Files
opensim/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
Justin Clark-Casey (justincc) ca83f99332 Instead of adding stat agentMS in all kinds of places, calculate it instead in the main Scene.Update() loop, like the other stats
Some of the places where agentMS was added were in separate threads launched by the update loop.  I don't believe this is correct, since such threads are no longer contributing to frame time.
Some of the places were also driven by client input rather than the scene loop.  I don't believe it's appropriate to add this kind of stuff to scene loop stats.
These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
2011-10-06 00:45:25 +01:00

459 lines
15 KiB
C#

/*
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using System;
//using System.Collections.Generic;
using System.Timers;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Statistics;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
public class SimStatsReporter
{
// private static readonly log4net.ILog m_log
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public delegate void SendStatResult(SimStats stats);
public delegate void YourStatsAreWrong();
public event SendStatResult OnSendStatsResult;
public event YourStatsAreWrong OnStatsIncorrect;
private SendStatResult handlerSendStatResult = null;
private YourStatsAreWrong handlerStatsIncorrect = null;
private enum Stats : uint
{
TimeDilation = 0,
SimFPS = 1,
PhysicsFPS = 2,
AgentUpdates = 3,
FrameMS = 4,
NetMS = 5,
OtherMS = 6,
PhysicsMS = 7,
AgentMS = 8,
ImageMS = 9,
ScriptMS = 10,
TotalPrim = 11,
ActivePrim = 12,
Agents = 13,
ChildAgents = 14,
ActiveScripts = 15,
ScriptLinesPerSecond = 16,
InPacketsPerSecond = 17,
OutPacketsPerSecond = 18,
PendingDownloads = 19,
PendingUploads = 20,
UnAckedBytes = 24,
}
// 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;
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS = 0;
private float[] lastReportedSimStats = new float[21];
private float m_pfps = 0;
private int m_agentUpdates = 0;
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;
//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_objectCapacity = 45000;
private Scene m_scene;
private RegionInfo ReportingRegion;
private Timer m_report = new Timer();
private IEstateModule estateModule;
public SimStatsReporter(Scene scene)
{
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
m_scene = scene;
ReportingRegion = scene.RegionInfo;
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
m_report.Interval = statsUpdatesEveryMS;
m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
m_report.Enabled = true;
if (StatsManager.SimExtraStats != null)
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
}
public void SetUpdateMS(int ms)
{
statsUpdatesEveryMS = ms;
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
m_report.Interval = statsUpdatesEveryMS;
}
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.
// m_log.Debug("Firing Stats Heart Beat");
lock (m_report)
{
uint regionFlags = 0;
try
{
if (estateModule == null)
estateModule = m_scene.RequestModuleInterface<IEstateModule>();
regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
}
catch (Exception)
{
// leave region flags at 0
}
#region various statistic googly moogly
// save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = (float)m_fps / statsUpdateFactor;
float physfps = ((m_pfps / 1000));
//if (physfps > 600)
//physfps = physfps - (physfps - 600);
if (physfps < 0)
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)
// multiplies the fix for the error times the amount of times it'll occur a second
// / 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.
// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
// values to X-per-second values.
for (int i = 0; i < 21; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
sb[0].StatID = (uint) Stats.TimeDilation;
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 = m_fps/statsUpdateFactor;
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps / statsUpdateFactor;
sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
sb[4].StatID = (uint) Stats.Agents;
sb[4].StatValue = m_rootAgents;
sb[5].StatID = (uint) Stats.ChildAgents;
sb[5].StatValue = m_childAgents;
sb[6].StatID = (uint) Stats.TotalPrim;
sb[6].StatValue = m_numPrim;
sb[7].StatID = (uint) Stats.ActivePrim;
sb[7].StatValue = m_activePrim;
sb[8].StatID = (uint)Stats.FrameMS;
sb[8].StatValue = m_frameMS / statsUpdateFactor;
sb[9].StatID = (uint)Stats.NetMS;
sb[9].StatValue = m_netMS / statsUpdateFactor;
sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS / statsUpdateFactor;
sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS / statsUpdateFactor;
sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatValue = m_otherMS / statsUpdateFactor;
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
sb[14].StatValue = (m_outPacketsPerSecond / 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[17].StatID = (uint)Stats.PendingDownloads;
sb[17].StatValue = m_pendingDownloads;
sb[18].StatID = (uint)Stats.PendingUploads;
sb[18].StatValue = m_pendingUploads;
sb[19].StatID = (uint)Stats.ActiveScripts;
sb[19].StatValue = m_activeScripts;
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
for (int i = 0; i < 21; i++)
{
lastReportedSimStats[i] = sb[i].StatValue;
}
SimStats simStats
= new SimStats(
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
rb, sb, m_scene.RegionInfo.originRegionID);
handlerSendStatResult = OnSendStatsResult;
if (handlerSendStatResult != null)
{
handlerSendStatResult(simStats);
}
resetvalues();
}
}
private void resetvalues()
{
m_timeDilation = 0;
m_fps = 0;
m_pfps = 0;
m_agentUpdates = 0;
//m_inPacketsPerSecond = 0;
//m_outPacketsPerSecond = 0;
m_unAckedBytes = 0;
m_scriptLinesPerSecond = 0;
m_frameMS = 0;
m_agentMS = 0;
m_netMS = 0;
m_physicsMS = 0;
m_imageMS = 0;
m_otherMS = 0;
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
//Ckrinke m_scriptMS = 0;
}
# region methods called from Scene
// The majority of these functions are additive
// so that you can easily change the amount of
// seconds in between sim stats updates
public void AddTimeDilation(float td)
{
//float tdsetting = td;
//if (tdsetting > 1.0f)
//tdsetting = (tdsetting - (tdsetting - 0.91f));
//if (tdsetting < 0)
//tdsetting = 0.0f;
m_timeDilation = td;
}
public void SetRootAgents(int rootAgents)
{
m_rootAgents = rootAgents;
CheckStatSanity();
}
internal void CheckStatSanity()
{
if (m_rootAgents < 0 || m_childAgents < 0)
{
handlerStatsIncorrect = OnStatsIncorrect;
if (handlerStatsIncorrect != null)
{
handlerStatsIncorrect();
}
}
if (m_rootAgents == 0 && m_childAgents == 0)
{
m_unAckedBytes = 0;
}
}
public void SetChildAgents(int childAgents)
{
m_childAgents = childAgents;
CheckStatSanity();
}
public void SetObjects(int objects)
{
m_numPrim = objects;
}
public void SetActiveObjects(int objects)
{
m_activePrim = objects;
}
public void AddFPS(int frames)
{
m_fps += frames;
}
public void AddPhysicsFPS(float frames)
{
m_pfps += frames;
}
public void AddAgentUpdates(int numUpdates)
{
m_agentUpdates += numUpdates;
}
public void AddInPackets(int numPackets)
{
m_inPacketsPerSecond = numPackets;
}
public void AddOutPackets(int numPackets)
{
m_outPacketsPerSecond = numPackets;
}
public void AddunAckedBytes(int numBytes)
{
m_unAckedBytes += numBytes;
if (m_unAckedBytes < 0) m_unAckedBytes = 0;
}
public void addFrameMS(int ms)
{
m_frameMS += ms;
}
public void addNetMS(int ms)
{
m_netMS += ms;
}
public void addAgentMS(int ms)
{
m_agentMS += ms;
}
public void addPhysicsMS(int ms)
{
m_physicsMS += ms;
}
public void addImageMS(int ms)
{
m_imageMS += ms;
}
public void addOtherMS(int ms)
{
m_otherMS += ms;
}
public void AddPendingDownloads(int count)
{
m_pendingDownloads += count;
if (m_pendingDownloads < 0) m_pendingDownloads = 0;
//m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads);
}
public void addScriptLines(int count)
{
m_scriptLinesPerSecond += count;
}
public void SetActiveScripts(int count)
{
m_activeScripts = count;
}
/// <summary>
/// This is for llGetRegionFPS
/// </summary>
public float getLastReportedSimFPS()
{
return lastReportedSimFPS;
}
public float[] getLastReportedSimStats()
{
return lastReportedSimStats;
}
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
{
AddInPackets(inPackets);
AddOutPackets(outPackets);
AddunAckedBytes(unAckedBytes);
}
#endregion
}
}