use GetTimeStampMS to increase heartbeat and stats timing resolution. some rearrange on stat code ( MOSES special ones still out )
parent
f0c865555b
commit
08f9c54554
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@ -398,16 +398,16 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_update_coarse_locations = 50;
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private int m_update_temp_cleaning = 180;
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private int agentMS;
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private int frameMS;
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private int physicsMS2;
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private int physicsMS;
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private int otherMS;
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private int tempOnRezMS;
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private int eventMS;
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private int backupMS;
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private int terrainMS;
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private int landMS;
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private float agentMS;
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private float frameMS;
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private float physicsMS2;
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private float physicsMS;
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private float otherMS;
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private float tempOnRezMS;
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private float eventMS;
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private float backupMS;
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private float terrainMS;
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private float landMS;
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// A temporary configuration flag to enable using FireAndForget to process
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// collisions from the physics engine. There is a problem with collisions
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@ -785,15 +785,15 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_capsModule; }
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}
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public int MonitorFrameTime { get { return frameMS; } }
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public int MonitorPhysicsUpdateTime { get { return physicsMS; } }
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public int MonitorPhysicsSyncTime { get { return physicsMS2; } }
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public int MonitorOtherTime { get { return otherMS; } }
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public int MonitorTempOnRezTime { get { return tempOnRezMS; } }
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public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event?
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public int MonitorBackupTime { get { return backupMS; } }
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public int MonitorTerrainTime { get { return terrainMS; } }
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public int MonitorLandTime { get { return landMS; } }
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public int MonitorFrameTime { get { return (int)frameMS; } }
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public int MonitorPhysicsUpdateTime { get { return (int)physicsMS; } }
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public int MonitorPhysicsSyncTime { get { return (int)physicsMS2; } }
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public int MonitorOtherTime { get { return (int)otherMS; } }
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public int MonitorTempOnRezTime { get { return (int)tempOnRezMS; } }
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public int MonitorEventTime { get { return (int)eventMS; } } // This may need to be divided into each event?
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public int MonitorBackupTime { get { return (int)backupMS; } }
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public int MonitorTerrainTime { get { return (int)terrainMS; } }
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public int MonitorLandTime { get { return (int)landMS; } }
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public int MonitorLastFrameTick { get { return m_lastFrameTick; } }
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public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get; set; }
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@ -1714,20 +1714,21 @@ namespace OpenSim.Region.Framework.Scenes
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float physicsFPS = 0f;
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int tmpMS;
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int previousFrameTick;
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int maintc;
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int sleepMS;
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int framestart;
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double tmpMS;
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double tmpMS2;
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double framestart;
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float sleepMS;
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while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
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{
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framestart = Util.EnvironmentTickCount();
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framestart = Util.GetTimeStampMS();
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++Frame;
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// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f;
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try
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{
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@ -1735,7 +1736,8 @@ namespace OpenSim.Region.Framework.Scenes
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// Apply taints in terrain module to terrain in physics scene
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tmpMS = Util.EnvironmentTickCount();
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tmpMS = Util.GetTimeStampMS();
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if (Frame % 4 == 0)
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{
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CheckTerrainUpdates();
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@ -1746,26 +1748,29 @@ namespace OpenSim.Region.Framework.Scenes
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UpdateTerrain();
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}
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terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
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tmpMS = Util.EnvironmentTickCount();
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tmpMS2 = Util.GetTimeStampMS();
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terrainMS = (float)(tmpMS2 - tmpMS);
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tmpMS = tmpMS2;
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if (PhysicsEnabled && Frame % m_update_physics == 0)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
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tmpMS2 = Util.GetTimeStampMS();
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physicsMS2 = (float)(tmpMS2 - tmpMS);
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tmpMS = tmpMS2;
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// Apply any pending avatar force input to the avatar's velocity
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tmpMS = Util.EnvironmentTickCount();
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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// Get the simulation frame time that the avatar force input
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// took
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agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
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tmpMS2 = Util.GetTimeStampMS();
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agentMS = (float)(tmpMS2 - tmpMS);
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tmpMS = tmpMS2;
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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tmpMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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{
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if (PhysicsEnabled)
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@ -1775,11 +1780,9 @@ namespace OpenSim.Region.Framework.Scenes
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SynchronizeScene(this);
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}
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// Add the main physics update time to the prepare physics time
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physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
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// Start the stopwatch for the remainder of the simulation
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tmpMS = Util.EnvironmentTickCount();
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tmpMS2 = Util.GetTimeStampMS();
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physicsMS = (float)(tmpMS2 - tmpMS);
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tmpMS = tmpMS2;
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// Check if any objects have reached their targets
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CheckAtTargets();
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@ -1794,29 +1797,37 @@ namespace OpenSim.Region.Framework.Scenes
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if (Frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
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tmpMS2 = Util.GetTimeStampMS();
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agentMS += (float)(tmpMS2 - tmpMS);
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tmpMS = tmpMS2;
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// Delete temp-on-rez stuff
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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tmpMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
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tmpMS2 = Util.GetTimeStampMS();
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tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects
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tmpMS = tmpMS2;
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}
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if (Frame % m_update_events == 0)
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{
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tmpMS = Util.EnvironmentTickCount();
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UpdateEvents();
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eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
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tmpMS2 = Util.GetTimeStampMS();
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eventMS = (float)(tmpMS2 - tmpMS);
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tmpMS = tmpMS2;
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}
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if (PeriodicBackup && Frame % m_update_backup == 0)
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{
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tmpMS = Util.EnvironmentTickCount();
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UpdateStorageBackup();
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backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
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tmpMS2 = Util.GetTimeStampMS();
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backupMS = (float)(tmpMS2 - tmpMS);
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tmpMS = tmpMS2;
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}
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//if (Frame % m_update_land == 0)
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@ -1887,20 +1898,26 @@ namespace OpenSim.Region.Framework.Scenes
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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tmpMS = Util.GetTimeStampMS();
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previousFrameTick = m_lastFrameTick;
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m_lastFrameTick = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
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tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
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m_lastFrameTick = (int)(tmpMS + 0.5);
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// estimate sleep time
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tmpMS2 = tmpMS - framestart;
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tmpMS2 = (double)MinFrameTime * 1000.0D - tmpMS2;
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m_firstHeartbeat = false;
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sleepMS = Util.EnvironmentTickCount();
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// sleep if we can
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if (tmpMS2 > 0)
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Thread.Sleep((int)(tmpMS2 +0.5));
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if (tmpMS > 0)
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Thread.Sleep(tmpMS);
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tmpMS2 = Util.GetTimeStampMS();
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sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
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frameMS = Util.EnvironmentTickCountSubtract(framestart);
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sleepMS = (float)(tmpMS2 - tmpMS);
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frameMS = (float)(tmpMS2 - framestart);
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StatsReporter.addSleepMS(sleepMS);
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StatsReporter.addFrameMS(frameMS);
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@ -90,7 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
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Agents = 13,
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ChildAgents = 14,
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ActiveScripts = 15,
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ScriptLinesPerSecond = 16,
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LSLScriptLinesPerSecond = 16, // viewers don't like this
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InPacketsPerSecond = 17,
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OutPacketsPerSecond = 18,
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PendingDownloads = 19,
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@ -109,11 +109,18 @@ namespace OpenSim.Region.Framework.Scenes
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SimSpareMs = 32,
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SimSleepMs = 33,
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SimIoPumpTime = 34,
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FrameDilation = 35,
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UsersLoggingIn = 36,
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TotalGeoPrim = 37,
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TotalMesh = 38,
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ThreadCount = 39
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SimPCTSscriptsRun = 35,
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SimRegionIdle = 36, // dataserver only
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SimRegionIdlePossible = 37, // dataserver only
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SimAIStepTimeMS = 38,
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SimSkippedSillouet_PS = 39,
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SimSkippedCharsPerC = 40,
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MOSESFrameDilation = 100,
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MOSESUsersLoggingIn = 101,
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MOSESTotalGeoPrim = 102,
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MOSESTotalMesh = 103,
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MOSESThreadCount = 104
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}
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/// <summary>
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@ -170,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Our nominal fps target, as expected in fps stats when a sim is running normally.
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/// </summary>
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private float m_nominalReportedFps = 55;
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private float m_nominalReportedFps = 11;
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/// <summary>
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/// Parameter to adjust reported scene fps
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@ -197,17 +204,14 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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private int m_objectUpdates;
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private int m_frameMS;
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private float m_frameMS;
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private int m_netMS;
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private int m_agentMS;
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private int m_physicsMS;
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private int m_imageMS;
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private int m_otherMS;
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private int m_sleeptimeMS;
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//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
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//Ckrinke private int m_scriptMS = 0;
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private float m_netMS;
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private float m_agentMS;
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private float m_physicsMS;
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private float m_imageMS;
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private float m_otherMS;
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private float m_sleeptimeMS;
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private int m_rootAgents;
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private int m_childAgents;
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private int m_pendingDownloads;
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private int m_pendingUploads = 0; // FIXME: Not currently filled in
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private int m_activeScripts;
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private int m_scriptLinesPerSecond;
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// private int m_scriptLinesPerSecond;
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private int m_objectCapacity = 45000;
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@ -264,8 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
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public SimStatsReporter(Scene scene)
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{
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m_scene = scene;
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m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
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// m_reportedFpsCorrectionFactor = 5.0f; // needs to come from config
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m_reportedFpsCorrectionFactor = 1.0f; // needs to come from config
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m_nominalReportedFps *= m_reportedFpsCorrectionFactor;
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
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ReportingRegion = scene.RegionInfo;
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m_objectCapacity = scene.RegionInfo.ObjectCapacity;
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@ -310,7 +316,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void SetUpdateMS(int ms)
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{
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m_statsUpdatesEveryMS = ms;
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
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m_report.Interval = m_statsUpdatesEveryMS;
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}
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@ -333,8 +339,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (!m_scene.Active)
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return;
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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// Know what's not thread safe in Mono... modifying timers.
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// m_log.Debug("Firing Stats Heart Beat");
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@ -354,21 +360,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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#region various statistic googly moogly
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// ORIGINAL code commented out until we have time to add our own
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// statistics to the statistics window, this will be done as a
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// new section given the title of our current project
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// We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
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// locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
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//int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
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int reportedFPS = m_fps;
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int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
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// ORIGINAL code commented out until we have time to add our own
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// statistics to the statistics window
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float physfps = ((m_pfps / 1000));
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float physfps = ((m_pfps / 1000.0f));
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//if (physfps > 600)
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//physfps = physfps - (physfps - 600);
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physfps = 0;
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#endregion
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float factor = 1 / m_statsUpdateFactor;
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float factor = 1.0f / m_statsUpdateFactor;
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if (reportedFPS <= 0)
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reportedFPS = 1;
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@ -386,7 +385,7 @@ namespace OpenSim.Region.Framework.Scenes
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float TotalFrameTime = m_frameMS * perframe;
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float targetframetime = 1100.0f / (float)m_nominalReportedFps;
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float targetframetime = 1000.0f / (float)m_nominalReportedFps;
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float sparetime;
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float sleeptime;
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@ -432,9 +431,8 @@ namespace OpenSim.Region.Framework.Scenes
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sb[i] = new SimStatsPacket.StatBlock();
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}
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ;
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
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sb[19].StatID = (uint)Stats.ActiveScripts;
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sb[19].StatValue = m_activeScripts;
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sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
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sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
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sb[20].StatID = (uint)Stats.SimSpareMs;
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sb[20].StatValue = sparetime;
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sb[21].StatID = (uint)Stats.SimSpareMs;
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sb[21].StatValue = sparetime;
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sb[21].StatID = (uint)Stats.SimSleepMs;
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sb[21].StatValue = sleeptime;
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sb[22].StatID = (uint)Stats.SimSleepMs;
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sb[22].StatValue = sleeptime;
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// this should came from phys engine
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sb[22].StatID = (uint)Stats.SimPhysicsStepMs;
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sb[22].StatValue = 20;
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for (int i = 0; i < 23; i++)
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{
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@ -563,7 +562,7 @@ namespace OpenSim.Region.Framework.Scenes
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//m_inPacketsPerSecond = 0;
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//m_outPacketsPerSecond = 0;
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m_unAckedBytes = 0;
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m_scriptLinesPerSecond = 0;
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// m_scriptLinesPerSecond = 0;
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m_frameMS = 0;
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m_agentMS = 0;
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@ -571,7 +570,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_physicsMS = 0;
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m_imageMS = 0;
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m_otherMS = 0;
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// m_spareMS = 0;
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m_sleeptimeMS = 0;
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//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
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@ -646,7 +644,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_unAckedBytes < 0) m_unAckedBytes = 0;
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}
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public void addFrameMS(int ms)
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public void addFrameMS(float ms)
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{
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m_frameMS += ms;
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@ -656,32 +654,32 @@ namespace OpenSim.Region.Framework.Scenes
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SlowFramesStat.Value++;
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}
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public void addNetMS(int ms)
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public void addNetMS(float ms)
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{
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m_netMS += ms;
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}
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public void addAgentMS(int ms)
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public void addAgentMS(float ms)
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{
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m_agentMS += ms;
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||||
}
|
||||
|
||||
public void addPhysicsMS(int ms)
|
||||
public void addPhysicsMS(float ms)
|
||||
{
|
||||
m_physicsMS += ms;
|
||||
}
|
||||
|
||||
public void addImageMS(int ms)
|
||||
public void addImageMS(float ms)
|
||||
{
|
||||
m_imageMS += ms;
|
||||
}
|
||||
|
||||
public void addOtherMS(int ms)
|
||||
public void addOtherMS(float ms)
|
||||
{
|
||||
m_otherMS += ms;
|
||||
}
|
||||
|
||||
public void addSleepMS(int ms)
|
||||
public void addSleepMS(float ms)
|
||||
{
|
||||
m_sleeptimeMS += ms;
|
||||
}
|
||||
|
@ -698,7 +696,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void addScriptLines(int count)
|
||||
{
|
||||
m_scriptLinesPerSecond += count;
|
||||
// we need events not lines
|
||||
// m_scriptLinesPerSecond += count;
|
||||
}
|
||||
|
||||
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
|
||||
|
|
Loading…
Reference in New Issue