Add avatar and prim update milliseconds per frame optional stats

0.7.4.1
Justin Clark-Casey (justincc) 2012-06-01 02:25:42 +01:00
parent 5cc9b820e5
commit 5f44be99ef
1 changed files with 31 additions and 7 deletions

View File

@ -151,25 +151,35 @@ namespace OpenSim.Region.Physics.OdePlugin
public const string ODETotalFrameMsStatName = "ODETotalFrameMS";
/// <summary>
/// The amount of time spent in native code that actually steps through the simulation.
/// Stat name for the amount of time spent in native code that actually steps through the simulation.
/// </summary>
public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS";
/// <summary>
/// Stat name for recording the number of milliseconds that ODE spends in native collision code.
/// Stat name for the number of milliseconds that ODE spends in native collision code.
/// </summary>
public const string ODENativeCollisionFrameMsStatName = "ODENativeCollisionFrameMS";
/// <summary>
/// Stat name for recording the number of milliseconds that ODE spends in native space collision code.
/// Stat name for the number of milliseconds that ODE spends in native space collision code.
/// </summary>
public const string ODENativeSpaceCollisionFrameMsStatName = "ODENativeSpaceCollisionFrameMS";
/// <summary>
/// Stat name for recording the number of milliseconds that ODE spends in native geom collision code.
/// Stat name for the number of milliseconds that ODE spends in native geom collision code.
/// </summary>
public const string ODENativeGeomCollisionFrameMsStatName = "ODENativeGeomCollisionFrameMS";
/// <summary>
/// Stat name for the milliseconds spent updating avatar position and velocity
/// </summary>
public const string ODEAvatarUpdateFrameMsStatName = "ODEAvatarUpdateFrameMS";
/// <summary>
/// Stat name for the milliseconds spent updating prim position and velocity
/// </summary>
public const string ODEPrimUpdateFrameMsStatName = "ODEPrimUpdateFrameMS";
/// <summary>
/// Stat name for the number of avatar collisions with another entity.
/// </summary>
@ -2838,7 +2848,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public override float Simulate(float timeStep)
{
int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
int quickStepTick = 0;
int tempTick = 0;;
if (framecount >= int.MaxValue)
framecount = 0;
@ -3014,12 +3024,12 @@ namespace OpenSim.Region.Physics.OdePlugin
m_global_contactcount = 0;
if (CollectStats)
quickStepTick = Util.EnvironmentTickCount();
tempTick = Util.EnvironmentTickCount();
d.WorldQuickStep(world, ODE_STEPSIZE);
if (CollectStats)
m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(quickStepTick);
m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
d.JointGroupEmpty(contactgroup);
}
@ -3031,6 +3041,9 @@ namespace OpenSim.Region.Physics.OdePlugin
timeLeft -= ODE_STEPSIZE;
}
if (CollectStats)
tempTick = Util.EnvironmentTickCount();
foreach (OdeCharacter actor in _characters)
{
if (actor.bad)
@ -3054,6 +3067,12 @@ namespace OpenSim.Region.Physics.OdePlugin
defects.Clear();
}
if (CollectStats)
{
m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
tempTick = Util.EnvironmentTickCount();
}
//if (timeStep < 0.2f)
foreach (OdePrim prim in _activeprims)
@ -3067,6 +3086,9 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
if (CollectStats)
m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
//DumpJointInfo();
// Finished with all sim stepping. If requested, dump world state to file for debugging.
@ -4135,6 +4157,8 @@ namespace OpenSim.Region.Physics.OdePlugin
m_stats[ODENativeGeomCollisionFrameMsStatName] = 0;
m_stats[ODEAvatarContactsStatsName] = 0;
m_stats[ODEPrimContactsStatName] = 0;
m_stats[ODEAvatarUpdateFrameMsStatName] = 0;
m_stats[ODEPrimUpdateFrameMsStatName] = 0;
}
}
}