MAINT-3950 FIXED can't open lag meter

brought back llfloaterlagmeter from the dead, and ported to lltrace
Richard Linden 2014-05-20 14:07:23 -07:00
parent 16a5c9346d
commit d13b0a299e
19 changed files with 2476 additions and 8 deletions

View File

@ -245,6 +245,7 @@ set(viewer_SOURCE_FILES
llfloaterinspect.cpp
llfloaterinventory.cpp
llfloaterjoystick.cpp
llfloaterlagmeter.cpp
llfloaterland.cpp
llfloaterlandholdings.cpp
llfloatermap.cpp
@ -839,6 +840,7 @@ set(viewer_HEADER_FILES
llfloaterinspect.h
llfloaterinventory.h
llfloaterjoystick.h
llfloaterlagmeter.h
llfloaterland.h
llfloaterlandholdings.h
llfloatermap.h

View File

@ -0,0 +1,378 @@
/**
* @file llfloaterlagmeter.cpp
* @brief The "Lag-o-Meter" floater used to tell users what is causing lag.
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfloaterlagmeter.h"
#include "lluictrlfactory.h"
#include "llviewerstats.h"
#include "llviewertexture.h"
#include "llviewercontrol.h"
#include "llappviewer.h"
#include "lltexturefetch.h"
#include "llbutton.h"
#include "llfocusmgr.h"
#include "lltextbox.h"
const std::string LAG_CRITICAL_IMAGE_NAME = "lag_status_critical.tga";
const std::string LAG_WARNING_IMAGE_NAME = "lag_status_warning.tga";
const std::string LAG_GOOD_IMAGE_NAME = "lag_status_good.tga";
LLFloaterLagMeter::LLFloaterLagMeter(const LLSD& key)
: LLFloater(key)
{
mCommitCallbackRegistrar.add("LagMeter.ClickShrink", boost::bind(&LLFloaterLagMeter::onClickShrink, this));
}
BOOL LLFloaterLagMeter::postBuild()
{
// Don't let this window take keyboard focus -- it's confusing to
// lose arrow-key driving when testing lag.
setIsChrome(TRUE);
// were we shrunk last time?
if (isShrunk())
{
onClickShrink();
}
mClientButton = getChild<LLButton>("client_lagmeter");
mClientText = getChild<LLTextBox>("client_text");
mClientCause = getChild<LLTextBox>("client_lag_cause");
mNetworkButton = getChild<LLButton>("network_lagmeter");
mNetworkText = getChild<LLTextBox>("network_text");
mNetworkCause = getChild<LLTextBox>("network_lag_cause");
mServerButton = getChild<LLButton>("server_lagmeter");
mServerText = getChild<LLTextBox>("server_text");
mServerCause = getChild<LLTextBox>("server_lag_cause");
std::string config_string = getString("client_frame_rate_critical_fps", mStringArgs);
mClientFrameTimeCritical = F32Seconds(1.0f / (float)atof( config_string.c_str() ));
config_string = getString("client_frame_rate_warning_fps", mStringArgs);
mClientFrameTimeWarning = F32Seconds(1.0f / (float)atof( config_string.c_str() ));
config_string = getString("network_packet_loss_critical_pct", mStringArgs);
mNetworkPacketLossCritical = F32Percent((float)atof( config_string.c_str() ));
config_string = getString("network_packet_loss_warning_pct", mStringArgs);
mNetworkPacketLossWarning = F32Percent((float)atof( config_string.c_str() ));
config_string = getString("network_ping_critical_ms", mStringArgs);
mNetworkPingCritical = F32Milliseconds((float)atof( config_string.c_str() ));
config_string = getString("network_ping_warning_ms", mStringArgs);
mNetworkPingWarning = F32Milliseconds((float)atof( config_string.c_str() ));
config_string = getString("server_frame_rate_critical_fps", mStringArgs);
mServerFrameTimeCritical = F32Seconds(1.0f / (float)atof( config_string.c_str() ));
config_string = getString("server_frame_rate_warning_fps", mStringArgs);
mServerFrameTimeWarning = F32Seconds(1.0f / (float)atof( config_string.c_str() ));
config_string = getString("server_single_process_max_time_ms", mStringArgs);
mServerSingleProcessMaxTime = F32Seconds((float)atof( config_string.c_str() ));
// mShrunk = false;
config_string = getString("max_width_px", mStringArgs);
mMaxWidth = atoi( config_string.c_str() );
config_string = getString("min_width_px", mStringArgs);
mMinWidth = atoi( config_string.c_str() );
mStringArgs["[CLIENT_FRAME_RATE_CRITICAL]"] = getString("client_frame_rate_critical_fps");
mStringArgs["[CLIENT_FRAME_RATE_WARNING]"] = getString("client_frame_rate_warning_fps");
mStringArgs["[NETWORK_PACKET_LOSS_CRITICAL]"] = getString("network_packet_loss_critical_pct");
mStringArgs["[NETWORK_PACKET_LOSS_WARNING]"] = getString("network_packet_loss_warning_pct");
mStringArgs["[NETWORK_PING_CRITICAL]"] = getString("network_ping_critical_ms");
mStringArgs["[NETWORK_PING_WARNING]"] = getString("network_ping_warning_ms");
mStringArgs["[SERVER_FRAME_RATE_CRITICAL]"] = getString("server_frame_rate_critical_fps");
mStringArgs["[SERVER_FRAME_RATE_WARNING]"] = getString("server_frame_rate_warning_fps");
// childSetAction("minimize", onClickShrink, this);
updateControls(isShrunk()); // if expanded append colon to the labels (EXT-4079)
return TRUE;
}
LLFloaterLagMeter::~LLFloaterLagMeter()
{
// save shrunk status for next time
// gSavedSettings.setBOOL("LagMeterShrunk", mShrunk);
// expand so we save the large window rectangle
if (isShrunk())
{
onClickShrink();
}
}
void LLFloaterLagMeter::draw()
{
determineClient();
determineNetwork();
determineServer();
LLFloater::draw();
}
void LLFloaterLagMeter::determineClient()
{
F32Milliseconds client_frame_time = LLTrace::get_frame_recording().getPeriodMean(LLStatViewer::FRAME_STACKTIME);
bool find_cause = false;
if (!gFocusMgr.getAppHasFocus())
{
mClientButton->setImageUnselected(LLUI::getUIImage(LAG_GOOD_IMAGE_NAME));
mClientText->setText( getString("client_frame_time_window_bg_msg", mStringArgs) );
mClientCause->setText( LLStringUtil::null );
}
else if(client_frame_time >= mClientFrameTimeCritical)
{
mClientButton->setImageUnselected(LLUI::getUIImage(LAG_CRITICAL_IMAGE_NAME));
mClientText->setText( getString("client_frame_time_critical_msg", mStringArgs) );
find_cause = true;
}
else if(client_frame_time >= mClientFrameTimeWarning)
{
mClientButton->setImageUnselected(LLUI::getUIImage(LAG_WARNING_IMAGE_NAME));
mClientText->setText( getString("client_frame_time_warning_msg", mStringArgs) );
find_cause = true;
}
else
{
mClientButton->setImageUnselected(LLUI::getUIImage(LAG_GOOD_IMAGE_NAME));
mClientText->setText( getString("client_frame_time_normal_msg", mStringArgs) );
mClientCause->setText( LLStringUtil::null );
}
if(find_cause)
{
if(gSavedSettings.getF32("RenderFarClip") > 128)
{
mClientCause->setText( getString("client_draw_distance_cause_msg", mStringArgs) );
}
else if(LLAppViewer::instance()->getTextureFetch()->getNumRequests() > 2)
{
mClientCause->setText( getString("client_texture_loading_cause_msg", mStringArgs) );
}
else if(LLViewerTexture::sBoundTextureMemory > LLViewerTexture::sMaxBoundTextureMemory)
{
mClientCause->setText( getString("client_texture_memory_cause_msg", mStringArgs) );
}
else
{
mClientCause->setText( getString("client_complex_objects_cause_msg", mStringArgs) );
}
}
}
void LLFloaterLagMeter::determineNetwork()
{
LLTrace::PeriodicRecording& frame_recording = LLTrace::get_frame_recording();
F32Percent packet_loss = frame_recording.getPeriodMean(LLStatViewer::PACKETS_LOST_PERCENT);
F32Milliseconds ping_time = frame_recording.getPeriodMean(LLStatViewer::SIM_PING);
bool find_cause_loss = false;
bool find_cause_ping = false;
// *FIXME: We can't blame a large ping time on anything in
// particular if the frame rate is low, because a low frame
// rate is a sure recipe for bad ping times right now until
// the network handlers are de-synched from the rendering.
F32Milliseconds client_frame_time = frame_recording.getPeriodMean(LLStatViewer::FRAME_STACKTIME);
if(packet_loss >= mNetworkPacketLossCritical)
{
mNetworkButton->setImageUnselected(LLUI::getUIImage(LAG_CRITICAL_IMAGE_NAME));
mNetworkText->setText( getString("network_packet_loss_critical_msg", mStringArgs) );
find_cause_loss = true;
}
else if(ping_time >= mNetworkPingCritical)
{
mNetworkButton->setImageUnselected(LLUI::getUIImage(LAG_CRITICAL_IMAGE_NAME));
if (client_frame_time < mNetworkPingCritical)
{
mNetworkText->setText( getString("network_ping_critical_msg", mStringArgs) );
find_cause_ping = true;
}
}
else if(packet_loss >= mNetworkPacketLossWarning)
{
mNetworkButton->setImageUnselected(LLUI::getUIImage(LAG_WARNING_IMAGE_NAME));
mNetworkText->setText( getString("network_packet_loss_warning_msg", mStringArgs) );
find_cause_loss = true;
}
else if(ping_time >= mNetworkPingWarning)
{
mNetworkButton->setImageUnselected(LLUI::getUIImage(LAG_WARNING_IMAGE_NAME));
if (client_frame_time < mNetworkPingWarning)
{
mNetworkText->setText( getString("network_ping_warning_msg", mStringArgs) );
find_cause_ping = true;
}
}
else
{
mNetworkButton->setImageUnselected(LLUI::getUIImage(LAG_GOOD_IMAGE_NAME));
mNetworkText->setText( getString("network_performance_normal_msg", mStringArgs) );
}
if(find_cause_loss)
{
mNetworkCause->setText( getString("network_packet_loss_cause_msg", mStringArgs) );
}
else if(find_cause_ping)
{
mNetworkCause->setText( getString("network_ping_cause_msg", mStringArgs) );
}
else
{
mNetworkCause->setText( LLStringUtil::null );
}
}
void LLFloaterLagMeter::determineServer()
{
F32Milliseconds sim_frame_time = LLTrace::get_frame_recording().getLastRecording().getLastValue(LLStatViewer::SIM_FRAME_TIME);
bool find_cause = false;
if(sim_frame_time >= mServerFrameTimeCritical)
{
mServerButton->setImageUnselected(LLUI::getUIImage(LAG_CRITICAL_IMAGE_NAME));
mServerText->setText( getString("server_frame_time_critical_msg", mStringArgs) );
find_cause = true;
}
else if(sim_frame_time >= mServerFrameTimeWarning)
{
mServerButton->setImageUnselected(LLUI::getUIImage(LAG_WARNING_IMAGE_NAME));
mServerText->setText( getString("server_frame_time_warning_msg", mStringArgs) );
find_cause = true;
}
else
{
mServerButton->setImageUnselected(LLUI::getUIImage(LAG_GOOD_IMAGE_NAME));
mServerText->setText( getString("server_frame_time_normal_msg", mStringArgs) );
mServerCause->setText( LLStringUtil::null );
}
if(find_cause)
{
LLTrace::Recording& last_recording = LLTrace::get_frame_recording().getLastRecording();
if(last_recording.getLastValue(LLStatViewer::SIM_PHYSICS_TIME) > mServerSingleProcessMaxTime)
{
mServerCause->setText( getString("server_physics_cause_msg", mStringArgs) );
}
else if(last_recording.getLastValue(LLStatViewer::SIM_SCRIPTS_TIME) > mServerSingleProcessMaxTime)
{
mServerCause->setText( getString("server_scripts_cause_msg", mStringArgs) );
}
else if(last_recording.getLastValue(LLStatViewer::SIM_NET_TIME) > mServerSingleProcessMaxTime)
{
mServerCause->setText( getString("server_net_cause_msg", mStringArgs) );
}
else if(last_recording.getLastValue(LLStatViewer::SIM_AGENTS_TIME) > mServerSingleProcessMaxTime)
{
mServerCause->setText( getString("server_agent_cause_msg", mStringArgs) );
}
else if(last_recording.getLastValue(LLStatViewer::SIM_IMAGES_TIME) > mServerSingleProcessMaxTime)
{
mServerCause->setText( getString("server_images_cause_msg", mStringArgs) );
}
else
{
mServerCause->setText( getString("server_generic_cause_msg", mStringArgs) );
}
}
}
void LLFloaterLagMeter::updateControls(bool shrink)
{
// LLFloaterLagMeter * self = (LLFloaterLagMeter*)data;
LLButton * button = getChild<LLButton>("minimize");
S32 delta_width = mMaxWidth -mMinWidth;
LLRect r = getRect();
if(!shrink)
{
setTitle(getString("max_title_msg", mStringArgs) );
// make left edge appear to expand
r.translate(-delta_width, 0);
setRect(r);
reshape(mMaxWidth, getRect().getHeight());
getChild<LLUICtrl>("client")->setValue(getString("client_text_msg", mStringArgs) + ":");
getChild<LLUICtrl>("network")->setValue(getString("network_text_msg",mStringArgs) + ":");
getChild<LLUICtrl>("server")->setValue(getString("server_text_msg", mStringArgs) + ":");
// usually "<<"
button->setLabel( getString("smaller_label", mStringArgs) );
}
else
{
setTitle( getString("min_title_msg", mStringArgs) );
// make left edge appear to collapse
r.translate(delta_width, 0);
setRect(r);
reshape(mMinWidth, getRect().getHeight());
getChild<LLUICtrl>("client")->setValue(getString("client_text_msg", mStringArgs) );
getChild<LLUICtrl>("network")->setValue(getString("network_text_msg",mStringArgs) );
getChild<LLUICtrl>("server")->setValue(getString("server_text_msg", mStringArgs) );
// usually ">>"
button->setLabel( getString("bigger_label", mStringArgs) );
}
// Don't put keyboard focus on the button
button->setFocus(FALSE);
// self->mClientText->setVisible(self->mShrunk);
// self->mClientCause->setVisible(self->mShrunk);
// self->getChildView("client_help")->setVisible( self->mShrunk);
// self->mNetworkText->setVisible(self->mShrunk);
// self->mNetworkCause->setVisible(self->mShrunk);
// self->getChildView("network_help")->setVisible( self->mShrunk);
// self->mServerText->setVisible(self->mShrunk);
// self->mServerCause->setVisible(self->mShrunk);
// self->getChildView("server_help")->setVisible( self->mShrunk);
// self->mShrunk = !self->mShrunk;
}
BOOL LLFloaterLagMeter::isShrunk()
{
return gSavedSettings.getBOOL("LagMeterShrunk");
}
void LLFloaterLagMeter::onClickShrink() // toggle "LagMeterShrunk"
{
bool shrunk = isShrunk();
updateControls(!shrunk);
gSavedSettings.setBOOL("LagMeterShrunk", !shrunk);
}

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@ -0,0 +1,80 @@
/**
* @file llfloaterlagmeter.h
* @brief The "Lag-o-Meter" floater used to tell users what is causing lag.
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LLFLOATERLAGMETER_H
#define LLFLOATERLAGMETER_H
#include "llfloater.h"
class LLTextBox;
class LLFloaterLagMeter : public LLFloater
{
friend class LLFloaterReg;
public:
/*virtual*/ void draw();
/*virtual*/ BOOL postBuild();
private:
LLFloaterLagMeter(const LLSD& key);
/*virtual*/ ~LLFloaterLagMeter();
void determineClient();
void determineNetwork();
void determineServer();
void updateControls(bool shrink);
BOOL isShrunk();
void onClickShrink();
bool mShrunk;
S32 mMaxWidth, mMinWidth;
F32Milliseconds mClientFrameTimeCritical;
F32Milliseconds mClientFrameTimeWarning;
LLButton* mClientButton;
LLTextBox* mClientText;
LLTextBox* mClientCause;
F32Percent mNetworkPacketLossCritical;
F32Percent mNetworkPacketLossWarning;
F32Milliseconds mNetworkPingCritical;
F32Milliseconds mNetworkPingWarning;
LLButton* mNetworkButton;
LLTextBox* mNetworkText;
LLTextBox* mNetworkCause;
F32Milliseconds mServerFrameTimeCritical;
F32Milliseconds mServerFrameTimeWarning;
F32Milliseconds mServerSingleProcessMaxTime;
LLButton* mServerButton;
LLTextBox* mServerText;
LLTextBox* mServerCause;
LLStringUtil::format_map_t mStringArgs;
};
#endif

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@ -509,7 +509,7 @@ private:
void LLGLTexMemBar::draw()
{
S32Megabytes bound_mem = LLViewerTexture::sBoundTextureMemory;
S32Megabytes max_bound_mem = LLViewerTexture::sMaxBoundTextureMem;
S32Megabytes max_bound_mem = LLViewerTexture::sMaxBoundTextureMemory;
S32Megabytes total_mem = LLViewerTexture::sTotalTextureMemory;
S32Megabytes max_total_mem = LLViewerTexture::sMaxTotalTextureMem;
F32 discard_bias = LLViewerTexture::sDesiredDiscardBias;

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@ -73,6 +73,7 @@
#include "llfloaterinspect.h"
#include "llfloaterinventory.h"
#include "llfloaterjoystick.h"
#include "llfloaterlagmeter.h"
#include "llfloaterland.h"
#include "llfloaterlandholdings.h"
#include "llfloatermap.h"
@ -233,6 +234,7 @@ void LLViewerFloaterReg::registerFloaters()
LLNotificationsUI::registerFloater();
LLFloaterDisplayNameUtil::registerFloater();
LLFloaterReg::add("lagmeter", "floater_lagmeter.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterLagMeter>);
LLFloaterReg::add("land_holdings", "floater_land_holdings.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterLandHoldings>);
LLFloaterReg::add("mem_leaking", "floater_mem_leaking.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterMemLeak>);

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@ -88,7 +88,7 @@ F32 LLViewerTexture::sDesiredDiscardBias = 0.f;
F32 LLViewerTexture::sDesiredDiscardScale = 1.1f;
S32Bytes LLViewerTexture::sBoundTextureMemory;
S32Bytes LLViewerTexture::sTotalTextureMemory;
S32Megabytes LLViewerTexture::sMaxBoundTextureMem;
S32Megabytes LLViewerTexture::sMaxBoundTextureMemory;
S32Megabytes LLViewerTexture::sMaxTotalTextureMem;
S32Bytes LLViewerTexture::sMaxDesiredTextureMem;
S8 LLViewerTexture::sCameraMovingDiscardBias = 0;
@ -534,11 +534,11 @@ void LLViewerTexture::updateClass(const F32 velocity, const F32 angular_velocity
sBoundTextureMemory = LLImageGL::sBoundTextureMemory;
sTotalTextureMemory = LLImageGL::sGlobalTextureMemory;
sMaxBoundTextureMem = gTextureList.getMaxResidentTexMem();
sMaxBoundTextureMemory = gTextureList.getMaxResidentTexMem();
sMaxTotalTextureMem = gTextureList.getMaxTotalTextureMem();
sMaxDesiredTextureMem = sMaxTotalTextureMem; //in Bytes, by default and when total used texture memory is small.
if (sBoundTextureMemory >= sMaxBoundTextureMem ||
if (sBoundTextureMemory >= sMaxBoundTextureMemory ||
sTotalTextureMemory >= sMaxTotalTextureMem)
{
//when texture memory overflows, lower down the threshold to release the textures more aggressively.
@ -558,7 +558,7 @@ void LLViewerTexture::updateClass(const F32 velocity, const F32 angular_velocity
sEvaluationTimer.reset();
}
else if (sDesiredDiscardBias > 0.0f &&
sBoundTextureMemory < sMaxBoundTextureMem * texmem_lower_bound_scale &&
sBoundTextureMemory < sMaxBoundTextureMemory * texmem_lower_bound_scale &&
sTotalTextureMemory < sMaxTotalTextureMem * texmem_lower_bound_scale)
{
// If we are using less texture memory than we should,
@ -576,7 +576,7 @@ void LLViewerTexture::updateClass(const F32 velocity, const F32 angular_velocity
sCameraMovingBias = llmax(0.2f * camera_moving_speed, 2.0f * camera_angular_speed - 1);
sCameraMovingDiscardBias = (S8)(sCameraMovingBias);
LLViewerTexture::sFreezeImageScalingDown = (sBoundTextureMemory < 0.75f * sMaxBoundTextureMem * texmem_middle_bound_scale) &&
LLViewerTexture::sFreezeImageScalingDown = (sBoundTextureMemory < 0.75f * sMaxBoundTextureMemory * texmem_middle_bound_scale) &&
(sTotalTextureMemory < 0.75f * sMaxTotalTextureMem * texmem_middle_bound_scale);
}
@ -2962,7 +2962,7 @@ void LLViewerLODTexture::processTextureStats()
scaleDown();
}
// Limit the amount of GL memory bound each frame
else if ( sBoundTextureMemory > sMaxBoundTextureMem * texmem_middle_bound_scale &&
else if ( sBoundTextureMemory > sMaxBoundTextureMemory * texmem_middle_bound_scale &&
(!getBoundRecently() || mDesiredDiscardLevel >= mCachedRawDiscardLevel))
{
scaleDown();

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@ -207,7 +207,7 @@ public:
static F32 sDesiredDiscardScale;
static S32Bytes sBoundTextureMemory;
static S32Bytes sTotalTextureMemory;
static S32Megabytes sMaxBoundTextureMem;
static S32Megabytes sMaxBoundTextureMemory;
static S32Megabytes sMaxTotalTextureMem;
static S32Bytes sMaxDesiredTextureMem ;
static S8 sCameraMovingDiscardBias;

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@ -0,0 +1,151 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="LAG METER">
<floater.string name="max_title_msg">
Lag måler
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Lag
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
Klient
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Normal, vindue i baggrund
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Klients billeder/sek under [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Klients billeder/sek mellem [CLIENT_FRAME_RATE_CRITICAL] og [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Mulig årsag: &apos;Vis afstand&apos; sat for højt i grafik indstillinger
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Mulig årsag: Billeder hentes
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Mulig årsag: For mange billeder i hukommelse
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Mulig årsag: For mange komplekse objekter i scenariet
</floater.string>
<floater.string name="network_text_msg">
Netværk
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
Forbindelsen mister over [NETWORK_PACKET_LOSS_CRITICAL]% pakker
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
Forbindelsen mister [NETWORK_PACKET_LOSS_WARNING]%-[NETWORK_PACKET_LOSS_CRITICAL]% pakker
</floater.string>
<floater.string name="network_performance_normal_msg">
Normal
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Forbindelsens ping tider er over [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_ping_warning_msg">
Forbindelsens ping tider er [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Muligvis dårlig forbindelse eller &apos;båndbredde&apos; sat for højt i netværksopsætning.
</floater.string>
<floater.string name="network_ping_cause_msg">
Muligvis dårlig forbindelse eller fil delings program.
</floater.string>
<floater.string name="server_text_msg">
Server
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Simulator framerate er under [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Simulator framerate er mellem [SERVER_FRAME_RATE_CRITICAL] og [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="server_physics_cause_msg">
Mulig årsag: For mange fysiske objekter
</floater.string>
<floater.string name="server_scripts_cause_msg">
Mulig årsag: For mange objekter med script
</floater.string>
<floater.string name="server_net_cause_msg">
Mulig årsag: For meget netværks trafik
</floater.string>
<floater.string name="server_agent_cause_msg">
Mulig årsag: For mange avatarer i bevægelse i regionen
</floater.string>
<floater.string name="server_images_cause_msg">
Mulig årsag: For mange billed udregninger
</floater.string>
<floater.string name="server_generic_cause_msg">
Mulig årsag: Simulator belastning for stor
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button label="" label_selected="" name="client_lagmeter" tool_tip="Status for klient lag"/>
<text name="client">
Klient
</text>
<text name="client_text">
Normal
</text>
<button label="" label_selected="" name="network_lagmeter" tool_tip="Network lag status"/>
<text name="network">
Netværk
</text>
<text name="network_text">
Normal
</text>
<button label="" label_selected="" name="server_lagmeter" tool_tip="Status for server lag"/>
<text name="server">
Server
</text>
<text name="server_text">
Normal
</text>
<button label="&gt;&gt;" name="minimize" tool_tip="Ændre størrelse"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="LAG METER">
<floater.string name="max_title_msg">
Lag-Anzeige
</floater.string>
<floater.string name="max_width_px">
350
</floater.string>
<floater.string name="min_title_msg">
Lag
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
Client
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Normal, Fenster im Hintergrund
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Client-Frame-Rate unter [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Client-Frame-Rate zwischen [CLIENT_FRAME_RATE_CRITICAL] und [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Mögliche Ursache: Sichtweite zu groß
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Mögliche Ursache: Bilder werden geladen
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Mögliche Ursache: Zu viele Bilder im Speicher
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Mögliche Ursache: Zu viele komplexe Objekte in der Szene
</floater.string>
<floater.string name="network_text_msg">
Netzwerk
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
Paketverlust der Verbindung übersteigt [NETWORK_PACKET_LOSS_CRITICAL]%
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
Paketverlust der Verbindung liegt bei [NETWORK_PACKET_LOSS_WARNING]%-[NETWORK_PACKET_LOSS_CRITICAL]%
</floater.string>
<floater.string name="network_performance_normal_msg">
Normal
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Ping-Zeit der Verbindung übersteigt [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_ping_warning_msg">
Ping-Zeit der Verbindung liegt bei [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Möglicherweise schlechte Verbindung oder zu hoher Wert für „Bandbreite“.
</floater.string>
<floater.string name="network_ping_cause_msg">
Möglicherweise schlechte Verbindung oder File-Sharing-Anwendung.
</floater.string>
<floater.string name="server_text_msg">
Server
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Simulator-Frame-Rate liegt unter [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Simulator-Frame-Rate liegt zwischen [SERVER_FRAME_RATE_CRITICAL] und [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="server_physics_cause_msg">
Mögliche Ursache: Zu viele physische Objekte
</floater.string>
<floater.string name="server_scripts_cause_msg">
Mögliche Ursache: Zu viele geskriptete Objekte
</floater.string>
<floater.string name="server_net_cause_msg">
Mögliche Ursache: Zu viel Netzwerktraffic
</floater.string>
<floater.string name="server_agent_cause_msg">
Mögliche Ursache: Zu viele Personen in Bewegung in der Region
</floater.string>
<floater.string name="server_images_cause_msg">
Mögliche Ursache: Zu viele Bildberechnungen
</floater.string>
<floater.string name="server_generic_cause_msg">
Mögliche Ursache: Zu hohe Simulator-Last
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button name="client_lagmeter" tool_tip="Client-Lag-Status"/>
<text name="client">
Client
</text>
<text name="client_text">
Normal
</text>
<button name="network_lagmeter" tool_tip="Netzwerk-Lag-Status"/>
<text name="network">
Netzwerk
</text>
<text name="network_text">
Normal
</text>
<button name="server_lagmeter" tool_tip="Server-Lag-Status"/>
<text name="server">
Server
</text>
<text name="server_text">
Normal
</text>
<button label="&gt;&gt; " name="minimize" tool_tip="Fenstergröße ändern"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<floater
legacy_header_height="18"
height="170"
layout="topleft"
name="floater_lagmeter"
help_topic="floater_lagmeter"
save_rect="true"
title="LAG METER"
width="350">
<floater.string
name="max_title_msg">
Lag Meter
</floater.string>
<floater.string
name="max_width_px">
360
</floater.string>
<floater.string
name="min_title_msg">
Lag
</floater.string>
<floater.string
name="min_width_px">
90
</floater.string>
<floater.string
name="client_text_msg">
Client
</floater.string>
<floater.string
name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string
name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string
name="client_frame_time_window_bg_msg">
Normal, window in background
</floater.string>
<floater.string
name="client_frame_time_critical_msg">
Client frame rate below [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string
name="client_frame_time_warning_msg">
Client frame rate between [CLIENT_FRAME_RATE_CRITICAL] and [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string
name="client_frame_time_normal_msg">
Normal
</floater.string>
<floater.string
name="client_draw_distance_cause_msg">
Possible cause: Draw distance set too high
</floater.string>
<floater.string
name="client_texture_loading_cause_msg">
Possible cause: Images loading
</floater.string>
<floater.string
name="client_texture_memory_cause_msg">
Possible cause: Too many images in memory
</floater.string>
<floater.string
name="client_complex_objects_cause_msg">
Possible cause: Too many complex objects in scene
</floater.string>
<floater.string
name="network_text_msg">
Network
</floater.string>
<floater.string
name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string
name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string
name="network_packet_loss_critical_msg">
Connection is dropping over [NETWORK_PACKET_LOSS_CRITICAL]% of packets
</floater.string>
<floater.string
name="network_packet_loss_warning_msg">
Connection is dropping [NETWORK_PACKET_LOSS_WARNING]%-[NETWORK_PACKET_LOSS_CRITICAL]% of packets
</floater.string>
<floater.string
name="network_performance_normal_msg">
Normal
</floater.string>
<floater.string
name="network_ping_critical_ms">
600
</floater.string>
<floater.string
name="network_ping_warning_ms">
300
</floater.string>
<floater.string
name="network_ping_critical_msg">
Connection ping time is over [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string
name="network_ping_warning_msg">
Connection ping time is [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string
name="network_packet_loss_cause_msg">
Possible bad connection or &apos;Bandwidth&apos; pref too high.
</floater.string>
<floater.string
name="network_ping_cause_msg">
Possible bad connection or file-sharing app.
</floater.string>
<floater.string
name="server_text_msg">
Server
</floater.string>
<floater.string
name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string
name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string
name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string
name="server_frame_time_critical_msg">
Simulator framerate below [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string
name="server_frame_time_warning_msg">
Simulator framerate between [SERVER_FRAME_RATE_CRITICAL] and [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string
name="server_frame_time_normal_msg">
Normal
</floater.string>
<floater.string
name="server_physics_cause_msg">
Possible Cause: Too many physical objects
</floater.string>
<floater.string
name="server_scripts_cause_msg">
Possible Cause: Too many scripted objects
</floater.string>
<floater.string
name="server_net_cause_msg">
Possible Cause: Too much network traffic
</floater.string>
<floater.string
name="server_agent_cause_msg">
Possible Cause: Too many moving people in region
</floater.string>
<floater.string
name="server_images_cause_msg">
Possible Cause: Too many image calculations
</floater.string>
<floater.string
name="server_generic_cause_msg">
Possible Cause: Simulator load too heavy
</floater.string>
<floater.string
name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string
name="bigger_label">
&lt;&lt;
</floater.string>
<button
follows="top|left"
height="16"
image_selected="lag_status_good.tga"
image_unselected="lag_status_good.tga"
layout="topleft"
left="8"
name="client_lagmeter"
tab_stop="false"
tool_tip="Client lag status"
top="24"
width="16" />
<text
type="string"
length="1"
follows="left|top"
font="SansSerif"
height="16"
layout="topleft"
left_pad="3"
name="client"
top_delta="0"
width="128">
Client
</text>
<text
invisiblity_control="LagMeterShrunk"
type="string"
length="1"
bottom="40"
follows="left|top"
font="SansSerif"
height="16"
layout="topleft"
left="110"
name="client_text"
right="-10">
Normal
</text>
<text
invisiblity_control="LagMeterShrunk"
bottom="56"
follows="left|top"
height="16"
layout="topleft"
left="40"
name="client_lag_cause"
right="-32" />
<button
follows="top|left"
height="16"
image_selected="lag_status_good.tga"
image_unselected="lag_status_good.tga"
layout="topleft"
left="8"
name="network_lagmeter"
tab_stop="false"
tool_tip="Network lag status"
top="64"
width="16" />
<text
type="string"
length="1"
follows="left|top"
font="SansSerif"
height="16"
layout="topleft"
left_pad="3"
name="network"
top_delta="0"
width="128">
Network
</text>
<text
invisiblity_control="LagMeterShrunk"
type="string"
length="1"
bottom="80"
follows="left|top"
font="SansSerif"
height="16"
layout="topleft"
left="110"
name="network_text"
right="-10">
Normal
</text>
<text
invisiblity_control="LagMeterShrunk"
bottom="96"
follows="left|top"
height="16"
layout="topleft"
left="40"
name="network_lag_cause"
right="-32" />
<button
follows="top|left"
height="16"
image_selected="lag_status_good.tga"
image_unselected="lag_status_good.tga"
layout="topleft"
left="8"
name="server_lagmeter"
tab_stop="false"
tool_tip="Server lag status"
top="104"
width="16" />
<text
type="string"
length="1"
follows="left|top"
font="SansSerif"
height="16"
layout="topleft"
left_pad="3"
name="server"
top_delta="0"
width="60">
Server
</text>
<text
invisiblity_control="LagMeterShrunk"
type="string"
length="1"
bottom="120"
follows="left|top"
font="SansSerif"
height="16"
layout="topleft"
left="110"
name="server_text"
right="-10">
Normal
</text>
<text
invisiblity_control="LagMeterShrunk"
bottom="136"
follows="left|top"
height="16"
layout="topleft"
left="40"
name="server_lag_cause"
right="-32" />
<button
follows="left|top"
height="20"
label="&gt;&gt;"
layout="topleft"
left="10"
name="minimize"
tool_tip="Toggle floater size"
top_delta="24"
width="40">
<button.commit_callback
function="LagMeter.ClickShrink" />
</button>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="MEDIDOR DEL LAG">
<floater.string name="max_title_msg">
Medidor del lag
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Lag
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
Cliente
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Normal, ventana en segundo plano
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Frames del cliente valorados por debajo de [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Frames del cliente valorados entre [CLIENT_FRAME_RATE_CRITICAL] y [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Posible causa: distancia de dibujo fijada muy alta
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Posible causa: imágenes cargándose
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Posible causa: demasiadas imágenes en la memoria
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Posible causa: demasiados objetos complejos en la escena
</floater.string>
<floater.string name="network_text_msg">
Red
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
La conexión deja caer más del [NETWORK_PACKET_LOSS_CRITICAL]% de los paquetes
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
La conexión deja caer [NETWORK_PACKET_LOSS_WARNING]%-[NETWORK_PACKET_LOSS_CRITICAL]% de los paquetes
</floater.string>
<floater.string name="network_performance_normal_msg">
Normal
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
El tiempo de conexión -ping- supera los [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_ping_warning_msg">
El tiempo de conexión -ping- es de [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Quizá una mala conexión o un ancho de banda fijado demasiado alto.
</floater.string>
<floater.string name="network_ping_cause_msg">
Quizá una mala conexión o una aplicación de archivos compartidos.
</floater.string>
<floater.string name="server_text_msg">
Servidor
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Frecuencia (framerate) por debajo de [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Frecuencia (framerate) entre [SERVER_FRAME_RATE_CRITICAL] y [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="server_physics_cause_msg">
Posible causa: demasiados objetos físicos
</floater.string>
<floater.string name="server_scripts_cause_msg">
Posible causa: demasiados objetos con script
</floater.string>
<floater.string name="server_net_cause_msg">
Posible causa: demasiado tráfico en la red
</floater.string>
<floater.string name="server_agent_cause_msg">
Posible causa: demasiada gente moviéndose en la región
</floater.string>
<floater.string name="server_images_cause_msg">
Posible causa: demasiados cálculos de imáganes
</floater.string>
<floater.string name="server_generic_cause_msg">
Posible causa: carga del simulador muy pesada
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button label="" label_selected="" name="client_lagmeter" tool_tip="Estado del lag del cliente"/>
<text name="client">
Cliente
</text>
<text font="SansSerifSmall" name="client_text">
Normal
</text>
<text left="30" name="client_lag_cause" right="-10"/>
<button label="" label_selected="" name="network_lagmeter" tool_tip="Estado del lag de la red"/>
<text name="network">
Red
</text>
<text font="SansSerifSmall" name="network_text">
Normal
</text>
<text left="30" name="network_lag_cause" right="-10"/>
<button label="" label_selected="" name="server_lagmeter" tool_tip="Estado del lag del servidor"/>
<text name="server">
Servidor
</text>
<text font="SansSerifSmall" name="server_text">
Normal
</text>
<text left="30" name="server_lag_cause" right="-32"/>
<button label="&gt;&gt;" name="minimize" tool_tip="Cambia el tamaño de la ventana"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="MESURE DU LAG">
<floater.string name="max_title_msg">
Mesure du lag
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Lag
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
Client
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Normal, fenêtre en arrière-plan
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Taux de défilement [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Taux de défilement entre [CLIENT_FRAME_RATE_CRITICAL] et [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Cause possible : limite d&apos;affichage trop élevée
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Cause possible : images en cours de chargement
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Cause possible : trop d&apos;images en mémoire
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Cause possible : trop d&apos;objets complexes
</floater.string>
<floater.string name="network_text_msg">
Réseau
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
La connexion perd plus de [NETWORK_PACKET_LOSS_CRITICAL] % de paquets
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
La connexion perd entre [NETWORK_PACKET_LOSS_WARNING] % et [NETWORK_PACKET_LOSS_CRITICAL] % de paquets
</floater.string>
<floater.string name="network_performance_normal_msg">
Normal
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Connexion ping > [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_ping_warning_msg">
Connexion ping entre [NETWORK_PING_WARNING] et [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Mauvaise connexion possible ou réglage de la bande passante trop élevé.
</floater.string>
<floater.string name="network_ping_cause_msg">
Mauvaise connexion possible ou app. de partage des fichiers
</floater.string>
<floater.string name="server_text_msg">
Serveur
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Défilement du simulateur &lt; [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Défilement simulateur entre [SERVER_FRAME_RATE_CRITICAL] et [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="server_physics_cause_msg">
Cause possible : trop d&apos;objets physiques
</floater.string>
<floater.string name="server_scripts_cause_msg">
Cause possible : trop d&apos;objets scriptés
</floater.string>
<floater.string name="server_net_cause_msg">
Cause possible : trop de trafic réseau
</floater.string>
<floater.string name="server_agent_cause_msg">
Cause possible : trop de personnes en mouvement
</floater.string>
<floater.string name="server_images_cause_msg">
Cause possible : trop de calculs d&apos;images
</floater.string>
<floater.string name="server_generic_cause_msg">
Cause possible : charge simulateur trop lourde
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button name="client_lagmeter" tool_tip="Statut du lag client"/>
<text name="client">
Client
</text>
<text name="client_text">
Normal
</text>
<button name="network_lagmeter" tool_tip="Statut du lag réseau"/>
<text name="network">
Réseau
</text>
<text name="network_text">
Normal
</text>
<button name="server_lagmeter" tool_tip="Statut du lag serveur"/>
<text name="server">
Serveur
</text>
<text name="server_text">
Normal
</text>
<button label="&gt;&gt;" name="minimize" tool_tip="Activer/désactiver la taille du floater"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="MISURATORE LAG">
<floater.string name="max_title_msg">
Misuratore del lag
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Lag
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
Programma in locale
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Normale, finestra sullo sfondo
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Velocità dei frame al di sotto di [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Velocità dei frame tra [CLIENT_FRAME_RATE_CRITICAL] e [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
Normale
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Possibile causa: Campo visivo impostato troppo alto
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Possibile causa: Caricamento immagini
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Possibile causa: Troppe immagini in memoria
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Possibile causa: Troppi oggetti complessi intorno
</floater.string>
<floater.string name="network_text_msg">
Network
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
La connessione sta calando al di sotto del [NETWORK_PACKET_LOSS_CRITICAL]% di pacchetti
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
La connessione sta calando tra il [NETWORK_PACKET_LOSS_WARNING]% e il [NETWORK_PACKET_LOSS_CRITICAL]% di pacchetti
</floater.string>
<floater.string name="network_performance_normal_msg">
Normale
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Il tempo di ping della connessione è al di sopra di [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_ping_warning_msg">
Il tempo di ping della connessione è tra [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Possibile cattiva connessione o la larghezza di banda impostata nelle preferenze troppo alta.
</floater.string>
<floater.string name="network_ping_cause_msg">
Possibile cattiva connessione o l&apos;apertura di un programma di scambio files.
</floater.string>
<floater.string name="server_text_msg">
Server
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Velocità dei frame al di sotto di [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Velocità dei frame tra [SERVER_FRAME_RATE_CRITICAL] e [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
Normale
</floater.string>
<floater.string name="server_physics_cause_msg">
Possibile causa: troppi oggetti fisici
</floater.string>
<floater.string name="server_scripts_cause_msg">
Possibile causa: troppi oggetti scriptati
</floater.string>
<floater.string name="server_net_cause_msg">
Possibile causa: eccessivo traffico sulla rete
</floater.string>
<floater.string name="server_agent_cause_msg">
Possibile causa: troppi residenti in movimento nella regione
</floater.string>
<floater.string name="server_images_cause_msg">
Possibile causa: troppe elaborazioni di immagini
</floater.string>
<floater.string name="server_generic_cause_msg">
Possibile causa: carico eccessivo del simulatore
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button label="" label_selected="" name="client_lagmeter" tool_tip="Stato del lag del programma in locale"/>
<text name="client">
Client
</text>
<text font="SansSerifSmall" left="145" name="client_text">
Normale
</text>
<text left="30" name="client_lag_cause" right="-10"/>
<button label="" label_selected="" name="network_lagmeter" tool_tip="Stato del lag del network"/>
<text name="network">
Rete
</text>
<text font="SansSerifSmall" name="network_text">
Normale
</text>
<text left="30" name="network_lag_cause" right="-10"/>
<button label="" label_selected="" name="server_lagmeter" tool_tip="Stato del lag del server"/>
<text name="server">
Server
</text>
<text font="SansSerifSmall" name="server_text">
Normale
</text>
<text left="30" name="server_lag_cause" right="-32"/>
<button label="&gt;&gt;" name="minimize" tool_tip="Cambia dimensioni floater"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="ラグメーター">
<floater.string name="max_title_msg">
ラグ メーター
</floater.string>
<floater.string name="max_width_px">
350
</floater.string>
<floater.string name="min_title_msg">
ラグ
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
クライアント
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
ノーマル、ウィンドウは背景に
</floater.string>
<floater.string name="client_frame_time_critical_msg">
クライアント フレームレート [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
クライアント フレームレート: [CLIENT_FRAME_RATE_CRITICAL] [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
ノーマル
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
考えられる原因: 描画距離の設定が大きすぎる
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
考えられる原因: 画像のロード中
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
考えられる原因: メモリ内の画像数が多すぎる
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
考えられる原因: 画面に含まれる複雑なオブジェクトが多すぎる
</floater.string>
<floater.string name="network_text_msg">
ネットワーク
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
接続でドロップされるパケットの割合: [NETWORK_PACKET_LOSS_CRITICAL]
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
接続でドロップされるパケットの割合:[NETWORK_PACKET_LOSS_WARNING] [NETWORK_PACKET_LOSS_CRITICAL]
</floater.string>
<floater.string name="network_performance_normal_msg">
ノーマル
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
接続の ping 時間: [NETWORK_PING_CRITICAL] ミリ秒
</floater.string>
<floater.string name="network_ping_warning_msg">
接続の ping 時間: [NETWORK_PING_WARNING] [NETWORK_PING_CRITICAL] ミリ秒
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
接続不良になっているか、帯域幅設定が高すぎます。
</floater.string>
<floater.string name="network_ping_cause_msg">
接続不良になっているか、ファイル共有アプリケーションに問題があります。
</floater.string>
<floater.string name="server_text_msg">
サーバー
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
シミュレーターのフレームレート: [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
シミュレーターのフレームレート: [SERVER_FRAME_RATE_CRITICAL] [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
ノーマル
</floater.string>
<floater.string name="server_physics_cause_msg">
考えられる原因: 物理的オブジェクトが多すぎる
</floater.string>
<floater.string name="server_scripts_cause_msg">
考えられる原因: スクリプトを含むオブジェクトが多すぎる
</floater.string>
<floater.string name="server_net_cause_msg">
考えられる原因: ネットワーク トラフィック過大
</floater.string>
<floater.string name="server_agent_cause_msg">
考えられる原因: 地域内にて動いているアバターが多すぎる
</floater.string>
<floater.string name="server_images_cause_msg">
考えられる原因: 画像計算が多すぎる
</floater.string>
<floater.string name="server_generic_cause_msg">
考えられる原因: シミュレーターの過負荷
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button name="client_lagmeter" tool_tip="クライアント ラグ ステータス"/>
<text name="client">
クライアント
</text>
<text name="client_text">
ノーマル
</text>
<button name="network_lagmeter" tool_tip="ネットワーク ラグ ステータス"/>
<text name="network">
ネットワーク
</text>
<text name="network_text">
ノーマル
</text>
<button name="server_lagmeter" tool_tip="サーバー ラグ ステータス"/>
<text name="server">
サーバー
</text>
<text name="server_text">
ノーマル
</text>
<button label="&gt;&gt; " name="minimize" tool_tip="フローターのサイズをトグル"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="POMIAR LAGÓW">
<floater.string name="max_title_msg">
Pomiar lagów
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Lag
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
Klient
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
W normie, okno w tle
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Ilość klatek na sekundę klienta poniżej [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Ilość klatek na sekundę pomiędzy [CLIENT_FRAME_RATE_CRITICAL] i [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
W normie
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Przyczyna: dystans rysowania jest za wysoki
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Przyczyna: ładowanie obrazu
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Przyczyna: za dużo obrazów w pamięci
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Przyczyna: za dużo złożonych obiektów
</floater.string>
<floater.string name="network_text_msg">
Sieć
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
Utrata pakietów przekracza [NETWORK_PACKET_LOSS_CRITICAL]%
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
Utrata pakietów przekracza [NETWORK_PACKET_LOSS_WARNING]%-[NETWORK_PACKET_LOSS_CRITICAL]%
</floater.string>
<floater.string name="network_performance_normal_msg">
W normie
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Fatalny ping - [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_ping_warning_msg">
Wolny ping - [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Złe połączenie lub przepustowość.
</floater.string>
<floater.string name="network_ping_cause_msg">
Złe połączenie lub aplikacja współdzieląca pliki.
</floater.string>
<floater.string name="server_text_msg">
Serwer
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Ilość klatek na sekundę poniżej [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Ilość klatek na sekundę pomiędzy [SERVER_FRAME_RATE_CRITICAL] i [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
W normie
</floater.string>
<floater.string name="server_physics_cause_msg">
Przyczyna: za dużo obiektów fizycznych
</floater.string>
<floater.string name="server_scripts_cause_msg">
Przyczyna: za dużo obieków skryptowanych
</floater.string>
<floater.string name="server_net_cause_msg">
Przyczyna: za duży ruch w sieci
</floater.string>
<floater.string name="server_agent_cause_msg">
Przyczyna: za dużo poruszających się awatarów w regionie
</floater.string>
<floater.string name="server_images_cause_msg">
Przyczyna: za dużo kalkulacji obrazu
</floater.string>
<floater.string name="server_generic_cause_msg">
Przyczyna: symulator ładuje się zbyt powoli
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button label="" label_selected="" name="client_lagmeter" tool_tip="Status lagów klienta"/>
<text name="client">
Klient
</text>
<text name="client_text">
W normie
</text>
<button label="" label_selected="" name="network_lagmeter" tool_tip="Network lag status"/>
<text name="network">
Sieć
</text>
<text name="network_text">
W normie
</text>
<button label="" label_selected="" name="server_lagmeter" tool_tip="Server lag status"/>
<text name="server">
Serwer
</text>
<text name="server_text">
W normie
</text>
<button label="&gt;&gt;" name="minimize" tool_tip="Złącz rozmiar pliku xml"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="LAG - Índice">
<floater.string name="max_title_msg">
Medidor de Atraso
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Atraso
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
Cliente
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Normal, janela por baixo
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Taxa de quadros do Cliente abaixo de [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Taxa de quadros do Cliente entre [CLIENT_FRAME_RATE_CRITICAL] e [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Causa possível: Distância de desenho ajustada muito alta
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Causa possível: Carregamento de Imagens
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Causa possível: Muitas imagens na memória
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Causa possível: Muitos objetos complexos na cena
</floater.string>
<floater.string name="network_text_msg">
Rede
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
Conexão está caindo para cerca de [NETWORK_PACKET_LOSS_CRITICAL]% de pacotes
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
Conexão está caindo [NETWORK_PACKET_LOSS_WARNING]%-[NETWORK_PACKET_LOSS_CRITICAL]% de pacotes
</floater.string>
<floater.string name="network_performance_normal_msg">
Normal
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Tempo de conexão de ping é cerca de [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_ping_warning_msg">
Tempo de conexão de ping é [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Possível conexão ruim ou &apos;Largura de Banda&apos; escolhida muito alta.
</floater.string>
<floater.string name="network_ping_cause_msg">
Possível conexão ruim ou aplicativos compartilhando arquivos.
</floater.string>
<floater.string name="server_text_msg">
Servidor
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Taxa de quadros abaixo de [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Taxa de quadros entre [SERVER_FRAME_RATE_CRITICAL] e [SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="server_physics_cause_msg">
Causa possível: Muitos objetos físicos
</floater.string>
<floater.string name="server_scripts_cause_msg">
Causa possível: Muitos objetos com scripts
</floater.string>
<floater.string name="server_net_cause_msg">
Causa possível: Muito tráfego na rede
</floater.string>
<floater.string name="server_agent_cause_msg">
Causa possível: Muitas pessoas se movendo na região
</floater.string>
<floater.string name="server_images_cause_msg">
Causa possível: Muitos cálculos de imagem
</floater.string>
<floater.string name="server_generic_cause_msg">
Causa possível: Carga no simulador muito pesada
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button label="" label_selected="" name="client_lagmeter" tool_tip="Status de atraso no Cliente"/>
<text name="client">
Cliente
</text>
<text font="SansSerifSmall" name="client_text">
Normal
</text>
<text left="30" name="client_lag_cause" right="-10"/>
<button label="" label_selected="" name="network_lagmeter" tool_tip="Status de atraso na rede"/>
<text name="network">
Rede
</text>
<text font="SansSerifSmall" name="network_text">
Normal
</text>
<text left="30" name="network_lag_cause" right="-10"/>
<button label="" label_selected="" name="server_lagmeter" tool_tip="Status de atraso no servidor"/>
<text name="server">
Servidor
</text>
<text font="SansSerifSmall" name="server_text">
Normal
</text>
<text left="30" name="server_lag_cause" right="-32"/>
<button label="&gt;&gt;" name="minimize" tool_tip="Alternar o tamanho da janela"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="УРОВЕНЬ ЛАГОВ">
<floater.string name="max_title_msg">
Уровень лагов
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Лаг
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
Клиент
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Нормально, окно в фоне
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Частота кадров клиента ниже [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Частота кадров клиента от [CLIENT_FRAME_RATE_CRITICAL] до [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
Нормально
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Возможная причина: дальность отрисовки слишком велика
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Возможная причина: загрузка изображений
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Возможная причина: слишком много изображений в памяти
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Возможная причина: слишком много сложных объектов в сцене
</floater.string>
<floater.string name="network_text_msg">
Сеть
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
Сеть теряет более [NETWORK_PACKET_LOSS_CRITICAL]% пакетов
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
Сеть теряет [NETWORK_PACKET_LOSS_WARNING][NETWORK_PACKET_LOSS_CRITICAL]% пакетов
</floater.string>
<floater.string name="network_performance_normal_msg">
Нормально
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Пинг соединения более [NETWORK_PING_CRITICAL] мс
</floater.string>
<floater.string name="network_ping_warning_msg">
Пинг соединения [NETWORK_PING_WARNING][NETWORK_PING_CRITICAL] мс
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Возможно, плохое соединение, или параметр «Ширина канала» слишком велик.
</floater.string>
<floater.string name="network_ping_cause_msg">
Возможно, плохое соединение или есть работающие файлообменные программы.
</floater.string>
<floater.string name="server_text_msg">
Сервер
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Частота кадров сервера ниже [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Частота кадров сервера [SERVER_FRAME_RATE_CRITICAL][SERVER_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="server_frame_time_normal_msg">
Нормально
</floater.string>
<floater.string name="server_physics_cause_msg">
Возможная причина: слишком много физических объектов
</floater.string>
<floater.string name="server_scripts_cause_msg">
Возможная причина: слишком много скриптовых объектов
</floater.string>
<floater.string name="server_net_cause_msg">
Возможная причина: слишком большой сетевой трафик
</floater.string>
<floater.string name="server_agent_cause_msg">
Возможная причина: слишком много людей в регионе
</floater.string>
<floater.string name="server_images_cause_msg">
Возможная причина: слишком много изображений
</floater.string>
<floater.string name="server_generic_cause_msg">
Возможная причина: сервер сильно загружен
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button name="client_lagmeter" tool_tip="Уровень лагов клиента"/>
<text name="client">
Клиент
</text>
<text name="client_text">
Нормально
</text>
<button name="network_lagmeter" tool_tip="Уровень лагов сети"/>
<text name="network">
Сеть
</text>
<text name="network_text">
Нормально
</text>
<button name="server_lagmeter" tool_tip="Уровень лагов сервера"/>
<text name="server">
Сервер
</text>
<text name="server_text">
Нормально
</text>
<button label="&gt;&gt;" name="minimize" tool_tip="Переключение размера"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="GECİKME ÖLÇER">
<floater.string name="max_title_msg">
Gecikme Ölçer
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Gecikme
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
İstemci
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Normal, pencere alt zeminde
</floater.string>
<floater.string name="client_frame_time_critical_msg">
İstemci kare hızı [CLIENT_FRAME_RATE_CRITICAL] altında
</floater.string>
<floater.string name="client_frame_time_warning_msg">
İstemci kare hızı [CLIENT_FRAME_RATE_CRITICAL] ile [CLIENT_FRAME_RATE_WARNING] arasınad
</floater.string>
<floater.string name="client_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Muhtemel neden: Çizme mesafesi çok yüksek
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Muhtemel neden: Görüntüler yükleniyor
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Muhtemel neden: Bellekte çok fazla görüntü
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Muhtemel neden: Sahnede çok fazla karmaşık nesne
</floater.string>
<floater.string name="network_text_msg">
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
Bağlantı paketlerin % [NETWORK_PACKET_LOSS_CRITICAL]&apos;sinden fazlasını bırakıyor
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
Bağlantı paketlerin % [NETWORK_PACKET_LOSS_WARNING]%-[NETWORK_PACKET_LOSS_CRITICAL]&apos;sini bırakıyor
</floater.string>
<floater.string name="network_performance_normal_msg">
Normal
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Bağlantı ping süresi [NETWORK_PING_CRITICAL] ms.den fazla
</floater.string>
<floater.string name="network_ping_warning_msg">
Bağlantı ping süresi [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Muhtemel yetersiz bağlantı veya &apos;Bant Genişliği&apos; tercihi çok yüksek.
</floater.string>
<floater.string name="network_ping_cause_msg">
Muhtemel yetersiz bağlantı veya dosya paylaşım uygulaması.
</floater.string>
<floater.string name="server_text_msg">
Sunucu
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
Simülatör kare hızı [SERVER_FRAME_RATE_CRITICAL] altında
</floater.string>
<floater.string name="server_frame_time_warning_msg">
Simülatör kare hızı [SERVER_FRAME_RATE_CRITICAL] ve [SERVER_FRAME_RATE_WARNING] arasında
</floater.string>
<floater.string name="server_frame_time_normal_msg">
Normal
</floater.string>
<floater.string name="server_physics_cause_msg">
Muhtemel Neden: Çok fazla fiziki nesne
</floater.string>
<floater.string name="server_scripts_cause_msg">
Muhtemel Neden: Çok fazla komut dosyalı nesne
</floater.string>
<floater.string name="server_net_cause_msg">
Muhtemel Neden: Çok fazla ağ trafiği
</floater.string>
<floater.string name="server_agent_cause_msg">
Muhtemel Neden: Bölgede hareket eden çok fazla insan var
</floater.string>
<floater.string name="server_images_cause_msg">
Muhtemel Neden: Çok fazla görüntü hesabı
</floater.string>
<floater.string name="server_generic_cause_msg">
Muhtemel Neden: Simülatör yükü çok ağır
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button name="client_lagmeter" tool_tip="İstemci gecikme durumu"/>
<text name="client">
İstemci
</text>
<text name="client_text">
Normal
</text>
<button name="network_lagmeter" tool_tip="Ağ gecikme durumu"/>
<text name="network">
</text>
<text name="network_text">
Normal
</text>
<button name="server_lagmeter" tool_tip="Sunucu gecikme durumu"/>
<text name="server">
Sunucu
</text>
<text name="server_text">
Normal
</text>
<button label="&gt;&gt;" name="minimize" tool_tip="Gezdirici büyüklüğünü değiştir"/>
</floater>

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_lagmeter" title="LAG 測量器">
<floater.string name="max_title_msg">
Lag 測量器
</floater.string>
<floater.string name="max_width_px">
360
</floater.string>
<floater.string name="min_title_msg">
Lag
</floater.string>
<floater.string name="min_width_px">
90
</floater.string>
<floater.string name="client_text_msg">
客戶端
</floater.string>
<floater.string name="client_frame_rate_critical_fps">
10
</floater.string>
<floater.string name="client_frame_rate_warning_fps">
15
</floater.string>
<floater.string name="client_frame_time_window_bg_msg">
Normal, window in background
</floater.string>
<floater.string name="client_frame_time_critical_msg">
Client frame rate below [CLIENT_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="client_frame_time_warning_msg">
Client frame rate between [CLIENT_FRAME_RATE_CRITICAL] and [CLIENT_FRAME_RATE_WARNING]
</floater.string>
<floater.string name="client_frame_time_normal_msg">
正常
</floater.string>
<floater.string name="client_draw_distance_cause_msg">
Possible cause: Draw distance set too high
</floater.string>
<floater.string name="client_texture_loading_cause_msg">
Possible cause: Images loading
</floater.string>
<floater.string name="client_texture_memory_cause_msg">
Possible cause: Too many images in memory
</floater.string>
<floater.string name="client_complex_objects_cause_msg">
Possible cause: Too many complex objects in scene
</floater.string>
<floater.string name="network_text_msg">
網路
</floater.string>
<floater.string name="network_packet_loss_critical_pct">
10
</floater.string>
<floater.string name="network_packet_loss_warning_pct">
5
</floater.string>
<floater.string name="network_packet_loss_critical_msg">
Connection is dropping over [NETWORK_PACKET_LOSS_CRITICAL]% of packets
</floater.string>
<floater.string name="network_packet_loss_warning_msg">
Connection is dropping [NETWORK_PACKET_LOSS_WARNING]%-[NETWORK_PACKET_LOSS_CRITICAL]% of packets
</floater.string>
<floater.string name="network_performance_normal_msg">
正常
</floater.string>
<floater.string name="network_ping_critical_ms">
600
</floater.string>
<floater.string name="network_ping_warning_ms">
300
</floater.string>
<floater.string name="network_ping_critical_msg">
Connection ping time is over [NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_ping_warning_msg">
Connection ping time is [NETWORK_PING_WARNING]-[NETWORK_PING_CRITICAL] ms
</floater.string>
<floater.string name="network_packet_loss_cause_msg">
Possible bad connection or &apos;Bandwidth&apos; pref too high.
</floater.string>
<floater.string name="network_ping_cause_msg">
Possible bad connection or file-sharing app.
</floater.string>
<floater.string name="server_text_msg">
伺服器
</floater.string>
<floater.string name="server_frame_rate_critical_fps">
20
</floater.string>
<floater.string name="server_frame_rate_warning_fps">
30
</floater.string>
<floater.string name="server_single_process_max_time_ms">
20
</floater.string>
<floater.string name="server_frame_time_critical_msg">
模擬器 framerate 低於 [SERVER_FRAME_RATE_CRITICAL]
</floater.string>
<floater.string name="server_frame_time_warning_msg">
模擬器 framerate 介於 [SERVER_FRAME_RATE_CRITICAL] 與 [SERVER_FRAME_RATE_WARNING] 之間
</floater.string>
<floater.string name="server_frame_time_normal_msg">
正常
</floater.string>
<floater.string name="server_physics_cause_msg">
可能原因:太多物理物件
</floater.string>
<floater.string name="server_scripts_cause_msg">
可能原因:太多腳本物件
</floater.string>
<floater.string name="server_net_cause_msg">
可能原因:太多網路流量
</floater.string>
<floater.string name="server_agent_cause_msg">
可能原因:地區有太多移動的人
</floater.string>
<floater.string name="server_images_cause_msg">
可能原因:太多圖像計算
</floater.string>
<floater.string name="server_generic_cause_msg">
可能原因:模擬器負載過重
</floater.string>
<floater.string name="smaller_label">
&gt;&gt;
</floater.string>
<floater.string name="bigger_label">
&lt;&lt;
</floater.string>
<button name="client_lagmeter" tool_tip="客戶端 lag 狀態"/>
<text name="client">
客戶端
</text>
<text name="client_text">
正常
</text>
<button name="network_lagmeter" tool_tip="網路 lag 狀態"/>
<text name="network">
網路
</text>
<text name="network_text">
正常
</text>
<button name="server_lagmeter" tool_tip="伺服器 lag 狀態"/>
<text name="server">
伺服器
</text>
<text name="server_text">
正常
</text>
<button label="&gt;&gt;" name="minimize" tool_tip="切換浮動視窗尺寸"/>
</floater>