- // public void AddBlockedMissingTextureRequest()
- // {
- // blockedMissingTextureRequests++;
- // }
- //
- // public void AddAssetServiceRequestFailure()
- // {
- // assetServiceRequestFailures++;
- // }
- // public void AddInventoryServiceRetrievalFailure()
- // {
- // inventoryServiceRetrievalFailures++;
- // }
- /// <summary>
- /// Register as a packet queue stats provider
- /// </summary>
- /// <param name="uuid">An agent UUID</param>
- /// <param name="provider"></param>
- public void RegisterPacketQueueStatsProvider(UUID uuid, IPullStatsProvider provider)
- {
- lock (packetQueueStatsCollectors)
- {
- // FIXME: If the region service is providing more than one region, then the child and root agent
- // queues are wrongly replacing each other here.
- packetQueueStatsCollectors[uuid] = new PacketQueueStatsCollector(provider);
- }
- }
- /// <summary>
- /// Deregister a packet queue stats provider
- /// </summary>
- /// <param name="uuid">An agent UUID</param>
- public void DeregisterPacketQueueStatsProvider(UUID uuid)
- {
- lock (packetQueueStatsCollectors)
- {
- packetQueueStatsCollectors.Remove(uuid);
- }
- }
- /// <summary>
- /// This is the method on which the classic sim stats reporter (which collects stats for
- /// client purposes) sends information to listeners.
- /// </summary>
- /// <param name="pack"></param>
- public void ReceiveClassicSimStatsPacket(SimStats stats)
- {
- // FIXME: SimStats shouldn't allow an arbitrary stat packing order (which is inherited from the original
- // SimStatsPacket that was being used).
- // For an unknown reason the original designers decided not to
- // include the spare MS statistic inside of this class, this is
- // located inside the StatsBlock at location 21, thus it is skipped
- timeDilation = stats.StatsBlock[0].StatValue;
- simFps = stats.StatsBlock[1].StatValue;
- physicsFps = stats.StatsBlock[2].StatValue;
- agentUpdates = stats.StatsBlock[3].StatValue;
- rootAgents = stats.StatsBlock[4].StatValue;
- childAgents = stats.StatsBlock[5].StatValue;
- totalPrims = stats.StatsBlock[6].StatValue;
- activePrims = stats.StatsBlock[7].StatValue;
- totalFrameTime = stats.StatsBlock[8].StatValue;
- netFrameTime = stats.StatsBlock[9].StatValue;
- physicsFrameTime = stats.StatsBlock[10].StatValue;
- imageFrameTime = stats.StatsBlock[11].StatValue;
- otherFrameTime = stats.StatsBlock[12].StatValue;
- inPacketsPerSecond = stats.StatsBlock[13].StatValue;
- outPacketsPerSecond = stats.StatsBlock[14].StatValue;
- unackedBytes = stats.StatsBlock[15].StatValue;
- agentFrameTime = stats.StatsBlock[16].StatValue;
- pendingDownloads = stats.StatsBlock[17].StatValue;
- pendingUploads = stats.StatsBlock[18].StatValue;
- activeScripts = stats.StatsBlock[19].StatValue;
- sleepTime = stats.StatsBlock[20].StatValue;
- spareTime = stats.StatsBlock[21].StatValue;
- physicsStep = stats.StatsBlock[22].StatValue;
- scriptLinesPerSecond = stats.ExtraStatsBlock[0].StatValue;
- m_frameDilation = stats.ExtraStatsBlock[1].StatValue;
- m_usersLoggingIn = stats.ExtraStatsBlock[2].StatValue;
- m_totalGeoPrims = stats.ExtraStatsBlock[3].StatValue;
- m_totalMeshes = stats.ExtraStatsBlock[4].StatValue;
- m_inUseThreads = stats.ExtraStatsBlock[5].StatValue;
- }
- /// <summary>
- /// Report back collected statistical information.
- /// </summary>
- /// <returns></returns>
- public override string Report()
- {
- StringBuilder sb = new StringBuilder(Environment.NewLine);
- // sb.Append("ASSET STATISTICS");
- // sb.Append(Environment.NewLine);
- /*
- sb.Append(
- string.Format(
- @"Asset cache contains {0,6} non-texture assets using {1,10} K
- Texture cache contains {2,6} texture assets using {3,10} K
- Latest asset request time after cache miss: {4}s
- Blocked client requests for missing textures: {5}
- Asset service request failures: {6}"+ Environment.NewLine,
- AssetsInCache, Math.Round(AssetCacheMemoryUsage / 1024.0),
- TexturesInCache, Math.Round(TextureCacheMemoryUsage / 1024.0),
- assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0,
- BlockedMissingTextureRequests,
- AssetServiceRequestFailures));
- */
- /*
- sb.Append(
- string.Format(
- @"Asset cache contains {0,6} assets
- Latest asset request time after cache miss: {1}s
- Blocked client requests for missing textures: {2}
- Asset service request failures: {3}" + Environment.NewLine,
- AssetsInCache,
- assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0,
- BlockedMissingTextureRequests,
- AssetServiceRequestFailures));
- */
- sb.Append(Environment.NewLine);
- sb.Append("CONNECTION STATISTICS");
- sb.Append(Environment.NewLine);
- List<Stat> stats = StatsManager.GetStatsFromEachContainer("clientstack", "ClientLogoutsDueToNoReceives");
- sb.AppendFormat(
- "Client logouts due to no data receive timeout: {0}\n\n",
- stats != null ? stats.Sum(s => s.Value).ToString() : "unknown");
- // sb.Append(Environment.NewLine);
- // sb.Append("INVENTORY STATISTICS");
- // sb.Append(Environment.NewLine);
- // sb.Append(
- // string.Format(
- // "Initial inventory caching failures: {0}" + Environment.NewLine,
- // InventoryServiceRetrievalFailures));
- sb.Append(Environment.NewLine);
- sb.Append("SAMPLE FRAME STATISTICS");
- sb.Append(Environment.NewLine);
- sb.Append("Dilatn SimFPS PhyFPS AgntUp RootAg ChldAg Prims AtvPrm AtvScr ScrLPS");
- sb.Append(Environment.NewLine);
- sb.Append(
- string.Format(
- "{0,6:0.00} {1,6:0} {2,6:0.0} {3,6:0.0} {4,6:0} {5,6:0} {6,6:0} {7,6:0} {8,6:0} {9,6:0}",
- timeDilation, simFps, physicsFps, agentUpdates, rootAgents,
- childAgents, totalPrims, activePrims, activeScripts, scriptLinesPerSecond));
- sb.Append(Environment.NewLine);
- sb.Append(Environment.NewLine);
- // There is no script frame time currently because we don't yet collect it
- sb.Append("PktsIn PktOut PendDl PendUl UnackB TotlFt NetFt PhysFt OthrFt AgntFt ImgsFt");
- sb.Append(Environment.NewLine);
- sb.Append(
- string.Format(
- "{0,6:0} {1,6:0} {2,6:0} {3,6:0} {4,6:0} {5,6:0.0} {6,6:0.0} {7,6:0.0} {8,6:0.0} {9,6:0.0} {10,6:0.0}\n\n",
- inPacketsPerSecond, outPacketsPerSecond, pendingDownloads, pendingUploads, unackedBytes, totalFrameTime,
- netFrameTime, physicsFrameTime, otherFrameTime, agentFrameTime, imageFrameTime));
- /* 20130319 RA: For the moment, disable the dump of 'scene' catagory as they are mostly output by
- * the two formatted printouts above.
- SortedDictionary<string, SortedDictionary<string, Stat>> sceneStats;
- if (StatsManager.TryGetStats("scene", out sceneStats))
- {
- foreach (KeyValuePair<string, SortedDictionary<string, Stat>> kvp in sceneStats)
- {
- foreach (Stat stat in kvp.Value.Values)
- {
- if (stat.Verbosity == StatVerbosity.Info)
- {
- sb.AppendFormat("{0} ({1}): {2}{3}\n", stat.Name, stat.Container, stat.Value, stat.UnitName);
- }
- }
- }
- }
- */
- /*
- sb.Append(Environment.NewLine);
- sb.Append("PACKET QUEUE STATISTICS");
- sb.Append(Environment.NewLine);
- sb.Append("Agent UUID ");
- sb.Append(
- string.Format(
- " {0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
- "Send", "In", "Out", "Resend", "Land", "Wind", "Cloud", "Task", "Texture", "Asset"));
- sb.Append(Environment.NewLine);
- foreach (UUID key in packetQueueStatsCollectors.Keys)
- {
- sb.Append(string.Format("{0}: ", key));
- sb.Append(packetQueueStatsCollectors[key].Report());
- sb.Append(Environment.NewLine);
- }
- */
- sb.Append(base.Report());
- return sb.ToString();
- }
- /// <summary>
- /// Report back collected statistical information as json serialization.
- /// </summary>
- /// <returns></returns>
- public override string XReport(string uptime, string version)
- {
- return OSDParser.SerializeJsonString(OReport(uptime, version));
- }
- /// <summary>
- /// Report back collected statistical information as an OSDMap
- /// </summary>
- /// <returns></returns>
- public override OSDMap OReport(string uptime, string version)
- {
- // Get the amount of physical memory, allocated with the instance of this program, in kilobytes;
- // the working set is the set of memory pages currently visible to this program in physical RAM
- // memory and includes both shared (e.g. system libraries) and private data
- double memUsage = Process.GetCurrentProcess().WorkingSet64 / 1024.0;
- // Get the number of threads from the system that are currently
- // running
- int numberThreadsRunning = 0;
- 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
- // running threads and prevent the program function from failing
- if (currentThread != null &&
- currentThread.ThreadState == ThreadState.Running)
- {
- numberThreadsRunning++;
- }
- }
- OSDMap args = new OSDMap(30);
- // args["AssetsInCache"] = OSD.FromString (String.Format ("{0:0.##}", AssetsInCache));
- // args["TimeAfterCacheMiss"] = OSD.FromString (String.Format ("{0:0.##}",
- // assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0));
- // args["BlockedMissingTextureRequests"] = OSD.FromString (String.Format ("{0:0.##}",
- // BlockedMissingTextureRequests));
- // args["AssetServiceRequestFailures"] = OSD.FromString (String.Format ("{0:0.##}",
- // AssetServiceRequestFailures));
- // args["abnormalClientThreadTerminations"] = OSD.FromString (String.Format ("{0:0.##}",
- // abnormalClientThreadTerminations));
- // args["InventoryServiceRetrievalFailures"] = OSD.FromString (String.Format ("{0:0.##}",
- // InventoryServiceRetrievalFailures));
- args["Dilatn"] = OSD.FromString (String.Format ("{0:0.##}", timeDilation));
- args["SimFPS"] = OSD.FromString (String.Format ("{0:0.##}", simFps));
- args["PhyFPS"] = OSD.FromString (String.Format ("{0:0.##}", physicsFps));
- args["AgntUp"] = OSD.FromString (String.Format ("{0:0.##}", agentUpdates));
- args["RootAg"] = OSD.FromString (String.Format ("{0:0.##}", rootAgents));
- args["ChldAg"] = OSD.FromString (String.Format ("{0:0.##}", childAgents));
- args["Prims"] = OSD.FromString (String.Format ("{0:0.##}", totalPrims));
- args["AtvPrm"] = OSD.FromString (String.Format ("{0:0.##}", activePrims));
- args["AtvScr"] = OSD.FromString (String.Format ("{0:0.##}", activeScripts));
- args["ScrLPS"] = OSD.FromString (String.Format ("{0:0.##}", scriptLinesPerSecond));
- args["PktsIn"] = OSD.FromString (String.Format ("{0:0.##}", inPacketsPerSecond));
- args["PktOut"] = OSD.FromString (String.Format ("{0:0.##}", outPacketsPerSecond));
- args["PendDl"] = OSD.FromString (String.Format ("{0:0.##}", pendingDownloads));
- args["PendUl"] = OSD.FromString (String.Format ("{0:0.##}", pendingUploads));
- args["UnackB"] = OSD.FromString (String.Format ("{0:0.##}", unackedBytes));
- args["TotlFt"] = OSD.FromString (String.Format ("{0:0.##}", totalFrameTime));
- args["NetFt"] = OSD.FromString (String.Format ("{0:0.##}", netFrameTime));
- args["PhysFt"] = OSD.FromString (String.Format ("{0:0.##}", physicsFrameTime));
- args["OthrFt"] = OSD.FromString (String.Format ("{0:0.##}", otherFrameTime));
- args["AgntFt"] = OSD.FromString (String.Format ("{0:0.##}", agentFrameTime));
- args["ImgsFt"] = OSD.FromString (String.Format ("{0:0.##}", imageFrameTime));
- args["Memory"] = OSD.FromString (base.XReport (uptime, version));
- args["Uptime"] = OSD.FromString (uptime);
- args["Version"] = OSD.FromString (version);
- args["FrameDilatn"] = OSD.FromString(String.Format("{0:0.##}", m_frameDilation));
- args["Logging in Users"] = OSD.FromString(String.Format("{0:0.##}",
- m_usersLoggingIn));
- args["GeoPrims"] = OSD.FromString(String.Format("{0:0.##}",
- m_totalGeoPrims));
- args["Mesh Objects"] = OSD.FromString(String.Format("{0:0.##}",
- m_totalMeshes));
- args["XEngine Thread Count"] = OSD.FromString(String.Format("{0:0.##}",
- m_inUseThreads));
- args["Util Thread Count"] = OSD.FromString(String.Format("{0:0.##}",
- Util.GetSmartThreadPoolInfo().InUseThreads));
- args["System Thread Count"] = OSD.FromString(String.Format(
- "{0:0.##}", numberThreadsRunning));
- args["ProcMem"] = OSD.FromString(String.Format("{0:#,###,###.##}",
- memUsage));
- return args;
- }
- }
- /// <summary>
- /// Pull packet queue stats from packet queues and report
- /// </summary>
- public class PacketQueueStatsCollector : IStatsCollector
- {
- private IPullStatsProvider m_statsProvider;
- public PacketQueueStatsCollector(IPullStatsProvider provider)
- {
- m_statsProvider = provider;
- }
- /// <summary>
- /// Report back collected statistical information.
- /// </summary>
- /// <returns></returns>
- public string Report()
- {
- return m_statsProvider.GetStats();
- }
- public string XReport(string uptime, string version)
- {
- return "";
- }
- public OSDMap OReport(string uptime, string version)
- {
- OSDMap ret = new OSDMap();
- return ret;
- }
- }
- }
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