Move frame loop entirely within Scene.Update() for better future performance analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated. -1 will update until shutdown. The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.0.7.4.1
parent
9ed3532c1b
commit
30b2a8c778
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@ -1753,6 +1753,20 @@ namespace OpenSim.Framework
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}
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const Int32 EnvironmentTickCountMask = 0x3fffffff;
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/// <summary>
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/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
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/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
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/// 'EnvironmentTickCount()') and accounts for any wrapping.
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/// </summary>
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/// <param name="newValue"></param>
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/// <param name="prevValue"></param>
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/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
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public static Int32 EnvironmentTickCountSubtract(Int32 newValue, Int32 prevValue)
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{
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Int32 diff = newValue - prevValue;
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return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
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}
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/// <summary>
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/// Environment.TickCount is an int but it counts all 32 bits so it goes positive
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/// and negative every 24.9 days. Subtracts the passed value (previously fetched by
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@ -1761,8 +1775,7 @@ namespace OpenSim.Framework
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/// <returns>subtraction of passed prevValue from current Environment.TickCount</returns>
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public static Int32 EnvironmentTickCountSubtract(Int32 prevValue)
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{
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Int32 diff = EnvironmentTickCount() - prevValue;
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return (diff >= 0) ? diff : (diff + EnvironmentTickCountMask + 1);
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return EnvironmentTickCountSubtract(EnvironmentTickCount(), prevValue);
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}
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// Returns value of Tick Count A - TickCount B accounting for wrapping of TickCount
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@ -50,7 +50,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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m_regStatus = RegionStatus.Up;
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}
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public override void Update() {}
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public override void Update(int frames) {}
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public override void LoadWorldMap() {}
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public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
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@ -1175,11 +1175,11 @@ namespace OpenSim.Region.Framework.Scenes
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// The first frame can take a very long time due to physics actors being added on startup. Therefore,
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// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
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// alarms for scenes with many objects.
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Update();
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Update(1);
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Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
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while (!shuttingdown)
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Update();
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Update(-1);
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m_lastUpdate = Util.EnvironmentTickCount();
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m_firstHeartbeat = false;
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@ -1193,34 +1193,45 @@ namespace OpenSim.Region.Framework.Scenes
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Watchdog.RemoveThread();
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}
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public override void Update()
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public override void Update(int frames)
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{
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long? endFrame = null;
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if (frames >= 0)
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endFrame = Frame + frames;
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float physicsFPS = 0f;
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int tmpFrameMS, tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
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int maintc;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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int maintc = Util.EnvironmentTickCount();
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int tmpFrameMS = maintc;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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while (!shuttingdown && (endFrame == null || Frame < endFrame))
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{
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maintc = Util.EnvironmentTickCount();
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++Frame;
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// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
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tmpFrameMS = maintc;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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try
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{
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int tmpPhysicsMS2 = Util.EnvironmentTickCount();
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tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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// Apply any pending avatar force input to the avatar's velocity
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int tmpAgentMS = Util.EnvironmentTickCount();
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tmpAgentMS = Util.EnvironmentTickCount();
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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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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int tmpPhysicsMS = Util.EnvironmentTickCount();
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tmpPhysicsMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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{
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if (m_physics_enabled)
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@ -1249,8 +1260,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (Frame % m_update_coarse_locations == 0)
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{
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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@ -1264,7 +1273,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Delete temp-on-rez stuff
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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tmpTempOnRezMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
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@ -1272,21 +1281,21 @@ namespace OpenSim.Region.Framework.Scenes
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if (Frame % m_update_events == 0)
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{
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int evMS = Util.EnvironmentTickCount();
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evMS = Util.EnvironmentTickCount();
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UpdateEvents();
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eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
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eventMS = Util.EnvironmentTickCountSubtract(evMS);
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}
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if (Frame % m_update_backup == 0)
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{
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int backMS = Util.EnvironmentTickCount();
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backMS = Util.EnvironmentTickCount();
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UpdateStorageBackup();
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backupMS = Util.EnvironmentTickCountSubtract(backMS);
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}
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if (Frame % m_update_terrain == 0)
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{
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int terMS = Util.EnvironmentTickCount();
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terMS = Util.EnvironmentTickCount();
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UpdateTerrain();
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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}
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@ -1311,7 +1320,11 @@ namespace OpenSim.Region.Framework.Scenes
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StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
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StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
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StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
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// frameMS currently records work frame times, not total frame times (work + any required sleep to
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// reach min frame time.
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StatsReporter.addFrameMS(frameMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addOtherMS(otherMS);
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@ -1320,7 +1333,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (LoginsDisabled && Frame == 20)
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{
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// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
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// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
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// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
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// this is a rare case where we know we have just went through a long cycle of heap
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@ -1363,14 +1376,22 @@ namespace OpenSim.Region.Framework.Scenes
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EventManager.TriggerRegionHeartbeatEnd(this);
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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maintc = Util.EnvironmentTickCountSubtract(maintc);
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maintc = (int)(MinFrameTime * 1000) - maintc;
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if (maintc > 0)
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Thread.Sleep(maintc);
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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// if (frameMS > (int)(MinFrameTime * 1000))
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// m_log.WarnFormat(
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// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
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// frameMS,
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// MinFrameTime * 1000,
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// RegionInfo.RegionName);
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}
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}
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public void AddGroupTarget(SceneObjectGroup grp)
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@ -149,9 +149,13 @@ namespace OpenSim.Region.Framework.Scenes
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#region Update Methods
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/// <summary>
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/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
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/// Called to update the scene loop by a number of frames and until shutdown.
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/// </summary>
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public abstract void Update();
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/// <param name="frames">
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/// Number of frames to update. Exits on shutdown even if there are frames remaining.
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/// If -1 then updates until shutdown.
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/// </param>
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public abstract void Update(int frames);
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#endregion
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@ -81,7 +81,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
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sp.Flying = true;
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m_scene.Update();
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m_scene.Update(1);
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Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 10, 0);
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Assert.That(
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sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
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m_scene.Update();
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m_scene.Update(1);
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// We should really check the exact figure.
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Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
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Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
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for (int i = 0; i < 10; i++)
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m_scene.Update();
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m_scene.Update(10);
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double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
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Assert.That(
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sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
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m_scene.Update();
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m_scene.Update(1);
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// We should really check the exact figure.
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Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
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@ -124,8 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
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Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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for (int i = 0; i < 10; i++)
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m_scene.Update();
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m_scene.Update(10);
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distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
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@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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TestHelpers.InMethod();
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Scene scene = SceneHelpers.SetupScene();
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scene.Update();
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scene.Update(1);
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Assert.That(scene.Frame, Is.EqualTo(1));
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}
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// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
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npc.Flying = true;
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m_scene.Update();
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m_scene.Update(1);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 10, 0);
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Assert.That(
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npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
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m_scene.Update();
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m_scene.Update(1);
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// We should really check the exact figure.
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Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
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@ -257,8 +257,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
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for (int i = 0; i < 10; i++)
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m_scene.Update();
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m_scene.Update(10);
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double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
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Assert.That(
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npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
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m_scene.Update();
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m_scene.Update(1);
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// We should really check the exact figure.
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Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
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@ -283,8 +282,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
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Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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for (int i = 0; i < 10; i++)
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m_scene.Update();
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m_scene.Update(10);
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distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
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@ -157,7 +157,7 @@ namespace OpenSim.Tests.Torture
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//
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// However, that means that we need to manually run an update here to clear out that list so that deleted
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// objects will be clean up by the garbage collector before the next stress test is run.
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scene.Update();
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scene.Update(1);
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Console.WriteLine(
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"Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)",
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