Report "Script Execution Time" as the time spent executing the script in the last 30 seconds. Use a sliding window to calculate this.

Notes:
- This metric provides a better indication of which scripts are taking up a lot of CPU (and therefore should be optimized).
- Previously the execution time was reset to 0 in every new measurement period, causing the reported time to fluctuate for no reason. This has been fixed by using a sliding window.
This commit is contained in:
Oren Hurvitz
2015-07-27 12:16:21 +03:00
parent 287096d826
commit a3bed1fbcb
4 changed files with 241 additions and 51 deletions

View File

@@ -109,14 +109,9 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
DateTime TimeStarted { get; }
/// <summary>
/// Tick the last measurement period was started.
/// Collects information about how long the script was executed.
/// </summary>
long MeasurementPeriodTickStart { get; }
/// <summary>
/// Ticks spent executing in the last measurement period.
/// </summary>
long MeasurementPeriodExecutionTime { get; }
MetricsCollectorTime ExecutionTime { get; }
/// <summary>
/// Scene part in which this script instance is contained.

View File

@@ -199,11 +199,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public DateTime TimeStarted { get; private set; }
public long MeasurementPeriodTickStart { get; private set; }
public MetricsCollectorTime ExecutionTime { get; private set; }
public long MeasurementPeriodExecutionTime { get; private set; }
public static readonly int MaxMeasurementPeriod = 30 * 1000; // show the *recent* time used by the script, to find currently active scripts
private static readonly int MeasurementWindow = 30 * 1000; // show the *recent* time used by the script, to find currently active scripts
private bool m_coopTermination;
@@ -246,6 +244,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_SaveState = StatePersistedHere;
ExecutionTime = new MetricsCollectorTime(MeasurementWindow, 10);
// m_log.DebugFormat(
// "[SCRIPT INSTANCE]: Instantiated script instance {0} (id {1}) in part {2} (id {3}) in object {4} attached avatar {5} in {6}",
// ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, m_AttachedAvatar, Engine.World.Name);
@@ -505,8 +505,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
Running = true;
TimeStarted = DateTime.Now;
MeasurementPeriodTickStart = Util.EnvironmentTickCount();
MeasurementPeriodExecutionTime = 0;
// Note: we don't reset ExecutionTime. The reason is that runaway scripts are stopped and restarted
// automatically, and we *do* want to show that they had high CPU in that case. If we had reset
// ExecutionTime here then runaway scripts, paradoxically, would never show up in the "Top Scripts" dialog.
if (EventQueue.Count > 0)
{
@@ -832,20 +834,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_EventStart = DateTime.Now;
m_InEvent = true;
// Reset the measurement period when we reach the end of the current one.
if (Util.EnvironmentTickCountSubtract((int)MeasurementPeriodTickStart) > MaxMeasurementPeriod)
{
MeasurementPeriodTickStart = Util.EnvironmentTickCount();
MeasurementPeriodExecutionTime = 0;
}
Stopwatch timer = new Stopwatch();
timer.Start();
Stopwatch executionTime = new Stopwatch();
executionTime.Start();
m_Script.ExecuteEvent(State, data.EventName, data.Params);
executionTime.Stop();
MeasurementPeriodExecutionTime += executionTime.ElapsedMilliseconds;
timer.Stop();
ExecutionTime.AddSample(timer);
m_InEvent = false;
m_CurrentEvent = String.Empty;

View File

@@ -2343,7 +2343,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
public Dictionary<uint, float> GetObjectScriptsExecutionTimes()
{
long tickNow = Util.EnvironmentTickCount();
Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
lock (m_Scripts)
@@ -2353,7 +2352,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
if (!topScripts.ContainsKey(si.LocalID))
topScripts[si.RootLocalID] = 0;
topScripts[si.RootLocalID] += CalculateAdjustedExectionTime(si, tickNow);
topScripts[si.RootLocalID] += GetExectionTime(si);
}
}
@@ -2367,7 +2366,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
return 0.0f;
}
float time = 0.0f;
long tickNow = Util.EnvironmentTickCount();
IScriptInstance si;
// Calculate the time for all scripts that this engine is executing
// Ignore any others
@@ -2376,36 +2374,15 @@ namespace OpenSim.Region.ScriptEngine.XEngine
si = GetInstance(id);
if (si != null && si.Running)
{
time += CalculateAdjustedExectionTime(si, tickNow);
time += GetExectionTime(si);
}
}
return time;
}
private float CalculateAdjustedExectionTime(IScriptInstance si, long tickNow)
private float GetExectionTime(IScriptInstance si)
{
long ticksElapsed = Util.EnvironmentTickCountSubtract((int)tickNow, (int)si.MeasurementPeriodTickStart);
// Avoid divide by zero
if (ticksElapsed == 0)
ticksElapsed = 1;
// Scale execution time to the ideal 55 fps frame time for these reasons.
//
// 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
// 'script execution time per frame', which is the original purpose of this value.
//
// 2) Giving the raw execution times is misleading since scripts start at different times, making
// it impossible to compare scripts.
//
// 3) Scaling the raw execution time to the time that the script has been running is better but
// is still misleading since a script that has just been rezzed may appear to have been running
// for much longer.
//
// 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
// since the figure does not represent actual execution time and very hard running scripts will
// never exceed 18ms (though this is a very high number for script execution so is a warning sign).
return ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
return (float)si.ExecutionTime.GetSumTime().TotalMilliseconds;
}
public void SuspendScript(UUID itemID)