Files
opensim/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
Justin Clark-Casey (justincc) 96d1ba90d7 Scale down per frame MS stats to match scaled simulator FPS stat.
This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers.
In some ways this is not so artifical - physics FPS runs at the higher rate.
2012-06-05 00:27:51 +01:00

601 lines
21 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
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
{
/// <summary>
/// Collect statistics from the scene to send to the client and for access by other monitoring tools.
/// </summary>
/// <remarks>
/// FIXME: This should be a monitoring region module
/// </remarks>
public class SimStatsReporter
{
private static readonly log4net.ILog m_log
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates";
public delegate void SendStatResult(SimStats stats);
public delegate void YourStatsAreWrong();
public event SendStatResult OnSendStatsResult;
public event YourStatsAreWrong OnStatsIncorrect;
private SendStatResult handlerSendStatResult;
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,
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,
VirtualSizeKb = 21,
ResidentSizeKb = 22,
PendingLocalUploads = 23,
UnAckedBytes = 24,
PhysicsPinnedTasks = 25,
PhysicsLodTasks = 26,
SimPhysicsStepMs = 27,
SimPhysicsShapeMs = 28,
SimPhysicsOtherMs = 29,
SimPhysicsMemory = 30,
ScriptEps = 31,
SimSpareMs = 32,
SimSleepMs = 33,
SimIoPumpTime = 34
}
/// <summary>
/// This is for llGetRegionFPS
/// </summary>
public float LastReportedSimFPS
{
get { return lastReportedSimFPS; }
}
/// <summary>
/// Number of object updates performed in the last stats cycle
/// </summary>
/// <remarks>
/// This isn't sent out to the client but it is very useful data to detect whether viewers are being sent a
/// large number of object updates.
/// </remarks>
public float LastReportedObjectUpdates { get; private set; }
public float[] LastReportedSimStats
{
get { return lastReportedSimStats; }
}
/// <summary>
/// Extra sim statistics that are used by monitors but not sent to the client.
/// </summary>
/// <value>
/// The keys are the stat names.
/// </value>
private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
// Sending a stats update every 3 seconds-
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.
/// </summary>
private float m_nominalReportedFps = 55;
/// <summary>
/// Parameter to adjust reported scene fps
/// </summary>
/// <remarks>
/// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently.
/// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might
/// affect clients and monitoring scripts/software.
/// </remarks>
private float m_reportedFpsCorrectionFactor = 5;
// saved last reported value so there is something available for llGetRegionFPS
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;
/// <summary>
/// Number of object updates requested in this stats cycle
/// </summary>
private int m_objectUpdates;
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;
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;
private Scene m_scene;
private RegionInfo ReportingRegion;
private Timer m_report = new Timer();
private IEstateModule estateModule;
public SimStatsReporter(Scene scene)
{
m_scene = scene;
m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
ReportingRegion = scene.RegionInfo;
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
m_report.Interval = m_statsUpdatesEveryMS;
m_report.Elapsed += TriggerStatsHeartbeat;
m_report.Enabled = true;
if (StatsManager.SimExtraStats != null)
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
}
public void Close()
{
m_report.Elapsed -= TriggerStatsHeartbeat;
m_report.Close();
}
/// <summary>
/// Sets the number of milliseconds between stat updates.
/// </summary>
/// <param name='ms'></param>
public void SetUpdateMS(int ms)
{
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[22];
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
// We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
// locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
// save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
float physfps = ((m_pfps / 1000));
//if (physfps > 600)
//physfps = physfps - (physfps - 600);
if (physfps < 0)
physfps = 0;
#endregion
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
// so that stat numbers are always consistent.
CheckStatSanity();
//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.
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();
}
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 = reportedFPS / m_statsUpdateFactor;
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps / m_statsUpdateFactor;
sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates / m_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 / framesUpdated;
sb[9].StatID = (uint)Stats.NetMS;
sb[9].StatValue = m_netMS / framesUpdated;
sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS / framesUpdated;
sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS / framesUpdated;
sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatValue = m_otherMS / framesUpdated;
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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 / framesUpdated;
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 / m_statsUpdateFactor;
sb[21].StatID = (uint)Stats.SimSpareMs;
sb[21].StatValue = m_spareMS / framesUpdated;
for (int i = 0; i < 22; 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);
}
// Extra statistics that aren't currently sent to clients
lock (m_lastReportedExtraSimStats)
{
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
if (physicsStats != null)
{
foreach (KeyValuePair<string, float> tuple in physicsStats)
{
// 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();
}
}
private void ResetValues()
{
m_timeDilation = 0;
m_fps = 0;
m_pfps = 0;
m_agentUpdates = 0;
m_objectUpdates = 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;
m_spareMS = 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;
}
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 AddFPS(int frames)
{
m_fps += frames;
}
public void AddPhysicsFPS(float frames)
{
m_pfps += frames;
}
public void AddObjectUpdates(int numUpdates)
{
m_objectUpdates += numUpdates;
}
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 AddSpareMS(int ms)
{
m_spareMS += 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 AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
{
AddInPackets(inPackets);
AddOutPackets(outPackets);
AddunAckedBytes(unAckedBytes);
}
#endregion
public Dictionary<string, float> GetExtraSimStats()
{
lock (m_lastReportedExtraSimStats)
return new Dictionary<string, float>(m_lastReportedExtraSimStats);
}
}
}