Start recording object updates per second statistic (analogue of agent updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor
A useful diagnostic to find out how object updates are burdening a scene0.7.2-post-fixes
parent
58f2c9e224
commit
4c9226be7b
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@ -200,6 +200,14 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring
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m => m.Scene.StatsReporter.LastReportedSimStats[3],
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m => m.Scene.StatsReporter.LastReportedSimStats[3],
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m => string.Format("{0} per second", m.GetValue())));
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m => string.Format("{0} per second", m.GetValue())));
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m_monitors.Add(
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new GenericMonitor(
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m_scene,
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"ObjectUpdatesPerSecondMonitor",
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"Object Updates",
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m => m.Scene.StatsReporter.LastReportedObjectUpdates,
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m => string.Format("{0} per second", m.GetValue())));
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m_monitors.Add(
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m_monitors.Add(
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new GenericMonitor(
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new GenericMonitor(
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m_scene,
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m_scene,
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@ -3018,6 +3018,7 @@ namespace OpenSim.Region.Framework.Scenes
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//isattachment = ParentGroup.RootPart.IsAttachment;
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//isattachment = ParentGroup.RootPart.IsAttachment;
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remoteClient.SendPrimUpdate(this, PrimUpdateFlags.FullUpdate);
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remoteClient.SendPrimUpdate(this, PrimUpdateFlags.FullUpdate);
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ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
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}
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}
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/// <summary>
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/// <summary>
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@ -4796,7 +4797,12 @@ namespace OpenSim.Region.Framework.Scenes
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// Causes this thread to dig into the Client Thread Data.
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// Causes this thread to dig into the Client Thread Data.
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// Remember your locking here!
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// Remember your locking here!
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remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
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remoteClient.SendPrimUpdate(
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this,
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PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
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| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
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ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
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}
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}
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public void AddScriptLPS(int count)
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public void AddScriptLPS(int count)
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@ -86,6 +86,15 @@ namespace OpenSim.Region.Framework.Scenes
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get { return lastReportedSimFPS; }
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get { return lastReportedSimFPS; }
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}
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}
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/// <summary>
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/// Number of object updates performed in the last stats cycle
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/// </summary>
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/// <remarks>
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/// This isn't sent out to the client but it is very useful data to detect whether viewers are being sent a
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/// large number of object updates.
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/// </remarks>
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public float LastReportedObjectUpdates { get; private set; }
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public float[] LastReportedSimStats
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public float[] LastReportedSimStats
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{
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{
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get { return lastReportedSimStats; }
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get { return lastReportedSimStats; }
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@ -100,8 +109,17 @@ namespace OpenSim.Region.Framework.Scenes
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private float lastReportedSimFPS = 0;
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private float lastReportedSimFPS = 0;
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private float[] lastReportedSimStats = new float[21];
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private float[] lastReportedSimStats = new float[21];
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private float m_pfps = 0;
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private float m_pfps = 0;
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/// <summary>
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/// Number of agent updates requested in this stats cycle
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/// </summary>
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private int m_agentUpdates = 0;
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private int m_agentUpdates = 0;
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/// <summary>
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/// Number of object updates requested in this stats cycle
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/// </summary>
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private int m_objectUpdates;
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private int m_frameMS = 0;
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private int m_frameMS = 0;
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private int m_netMS = 0;
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private int m_netMS = 0;
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private int m_agentMS = 0;
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private int m_agentMS = 0;
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@ -291,6 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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handlerSendStatResult(simStats);
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handlerSendStatResult(simStats);
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}
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}
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// Extra statistics that aren't currently sent to clients
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LastReportedObjectUpdates = m_objectUpdates / statsUpdateFactor;
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resetvalues();
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resetvalues();
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}
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}
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}
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}
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@ -301,6 +323,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_fps = 0;
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m_fps = 0;
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m_pfps = 0;
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m_pfps = 0;
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m_agentUpdates = 0;
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m_agentUpdates = 0;
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m_objectUpdates = 0;
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//m_inPacketsPerSecond = 0;
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//m_inPacketsPerSecond = 0;
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//m_outPacketsPerSecond = 0;
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//m_outPacketsPerSecond = 0;
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m_unAckedBytes = 0;
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m_unAckedBytes = 0;
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@ -382,6 +405,11 @@ namespace OpenSim.Region.Framework.Scenes
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m_pfps += frames;
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m_pfps += frames;
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}
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}
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public void AddObjectUpdates(int numUpdates)
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{
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m_objectUpdates += numUpdates;
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}
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public void AddAgentUpdates(int numUpdates)
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public void AddAgentUpdates(int numUpdates)
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{
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{
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m_agentUpdates += numUpdates;
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m_agentUpdates += numUpdates;
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