Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
This commit is contained in:
Melanie
2012-06-06 13:07:05 +01:00
17 changed files with 523 additions and 441 deletions

View File

@@ -56,10 +56,17 @@ namespace OpenSim.Region.Framework.Scenes
public event YourStatsAreWrong OnStatsIncorrect;
private SendStatResult handlerSendStatResult = null;
private SendStatResult handlerSendStatResult;
private YourStatsAreWrong handlerStatsIncorrect = null;
private YourStatsAreWrong handlerStatsIncorrect;
/// <summary>
/// These are the IDs of stats sent in the StatsPacket to the viewer.
/// </summary>
/// <remarks>
/// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
/// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
/// </remarks>
public enum Stats : uint
{
TimeDilation = 0,
@@ -83,20 +90,20 @@ namespace OpenSim.Region.Framework.Scenes
OutPacketsPerSecond = 18,
PendingDownloads = 19,
PendingUploads = 20,
VirtualSizeKB = 21,
ResidentSizeKB = 22,
VirtualSizeKb = 21,
ResidentSizeKb = 22,
PendingLocalUploads = 23,
UnAckedBytes = 24,
PhysicsPinnedTasks = 25,
PhysicsLODTasks = 26,
PhysicsStepMS = 27,
PhysicsShapeMS = 28,
PhysicsOtherMS = 29,
PhysicsMemory = 30,
ScriptEPS = 31,
SimSpareTime = 32,
SimSleepTime = 33,
IOPumpTime = 34
PhysicsLodTasks = 26,
SimPhysicsStepMs = 27,
SimPhysicsShapeMs = 28,
SimPhysicsOtherMs = 29,
SimPhysicsMemory = 30,
ScriptEps = 31,
SimSpareMs = 32,
SimSleepMs = 33,
SimIoPumpTime = 34
}
/// <summary>
@@ -130,10 +137,15 @@ namespace OpenSim.Region.Framework.Scenes
private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
// Sending a stats update every 3 seconds-
private int statsUpdatesEveryMS = 3000;
private float statsUpdateFactor = 0;
private float m_timeDilation = 0;
private int m_fps = 0;
private int m_statsUpdatesEveryMS = 3000;
private float m_statsUpdateFactor;
private float m_timeDilation;
private int m_fps;
/// <summary>
/// Number of the last frame on which we processed a stats udpate.
/// </summary>
private uint m_lastUpdateFrame;
/// <summary>
/// Our nominal fps target, as expected in fps stats when a sim is running normally.
@@ -151,43 +163,42 @@ namespace OpenSim.Region.Framework.Scenes
private float m_reportedFpsCorrectionFactor = 5;
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS = 0;
private float[] lastReportedSimStats = new float[23];
private float m_pfps = 0;
private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[22];
private float m_pfps;
/// <summary>
/// Number of agent updates requested in this stats cycle
/// </summary>
private int m_agentUpdates = 0;
private int m_agentUpdates;
/// <summary>
/// Number of object updates requested in this stats cycle
/// </summary>
private int m_objectUpdates;
private int m_frameMS = 0;
private int m_netMS = 0;
private int m_agentMS = 0;
private int m_physicsMS = 0;
private int m_imageMS = 0;
private int m_otherMS = 0;
private int m_sleeptimeMS = 0;
private int m_frameMS;
private int m_spareMS;
private int m_netMS;
private int m_agentMS;
private int m_physicsMS;
private int m_imageMS;
private int m_otherMS;
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
//Ckrinke private int m_scriptMS = 0;
private int m_rootAgents = 0;
private int m_childAgents = 0;
private int m_numPrim = 0;
private int m_inPacketsPerSecond = 0;
private int m_outPacketsPerSecond = 0;
private int m_activePrim = 0;
private int m_unAckedBytes = 0;
private int m_pendingDownloads = 0;
private int m_pendingUploads = 0;
private int m_activeScripts = 0;
private int m_scriptLinesPerSecond = 0;
private int m_rootAgents;
private int m_childAgents;
private int m_numPrim;
private int m_inPacketsPerSecond;
private int m_outPacketsPerSecond;
private int m_activePrim;
private int m_unAckedBytes;
private int m_pendingDownloads;
private int m_pendingUploads = 0; // FIXME: Not currently filled in
private int m_activeScripts;
private int m_scriptLinesPerSecond;
private int m_objectCapacity = 45000;
@@ -203,13 +214,13 @@ namespace OpenSim.Region.Framework.Scenes
{
m_scene = scene;
m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
ReportingRegion = scene.RegionInfo;
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
m_report.Interval = statsUpdatesEveryMS;
m_report.Elapsed += statsHeartBeat;
m_report.Interval = m_statsUpdatesEveryMS;
m_report.Elapsed += TriggerStatsHeartbeat;
m_report.Enabled = true;
if (StatsManager.SimExtraStats != null)
@@ -218,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
public void Close()
{
m_report.Elapsed -= statsHeartBeat;
m_report.Elapsed -= TriggerStatsHeartbeat;
m_report.Close();
}
@@ -228,14 +239,28 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name='ms'></param>
public void SetUpdateMS(int ms)
{
statsUpdatesEveryMS = ms;
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
m_report.Interval = statsUpdatesEveryMS;
m_statsUpdatesEveryMS = ms;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
m_report.Interval = m_statsUpdatesEveryMS;
}
private void TriggerStatsHeartbeat(object sender, EventArgs args)
{
try
{
statsHeartBeat(sender, args);
}
catch (Exception e)
{
m_log.Warn(string.Format(
"[SIM STATS REPORTER] Update for {0} failed with exception ",
m_scene.RegionInfo.RegionName), e);
}
}
private void statsHeartBeat(object sender, EventArgs e)
{
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers.
@@ -262,7 +287,7 @@ namespace OpenSim.Region.Framework.Scenes
int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
// save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = reportedFPS / statsUpdateFactor;
lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
float physfps = ((m_pfps / 1000));
@@ -273,7 +298,6 @@ namespace OpenSim.Region.Framework.Scenes
physfps = 0;
#endregion
float factor = 1 / statsUpdateFactor;
if (reportedFPS <= 0)
reportedFPS = 1;
@@ -284,21 +308,9 @@ namespace OpenSim.Region.Framework.Scenes
float targetframetime = 1100.0f / (float)m_nominalReportedFps;
float sparetime;
float sleeptime;
if (TotalFrameTime > targetframetime)
{
sparetime = 0;
sleeptime = 0;
}
else
{
sparetime = m_frameMS - m_physicsMS - m_agentMS;
sparetime *= perframe;
if (sparetime < 0)
sparetime = 0;
else if (sparetime > TotalFrameTime)
sparetime = TotalFrameTime;
sleeptime = m_sleeptimeMS * perframe;
}
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
@@ -315,11 +327,19 @@ namespace OpenSim.Region.Framework.Scenes
// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
// m_imageMS m_netMS are not included in m_frameMS
m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
m_otherMS = m_frameMS - m_physicsMS - m_agentMS;
if (m_otherMS < 0)
m_otherMS = 0;
for (int i = 0; i < 23; i++)
uint thisFrame = m_scene.Frame;
float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
m_lastUpdateFrame = thisFrame;
// Avoid div-by-zero if somehow we've not updated any frames.
if (framesUpdated == 0)
framesUpdated = 1;
for (int i = 0; i < 22; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
@@ -328,13 +348,13 @@ namespace OpenSim.Region.Framework.Scenes
sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = reportedFPS / statsUpdateFactor;
sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps / statsUpdateFactor;
sb[2].StatValue = physfps / m_statsUpdateFactor;
sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor);
sb[4].StatID = (uint) Stats.Agents;
sb[4].StatValue = m_rootAgents;
@@ -349,38 +369,31 @@ namespace OpenSim.Region.Framework.Scenes
sb[7].StatValue = m_activePrim;
sb[8].StatID = (uint)Stats.FrameMS;
// sb[8].StatValue = m_frameMS / statsUpdateFactor;
sb[8].StatValue = TotalFrameTime;
sb[8].StatValue = m_frameMS / framesUpdated;
sb[9].StatID = (uint)Stats.NetMS;
// sb[9].StatValue = m_netMS / statsUpdateFactor;
sb[9].StatValue = m_netMS * perframe;
sb[9].StatValue = m_netMS / framesUpdated;
sb[10].StatID = (uint)Stats.PhysicsMS;
// sb[10].StatValue = m_physicsMS / statsUpdateFactor;
sb[10].StatValue = m_physicsMS * perframe;
sb[10].StatValue = m_physicsMS / framesUpdated;
sb[11].StatID = (uint)Stats.ImageMS ;
// sb[11].StatValue = m_imageMS / statsUpdateFactor;
sb[11].StatValue = m_imageMS * perframe;
sb[11].StatValue = m_imageMS / framesUpdated;
sb[12].StatID = (uint)Stats.OtherMS;
// sb[12].StatValue = m_otherMS / statsUpdateFactor;
sb[12].StatValue = m_otherMS * perframe;
sb[12].StatValue = m_otherMS / framesUpdated;
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);
sb[15].StatID = (uint)Stats.UnAckedBytes;
sb[15].StatValue = m_unAckedBytes;
sb[16].StatID = (uint)Stats.AgentMS;
// sb[16].StatValue = m_agentMS / statsUpdateFactor;
sb[16].StatValue = m_agentMS * perframe;
sb[16].StatValue = m_agentMS / framesUpdated;
sb[17].StatID = (uint)Stats.PendingDownloads;
sb[17].StatValue = m_pendingDownloads;
@@ -392,15 +405,12 @@ namespace OpenSim.Region.Framework.Scenes
sb[19].StatValue = m_activeScripts;
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
sb[21].StatID = (uint)Stats.SimSpareTime;
sb[21].StatValue = sparetime;
sb[21].StatID = (uint)Stats.SimSpareMs;
sb[21].StatValue = m_spareMS / framesUpdated;
sb[22].StatID = (uint)Stats.SimSleepTime;
sb[22].StatValue = sleeptime;
for (int i = 0; i < 23; i++)
for (int i = 0; i < 22; i++)
{
lastReportedSimStats[i] = sb[i].StatValue;
}
@@ -419,7 +429,7 @@ namespace OpenSim.Region.Framework.Scenes
// Extra statistics that aren't currently sent to clients
lock (m_lastReportedExtraSimStats)
{
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / statsUpdateFactor;
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
@@ -427,16 +437,22 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (KeyValuePair<string, float> tuple in physicsStats)
{
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / statsUpdateFactor;
// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
// Need to change things so that stats source can indicate whether they are per second or
// per frame.
if (tuple.Key.EndsWith("MS"))
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated;
else
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
}
}
}
resetvalues();
ResetValues();
}
}
private void resetvalues()
private void ResetValues()
{
m_timeDilation = 0;
m_fps = 0;
@@ -454,7 +470,7 @@ namespace OpenSim.Region.Framework.Scenes
m_physicsMS = 0;
m_imageMS = 0;
m_otherMS = 0;
m_sleeptimeMS = 0;
m_spareMS = 0;
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
//Ckrinke m_scriptMS = 0;
@@ -533,6 +549,11 @@ namespace OpenSim.Region.Framework.Scenes
m_frameMS += ms;
}
public void AddSpareMS(int ms)
{
m_spareMS += ms;
}
public void addNetMS(int ms)
{
m_netMS += ms;
@@ -558,11 +579,6 @@ namespace OpenSim.Region.Framework.Scenes
m_otherMS += ms;
}
public void addSleepMS(int ms)
{
m_sleeptimeMS += ms;
}
public void AddPendingDownloads(int count)
{
m_pendingDownloads += count;