First pass at busy heuristics. Compile-tested only.

bulletsim
Sean McNamara 2011-02-28 11:45:50 -05:00
parent a01c44e74d
commit 018645f9f8
1 changed files with 63 additions and 6 deletions

View File

@ -35,7 +35,9 @@ using log4net;
using Nini; using Nini;
using Nini.Config; using Nini.Config;
using OpenSim.Framework; using OpenSim.Framework;
using OpenSim.Framework.Statistics;
using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
/* /*
@ -319,6 +321,12 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
void HandleElapsed (object sender, ElapsedEventArgs e) void HandleElapsed (object sender, ElapsedEventArgs e)
{ {
//TODO?: heuristic thresholds are per-region, so we should probably run heuristics once per region
//XXX: Running heuristics once per region could add undue performance penalty for something that's supposed to
//check whether the region is too busy! Especially on sims with LOTS of regions.
//Alternative: make heuristics thresholds global to the module rather than per-region. Less flexible,
// but would allow us to be semantically correct while being easier on perf.
//Alternative 2: Run heuristics once per unique set of heuristics threshold parameters! Ay yi yi...
if (m_closed) if (m_closed)
return; return;
bool heuristicsRun = false; bool heuristicsRun = false;
@ -333,15 +341,18 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
//Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region. //Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region.
if ((heuristics && heuristicsRun && heuristicsPassed) || !heuristics) { if ((heuristics && heuristicsRun && heuristicsPassed) || !heuristics) {
doRegionBackup (scene); doRegionBackup (scene);
//Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off! //Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off!
} else if (heuristics && heuristicsRun && !heuristicsPassed) { } else if (heuristics && heuristicsRun && !heuristicsPassed) {
m_log.Info ("[AUTO BACKUP MODULE]: Heuristics: too busy to backup " + scene.RegionInfo.RegionName + " right now.");
continue; continue;
//Logical Deduction: heuristics are on but haven't been run //Logical Deduction: heuristics are on but haven't been run
} else { } else {
heuristicsPassed = RunHeuristics (); heuristicsPassed = RunHeuristics (scene);
heuristicsRun = true; heuristicsRun = true;
if (!heuristicsPassed) if (!heuristicsPassed) {
m_log.Info ("[AUTO BACKUP MODULE]: Heuristics: too busy to backup " + scene.RegionInfo.RegionName + " right now.");
continue; continue;
}
doRegionBackup (scene); doRegionBackup (scene);
} }
} }
@ -349,6 +360,12 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
void doRegionBackup (IScene scene) void doRegionBackup (IScene scene)
{ {
if (scene.RegionStatus != RegionStatus.Up) {
//We won't backup a region that isn't operating normally.
m_log.Warn ("[AUTO BACKUP MODULE]: Not backing up region " + scene.RegionInfo.RegionName + " because its status is " + scene.RegionStatus.ToString ());
return;
}
AutoBackupModuleState state = states[scene]; AutoBackupModuleState state = states[scene];
IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule> (); IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule> ();
string savePath = BuildOarPath (scene.RegionInfo.RegionName, state.GetBackupDir (), state.GetNamingType ()); string savePath = BuildOarPath (scene.RegionInfo.RegionName, state.GetBackupDir (), state.GetNamingType ());
@ -454,9 +471,49 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
return uniqueFile.FullName; return uniqueFile.FullName;
} }
private bool RunHeuristics () /*
* Return value of true ==> not too busy; false ==> too busy to backup an OAR right now, or error.
* */
private bool RunHeuristics (IScene region)
{ {
return true; try {
return RunTimeDilationHeuristic (region) && RunAgentLimitHeuristic (region);
} catch (Exception e) {
m_log.Warn ("[AUTO BACKUP MODULE]: Exception in RunHeuristics", e);
return false;
}
}
/*
* If the time dilation right at this instant is less than the threshold specified in AutoBackupDilationThreshold (default 0.5),
* then we return false and trip the busy heuristic's "too busy" path (i.e. don't save an OAR).
* AutoBackupDilationThreshold is a _LOWER BOUND_. Lower Time Dilation is bad, so if you go lower than our threshold, it's "too busy".
* Return value of "true" ==> not too busy. Return value of "false" ==> too busy!
* */
private bool RunTimeDilationHeuristic (IScene region)
{
string regionName = region.RegionInfo.RegionName;
return region.TimeDilation >= m_configSource.Configs["AutoBackupModule"].GetFloat (regionName + ".AutoBackupDilationThreshold", 0.5f);
}
/*
* If the root agent count right at this instant is less than the threshold specified in AutoBackupAgentThreshold (default 10),
* then we return false and trip the busy heuristic's "too busy" path (i.e., don't save an OAR).
* AutoBackupAgentThreshold is an _UPPER BOUND_. Higher Agent Count is bad, so if you go higher than our threshold, it's "too busy".
* Return value of "true" ==> not too busy. Return value of "false" ==> too busy!
* */
private bool RunAgentLimitHeuristic (IScene region)
{
string regionName = region.RegionInfo.RegionName;
try {
Scene scene = (Scene)region;
//TODO: Why isn't GetRootAgentCount() a method in the IScene interface? Seems generally useful...
return scene.GetRootAgentCount () <= m_configSource.Configs["AutoBackupModule"].GetInt (regionName + ".AutoBackupAgentThreshold", 10);
} catch (InvalidCastException ice) {
m_log.Debug ("[AUTO BACKUP MODULE]: I NEED MAINTENANCE: IScene is not a Scene; can't get root agent count!");
return true;
//Non-obstructionist safest answer...
}
} }
private void ExecuteScript (string scriptName, string savePath) private void ExecuteScript (string scriptName, string savePath)