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This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available. Can currently only be activated by setting "debug scene set update-on-timer true". Can be switched between timer and thread with sleep updates whilst the scene is running.
337 lines
16 KiB
C#
337 lines
16 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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{
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/// <summary>
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/// A module that just holds commands for inspecting avatar appearance.
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/// </summary>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")]
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public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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public string Name { get { return "Scene Commands Module"; } }
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public Type ReplaceableInterface { get { return null; } }
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public void Initialise(IConfigSource source)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE");
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}
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public void PostInitialise()
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE");
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}
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public void Close()
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE");
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}
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public void AddRegion(Scene scene)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
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m_scene = scene;
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m_scene.RegisterModuleInterface<ISceneCommandsModule>(this);
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}
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public void RemoveRegion(Scene scene)
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{
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// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
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}
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public void RegionLoaded(Scene scene)
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{
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// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
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scene.AddCommand(
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"Debug", this, "debug scene get",
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"debug scene get",
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"List current scene options.",
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"active - if false then main scene update and maintenance loops are suspended.\n"
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+ "animations - if true then extra animations debug information is logged.\n"
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+ "appear-refresh - if true then appearance is resent to other avatars every 60 seconds.\n"
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+ "child-repri - how far an avatar must move in meters before we update the position of its child agents in neighbouring regions.\n"
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+ "client-pos-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
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+ "client-rot-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
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+ "client-vel-upd - the tolerance before clients are updated with new velocity information for an avatar.\n"
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+ "root-upd-per - if greater than 1, terse updates are only sent to root agents other than the originator on every n updates.\n"
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+ "child-upd-per - if greater than 1, terse updates are only sent to child agents on every n updates.\n"
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+ "collisions - if false then collisions with other objects are turned off.\n"
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+ "pbackup - if false then periodic scene backup is turned off.\n"
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+ "physics - if false then all physics objects are non-physical.\n"
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+ "scripting - if false then no scripting operations happen.\n"
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+ "teleport - if true then some extra teleport debug information is logged.\n"
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+ "update-on-timer - If true then the scene is updated via a timer. If false then a thread with sleep is used.\n"
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+ "updates - if true then any frame which exceeds double the maximum desired frame time is logged.",
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HandleDebugSceneGetCommand);
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scene.AddCommand(
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"Debug", this, "debug scene set",
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"debug scene set <param> <value>",
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"Turn on scene debugging options.",
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"active - if false then main scene update and maintenance loops are suspended.\n"
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+ "animations - if true then extra animations debug information is logged.\n"
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+ "appear-refresh - if true then appearance is resent to other avatars every 60 seconds.\n"
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+ "child-repri - how far an avatar must move in meters before we update the position of its child agents in neighbouring regions.\n"
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+ "client-pos-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
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+ "client-rot-upd - the tolerance before clients are updated with new rotation information for an avatar.\n"
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+ "client-vel-upd - the tolerance before clients are updated with new velocity information for an avatar.\n"
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+ "root-upd-per - if greater than 1, terse updates are only sent to root agents other than the originator on every n updates.\n"
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+ "child-upd-per - if greater than 1, terse updates are only sent to child agents on every n updates.\n"
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+ "collisions - if false then collisions with other objects are turned off.\n"
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+ "pbackup - if false then periodic scene backup is turned off.\n"
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+ "physics - if false then all physics objects are non-physical.\n"
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+ "scripting - if false then no scripting operations happen.\n"
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+ "teleport - if true then some extra teleport debug information is logged.\n"
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+ "update-on-timer - If true then the scene is updated via a timer. If false then a thread with sleep is used.\n"
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+ "updates - if true then any frame which exceeds double the maximum desired frame time is logged.",
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HandleDebugSceneSetCommand);
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}
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private void HandleDebugSceneGetCommand(string module, string[] args)
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{
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if (args.Length == 3)
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{
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if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
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return;
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OutputSceneDebugOptions();
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}
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else
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{
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MainConsole.Instance.Output("Usage: debug scene get");
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}
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}
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private void OutputSceneDebugOptions()
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{
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ConsoleDisplayList cdl = new ConsoleDisplayList();
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cdl.AddRow("active", m_scene.Active);
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cdl.AddRow("animations", m_scene.DebugAnimations);
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cdl.AddRow("appear-refresh", m_scene.SendPeriodicAppearanceUpdates);
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cdl.AddRow("child-repri", m_scene.ChildReprioritizationDistance);
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cdl.AddRow("client-pos-upd", m_scene.RootPositionUpdateTolerance);
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cdl.AddRow("client-rot-upd", m_scene.RootRotationUpdateTolerance);
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cdl.AddRow("client-vel-upd", m_scene.RootVelocityUpdateTolerance);
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cdl.AddRow("root-upd-per", m_scene.RootTerseUpdatePeriod);
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cdl.AddRow("child-upd-per", m_scene.ChildTerseUpdatePeriod);
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cdl.AddRow("pbackup", m_scene.PeriodicBackup);
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cdl.AddRow("physics", m_scene.PhysicsEnabled);
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cdl.AddRow("scripting", m_scene.ScriptsEnabled);
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cdl.AddRow("teleport", m_scene.DebugTeleporting);
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cdl.AddRow("update-on-timer", m_scene.UpdateOnTimer);
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cdl.AddRow("updates", m_scene.DebugUpdates);
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MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name);
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MainConsole.Instance.Output(cdl.ToString());
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}
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private void HandleDebugSceneSetCommand(string module, string[] args)
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{
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if (args.Length == 5)
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{
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if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
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return;
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string key = args[3];
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string value = args[4];
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SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
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MainConsole.Instance.OutputFormat("Set {0} debug scene {1} = {2}", m_scene.Name, key, value);
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}
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else
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{
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MainConsole.Instance.Output("Usage: debug scene set <param> <value>");
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}
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}
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public void SetSceneDebugOptions(Dictionary<string, string> options)
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{
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if (options.ContainsKey("active"))
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{
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bool active;
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if (bool.TryParse(options["active"], out active))
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m_scene.Active = active;
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}
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if (options.ContainsKey("animations"))
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{
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bool active;
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if (bool.TryParse(options["animations"], out active))
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m_scene.DebugAnimations = active;
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}
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if (options.ContainsKey("appear-refresh"))
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{
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bool newValue;
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// FIXME: This can only come from the console at the moment but might not always be true.
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if (ConsoleUtil.TryParseConsoleBool(MainConsole.Instance, options["appear-refresh"], out newValue))
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m_scene.SendPeriodicAppearanceUpdates = newValue;
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}
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if (options.ContainsKey("child-repri"))
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{
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double newValue;
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// FIXME: This can only come from the console at the moment but might not always be true.
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if (ConsoleUtil.TryParseConsoleDouble(MainConsole.Instance, options["child-repri"], out newValue))
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m_scene.ChildReprioritizationDistance = newValue;
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}
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if (options.ContainsKey("client-pos-upd"))
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{
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float newValue;
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// FIXME: This can only come from the console at the moment but might not always be true.
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if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-pos-upd"], out newValue))
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m_scene.RootPositionUpdateTolerance = newValue;
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}
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if (options.ContainsKey("client-rot-upd"))
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{
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float newValue;
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// FIXME: This can only come from the console at the moment but might not always be true.
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if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-rot-upd"], out newValue))
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m_scene.RootRotationUpdateTolerance = newValue;
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}
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if (options.ContainsKey("client-vel-upd"))
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{
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float newValue;
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// FIXME: This can only come from the console at the moment but might not always be true.
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if (ConsoleUtil.TryParseConsoleFloat(MainConsole.Instance, options["client-vel-upd"], out newValue))
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m_scene.RootVelocityUpdateTolerance = newValue;
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}
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if (options.ContainsKey("root-upd-per"))
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{
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int newValue;
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// FIXME: This can only come from the console at the moment but might not always be true.
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if (ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, options["root-upd-per"], out newValue))
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m_scene.RootTerseUpdatePeriod = newValue;
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}
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if (options.ContainsKey("child-upd-per"))
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{
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int newValue;
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// FIXME: This can only come from the console at the moment but might not always be true.
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if (ConsoleUtil.TryParseConsoleNaturalInt(MainConsole.Instance, options["child-upd-per"], out newValue))
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m_scene.ChildTerseUpdatePeriod = newValue;
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}
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if (options.ContainsKey("pbackup"))
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{
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bool active;
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if (bool.TryParse(options["pbackup"], out active))
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m_scene.PeriodicBackup = active;
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}
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if (options.ContainsKey("scripting"))
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{
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bool enableScripts = true;
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if (bool.TryParse(options["scripting"], out enableScripts))
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m_scene.ScriptsEnabled = enableScripts;
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}
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if (options.ContainsKey("physics"))
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{
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bool enablePhysics;
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if (bool.TryParse(options["physics"], out enablePhysics))
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m_scene.PhysicsEnabled = enablePhysics;
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}
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// if (options.ContainsKey("collisions"))
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// {
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// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
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// // the avatar themselves to collide with the ground.
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// }
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if (options.ContainsKey("teleport"))
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{
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bool enableTeleportDebugging;
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if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
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m_scene.DebugTeleporting = enableTeleportDebugging;
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}
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if (options.ContainsKey("update-on-timer"))
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{
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bool enableUpdateOnTimer;
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if (bool.TryParse(options["update-on-timer"], out enableUpdateOnTimer))
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{
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m_scene.UpdateOnTimer = enableUpdateOnTimer;
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m_scene.Active = false;
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while (m_scene.IsRunning)
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Thread.Sleep(20);
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m_scene.Active = true;
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}
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}
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if (options.ContainsKey("updates"))
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{
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bool enableUpdateDebugging;
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if (bool.TryParse(options["updates"], out enableUpdateDebugging))
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{
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m_scene.DebugUpdates = enableUpdateDebugging;
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GcNotify.Enabled = enableUpdateDebugging;
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}
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}
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}
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}
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} |