Merge branch 'master' of /home/opensim/var/repo/opensim
commit
2176bd18e3
|
@ -219,6 +219,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private int backupMS;
|
private int backupMS;
|
||||||
private int terrainMS;
|
private int terrainMS;
|
||||||
private int landMS;
|
private int landMS;
|
||||||
|
private int spareMS;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Tick at which the last frame was processed.
|
/// Tick at which the last frame was processed.
|
||||||
|
@ -1360,43 +1361,41 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
endFrame = Frame + frames;
|
endFrame = Frame + frames;
|
||||||
|
|
||||||
float physicsFPS = 0f;
|
float physicsFPS = 0f;
|
||||||
int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
|
int previousFrameTick, tmpMS;
|
||||||
int previousFrameTick;
|
int maintc = Util.EnvironmentTickCount();
|
||||||
int maintc;
|
|
||||||
|
|
||||||
while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
|
while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
|
||||||
{
|
{
|
||||||
maintc = Util.EnvironmentTickCount();
|
|
||||||
++Frame;
|
++Frame;
|
||||||
|
|
||||||
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
|
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
|
||||||
|
|
||||||
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
|
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
// Apply taints in terrain module to terrain in physics scene
|
// Apply taints in terrain module to terrain in physics scene
|
||||||
if (Frame % m_update_terrain == 0)
|
if (Frame % m_update_terrain == 0)
|
||||||
{
|
{
|
||||||
terMS = Util.EnvironmentTickCount();
|
tmpMS = Util.EnvironmentTickCount();
|
||||||
UpdateTerrain();
|
UpdateTerrain();
|
||||||
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
|
terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
||||||
}
|
}
|
||||||
|
|
||||||
tmpPhysicsMS2 = Util.EnvironmentTickCount();
|
tmpMS = Util.EnvironmentTickCount();
|
||||||
if ((Frame % m_update_physics == 0) && m_physics_enabled)
|
if ((Frame % m_update_physics == 0) && m_physics_enabled)
|
||||||
m_sceneGraph.UpdatePreparePhysics();
|
m_sceneGraph.UpdatePreparePhysics();
|
||||||
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
|
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
|
||||||
|
|
||||||
// Apply any pending avatar force input to the avatar's velocity
|
// Apply any pending avatar force input to the avatar's velocity
|
||||||
tmpAgentMS = Util.EnvironmentTickCount();
|
tmpMS = Util.EnvironmentTickCount();
|
||||||
if (Frame % m_update_entitymovement == 0)
|
if (Frame % m_update_entitymovement == 0)
|
||||||
m_sceneGraph.UpdateScenePresenceMovement();
|
m_sceneGraph.UpdateScenePresenceMovement();
|
||||||
agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
|
agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
||||||
|
|
||||||
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
|
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
|
||||||
// velocity
|
// velocity
|
||||||
tmpPhysicsMS = Util.EnvironmentTickCount();
|
tmpMS = Util.EnvironmentTickCount();
|
||||||
if (Frame % m_update_physics == 0)
|
if (Frame % m_update_physics == 0)
|
||||||
{
|
{
|
||||||
if (m_physics_enabled)
|
if (m_physics_enabled)
|
||||||
|
@ -1405,9 +1404,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (SynchronizeScene != null)
|
if (SynchronizeScene != null)
|
||||||
SynchronizeScene(this);
|
SynchronizeScene(this);
|
||||||
}
|
}
|
||||||
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
|
physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
||||||
|
|
||||||
tmpAgentMS = Util.EnvironmentTickCount();
|
tmpMS = Util.EnvironmentTickCount();
|
||||||
|
|
||||||
// Check if any objects have reached their targets
|
// Check if any objects have reached their targets
|
||||||
CheckAtTargets();
|
CheckAtTargets();
|
||||||
|
@ -1422,29 +1421,29 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (Frame % m_update_presences == 0)
|
if (Frame % m_update_presences == 0)
|
||||||
m_sceneGraph.UpdatePresences();
|
m_sceneGraph.UpdatePresences();
|
||||||
|
|
||||||
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
|
agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
|
||||||
|
|
||||||
// Delete temp-on-rez stuff
|
// Delete temp-on-rez stuff
|
||||||
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
|
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
|
||||||
{
|
{
|
||||||
tmpTempOnRezMS = Util.EnvironmentTickCount();
|
tmpMS = Util.EnvironmentTickCount();
|
||||||
m_cleaningTemps = true;
|
m_cleaningTemps = true;
|
||||||
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
|
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
|
||||||
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
|
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Frame % m_update_events == 0)
|
if (Frame % m_update_events == 0)
|
||||||
{
|
{
|
||||||
evMS = Util.EnvironmentTickCount();
|
tmpMS = Util.EnvironmentTickCount();
|
||||||
UpdateEvents();
|
UpdateEvents();
|
||||||
eventMS = Util.EnvironmentTickCountSubtract(evMS);
|
eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Frame % m_update_backup == 0)
|
if (Frame % m_update_backup == 0)
|
||||||
{
|
{
|
||||||
backMS = Util.EnvironmentTickCount();
|
tmpMS = Util.EnvironmentTickCount();
|
||||||
UpdateStorageBackup();
|
UpdateStorageBackup();
|
||||||
backupMS = Util.EnvironmentTickCountSubtract(backMS);
|
backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
||||||
}
|
}
|
||||||
|
|
||||||
//if (Frame % m_update_land == 0)
|
//if (Frame % m_update_land == 0)
|
||||||
|
@ -1453,24 +1452,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// UpdateLand();
|
// UpdateLand();
|
||||||
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
||||||
//}
|
//}
|
||||||
|
|
||||||
frameMS = Util.EnvironmentTickCountSubtract(maintc);
|
|
||||||
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
|
|
||||||
|
|
||||||
// if (Frame%m_update_avatars == 0)
|
|
||||||
// UpdateInWorldTime();
|
|
||||||
StatsReporter.AddPhysicsFPS(physicsFPS);
|
|
||||||
StatsReporter.AddTimeDilation(TimeDilation);
|
|
||||||
StatsReporter.AddFPS(1);
|
|
||||||
|
|
||||||
// frameMS currently records work frame times, not total frame times (work + any required sleep to
|
|
||||||
// reach min frame time.
|
|
||||||
StatsReporter.addFrameMS(frameMS);
|
|
||||||
|
|
||||||
StatsReporter.addAgentMS(agentMS);
|
|
||||||
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
|
|
||||||
StatsReporter.addOtherMS(otherMS);
|
|
||||||
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
|
|
||||||
|
|
||||||
if (LoginsDisabled && Frame == 20)
|
if (LoginsDisabled && Frame == 20)
|
||||||
{
|
{
|
||||||
|
@ -1521,13 +1502,34 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
previousFrameTick = m_lastFrameTick;
|
previousFrameTick = m_lastFrameTick;
|
||||||
m_lastFrameTick = Util.EnvironmentTickCount();
|
m_lastFrameTick = Util.EnvironmentTickCount();
|
||||||
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
|
tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
|
||||||
maintc = (int)(MinFrameTime * 1000) - maintc;
|
tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
|
||||||
|
|
||||||
if (maintc > 0)
|
if (tmpMS > 0)
|
||||||
Thread.Sleep(maintc);
|
{
|
||||||
|
Thread.Sleep(tmpMS);
|
||||||
|
spareMS += tmpMS;
|
||||||
|
}
|
||||||
|
|
||||||
// Optionally warn if a frame takes double the amount of time that it should.
|
frameMS = Util.EnvironmentTickCountSubtract(maintc);
|
||||||
|
maintc = Util.EnvironmentTickCount();
|
||||||
|
|
||||||
|
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
|
||||||
|
|
||||||
|
// if (Frame%m_update_avatars == 0)
|
||||||
|
// UpdateInWorldTime();
|
||||||
|
StatsReporter.AddPhysicsFPS(physicsFPS);
|
||||||
|
StatsReporter.AddTimeDilation(TimeDilation);
|
||||||
|
StatsReporter.AddFPS(1);
|
||||||
|
|
||||||
|
StatsReporter.addFrameMS(frameMS);
|
||||||
|
StatsReporter.addAgentMS(agentMS);
|
||||||
|
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
|
||||||
|
StatsReporter.addOtherMS(otherMS);
|
||||||
|
StatsReporter.AddSpareMS(spareMS);
|
||||||
|
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
|
||||||
|
|
||||||
|
// Optionally warn if a frame takes double the amount of time that it should.
|
||||||
if (DebugUpdates
|
if (DebugUpdates
|
||||||
&& Util.EnvironmentTickCountSubtract(
|
&& Util.EnvironmentTickCountSubtract(
|
||||||
m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
|
m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
|
||||||
|
|
|
@ -56,10 +56,17 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public event YourStatsAreWrong OnStatsIncorrect;
|
public event YourStatsAreWrong OnStatsIncorrect;
|
||||||
|
|
||||||
private SendStatResult handlerSendStatResult = null;
|
private SendStatResult handlerSendStatResult;
|
||||||
|
|
||||||
private YourStatsAreWrong handlerStatsIncorrect = null;
|
private YourStatsAreWrong handlerStatsIncorrect;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// These are the IDs of stats sent in the StatsPacket to the viewer.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
|
||||||
|
/// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
|
||||||
|
/// </remarks>
|
||||||
public enum Stats : uint
|
public enum Stats : uint
|
||||||
{
|
{
|
||||||
TimeDilation = 0,
|
TimeDilation = 0,
|
||||||
|
@ -83,7 +90,20 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
OutPacketsPerSecond = 18,
|
OutPacketsPerSecond = 18,
|
||||||
PendingDownloads = 19,
|
PendingDownloads = 19,
|
||||||
PendingUploads = 20,
|
PendingUploads = 20,
|
||||||
|
VirtualSizeKb = 21,
|
||||||
|
ResidentSizeKb = 22,
|
||||||
|
PendingLocalUploads = 23,
|
||||||
UnAckedBytes = 24,
|
UnAckedBytes = 24,
|
||||||
|
PhysicsPinnedTasks = 25,
|
||||||
|
PhysicsLodTasks = 26,
|
||||||
|
SimPhysicsStepMs = 27,
|
||||||
|
SimPhysicsShapeMs = 28,
|
||||||
|
SimPhysicsOtherMs = 29,
|
||||||
|
SimPhysicsMemory = 30,
|
||||||
|
ScriptEps = 31,
|
||||||
|
SimSpareMs = 32,
|
||||||
|
SimSleepMs = 33,
|
||||||
|
SimIoPumpTime = 34
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -117,10 +137,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
|
private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
|
||||||
|
|
||||||
// Sending a stats update every 3 seconds-
|
// Sending a stats update every 3 seconds-
|
||||||
private int statsUpdatesEveryMS = 3000;
|
private int m_statsUpdatesEveryMS = 3000;
|
||||||
private float statsUpdateFactor = 0;
|
private float m_statsUpdateFactor;
|
||||||
private float m_timeDilation = 0;
|
private float m_timeDilation;
|
||||||
private int m_fps = 0;
|
private int m_fps;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Number of the last frame on which we processed a stats udpate.
|
||||||
|
/// </summary>
|
||||||
|
private uint m_lastUpdateFrame;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Our nominal fps target, as expected in fps stats when a sim is running normally.
|
/// Our nominal fps target, as expected in fps stats when a sim is running normally.
|
||||||
|
@ -138,41 +163,42 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private float m_reportedFpsCorrectionFactor = 5;
|
private float m_reportedFpsCorrectionFactor = 5;
|
||||||
|
|
||||||
// saved last reported value so there is something available for llGetRegionFPS
|
// saved last reported value so there is something available for llGetRegionFPS
|
||||||
private float lastReportedSimFPS = 0;
|
private float lastReportedSimFPS;
|
||||||
private float[] lastReportedSimStats = new float[21];
|
private float[] lastReportedSimStats = new float[22];
|
||||||
private float m_pfps = 0;
|
private float m_pfps;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Number of agent updates requested in this stats cycle
|
/// Number of agent updates requested in this stats cycle
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private int m_agentUpdates = 0;
|
private int m_agentUpdates;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Number of object updates requested in this stats cycle
|
/// Number of object updates requested in this stats cycle
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private int m_objectUpdates;
|
private int m_objectUpdates;
|
||||||
|
|
||||||
private int m_frameMS = 0;
|
private int m_frameMS;
|
||||||
private int m_netMS = 0;
|
private int m_spareMS;
|
||||||
private int m_agentMS = 0;
|
private int m_netMS;
|
||||||
private int m_physicsMS = 0;
|
private int m_agentMS;
|
||||||
private int m_imageMS = 0;
|
private int m_physicsMS;
|
||||||
private int m_otherMS = 0;
|
private int m_imageMS;
|
||||||
|
private int m_otherMS;
|
||||||
|
|
||||||
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
|
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
|
||||||
//Ckrinke private int m_scriptMS = 0;
|
//Ckrinke private int m_scriptMS = 0;
|
||||||
|
|
||||||
private int m_rootAgents = 0;
|
private int m_rootAgents;
|
||||||
private int m_childAgents = 0;
|
private int m_childAgents;
|
||||||
private int m_numPrim = 0;
|
private int m_numPrim;
|
||||||
private int m_inPacketsPerSecond = 0;
|
private int m_inPacketsPerSecond;
|
||||||
private int m_outPacketsPerSecond = 0;
|
private int m_outPacketsPerSecond;
|
||||||
private int m_activePrim = 0;
|
private int m_activePrim;
|
||||||
private int m_unAckedBytes = 0;
|
private int m_unAckedBytes;
|
||||||
private int m_pendingDownloads = 0;
|
private int m_pendingDownloads;
|
||||||
private int m_pendingUploads = 0;
|
private int m_pendingUploads = 0; // FIXME: Not currently filled in
|
||||||
private int m_activeScripts = 0;
|
private int m_activeScripts;
|
||||||
private int m_scriptLinesPerSecond = 0;
|
private int m_scriptLinesPerSecond;
|
||||||
|
|
||||||
private int m_objectCapacity = 45000;
|
private int m_objectCapacity = 45000;
|
||||||
|
|
||||||
|
@ -188,13 +214,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
m_scene = scene;
|
m_scene = scene;
|
||||||
m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
|
m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
|
||||||
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
|
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
|
||||||
ReportingRegion = scene.RegionInfo;
|
ReportingRegion = scene.RegionInfo;
|
||||||
|
|
||||||
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
|
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
|
||||||
m_report.AutoReset = true;
|
m_report.AutoReset = true;
|
||||||
m_report.Interval = statsUpdatesEveryMS;
|
m_report.Interval = m_statsUpdatesEveryMS;
|
||||||
m_report.Elapsed += statsHeartBeat;
|
m_report.Elapsed += TriggerStatsHeartbeat;
|
||||||
m_report.Enabled = true;
|
m_report.Enabled = true;
|
||||||
|
|
||||||
if (StatsManager.SimExtraStats != null)
|
if (StatsManager.SimExtraStats != null)
|
||||||
|
@ -203,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public void Close()
|
public void Close()
|
||||||
{
|
{
|
||||||
m_report.Elapsed -= statsHeartBeat;
|
m_report.Elapsed -= TriggerStatsHeartbeat;
|
||||||
m_report.Close();
|
m_report.Close();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -213,14 +239,28 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <param name='ms'></param>
|
/// <param name='ms'></param>
|
||||||
public void SetUpdateMS(int ms)
|
public void SetUpdateMS(int ms)
|
||||||
{
|
{
|
||||||
statsUpdatesEveryMS = ms;
|
m_statsUpdatesEveryMS = ms;
|
||||||
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
|
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
|
||||||
m_report.Interval = statsUpdatesEveryMS;
|
m_report.Interval = m_statsUpdatesEveryMS;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TriggerStatsHeartbeat(object sender, EventArgs args)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
statsHeartBeat(sender, args);
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
m_log.Warn(string.Format(
|
||||||
|
"[SIM STATS REPORTER] Update for {0} failed with exception ",
|
||||||
|
m_scene.RegionInfo.RegionName), e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void statsHeartBeat(object sender, EventArgs e)
|
private void statsHeartBeat(object sender, EventArgs e)
|
||||||
{
|
{
|
||||||
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
|
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
|
||||||
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
|
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
|
||||||
|
|
||||||
// Know what's not thread safe in Mono... modifying timers.
|
// Know what's not thread safe in Mono... modifying timers.
|
||||||
|
@ -247,7 +287,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
|
int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
|
||||||
|
|
||||||
// save the reported value so there is something available for llGetRegionFPS
|
// save the reported value so there is something available for llGetRegionFPS
|
||||||
lastReportedSimFPS = reportedFPS / statsUpdateFactor;
|
lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
|
||||||
|
|
||||||
float physfps = ((m_pfps / 1000));
|
float physfps = ((m_pfps / 1000));
|
||||||
|
|
||||||
|
@ -279,7 +319,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
|
// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
|
||||||
// values to X-per-second values.
|
// values to X-per-second values.
|
||||||
|
|
||||||
for (int i = 0; i < 21; i++)
|
uint thisFrame = m_scene.Frame;
|
||||||
|
float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
|
||||||
|
m_lastUpdateFrame = thisFrame;
|
||||||
|
|
||||||
|
// Avoid div-by-zero if somehow we've not updated any frames.
|
||||||
|
if (framesUpdated == 0)
|
||||||
|
framesUpdated = 1;
|
||||||
|
|
||||||
|
for (int i = 0; i < 22; i++)
|
||||||
{
|
{
|
||||||
sb[i] = new SimStatsPacket.StatBlock();
|
sb[i] = new SimStatsPacket.StatBlock();
|
||||||
}
|
}
|
||||||
|
@ -288,13 +336,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
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[1].StatID = (uint) Stats.SimFPS;
|
sb[1].StatID = (uint) Stats.SimFPS;
|
||||||
sb[1].StatValue = reportedFPS / statsUpdateFactor;
|
sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
|
||||||
|
|
||||||
sb[2].StatID = (uint) Stats.PhysicsFPS;
|
sb[2].StatID = (uint) Stats.PhysicsFPS;
|
||||||
sb[2].StatValue = physfps / statsUpdateFactor;
|
sb[2].StatValue = physfps / m_statsUpdateFactor;
|
||||||
|
|
||||||
sb[3].StatID = (uint) Stats.AgentUpdates;
|
sb[3].StatID = (uint) Stats.AgentUpdates;
|
||||||
sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
|
sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor);
|
||||||
|
|
||||||
sb[4].StatID = (uint) Stats.Agents;
|
sb[4].StatID = (uint) Stats.Agents;
|
||||||
sb[4].StatValue = m_rootAgents;
|
sb[4].StatValue = m_rootAgents;
|
||||||
|
@ -309,31 +357,31 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
sb[7].StatValue = m_activePrim;
|
sb[7].StatValue = m_activePrim;
|
||||||
|
|
||||||
sb[8].StatID = (uint)Stats.FrameMS;
|
sb[8].StatID = (uint)Stats.FrameMS;
|
||||||
sb[8].StatValue = m_frameMS / statsUpdateFactor;
|
sb[8].StatValue = m_frameMS / framesUpdated;
|
||||||
|
|
||||||
sb[9].StatID = (uint)Stats.NetMS;
|
sb[9].StatID = (uint)Stats.NetMS;
|
||||||
sb[9].StatValue = m_netMS / statsUpdateFactor;
|
sb[9].StatValue = m_netMS / framesUpdated;
|
||||||
|
|
||||||
sb[10].StatID = (uint)Stats.PhysicsMS;
|
sb[10].StatID = (uint)Stats.PhysicsMS;
|
||||||
sb[10].StatValue = m_physicsMS / statsUpdateFactor;
|
sb[10].StatValue = m_physicsMS / framesUpdated;
|
||||||
|
|
||||||
sb[11].StatID = (uint)Stats.ImageMS ;
|
sb[11].StatID = (uint)Stats.ImageMS ;
|
||||||
sb[11].StatValue = m_imageMS / statsUpdateFactor;
|
sb[11].StatValue = m_imageMS / framesUpdated;
|
||||||
|
|
||||||
sb[12].StatID = (uint)Stats.OtherMS;
|
sb[12].StatID = (uint)Stats.OtherMS;
|
||||||
sb[12].StatValue = m_otherMS / statsUpdateFactor;
|
sb[12].StatValue = m_otherMS / framesUpdated;
|
||||||
|
|
||||||
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
|
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
|
||||||
sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor);
|
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
|
||||||
|
|
||||||
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
|
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
|
||||||
sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
|
sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);
|
||||||
|
|
||||||
sb[15].StatID = (uint)Stats.UnAckedBytes;
|
sb[15].StatID = (uint)Stats.UnAckedBytes;
|
||||||
sb[15].StatValue = m_unAckedBytes;
|
sb[15].StatValue = m_unAckedBytes;
|
||||||
|
|
||||||
sb[16].StatID = (uint)Stats.AgentMS;
|
sb[16].StatID = (uint)Stats.AgentMS;
|
||||||
sb[16].StatValue = m_agentMS / statsUpdateFactor;
|
sb[16].StatValue = m_agentMS / framesUpdated;
|
||||||
|
|
||||||
sb[17].StatID = (uint)Stats.PendingDownloads;
|
sb[17].StatID = (uint)Stats.PendingDownloads;
|
||||||
sb[17].StatValue = m_pendingDownloads;
|
sb[17].StatValue = m_pendingDownloads;
|
||||||
|
@ -345,9 +393,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
sb[19].StatValue = m_activeScripts;
|
sb[19].StatValue = m_activeScripts;
|
||||||
|
|
||||||
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
|
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
|
||||||
sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
|
sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
|
||||||
|
|
||||||
for (int i = 0; i < 21; i++)
|
sb[21].StatID = (uint)Stats.SimSpareMs;
|
||||||
|
sb[21].StatValue = m_spareMS / framesUpdated;
|
||||||
|
|
||||||
|
for (int i = 0; i < 22; i++)
|
||||||
{
|
{
|
||||||
lastReportedSimStats[i] = sb[i].StatValue;
|
lastReportedSimStats[i] = sb[i].StatValue;
|
||||||
}
|
}
|
||||||
|
@ -366,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Extra statistics that aren't currently sent to clients
|
// Extra statistics that aren't currently sent to clients
|
||||||
lock (m_lastReportedExtraSimStats)
|
lock (m_lastReportedExtraSimStats)
|
||||||
{
|
{
|
||||||
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / statsUpdateFactor;
|
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
|
||||||
|
|
||||||
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
||||||
|
|
||||||
|
@ -374,16 +425,22 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
foreach (KeyValuePair<string, float> tuple in physicsStats)
|
foreach (KeyValuePair<string, float> tuple in physicsStats)
|
||||||
{
|
{
|
||||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / statsUpdateFactor;
|
// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
|
||||||
|
// Need to change things so that stats source can indicate whether they are per second or
|
||||||
|
// per frame.
|
||||||
|
if (tuple.Key.EndsWith("MS"))
|
||||||
|
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated;
|
||||||
|
else
|
||||||
|
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
resetvalues();
|
ResetValues();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void resetvalues()
|
private void ResetValues()
|
||||||
{
|
{
|
||||||
m_timeDilation = 0;
|
m_timeDilation = 0;
|
||||||
m_fps = 0;
|
m_fps = 0;
|
||||||
|
@ -401,6 +458,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_physicsMS = 0;
|
m_physicsMS = 0;
|
||||||
m_imageMS = 0;
|
m_imageMS = 0;
|
||||||
m_otherMS = 0;
|
m_otherMS = 0;
|
||||||
|
m_spareMS = 0;
|
||||||
|
|
||||||
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
|
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
|
||||||
//Ckrinke m_scriptMS = 0;
|
//Ckrinke m_scriptMS = 0;
|
||||||
|
@ -479,6 +537,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_frameMS += ms;
|
m_frameMS += ms;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void AddSpareMS(int ms)
|
||||||
|
{
|
||||||
|
m_spareMS += ms;
|
||||||
|
}
|
||||||
|
|
||||||
public void addNetMS(int ms)
|
public void addNetMS(int ms)
|
||||||
{
|
{
|
||||||
m_netMS += ms;
|
m_netMS += ms;
|
||||||
|
|
|
@ -5583,7 +5583,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
List<UUID> presenceIds = new List<UUID>();
|
|
||||||
|
|
||||||
World.ForEachRootScenePresence(
|
World.ForEachRootScenePresence(
|
||||||
delegate (ScenePresence ssp)
|
delegate (ScenePresence ssp)
|
||||||
|
|
Loading…
Reference in New Issue