// 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++; // } public void AddAgent(string name, string ipAddress, string timestamp) { // Save new agent data to the list of connected agents AgentSimData agentSimData = new AgentSimData(name, ipAddress, timestamp); agentList.Add(agentSimData); }