Stats floater fix up.

Add '(UDP)' after Objects, to show that this is UDP bandwidth.
Do not add the received HTTP texture bytes to gTextureList.sTextureBits,
making it (and the 'UDP Textures' graph) indeed pure UDP.
This commit is contained in:
Aleric Inglewood
2013-04-30 20:30:46 +02:00
parent 74023d5303
commit 3cedc7bb81
3 changed files with 1 additions and 14 deletions

View File

@@ -2034,7 +2034,6 @@ LLTextureFetch::LLTextureFetch(LLTextureCache* cache, LLImageDecodeThread* image
mBadPacketCount(0),
mTextureCache(cache),
mImageDecodeThread(imagedecodethread),
mHTTPTextureBits(0),
mTotalHTTPRequests(0),
mQAMode(qa_mode),
mTotalCacheReadCount(0U),
@@ -2186,7 +2185,6 @@ void LLTextureFetch::removeFromHTTPQueue(const LLUUID& id, S32 received_size)
{
LLMutexLock lock(&mNetworkQueueMutex);
mHTTPTextureQueue.erase(id);
mHTTPTextureBits += received_size * 8; // Approximate - does not include header bits
}
void LLTextureFetch::deleteRequest(const LLUUID& id, bool cancel)
@@ -2399,15 +2397,6 @@ void LLTextureFetch::commonUpdate()
//virtual
S32 LLTextureFetch::update(F32 max_time_ms)
{
{
mNetworkQueueMutex.lock() ;
gTextureList.sTextureBits += mHTTPTextureBits ;
mHTTPTextureBits = 0 ;
mNetworkQueueMutex.unlock() ;
}
S32 res = LLWorkerThread::update(max_time_ms);
if (!mDebugPause)