Moved over metrics from previous OpenSim 0.8.0.3 repository (this new repository is now the master branch from OpenSim).
parent
7d699514a5
commit
1959eb8372
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@ -27,6 +27,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using OpenMetaverse;
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@ -71,6 +72,10 @@ namespace OpenSim.Framework.Monitoring
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private volatile float pendingUploads;
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private volatile float activeScripts;
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private volatile float scriptLinesPerSecond;
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private volatile float m_usersLoggingIn;
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private volatile float m_totalGeoPrims;
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private volatile float m_totalMeshes;
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private volatile float m_inUseThreads;
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// /// <summary>
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// /// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
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@ -249,6 +254,10 @@ namespace OpenSim.Framework.Monitoring
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{
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// FIXME: SimStats shouldn't allow an arbitrary stat packing order (which is inherited from the original
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// SimStatsPacket that was being used).
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// For an unknown reason the original designers decided not to
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// include the spare MS statistic inside of this class, this is
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// located inside the StatsBlock at location 21 thus it is skipped
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timeDilation = stats.StatsBlock[0].StatValue;
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simFps = stats.StatsBlock[1].StatValue;
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physicsFps = stats.StatsBlock[2].StatValue;
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@ -270,6 +279,10 @@ namespace OpenSim.Framework.Monitoring
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pendingUploads = stats.StatsBlock[18].StatValue;
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activeScripts = stats.StatsBlock[19].StatValue;
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scriptLinesPerSecond = stats.StatsBlock[20].StatValue;
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m_usersLoggingIn = stats.StatsBlock[22].StatValue;
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m_totalGeoPrims = stats.StatsBlock[23].StatValue;
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m_totalMeshes = stats.StatsBlock[24].StatValue;
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m_inUseThreads = stats.StatsBlock[25].StatValue;
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}
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/// <summary>
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@ -407,6 +420,23 @@ Asset service request failures: {3}" + Environment.NewLine,
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/// <returns></returns>
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public override OSDMap OReport(string uptime, string version)
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{
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// Get the amount of physical memory, allocated with the instance of this program, in kilobytes;
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// the working set is the set of memory pages currently visible to this program in physical RAM
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// memory and includes both shared (e.g. system libraries) and private data
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double memUsage = Process.GetCurrentProcess().WorkingSet64 / 1024.0;
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// Get the number of threads from the system that are currently
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// running
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int numberThreadsRunning = 0;
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foreach (ProcessThread currentThread in
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Process.GetCurrentProcess().Threads)
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{
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if (currentThread.ThreadState == ThreadState.Running)
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{
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numberThreadsRunning++;
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}
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}
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OSDMap args = new OSDMap(30);
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// args["AssetsInCache"] = OSD.FromString (String.Format ("{0:0.##}", AssetsInCache));
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// args["TimeAfterCacheMiss"] = OSD.FromString (String.Format ("{0:0.##}",
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@ -443,6 +473,23 @@ Asset service request failures: {3}" + Environment.NewLine,
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args["Memory"] = OSD.FromString (base.XReport (uptime, version));
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args["Uptime"] = OSD.FromString (uptime);
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args["Version"] = OSD.FromString (version);
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args["Logging in Users"] = OSD.FromString(String.Format("{0:0.##}",
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m_usersLoggingIn));
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args["GeoPrims"] = OSD.FromString(String.Format("{0:0.##}",
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m_totalGeoPrims));
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args["Mesh Objects"] = OSD.FromString(String.Format("{0:0.##}",
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m_totalMeshes));
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args["Polygon Count"] = OSD.FromString(String.Format("{0:0.##}", 0));
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args["Texture Count"] = OSD.FromString(String.Format("{0:0.##}", 0));
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args["XEngine Thread Count"] = OSD.FromString(String.Format("{0:0.##}",
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m_inUseThreads));
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args["Util Thread Count"] = OSD.FromString(String.Format("{0:0.##}",
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Util.GetSmartThreadPoolInfo().InUseThreads));
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args["System Thread Count"] = OSD.FromString(String.Format(
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"{0:0.##}", numberThreadsRunning));
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args["ProcMem"] = OSD.FromString(String.Format("{0:#,###,###.##}",
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memUsage));
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return args;
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}
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@ -526,6 +526,13 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_sceneGraph.PhysicsScene.TimeDilation; }
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}
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public void setThreadCount(int inUseThreads)
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{
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// Just pass the thread count information on its way as the Scene
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// does not require the value for anything at this time
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StatsReporter.SetThreadCount(inUseThreads);
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}
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public SceneCommunicationService SceneGridService
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{
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get { return m_sceneGridService; }
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@ -1107,7 +1114,35 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion Interest Management
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StatsReporter = new SimStatsReporter(this);
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// The timer used by the Stopwatch class depends on the system hardware and operating system; inform
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// if the timer is based on a high-resolution performance counter or based on the system timer;
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// the performance counter will provide a more precise time than the system timer
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if (Stopwatch.IsHighResolution)
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m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics.");
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else
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m_log.InfoFormat("[SCENE]: Using system timer for statistics.");
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// Acquire the statistics section of the OpenSim.ini file located
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// in the bin directory
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IConfig statisticsConfig = m_config.Configs["Statistics"];
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// Confirm that the statistics section existed in the configuration
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// file
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if (statisticsConfig != null)
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{
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// Create the StatsReporter using the number of frames to store
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// for the frame time statistics, or 10 frames if the config
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// file doesn't contain a value
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StatsReporter = new SimStatsReporter(this,
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statisticsConfig.GetInt("NumberOfFrames", 10));
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}
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else
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{
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// Create a StatsReporter with the current scene and a default
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// 10 frames stored for the frame time statistics
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StatsReporter = new SimStatsReporter(this);
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}
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StatsReporter.OnSendStatsResult += SendSimStatsPackets;
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StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
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@ -1607,6 +1642,21 @@ namespace OpenSim.Region.Framework.Scenes
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float physicsFPS = 0f;
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int previousFrameTick, tmpMS;
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// These variables will be used to save the precise frame time using the
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// Stopwatch class of Microsoft SDK; the times are recorded at the start
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// and end of a parcticular section of code, and then used to calculate
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// the frame times, which are the sums of the sections for each given name
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double preciseTotalFrameTime = 0.0;
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double preciseSimFrameTime = 0.0;
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double precisePhysicsFrameTime = 0.0;
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Stopwatch totalFrameStopwatch = new Stopwatch();
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Stopwatch simFrameStopwatch = new Stopwatch();
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Stopwatch physicsFrameStopwatch = new Stopwatch();
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// Begin the stopwatch to keep track of the time that the frame
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// started running to determine how long the frame took to complete
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totalFrameStopwatch.Start();
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while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
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{
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++Frame;
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@ -1627,20 +1677,47 @@ namespace OpenSim.Region.Framework.Scenes
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terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
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}
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// At several points inside the code there was a need to
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// create a more precise measurement of time elapsed. This
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// led to the addition of variables that have a similar
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// function and thus remain tightly connected to their
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// original counterparts. However, the original code is
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// not receiving comments from our group because we don't
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// feel right modifying the code to that degree at this
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// point in time, the precise values all begin with the
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// keyword precise
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tmpMS = Util.EnvironmentTickCount();
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// Begin the stopwatch to track the time to prepare physics
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physicsFrameStopwatch.Start();
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if (PhysicsEnabled && Frame % m_update_physics == 0)
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m_sceneGraph.UpdatePreparePhysics();
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// Get the time it took to prepare the physics, this
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// would report the most precise time that physics was
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// running on the machine and should the physics not be
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// enabled will report the time it took to check if physics
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// was enabled
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physicsFrameStopwatch.Stop();
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precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds;
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
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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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simFrameStopwatch.Start();
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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 took
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simFrameStopwatch.Stop();
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preciseSimFrameTime = simFrameStopwatch.Elapsed.TotalMilliseconds;
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agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
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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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physicsFrameStopwatch.Restart();
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if (Frame % m_update_physics == 0)
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{
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if (PhysicsEnabled)
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@ -1649,8 +1726,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (SynchronizeScene != null)
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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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physicsFrameStopwatch.Stop();
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precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds;
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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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simFrameStopwatch.Restart();
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tmpMS = Util.EnvironmentTickCount();
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// Check if any objects have reached their targets
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spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS);
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}
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// Get the elapsed time for the simulation frame
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simFrameStopwatch.Stop();
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preciseSimFrameTime += simFrameStopwatch.Elapsed.TotalMilliseconds;
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previousFrameTick = m_lastFrameTick;
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frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick);
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m_lastFrameTick = Util.EnvironmentTickCount();
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StatsReporter.AddSpareMS(spareMS);
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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// Send the correct time values to the stats reporter for the
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// frame times
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StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime,
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preciseSimFrameTime, precisePhysicsFrameTime, 0.0);
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// Send the correct number of frames that the physics library
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// has processed to the stats reporter
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StatsReporter.addPhysicsFrame(1);
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// Optionally warn if a frame takes double the amount of time that it should.
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if (DebugUpdates
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&& Util.EnvironmentTickCountSubtract(
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RegionInfo.RegionName);
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}
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// Finished updating scene frame, so stop the total frame's Stopwatch
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totalFrameStopwatch.Stop();
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return spareMS >= 0;
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}
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@ -2702,6 +2801,9 @@ namespace OpenSim.Region.Framework.Scenes
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bool vialogin;
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bool reallyNew = true;
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// Update the number of users attempting to login
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StatsReporter.UpdateUsersLoggingIn(true);
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// Validation occurs in LLUDPServer
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//
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// XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
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EventManager.TriggerOnClientLogin(client);
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}
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// User has logged into the scene so update the list of users logging
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// in
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StatsReporter.UpdateUsersLoggingIn(false);
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m_LastLogin = Util.EnvironmentTickCount();
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return sp;
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@ -67,7 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
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protected Scene m_parentScene;
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protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
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protected int m_numRootAgents = 0;
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protected int m_numTotalPrim = 0;
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protected int m_numPrim = 0;
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protected int m_numMesh = 0;
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protected int m_numChildAgents = 0;
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protected int m_physicalPrim = 0;
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@ -368,7 +370,8 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart[] parts = sceneObject.Parts;
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// Clamp child prim sizes and add child prims to the m_numPrim count
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// Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
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// (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
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if (m_parentScene.m_clampPrimSize)
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{
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foreach (SceneObjectPart part in parts)
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part.Shape.Scale = scale;
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}
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}
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m_numPrim += parts.Length;
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m_numTotalPrim += parts.Length;
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// Go through all parts (geometric primitives and meshes) of this Scene Object
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foreach (SceneObjectPart part in parts)
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{
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// Keep track of the total number of meshes or geometric primitives now in the scene;
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// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
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// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
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if (part.GetPrimType() == PrimType.SCULPT)
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m_numMesh++;
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else
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m_numPrim++;
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}
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sceneObject.AttachToScene(m_parentScene);
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if (!resultOfObjectLinked)
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{
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m_numPrim -= grp.PrimCount;
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// Decrement the total number of primitives (meshes and geometric primitives)
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// that are part of the Scene Object being removed
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m_numTotalPrim -= grp.PrimCount;
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// Go through all parts (primitives and meshes) of this Scene Object
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foreach (SceneObjectPart part in grp.Parts)
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{
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// Keep track of the total number of meshes or geometric primitives left in the scene;
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// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
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// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
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if (part.GetPrimType() == PrimType.SCULPT)
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m_numMesh--;
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else
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m_numPrim--;
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}
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if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
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RemovePhysicalPrim(grp.PrimCount);
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}
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public int GetTotalObjectsCount()
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{
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return m_numTotalPrim;
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}
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public int GetTotalPrimObjectsCount()
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{
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return m_numPrim;
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}
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public int GetTotalMeshObjectsCount()
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{
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return m_numMesh;
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}
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public int GetActiveObjectsCount()
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{
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return m_physicalPrim;
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@ -1970,7 +2009,19 @@ namespace OpenSim.Region.Framework.Scenes
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// think it's selected, so it will never send a deselect...
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copy.IsSelected = false;
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m_numPrim += copy.Parts.Length;
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m_numTotalPrim += copy.Parts.Length;
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// Go through all parts (primitives and meshes) of this Scene Object
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foreach (SceneObjectPart part in copy.Parts)
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{
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// Keep track of the total number of meshes or geometric primitives now in the scene;
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// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
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// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
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if (part.GetPrimType() == PrimType.SCULPT)
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m_numMesh++;
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else
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m_numPrim++;
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}
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if (rot != Quaternion.Identity)
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{
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@ -61,6 +61,10 @@ namespace OpenSim.Region.Framework.Scenes
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private YourStatsAreWrong handlerStatsIncorrect;
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// Determines the size of the array that is used to collect StatBlocks
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// for sending to the SimStats and SimExtraStatsCollector
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private const int m_statisticArraySize = 26;
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/// <summary>
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/// These are the IDs of stats sent in the StatsPacket to the viewer.
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/// </summary>
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@ -104,7 +108,11 @@ namespace OpenSim.Region.Framework.Scenes
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ScriptEps = 31,
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SimSpareMs = 32,
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SimSleepMs = 33,
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SimIoPumpTime = 34
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SimIoPumpTime = 34,
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UsersLoggingIn = 35,
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TotalGeoPrim = 36,
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TotalMesh = 37,
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ThreadCount = 38
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}
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/// <summary>
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@ -175,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
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// saved last reported value so there is something available for llGetRegionFPS
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private float lastReportedSimFPS;
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private float[] lastReportedSimStats = new float[22];
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private float[] lastReportedSimStats = new float[m_statisticArraySize];
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private float m_pfps;
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/// <summary>
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@ -202,6 +210,8 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_rootAgents;
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private int m_childAgents;
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private int m_numPrim;
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private int m_numGeoPrim;
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private int m_numMesh;
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private int m_inPacketsPerSecond;
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private int m_outPacketsPerSecond;
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private int m_activePrim;
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@ -213,6 +223,34 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_objectCapacity = 45000;
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// This is the number of frames that will be stored and then averaged for
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// the Total, Simulation, Physics, and Network Frame Time; It is set to
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// 10 by default but can be changed by the OpenSim.ini configuration file
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// NumberOfFrames parameter
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private int m_numberFramesStored = 10;
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// The arrays that will hold the time it took to run the past N frames,
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// where N is the num_frames_to_average given by the configuration file
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private double[] m_totalFrameTimeMilliseconds;
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private double[] m_simulationFrameTimeMilliseconds;
|
||||
private double[] m_physicsFrameTimeMilliseconds;
|
||||
private double[] m_networkFrameTimeMilliseconds;
|
||||
|
||||
// The location of the next time in milliseconds that will be
|
||||
// (over)written when the next frame completes
|
||||
private int m_nextLocation = 0;
|
||||
|
||||
// The correct number of frames that have completed since the last stats
|
||||
// update for physics
|
||||
private int m_numberPhysicsFrames;
|
||||
|
||||
// The current number of users attempting to login to the region
|
||||
private int m_usersLoggingIn;
|
||||
|
||||
// The last reported value of threads from the SmartThreadPool inside of
|
||||
// XEngine
|
||||
private int m_inUseThreads;
|
||||
|
||||
private Scene m_scene;
|
||||
|
||||
private RegionInfo ReportingRegion;
|
||||
|
@ -223,6 +261,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public SimStatsReporter(Scene scene)
|
||||
{
|
||||
// Initialize the different frame time arrays to the correct sizes
|
||||
m_totalFrameTimeMilliseconds = new double[m_numberFramesStored];
|
||||
m_simulationFrameTimeMilliseconds = new double[m_numberFramesStored];
|
||||
m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored];
|
||||
m_networkFrameTimeMilliseconds = new double[m_numberFramesStored];
|
||||
|
||||
// Initialize the current number of users logging into the region
|
||||
m_usersLoggingIn = 0;
|
||||
|
||||
m_scene = scene;
|
||||
m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps;
|
||||
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
|
||||
|
@ -256,6 +303,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
StatsManager.RegisterStat(SlowFramesStat);
|
||||
}
|
||||
|
||||
|
||||
public SimStatsReporter(Scene scene, int numberOfFrames) : this (scene)
|
||||
{
|
||||
// Store the number of frames from the OpenSim.ini configuration file
|
||||
m_numberFramesStored = numberOfFrames;
|
||||
}
|
||||
|
||||
|
||||
public void Close()
|
||||
{
|
||||
m_report.Elapsed -= TriggerStatsHeartbeat;
|
||||
|
@ -289,10 +344,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private void statsHeartBeat(object sender, EventArgs e)
|
||||
{
|
||||
double totalSumFrameTime;
|
||||
double simulationSumFrameTime;
|
||||
double physicsSumFrameTime;
|
||||
double networkSumFrameTime;
|
||||
float timeDilation;
|
||||
int currentFrame;
|
||||
|
||||
if (!m_scene.Active)
|
||||
return;
|
||||
|
||||
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
|
||||
// Create arrays to hold the statistics for this current scene,
|
||||
// these will be passed to the SimExtraStatsCollector, they are also
|
||||
// sent to the SimStats class
|
||||
SimStatsPacket.StatBlock[] sb = new
|
||||
SimStatsPacket.StatBlock[m_statisticArraySize];
|
||||
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
|
||||
|
||||
// Know what's not thread safe in Mono... modifying timers.
|
||||
|
@ -314,14 +380,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region various statistic googly moogly
|
||||
|
||||
// ORIGINAL code commented out until we have time to add our own
|
||||
// statistics to the statistics window, this will be done as a
|
||||
// new section given the title of our current project
|
||||
// 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);
|
||||
//int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
|
||||
int reportedFPS = m_fps;
|
||||
|
||||
// save the reported value so there is something available for llGetRegionFPS
|
||||
lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
|
||||
|
||||
float physfps = ((m_pfps / 1000));
|
||||
// ORIGINAL code commented out until we have time to add our own
|
||||
// statistics to the statistics window
|
||||
//float physfps = ((m_pfps / 1000));
|
||||
float physfps = m_numberPhysicsFrames;
|
||||
|
||||
//if (physfps > 600)
|
||||
//physfps = physfps - (physfps - 600);
|
||||
|
@ -334,6 +407,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
|
||||
m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
|
||||
m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
|
||||
m_numGeoPrim = m_scene.SceneGraph.GetTotalPrimObjectsCount();
|
||||
m_numMesh = m_scene.SceneGraph.GetTotalMeshObjectsCount();
|
||||
m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
|
||||
m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
|
||||
|
||||
|
@ -359,13 +434,48 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (framesUpdated == 0)
|
||||
framesUpdated = 1;
|
||||
|
||||
for (int i = 0; i < 22; i++)
|
||||
for (int i = 0; i < m_statisticArraySize; i++)
|
||||
{
|
||||
sb[i] = new SimStatsPacket.StatBlock();
|
||||
}
|
||||
|
||||
|
||||
// Resetting the sums of the frame times to prevent any errors
|
||||
// in calculating the moving average for frame time
|
||||
totalSumFrameTime = 0;
|
||||
simulationSumFrameTime = 0;
|
||||
physicsSumFrameTime = 0;
|
||||
networkSumFrameTime = 0;
|
||||
|
||||
// Loop through all the frames that were stored for the current
|
||||
// heartbeat to process the moving average of frame times
|
||||
for (int i = 0; i < m_numberFramesStored; i++)
|
||||
{
|
||||
// Sum up each frame time in order to calculate the moving
|
||||
// average of frame time
|
||||
totalSumFrameTime += m_totalFrameTimeMilliseconds[i];
|
||||
simulationSumFrameTime +=
|
||||
m_simulationFrameTimeMilliseconds[i];
|
||||
physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i];
|
||||
networkSumFrameTime += m_networkFrameTimeMilliseconds[i];
|
||||
}
|
||||
|
||||
// Get the index that represents the current frame based on the next one known; go back
|
||||
// to the last index if next one is stated to restart at 0
|
||||
if (m_nextLocation == 0)
|
||||
currentFrame = m_numberFramesStored - 1;
|
||||
else
|
||||
currentFrame = m_nextLocation - 1;
|
||||
|
||||
// Calculate the time dilation; which is currently based on the ratio between the sum of the
|
||||
// physics and simulation rate, and the set minimum time to run the scene's update; minFrameTime
|
||||
// is given in seconds so multiply by 1000 to convert it to milliseconds
|
||||
timeDilation = (float)(m_simulationFrameTimeMilliseconds[currentFrame] +
|
||||
m_physicsFrameTimeMilliseconds[currentFrame]) / (m_scene.MinFrameTime * 1000);
|
||||
|
||||
// ORIGINAL code commented out until we have time to add our own
|
||||
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[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
|
||||
sb[0].StatValue = timeDilation;
|
||||
|
||||
sb[1].StatID = (uint) Stats.SimFPS;
|
||||
sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
|
||||
|
@ -388,20 +498,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sb[7].StatID = (uint) Stats.ActivePrim;
|
||||
sb[7].StatValue = m_activePrim;
|
||||
|
||||
// ORIGINAL code commented out until we have time to add our own
|
||||
// statistics to the statistics window
|
||||
sb[8].StatID = (uint)Stats.FrameMS;
|
||||
sb[8].StatValue = m_frameMS / framesUpdated;
|
||||
//sb[8].StatValue = m_frameMS / framesUpdated;
|
||||
sb[8].StatValue = (float) totalSumFrameTime / m_numberFramesStored;
|
||||
|
||||
sb[9].StatID = (uint)Stats.NetMS;
|
||||
sb[9].StatValue = m_netMS / framesUpdated;
|
||||
//sb[9].StatValue = m_netMS / framesUpdated;
|
||||
sb[9].StatValue = (float) networkSumFrameTime / m_numberFramesStored;
|
||||
|
||||
sb[10].StatID = (uint)Stats.PhysicsMS;
|
||||
sb[10].StatValue = m_physicsMS / framesUpdated;
|
||||
//sb[10].StatValue = m_physicsMS / framesUpdated;
|
||||
sb[10].StatValue = (float) physicsSumFrameTime / m_numberFramesStored;
|
||||
|
||||
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[12].StatValue = m_otherMS / framesUpdated;
|
||||
sb[12].StatValue = (float) simulationSumFrameTime /
|
||||
m_numberFramesStored;
|
||||
|
||||
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
|
||||
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
|
||||
|
@ -430,7 +547,25 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sb[21].StatID = (uint)Stats.SimSpareMs;
|
||||
sb[21].StatValue = m_spareMS / framesUpdated;
|
||||
|
||||
for (int i = 0; i < 22; i++)
|
||||
// Added to track the number of users currently attempting to
|
||||
// login to the region
|
||||
sb[22].StatID = (uint)Stats.UsersLoggingIn;
|
||||
sb[22].StatValue = m_usersLoggingIn;
|
||||
|
||||
// Total number of geometric primitives in the scene
|
||||
sb[23].StatID = (uint)Stats.TotalGeoPrim;
|
||||
sb[23].StatValue = m_numGeoPrim;
|
||||
|
||||
// Total number of mesh objects in the scene
|
||||
sb[24].StatID = (uint)Stats.TotalMesh;
|
||||
sb[24].StatValue = m_numMesh;
|
||||
|
||||
// Added to track the current number of threads that XEngine is
|
||||
// using
|
||||
sb[25].StatID = (uint)Stats.ThreadCount;
|
||||
sb[25].StatValue = m_inUseThreads;
|
||||
|
||||
for (int i = 0; i < m_statisticArraySize; i++)
|
||||
{
|
||||
lastReportedSimStats[i] = sb[i].StatValue;
|
||||
}
|
||||
|
@ -475,6 +610,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private void ResetValues()
|
||||
{
|
||||
// Reset the number of frames that the physics library has
|
||||
// processed since the last stats report
|
||||
m_numberPhysicsFrames = 0;
|
||||
|
||||
m_timeDilation = 0;
|
||||
m_fps = 0;
|
||||
m_pfps = 0;
|
||||
|
@ -605,6 +744,32 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_otherMS += ms;
|
||||
}
|
||||
|
||||
public void addPhysicsFrame(int frames)
|
||||
{
|
||||
// Add the number of physics frames to the correct total physics
|
||||
// frames
|
||||
m_numberPhysicsFrames += frames;
|
||||
}
|
||||
|
||||
public void addFrameTimeMilliseconds(double total, double simulation,
|
||||
double physics, double network)
|
||||
{
|
||||
// Save the frame times from the current frame into the appropriate
|
||||
// arrays
|
||||
m_totalFrameTimeMilliseconds[m_nextLocation] = total;
|
||||
m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation;
|
||||
m_physicsFrameTimeMilliseconds[m_nextLocation] = physics;
|
||||
m_networkFrameTimeMilliseconds[m_nextLocation] = network;
|
||||
|
||||
// Update to the next location in the list
|
||||
m_nextLocation++;
|
||||
|
||||
// Since the list will begin to overwrite the oldest frame values
|
||||
// first, the next location needs to loop back to the beginning of the
|
||||
// list whenever it reaches the end
|
||||
m_nextLocation = m_nextLocation % m_numberFramesStored;
|
||||
}
|
||||
|
||||
public void AddPendingDownloads(int count)
|
||||
{
|
||||
m_pendingDownloads += count;
|
||||
|
@ -627,6 +792,31 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
AddunAckedBytes(unAckedBytes);
|
||||
}
|
||||
|
||||
public void UpdateUsersLoggingIn(bool isLoggingIn)
|
||||
{
|
||||
// Determine whether the user has started logging in or has completed
|
||||
// logging into the region
|
||||
if (isLoggingIn)
|
||||
{
|
||||
// The user is starting to login to the region so increment the
|
||||
// number of users attempting to login to the region
|
||||
m_usersLoggingIn++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// The user has finished logging into the region so decrement the
|
||||
// number of users logging into the region
|
||||
m_usersLoggingIn--;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetThreadCount(int inUseThreads)
|
||||
{
|
||||
// Save the new number of threads to our member variable to send to
|
||||
// the extra stats collector
|
||||
m_inUseThreads = inUseThreads;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public Dictionary<string, float> GetExtraSimStats()
|
||||
|
|
|
@ -1872,6 +1872,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
IScriptInstance instance = GetInstance(itemID);
|
||||
if (instance != null)
|
||||
instance.ApiResetScript();
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public void ResetScript(UUID itemID)
|
||||
|
@ -1879,6 +1885,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
IScriptInstance instance = GetInstance(itemID);
|
||||
if (instance != null)
|
||||
instance.ResetScript(m_WaitForEventCompletionOnScriptStop);
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public void StartScript(UUID itemID)
|
||||
|
@ -1888,6 +1900,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
instance.Start();
|
||||
else
|
||||
m_runFlags.AddOrUpdate(itemID, true, 240);
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public void StopScript(UUID itemID)
|
||||
|
@ -1903,6 +1921,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
// m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name);
|
||||
m_runFlags.AddOrUpdate(itemID, false, 240);
|
||||
}
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public DetectParams GetDetectParams(UUID itemID, int idx)
|
||||
|
@ -2393,6 +2417,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
instance.Suspend();
|
||||
// else
|
||||
// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public void ResumeScript(UUID itemID)
|
||||
|
@ -2404,6 +2434,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
instance.Resume();
|
||||
// else
|
||||
// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
|
||||
|
||||
// Send the new number of threads that are in use by the thread
|
||||
// pool, I believe that by adding them to the locations where the
|
||||
// script is changing states that I will catch all changes to the
|
||||
// thread pool
|
||||
m_Scene.setThreadCount(m_ThreadPool.InUseThreads);
|
||||
}
|
||||
|
||||
public bool HasScript(UUID itemID, out bool running)
|
||||
|
|
|
@ -296,7 +296,7 @@
|
|||
; Simulator Stats URI
|
||||
; Enable JSON simulator data by setting a URI name (case sensitive)
|
||||
; Returns regular sim stats (SimFPS, ...)
|
||||
; Stats_URI = "jsonSimStats"
|
||||
Stats_URI = "jsonSimStats"
|
||||
|
||||
; Simulator StatsManager URI
|
||||
; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
|
||||
|
|
Loading…
Reference in New Issue