rename MinFrameTime as FrameTime, since it is not a minimum but a target value; retune its value a bit so reported FPS is closer to integer value; change ode step size acording to reduce jitter in phys FPS; Make Statistics Scaling factor (fludge factor) configurable. (legacy default of 5.0 in code)

avinationmerge
UbitUmarov 2015-11-08 04:28:46 +00:00
parent 185d3bd39e
commit 097c56330a
3 changed files with 29 additions and 22 deletions

View File

@ -357,14 +357,13 @@ namespace OpenSim.Region.Framework.Scenes
public uint MaintenanceRun { get; private set; }
/// <summary>
/// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
/// will sleep for the remaining period.
/// </summary>
/// <remarks>
/// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations
/// occur too quickly (viewer 1) or with even more slide (viewer 2).
/// Frame time
/// </remarks>
public float MinFrameTime { get; private set; }
public float FrameTime { get; private set; }
// statistics frame scale factor for viewer and scripts.
// see SimStatsReporter.cs
public float StatisticsFPSfactor { get; private set; }
/// <summary>
/// The minimum length of time in seconds that will be taken for a scene frame.
@ -860,7 +859,8 @@ namespace OpenSim.Region.Framework.Scenes
: this(regInfo)
{
m_config = config;
MinFrameTime = 0.089f;
FrameTime = 0.0908f;
StatisticsFPSfactor = 5.0f;
MinMaintenanceTime = 1;
SeeIntoRegion = true;
@ -1100,7 +1100,8 @@ namespace OpenSim.Region.Framework.Scenes
}
}
MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
FrameTime = startupConfig.GetFloat( "FrameTime", FrameTime);
StatisticsFPSfactor = startupConfig.GetFloat( "StatisticsFPSfactor", StatisticsFPSfactor);
m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup);
m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
@ -1729,7 +1730,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Frame % m_update_physics == 0)
{
if (PhysicsEnabled)
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
physicsFPS = m_sceneGraph.UpdatePhysics(FrameTime);
if (SynchronizeScene != null)
SynchronizeScene(this);
@ -1861,7 +1862,7 @@ namespace OpenSim.Region.Framework.Scenes
// estimate sleep time
tmpMS2 = tmpMS - framestart;
tmpMS2 = (double)MinFrameTime * 1000.0D - tmpMS2;
tmpMS2 = (double)FrameTime * 1000.0D - tmpMS2;
m_firstHeartbeat = false;
@ -1882,12 +1883,12 @@ namespace OpenSim.Region.Framework.Scenes
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
m_lastFrameTick, previousFrameTick) > (int)(FrameTime * 1000 * 2))
m_log.WarnFormat(
"[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
MinFrameTime * 1000,
FrameTime * 1000,
RegionInfo.RegionName);
}

View File

@ -185,11 +185,16 @@ namespace OpenSim.Region.Framework.Scenes
/// 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.
/// The close we have to a frame rate as expected by viewers, users and scripts
/// is heartbeat rate.
/// heartbeat rate default value is very diferent from the expected one
/// and can be changed from region to region acording to its specific simulation needs
/// since this creates incompatibility with expected values,
/// this scale factor can be used to normalize values to a Virtual FPS.
/// original decision was to use a value of 55fps for all opensim
/// corresponding, with default heartbeat rate, to a value of 5.
/// </remarks>
private float m_reportedFpsCorrectionFactor = 1.0f;
private float m_statisticsFPSfactor = 5.0f;
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS;
@ -252,6 +257,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene = scene;
ReportingRegion = scene.RegionInfo;
m_statisticsFPSfactor = scene.StatisticsFPSfactor;
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
@ -266,7 +272,7 @@ namespace OpenSim.Region.Framework.Scenes
/// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
/// longer than ideal (which in itself is a concern).
SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2);
SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.FrameTime * 1000 * 1.2);
SlowFramesStat
= new Stat(
@ -351,10 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
float updateFactor = 1.0f / m_statsUpdateFactor;
// the nominal frame time, corrected by reporting multiplier
float TargetFrameTime = 1000.0f * m_scene.MinFrameTime / m_reportedFpsCorrectionFactor;
float TargetFrameTime = 1000.0f * m_scene.FrameTime / m_statisticsFPSfactor;
// acumulated fps scaled by reporting multiplier
float reportedFPS = (m_fps * m_reportedFpsCorrectionFactor);
float reportedFPS = (m_fps * m_statisticsFPSfactor);
if (reportedFPS <= 0)
reportedFPS = 1;
@ -376,7 +382,7 @@ namespace OpenSim.Region.Framework.Scenes
m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
float physfps = m_pfps * updateFactor;
float physfps = m_pfps * updateFactor * m_statisticsFPSfactor;
if (physfps < 0)
physfps = 0;
else if(physfps > reportedFPS)

View File

@ -495,7 +495,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
}
}
float heartbeat = 1/m_frameWorkScene.MinFrameTime;
float heartbeat = 1/m_frameWorkScene.FrameTime;
maximumAngularVelocity = 0.49f * heartbeat *(float)Math.PI;
maxAngVelocitySQ = maximumAngularVelocity * maximumAngularVelocity;