Moved over metrics from previous OpenSim 0.8.0.3 repository (this new repository is now the master branch from OpenSim).

fsassets
Glenn Martin 2015-04-20 14:55:00 -04:00
parent 7d699514a5
commit 1959eb8372
6 changed files with 449 additions and 19 deletions

47
OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs Normal file → Executable file
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@ -27,6 +27,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using OpenMetaverse;
@ -71,6 +72,10 @@ namespace OpenSim.Framework.Monitoring
private volatile float pendingUploads;
private volatile float activeScripts;
private volatile float scriptLinesPerSecond;
private volatile float m_usersLoggingIn;
private volatile float m_totalGeoPrims;
private volatile float m_totalMeshes;
private volatile float m_inUseThreads;
// /// <summary>
// /// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
@ -249,6 +254,10 @@ namespace OpenSim.Framework.Monitoring
{
// FIXME: SimStats shouldn't allow an arbitrary stat packing order (which is inherited from the original
// SimStatsPacket that was being used).
// For an unknown reason the original designers decided not to
// include the spare MS statistic inside of this class, this is
// located inside the StatsBlock at location 21 thus it is skipped
timeDilation = stats.StatsBlock[0].StatValue;
simFps = stats.StatsBlock[1].StatValue;
physicsFps = stats.StatsBlock[2].StatValue;
@ -270,6 +279,10 @@ namespace OpenSim.Framework.Monitoring
pendingUploads = stats.StatsBlock[18].StatValue;
activeScripts = stats.StatsBlock[19].StatValue;
scriptLinesPerSecond = stats.StatsBlock[20].StatValue;
m_usersLoggingIn = stats.StatsBlock[22].StatValue;
m_totalGeoPrims = stats.StatsBlock[23].StatValue;
m_totalMeshes = stats.StatsBlock[24].StatValue;
m_inUseThreads = stats.StatsBlock[25].StatValue;
}
/// <summary>
@ -407,6 +420,23 @@ Asset service request failures: {3}" + Environment.NewLine,
/// <returns></returns>
public override OSDMap OReport(string uptime, string version)
{
// Get the amount of physical memory, allocated with the instance of this program, in kilobytes;
// the working set is the set of memory pages currently visible to this program in physical RAM
// memory and includes both shared (e.g. system libraries) and private data
double memUsage = Process.GetCurrentProcess().WorkingSet64 / 1024.0;
// Get the number of threads from the system that are currently
// running
int numberThreadsRunning = 0;
foreach (ProcessThread currentThread in
Process.GetCurrentProcess().Threads)
{
if (currentThread.ThreadState == ThreadState.Running)
{
numberThreadsRunning++;
}
}
OSDMap args = new OSDMap(30);
// args["AssetsInCache"] = OSD.FromString (String.Format ("{0:0.##}", AssetsInCache));
// args["TimeAfterCacheMiss"] = OSD.FromString (String.Format ("{0:0.##}",
@ -443,6 +473,23 @@ Asset service request failures: {3}" + Environment.NewLine,
args["Memory"] = OSD.FromString (base.XReport (uptime, version));
args["Uptime"] = OSD.FromString (uptime);
args["Version"] = OSD.FromString (version);
args["Logging in Users"] = OSD.FromString(String.Format("{0:0.##}",
m_usersLoggingIn));
args["GeoPrims"] = OSD.FromString(String.Format("{0:0.##}",
m_totalGeoPrims));
args["Mesh Objects"] = OSD.FromString(String.Format("{0:0.##}",
m_totalMeshes));
args["Polygon Count"] = OSD.FromString(String.Format("{0:0.##}", 0));
args["Texture Count"] = OSD.FromString(String.Format("{0:0.##}", 0));
args["XEngine Thread Count"] = OSD.FromString(String.Format("{0:0.##}",
m_inUseThreads));
args["Util Thread Count"] = OSD.FromString(String.Format("{0:0.##}",
Util.GetSmartThreadPoolInfo().InUseThreads));
args["System Thread Count"] = OSD.FromString(String.Format(
"{0:0.##}", numberThreadsRunning));
args["ProcMem"] = OSD.FromString(String.Format("{0:#,###,###.##}",
memUsage));
return args;
}

108
OpenSim/Region/Framework/Scenes/Scene.cs Normal file → Executable file
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@ -526,6 +526,13 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_sceneGraph.PhysicsScene.TimeDilation; }
}
public void setThreadCount(int inUseThreads)
{
// Just pass the thread count information on its way as the Scene
// does not require the value for anything at this time
StatsReporter.SetThreadCount(inUseThreads);
}
public SceneCommunicationService SceneGridService
{
get { return m_sceneGridService; }
@ -1107,7 +1114,35 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Interest Management
StatsReporter = new SimStatsReporter(this);
// The timer used by the Stopwatch class depends on the system hardware and operating system; inform
// if the timer is based on a high-resolution performance counter or based on the system timer;
// the performance counter will provide a more precise time than the system timer
if (Stopwatch.IsHighResolution)
m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics.");
else
m_log.InfoFormat("[SCENE]: Using system timer for statistics.");
// Acquire the statistics section of the OpenSim.ini file located
// in the bin directory
IConfig statisticsConfig = m_config.Configs["Statistics"];
// Confirm that the statistics section existed in the configuration
// file
if (statisticsConfig != null)
{
// Create the StatsReporter using the number of frames to store
// for the frame time statistics, or 10 frames if the config
// file doesn't contain a value
StatsReporter = new SimStatsReporter(this,
statisticsConfig.GetInt("NumberOfFrames", 10));
}
else
{
// Create a StatsReporter with the current scene and a default
// 10 frames stored for the frame time statistics
StatsReporter = new SimStatsReporter(this);
}
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
@ -1607,6 +1642,21 @@ namespace OpenSim.Region.Framework.Scenes
float physicsFPS = 0f;
int previousFrameTick, tmpMS;
// These variables will be used to save the precise frame time using the
// Stopwatch class of Microsoft SDK; the times are recorded at the start
// and end of a parcticular section of code, and then used to calculate
// the frame times, which are the sums of the sections for each given name
double preciseTotalFrameTime = 0.0;
double preciseSimFrameTime = 0.0;
double precisePhysicsFrameTime = 0.0;
Stopwatch totalFrameStopwatch = new Stopwatch();
Stopwatch simFrameStopwatch = new Stopwatch();
Stopwatch physicsFrameStopwatch = new Stopwatch();
// Begin the stopwatch to keep track of the time that the frame
// started running to determine how long the frame took to complete
totalFrameStopwatch.Start();
while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
{
++Frame;
@ -1627,20 +1677,47 @@ namespace OpenSim.Region.Framework.Scenes
terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
// At several points inside the code there was a need to
// create a more precise measurement of time elapsed. This
// led to the addition of variables that have a similar
// function and thus remain tightly connected to their
// original counterparts. However, the original code is
// not receiving comments from our group because we don't
// feel right modifying the code to that degree at this
// point in time, the precise values all begin with the
// keyword precise
tmpMS = Util.EnvironmentTickCount();
// Begin the stopwatch to track the time to prepare physics
physicsFrameStopwatch.Start();
if (PhysicsEnabled && Frame % m_update_physics == 0)
m_sceneGraph.UpdatePreparePhysics();
// Get the time it took to prepare the physics, this
// would report the most precise time that physics was
// running on the machine and should the physics not be
// enabled will report the time it took to check if physics
// was enabled
physicsFrameStopwatch.Stop();
precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds;
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
// Apply any pending avatar force input to the avatar's velocity
tmpMS = Util.EnvironmentTickCount();
simFrameStopwatch.Start();
if (Frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement();
// Get the simulation frame time that the avatar force input took
simFrameStopwatch.Stop();
preciseSimFrameTime = simFrameStopwatch.Elapsed.TotalMilliseconds;
agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity
tmpMS = Util.EnvironmentTickCount();
physicsFrameStopwatch.Restart();
if (Frame % m_update_physics == 0)
{
if (PhysicsEnabled)
@ -1649,8 +1726,14 @@ namespace OpenSim.Region.Framework.Scenes
if (SynchronizeScene != null)
SynchronizeScene(this);
}
// Add the main physics update time to the prepare physics time
physicsFrameStopwatch.Stop();
precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds;
physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
// Start the stopwatch for the remainder of the simulation
simFrameStopwatch.Restart();
tmpMS = Util.EnvironmentTickCount();
// Check if any objects have reached their targets
@ -1754,6 +1837,10 @@ namespace OpenSim.Region.Framework.Scenes
spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS);
}
// Get the elapsed time for the simulation frame
simFrameStopwatch.Stop();
preciseSimFrameTime += simFrameStopwatch.Elapsed.TotalMilliseconds;
previousFrameTick = m_lastFrameTick;
frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick);
m_lastFrameTick = Util.EnvironmentTickCount();
@ -1771,6 +1858,15 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.AddSpareMS(spareMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
// Send the correct time values to the stats reporter for the
// frame times
StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime,
preciseSimFrameTime, precisePhysicsFrameTime, 0.0);
// Send the correct number of frames that the physics library
// has processed to the stats reporter
StatsReporter.addPhysicsFrame(1);
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
@ -1782,6 +1878,9 @@ namespace OpenSim.Region.Framework.Scenes
RegionInfo.RegionName);
}
// Finished updating scene frame, so stop the total frame's Stopwatch
totalFrameStopwatch.Stop();
return spareMS >= 0;
}
@ -2702,6 +2801,9 @@ namespace OpenSim.Region.Framework.Scenes
bool vialogin;
bool reallyNew = true;
// Update the number of users attempting to login
StatsReporter.UpdateUsersLoggingIn(true);
// Validation occurs in LLUDPServer
//
// XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
@ -2786,6 +2888,10 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerOnClientLogin(client);
}
// User has logged into the scene so update the list of users logging
// in
StatsReporter.UpdateUsersLoggingIn(false);
m_LastLogin = Util.EnvironmentTickCount();
return sp;

59
OpenSim/Region/Framework/Scenes/SceneGraph.cs Normal file → Executable file
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@ -67,7 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
protected Scene m_parentScene;
protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
protected int m_numRootAgents = 0;
protected int m_numTotalPrim = 0;
protected int m_numPrim = 0;
protected int m_numMesh = 0;
protected int m_numChildAgents = 0;
protected int m_physicalPrim = 0;
@ -368,7 +370,8 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = sceneObject.Parts;
// Clamp child prim sizes and add child prims to the m_numPrim count
// Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
// (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
if (m_parentScene.m_clampPrimSize)
{
foreach (SceneObjectPart part in parts)
@ -382,7 +385,19 @@ namespace OpenSim.Region.Framework.Scenes
part.Shape.Scale = scale;
}
}
m_numPrim += parts.Length;
m_numTotalPrim += parts.Length;
// Go through all parts (geometric primitives and meshes) of this Scene Object
foreach (SceneObjectPart part in parts)
{
// Keep track of the total number of meshes or geometric primitives now in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh++;
else
m_numPrim++;
}
sceneObject.AttachToScene(m_parentScene);
@ -437,7 +452,21 @@ namespace OpenSim.Region.Framework.Scenes
if (!resultOfObjectLinked)
{
m_numPrim -= grp.PrimCount;
// Decrement the total number of primitives (meshes and geometric primitives)
// that are part of the Scene Object being removed
m_numTotalPrim -= grp.PrimCount;
// Go through all parts (primitives and meshes) of this Scene Object
foreach (SceneObjectPart part in grp.Parts)
{
// Keep track of the total number of meshes or geometric primitives left in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh--;
else
m_numPrim--;
}
if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
RemovePhysicalPrim(grp.PrimCount);
@ -686,10 +715,20 @@ namespace OpenSim.Region.Framework.Scenes
}
public int GetTotalObjectsCount()
{
return m_numTotalPrim;
}
public int GetTotalPrimObjectsCount()
{
return m_numPrim;
}
public int GetTotalMeshObjectsCount()
{
return m_numMesh;
}
public int GetActiveObjectsCount()
{
return m_physicalPrim;
@ -1970,7 +2009,19 @@ namespace OpenSim.Region.Framework.Scenes
// think it's selected, so it will never send a deselect...
copy.IsSelected = false;
m_numPrim += copy.Parts.Length;
m_numTotalPrim += copy.Parts.Length;
// Go through all parts (primitives and meshes) of this Scene Object
foreach (SceneObjectPart part in copy.Parts)
{
// Keep track of the total number of meshes or geometric primitives now in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh++;
else
m_numPrim++;
}
if (rot != Quaternion.Identity)
{

216
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs Normal file → Executable file
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@ -61,6 +61,10 @@ namespace OpenSim.Region.Framework.Scenes
private YourStatsAreWrong handlerStatsIncorrect;
// Determines the size of the array that is used to collect StatBlocks
// for sending to the SimStats and SimExtraStatsCollector
private const int m_statisticArraySize = 26;
/// <summary>
/// These are the IDs of stats sent in the StatsPacket to the viewer.
/// </summary>
@ -104,7 +108,11 @@ namespace OpenSim.Region.Framework.Scenes
ScriptEps = 31,
SimSpareMs = 32,
SimSleepMs = 33,
SimIoPumpTime = 34
SimIoPumpTime = 34,
UsersLoggingIn = 35,
TotalGeoPrim = 36,
TotalMesh = 37,
ThreadCount = 38
}
/// <summary>
@ -175,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[22];
private float[] lastReportedSimStats = new float[m_statisticArraySize];
private float m_pfps;
/// <summary>
@ -202,6 +210,8 @@ namespace OpenSim.Region.Framework.Scenes
private int m_rootAgents;
private int m_childAgents;
private int m_numPrim;
private int m_numGeoPrim;
private int m_numMesh;
private int m_inPacketsPerSecond;
private int m_outPacketsPerSecond;
private int m_activePrim;
@ -213,6 +223,34 @@ namespace OpenSim.Region.Framework.Scenes
private int m_objectCapacity = 45000;
// This is the number of frames that will be stored and then averaged for
// the Total, Simulation, Physics, and Network Frame Time; It is set to
// 10 by default but can be changed by the OpenSim.ini configuration file
// NumberOfFrames parameter
private int m_numberFramesStored = 10;
// The arrays that will hold the time it took to run the past N frames,
// where N is the num_frames_to_average given by the configuration file
private double[] m_totalFrameTimeMilliseconds;
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()

36
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs Normal file → Executable file
View File

@ -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)

2
bin/OpenSimDefaults.ini Normal file → Executable file
View File

@ -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