Changed "Script Execution Time" to be the gross time, i.e. including handling it in XEngine
Previously the "Net Time" was reported: only the time actually spent in the script's code. This is not a correct indication of how much load the script places on the simulator, because scripts that change state often or have many events use up a lot of time just in the event handlers, and previously this time wasn't counted.0.8.2-post-fixes
parent
a3bed1fbcb
commit
5679cd0100
|
@ -753,194 +753,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
|||
if (Suspended)
|
||||
return 0;
|
||||
|
||||
EventParams data = null;
|
||||
|
||||
lock (EventQueue)
|
||||
Stopwatch timer = new Stopwatch();
|
||||
timer.Start();
|
||||
|
||||
try
|
||||
{
|
||||
data = (EventParams)EventQueue.Dequeue();
|
||||
if (data == null) // Shouldn't happen
|
||||
{
|
||||
if (EventQueue.Count > 0 && Running && !ShuttingDown)
|
||||
{
|
||||
m_CurrentWorkItem = Engine.QueueEventHandler(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_CurrentWorkItem = null;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (data.EventName == "timer")
|
||||
m_TimerQueued = false;
|
||||
if (data.EventName == "control")
|
||||
{
|
||||
if (m_ControlEventsInQueue > 0)
|
||||
m_ControlEventsInQueue--;
|
||||
}
|
||||
if (data.EventName == "collision")
|
||||
m_CollisionInQueue = false;
|
||||
return EventProcessorInt();
|
||||
}
|
||||
|
||||
if (DebugLevel >= 2)
|
||||
m_log.DebugFormat(
|
||||
"[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
|
||||
data.EventName,
|
||||
ScriptName,
|
||||
Part.Name,
|
||||
Part.LocalId,
|
||||
Part.ParentGroup.Name,
|
||||
Part.ParentGroup.UUID,
|
||||
Part.AbsolutePosition,
|
||||
Part.ParentGroup.Scene.Name);
|
||||
|
||||
m_DetectParams = data.DetectParams;
|
||||
|
||||
if (data.EventName == "state") // Hardcoded state change
|
||||
finally
|
||||
{
|
||||
State = data.Params[0].ToString();
|
||||
|
||||
if (DebugLevel >= 1)
|
||||
m_log.DebugFormat(
|
||||
"[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
|
||||
State,
|
||||
ScriptName,
|
||||
Part.Name,
|
||||
Part.LocalId,
|
||||
Part.ParentGroup.Name,
|
||||
Part.ParentGroup.UUID,
|
||||
Part.AbsolutePosition,
|
||||
Part.ParentGroup.Scene.Name);
|
||||
|
||||
AsyncCommandManager.StateChange(Engine,
|
||||
LocalID, ItemID);
|
||||
// we are effectively in the new state now, so we can resume queueing
|
||||
// and processing other non-timer events
|
||||
m_StateChangeInProgress = false;
|
||||
|
||||
Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State));
|
||||
timer.Stop();
|
||||
ExecutionTime.AddSample(timer);
|
||||
}
|
||||
else
|
||||
}
|
||||
}
|
||||
|
||||
private object EventProcessorInt()
|
||||
{
|
||||
EventParams data = null;
|
||||
|
||||
lock (EventQueue)
|
||||
{
|
||||
data = (EventParams)EventQueue.Dequeue();
|
||||
if (data == null) // Shouldn't happen
|
||||
{
|
||||
if (Engine.World.PipeEventsForScript(LocalID) ||
|
||||
data.EventName == "control") // Don't freeze avies!
|
||||
{
|
||||
// m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
|
||||
// PrimName, ScriptName, data.EventName, State);
|
||||
|
||||
try
|
||||
{
|
||||
m_CurrentEvent = data.EventName;
|
||||
m_EventStart = DateTime.Now;
|
||||
m_InEvent = true;
|
||||
|
||||
Stopwatch timer = new Stopwatch();
|
||||
timer.Start();
|
||||
|
||||
m_Script.ExecuteEvent(State, data.EventName, data.Params);
|
||||
|
||||
timer.Stop();
|
||||
ExecutionTime.AddSample(timer);
|
||||
|
||||
m_InEvent = false;
|
||||
m_CurrentEvent = String.Empty;
|
||||
|
||||
if (m_SaveState)
|
||||
{
|
||||
// This will be the very first event we deliver
|
||||
// (state_entry) in default state
|
||||
//
|
||||
SaveState();
|
||||
|
||||
m_SaveState = false;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCRIPT] Exception in script {0} {1}: {2}{3}",
|
||||
// ScriptName, ItemID, e.Message, e.StackTrace);
|
||||
|
||||
m_InEvent = false;
|
||||
m_CurrentEvent = String.Empty;
|
||||
|
||||
if ((!(e is TargetInvocationException)
|
||||
|| (!(e.InnerException is SelfDeleteException)
|
||||
&& !(e.InnerException is ScriptDeleteException)
|
||||
&& !(e.InnerException is ScriptCoopStopException)))
|
||||
&& !(e is ThreadAbortException))
|
||||
{
|
||||
try
|
||||
{
|
||||
// DISPLAY ERROR INWORLD
|
||||
string text = FormatException(e);
|
||||
|
||||
if (text.Length > 1000)
|
||||
text = text.Substring(0, 1000);
|
||||
Engine.World.SimChat(Utils.StringToBytes(text),
|
||||
ChatTypeEnum.DebugChannel, 2147483647,
|
||||
Part.AbsolutePosition,
|
||||
Part.Name, Part.UUID, false);
|
||||
|
||||
|
||||
m_log.Debug(string.Format(
|
||||
"[SCRIPT INSTANCE]: Runtime error in script {0} (event {1}), part {2} {3} at {4} in {5} ",
|
||||
ScriptName,
|
||||
data.EventName,
|
||||
PrimName,
|
||||
Part.UUID,
|
||||
Part.AbsolutePosition,
|
||||
Part.ParentGroup.Scene.Name),
|
||||
e);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
}
|
||||
// catch (Exception e2) // LEGIT: User Scripting
|
||||
// {
|
||||
// m_log.Error("[SCRIPT]: "+
|
||||
// "Error displaying error in-world: " +
|
||||
// e2.ToString());
|
||||
// m_log.Error("[SCRIPT]: " +
|
||||
// "Errormessage: Error compiling script:\r\n" +
|
||||
// e.ToString());
|
||||
// }
|
||||
}
|
||||
else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
|
||||
{
|
||||
m_InSelfDelete = true;
|
||||
Engine.World.DeleteSceneObject(Part.ParentGroup, false);
|
||||
}
|
||||
else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
|
||||
{
|
||||
m_InSelfDelete = true;
|
||||
Part.Inventory.RemoveInventoryItem(ItemID);
|
||||
}
|
||||
else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
|
||||
{
|
||||
if (DebugLevel >= 1)
|
||||
m_log.DebugFormat(
|
||||
"[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
|
||||
PrimName, ScriptName, data.EventName, State);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If there are more events and we are currently running and not shutting down, then ask the
|
||||
// script engine to run the next event.
|
||||
lock (EventQueue)
|
||||
{
|
||||
EventsProcessed++;
|
||||
|
||||
if ((EventsProcessed == 1000) || (EventsProcessed == 10000) || ((EventsProcessed % 100000) == 0))
|
||||
{
|
||||
m_log.DebugFormat("[SCRIPT INSTANCE]: Script \"{0}\" (Object \"{1}\" {2} @ {3}.{4}, Item ID {5}, Asset {6}) in event {7}: processed {8:n0} script events",
|
||||
ScriptTask.Name,
|
||||
Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.ParentGroup.AbsolutePosition, Part.ParentGroup.Scene.Name,
|
||||
ScriptTask.ItemID, ScriptTask.AssetID, data.EventName, EventsProcessed);
|
||||
}
|
||||
|
||||
if (EventQueue.Count > 0 && Running && !ShuttingDown)
|
||||
{
|
||||
m_CurrentWorkItem = Engine.QueueEventHandler(this);
|
||||
|
@ -949,12 +785,188 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
|
|||
{
|
||||
m_CurrentWorkItem = null;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
m_DetectParams = null;
|
||||
|
||||
return 0;
|
||||
if (data.EventName == "timer")
|
||||
m_TimerQueued = false;
|
||||
if (data.EventName == "control")
|
||||
{
|
||||
if (m_ControlEventsInQueue > 0)
|
||||
m_ControlEventsInQueue--;
|
||||
}
|
||||
if (data.EventName == "collision")
|
||||
m_CollisionInQueue = false;
|
||||
}
|
||||
|
||||
if (DebugLevel >= 2)
|
||||
m_log.DebugFormat(
|
||||
"[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
|
||||
data.EventName,
|
||||
ScriptName,
|
||||
Part.Name,
|
||||
Part.LocalId,
|
||||
Part.ParentGroup.Name,
|
||||
Part.ParentGroup.UUID,
|
||||
Part.AbsolutePosition,
|
||||
Part.ParentGroup.Scene.Name);
|
||||
|
||||
m_DetectParams = data.DetectParams;
|
||||
|
||||
if (data.EventName == "state") // Hardcoded state change
|
||||
{
|
||||
State = data.Params[0].ToString();
|
||||
|
||||
if (DebugLevel >= 1)
|
||||
m_log.DebugFormat(
|
||||
"[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
|
||||
State,
|
||||
ScriptName,
|
||||
Part.Name,
|
||||
Part.LocalId,
|
||||
Part.ParentGroup.Name,
|
||||
Part.ParentGroup.UUID,
|
||||
Part.AbsolutePosition,
|
||||
Part.ParentGroup.Scene.Name);
|
||||
|
||||
AsyncCommandManager.StateChange(Engine,
|
||||
LocalID, ItemID);
|
||||
// we are effectively in the new state now, so we can resume queueing
|
||||
// and processing other non-timer events
|
||||
m_StateChangeInProgress = false;
|
||||
|
||||
Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Engine.World.PipeEventsForScript(LocalID) ||
|
||||
data.EventName == "control") // Don't freeze avies!
|
||||
{
|
||||
// m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
|
||||
// PrimName, ScriptName, data.EventName, State);
|
||||
|
||||
try
|
||||
{
|
||||
m_CurrentEvent = data.EventName;
|
||||
m_EventStart = DateTime.Now;
|
||||
m_InEvent = true;
|
||||
|
||||
try
|
||||
{
|
||||
m_Script.ExecuteEvent(State, data.EventName, data.Params);
|
||||
}
|
||||
finally
|
||||
{
|
||||
m_InEvent = false;
|
||||
m_CurrentEvent = String.Empty;
|
||||
}
|
||||
|
||||
if (m_SaveState)
|
||||
{
|
||||
// This will be the very first event we deliver
|
||||
// (state_entry) in default state
|
||||
//
|
||||
SaveState();
|
||||
|
||||
m_SaveState = false;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCRIPT] Exception in script {0} {1}: {2}{3}",
|
||||
// ScriptName, ItemID, e.Message, e.StackTrace);
|
||||
|
||||
if ((!(e is TargetInvocationException)
|
||||
|| (!(e.InnerException is SelfDeleteException)
|
||||
&& !(e.InnerException is ScriptDeleteException)
|
||||
&& !(e.InnerException is ScriptCoopStopException)))
|
||||
&& !(e is ThreadAbortException))
|
||||
{
|
||||
try
|
||||
{
|
||||
// DISPLAY ERROR INWORLD
|
||||
string text = FormatException(e);
|
||||
|
||||
if (text.Length > 1000)
|
||||
text = text.Substring(0, 1000);
|
||||
Engine.World.SimChat(Utils.StringToBytes(text),
|
||||
ChatTypeEnum.DebugChannel, 2147483647,
|
||||
Part.AbsolutePosition,
|
||||
Part.Name, Part.UUID, false);
|
||||
|
||||
|
||||
m_log.Debug(string.Format(
|
||||
"[SCRIPT INSTANCE]: Runtime error in script {0} (event {1}), part {2} {3} at {4} in {5} ",
|
||||
ScriptName,
|
||||
data.EventName,
|
||||
PrimName,
|
||||
Part.UUID,
|
||||
Part.AbsolutePosition,
|
||||
Part.ParentGroup.Scene.Name),
|
||||
e);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
}
|
||||
// catch (Exception e2) // LEGIT: User Scripting
|
||||
// {
|
||||
// m_log.Error("[SCRIPT]: "+
|
||||
// "Error displaying error in-world: " +
|
||||
// e2.ToString());
|
||||
// m_log.Error("[SCRIPT]: " +
|
||||
// "Errormessage: Error compiling script:\r\n" +
|
||||
// e.ToString());
|
||||
// }
|
||||
}
|
||||
else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
|
||||
{
|
||||
m_InSelfDelete = true;
|
||||
Engine.World.DeleteSceneObject(Part.ParentGroup, false);
|
||||
}
|
||||
else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
|
||||
{
|
||||
m_InSelfDelete = true;
|
||||
Part.Inventory.RemoveInventoryItem(ItemID);
|
||||
}
|
||||
else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
|
||||
{
|
||||
if (DebugLevel >= 1)
|
||||
m_log.DebugFormat(
|
||||
"[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
|
||||
PrimName, ScriptName, data.EventName, State);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If there are more events and we are currently running and not shutting down, then ask the
|
||||
// script engine to run the next event.
|
||||
lock (EventQueue)
|
||||
{
|
||||
EventsProcessed++;
|
||||
|
||||
if ((EventsProcessed == 1000) || (EventsProcessed == 10000) || ((EventsProcessed % 100000) == 0))
|
||||
{
|
||||
m_log.DebugFormat("[SCRIPT INSTANCE]: Script \"{0}\" (Object \"{1}\" {2} @ {3}.{4}, Item ID {5}, Asset {6}) in event {7}: processed {8:n0} script events",
|
||||
ScriptTask.Name,
|
||||
Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.ParentGroup.AbsolutePosition, Part.ParentGroup.Scene.Name,
|
||||
ScriptTask.ItemID, ScriptTask.AssetID, data.EventName, EventsProcessed);
|
||||
}
|
||||
|
||||
if (EventQueue.Count > 0 && Running && !ShuttingDown)
|
||||
{
|
||||
m_CurrentWorkItem = Engine.QueueEventHandler(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_CurrentWorkItem = null;
|
||||
}
|
||||
}
|
||||
|
||||
m_DetectParams = null;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public int EventTime()
|
||||
|
|
Loading…
Reference in New Issue