Add avatar and prim update milliseconds per frame optional stats
parent
5cc9b820e5
commit
5f44be99ef
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@ -151,25 +151,35 @@ namespace OpenSim.Region.Physics.OdePlugin
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public const string ODETotalFrameMsStatName = "ODETotalFrameMS";
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/// <summary>
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/// The amount of time spent in native code that actually steps through the simulation.
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/// Stat name for the amount of time spent in native code that actually steps through the simulation.
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/// </summary>
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public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS";
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/// <summary>
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/// Stat name for recording the number of milliseconds that ODE spends in native collision code.
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/// Stat name for the number of milliseconds that ODE spends in native collision code.
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/// </summary>
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public const string ODENativeCollisionFrameMsStatName = "ODENativeCollisionFrameMS";
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/// <summary>
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/// Stat name for recording the number of milliseconds that ODE spends in native space collision code.
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/// Stat name for the number of milliseconds that ODE spends in native space collision code.
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/// </summary>
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public const string ODENativeSpaceCollisionFrameMsStatName = "ODENativeSpaceCollisionFrameMS";
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/// <summary>
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/// Stat name for recording the number of milliseconds that ODE spends in native geom collision code.
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/// Stat name for the number of milliseconds that ODE spends in native geom collision code.
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/// </summary>
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public const string ODENativeGeomCollisionFrameMsStatName = "ODENativeGeomCollisionFrameMS";
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/// <summary>
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/// Stat name for the milliseconds spent updating avatar position and velocity
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/// </summary>
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public const string ODEAvatarUpdateFrameMsStatName = "ODEAvatarUpdateFrameMS";
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/// <summary>
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/// Stat name for the milliseconds spent updating prim position and velocity
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/// </summary>
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public const string ODEPrimUpdateFrameMsStatName = "ODEPrimUpdateFrameMS";
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/// <summary>
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/// Stat name for the number of avatar collisions with another entity.
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/// </summary>
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@ -2838,7 +2848,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override float Simulate(float timeStep)
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{
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int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
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int quickStepTick = 0;
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int tempTick = 0;;
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if (framecount >= int.MaxValue)
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framecount = 0;
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@ -3014,12 +3024,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_global_contactcount = 0;
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if (CollectStats)
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quickStepTick = Util.EnvironmentTickCount();
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tempTick = Util.EnvironmentTickCount();
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d.WorldQuickStep(world, ODE_STEPSIZE);
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if (CollectStats)
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m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(quickStepTick);
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m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
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d.JointGroupEmpty(contactgroup);
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}
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@ -3031,6 +3041,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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timeLeft -= ODE_STEPSIZE;
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}
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if (CollectStats)
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tempTick = Util.EnvironmentTickCount();
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foreach (OdeCharacter actor in _characters)
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{
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if (actor.bad)
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@ -3054,6 +3067,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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defects.Clear();
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}
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if (CollectStats)
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{
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m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
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tempTick = Util.EnvironmentTickCount();
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}
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//if (timeStep < 0.2f)
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foreach (OdePrim prim in _activeprims)
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@ -3067,6 +3086,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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if (CollectStats)
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m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
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//DumpJointInfo();
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// Finished with all sim stepping. If requested, dump world state to file for debugging.
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@ -4135,6 +4157,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_stats[ODENativeGeomCollisionFrameMsStatName] = 0;
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m_stats[ODEAvatarContactsStatsName] = 0;
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m_stats[ODEPrimContactsStatName] = 0;
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m_stats[ODEAvatarUpdateFrameMsStatName] = 0;
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m_stats[ODEPrimUpdateFrameMsStatName] = 0;
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}
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}
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}
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