* Stop the sim stats reporter reusing the same SimStatsPacket for all clients

* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
This commit is contained in:
Justin Clarke Casey
2008-10-06 19:52:54 +00:00
parent a1f3409032
commit cb7a9eaa09
8 changed files with 154 additions and 54 deletions

View File

@@ -36,7 +36,7 @@ namespace OpenSim.Region.Environment.Scenes
{
public class SimStatsReporter
{
public delegate void SendStatResult(SimStatsPacket pack);
public delegate void SendStatResult(SimStats stats);
public event SendStatResult OnSendStatsResult;
@@ -100,12 +100,6 @@ namespace OpenSim.Region.Environment.Scenes
private int objectCapacity = 45000;
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
SimStatsPacket statpack = (SimStatsPacket)PacketPool.Instance.GetPacket(PacketType.SimStats);
private Scene m_scene;
private RegionInfo ReportingRegion;
@@ -118,10 +112,7 @@ namespace OpenSim.Region.Environment.Scenes
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
m_scene = scene;
ReportingRegion = scene.RegionInfo;
for (int i = 0; i<21;i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
m_report.AutoReset = true;
m_report.Interval = statsUpdatesEveryMS;
m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
@@ -140,26 +131,24 @@ namespace OpenSim.Region.Environment.Scenes
private void statsHeartBeat(object sender, EventArgs e)
{
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers.
// System.Console.WriteLine("Firing Stats Heart Beat");
lock (m_report)
{
// Packet is already initialized and ready for data insert
statpack.Region = rb;
statpack.Region.RegionX = ReportingRegion.RegionLocX;
statpack.Region.RegionY = ReportingRegion.RegionLocY;
uint regionFlags = 0;
try
{
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
statpack.Region.RegionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
}
catch (Exception)
{
statpack.Region.RegionFlags = (uint) 0;
// leave region flags at 0
}
statpack.Region.ObjectCapacity = (uint) objectCapacity;
#region various statistic googly moogly
@@ -182,7 +171,7 @@ namespace OpenSim.Region.Environment.Scenes
physfps = 0;
#endregion
//Our time dilation is 0.91 when we're running a full speed,
// therefore to make sure we get an appropriate range,
// we have to factor in our error. (0.10f * statsUpdateFactor)
@@ -190,6 +179,11 @@ namespace OpenSim.Region.Environment.Scenes
// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
// Then we divide the whole amount by the amount of seconds pass in between stats updates.
for (int i = 0; i<21;i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
@@ -252,13 +246,15 @@ namespace OpenSim.Region.Environment.Scenes
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
statpack.Stat = sb;
SimStats simStats
= new SimStats(
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)objectCapacity, rb, sb);
handlerSendStatResult = OnSendStatsResult;
if (handlerSendStatResult != null)
{
handlerSendStatResult(statpack);
handlerSendStatResult(simStats);
}
resetvalues();
}