Start sending spare frame time MS viewer stat. Make frame time correctly display total frame time, not just non-spare time.

This makes it easier to see when components of frame time exceed normal permitted frame time.
Currently reflect scene frame times.
0.7.4.1
Justin Clark-Casey (justincc) 2012-06-05 00:17:55 +01:00
parent c3d9acc9a9
commit 655625ab87
2 changed files with 124 additions and 78 deletions

View File

@ -219,6 +219,7 @@ namespace OpenSim.Region.Framework.Scenes
private int backupMS;
private int terrainMS;
private int landMS;
private int spareMS;
/// <summary>
/// Tick at which the last frame was processed.
@ -1360,43 +1361,41 @@ namespace OpenSim.Region.Framework.Scenes
endFrame = Frame + frames;
float physicsFPS = 0f;
int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
int previousFrameTick;
int maintc;
int previousFrameTick, tmpMS;
int maintc = Util.EnvironmentTickCount();
while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
{
maintc = Util.EnvironmentTickCount();
++Frame;
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
try
{
// Apply taints in terrain module to terrain in physics scene
if (Frame % m_update_terrain == 0)
{
terMS = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCount();
UpdateTerrain();
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
tmpPhysicsMS2 = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled)
m_sceneGraph.UpdatePreparePhysics();
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
// Apply any pending avatar force input to the avatar's velocity
tmpAgentMS = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCount();
if (Frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement();
agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity
tmpPhysicsMS = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCount();
if (Frame % m_update_physics == 0)
{
if (m_physics_enabled)
@ -1405,9 +1404,9 @@ namespace OpenSim.Region.Framework.Scenes
if (SynchronizeScene != null)
SynchronizeScene(this);
}
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
tmpAgentMS = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCount();
// Check if any objects have reached their targets
CheckAtTargets();
@ -1422,29 +1421,29 @@ namespace OpenSim.Region.Framework.Scenes
if (Frame % m_update_presences == 0)
m_sceneGraph.UpdatePresences();
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
// Delete temp-on-rez stuff
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
{
tmpTempOnRezMS = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCount();
m_cleaningTemps = true;
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
if (Frame % m_update_events == 0)
{
evMS = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCount();
UpdateEvents();
eventMS = Util.EnvironmentTickCountSubtract(evMS);
eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
if (Frame % m_update_backup == 0)
{
backMS = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCount();
UpdateStorageBackup();
backupMS = Util.EnvironmentTickCountSubtract(backMS);
backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
}
//if (Frame % m_update_land == 0)
@ -1453,24 +1452,6 @@ namespace OpenSim.Region.Framework.Scenes
// UpdateLand();
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
//}
frameMS = Util.EnvironmentTickCountSubtract(maintc);
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
// frameMS currently records work frame times, not total frame times (work + any required sleep to
// reach min frame time.
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
if (LoginsDisabled && Frame == 20)
{
@ -1521,13 +1502,34 @@ namespace OpenSim.Region.Framework.Scenes
previousFrameTick = m_lastFrameTick;
m_lastFrameTick = Util.EnvironmentTickCount();
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
maintc = (int)(MinFrameTime * 1000) - maintc;
tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
if (maintc > 0)
Thread.Sleep(maintc);
if (tmpMS > 0)
{
Thread.Sleep(tmpMS);
spareMS += tmpMS;
}
// Optionally warn if a frame takes double the amount of time that it should.
frameMS = Util.EnvironmentTickCountSubtract(maintc);
maintc = Util.EnvironmentTickCount();
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.AddSpareMS(spareMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))

View File

@ -56,10 +56,17 @@ namespace OpenSim.Region.Framework.Scenes
public event YourStatsAreWrong OnStatsIncorrect;
private SendStatResult handlerSendStatResult = null;
private SendStatResult handlerSendStatResult;
private YourStatsAreWrong handlerStatsIncorrect = null;
private YourStatsAreWrong handlerStatsIncorrect;
/// <summary>
/// These are the IDs of stats sent in the StatsPacket to the viewer.
/// </summary>
/// <remarks>
/// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
/// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
/// </remarks>
public enum Stats : uint
{
TimeDilation = 0,
@ -83,7 +90,20 @@ namespace OpenSim.Region.Framework.Scenes
OutPacketsPerSecond = 18,
PendingDownloads = 19,
PendingUploads = 20,
VirtualSizeKb = 21,
ResidentSizeKb = 22,
PendingLocalUploads = 23,
UnAckedBytes = 24,
PhysicsPinnedTasks = 25,
PhysicsLodTasks = 26,
SimPhysicsStepMs = 27,
SimPhysicsShapeMs = 28,
SimPhysicsOtherMs = 29,
SimPhysicsMemory = 30,
ScriptEps = 31,
SimSpareMs = 32,
SimSleepMs = 33,
SimIoPumpTime = 34
}
/// <summary>
@ -118,9 +138,9 @@ namespace OpenSim.Region.Framework.Scenes
// Sending a stats update every 3 seconds-
private int m_statsUpdatesEveryMS = 3000;
private float m_statsUpdateFactor = 0;
private float m_timeDilation = 0;
private int m_fps = 0;
private float m_statsUpdateFactor;
private float m_timeDilation;
private int m_fps;
/// <summary>
/// Number of the last frame on which we processed a stats udpate.
@ -143,41 +163,42 @@ namespace OpenSim.Region.Framework.Scenes
private float m_reportedFpsCorrectionFactor = 5;
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS = 0;
private float[] lastReportedSimStats = new float[21];
private float m_pfps = 0;
private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[22];
private float m_pfps;
/// <summary>
/// Number of agent updates requested in this stats cycle
/// </summary>
private int m_agentUpdates = 0;
private int m_agentUpdates;
/// <summary>
/// Number of object updates requested in this stats cycle
/// </summary>
private int m_objectUpdates;
private int m_frameMS = 0;
private int m_netMS = 0;
private int m_agentMS = 0;
private int m_physicsMS = 0;
private int m_imageMS = 0;
private int m_otherMS = 0;
private int m_frameMS;
private int m_spareMS;
private int m_netMS;
private int m_agentMS;
private int m_physicsMS;
private int m_imageMS;
private int m_otherMS;
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
//Ckrinke private int m_scriptMS = 0;
private int m_rootAgents = 0;
private int m_childAgents = 0;
private int m_numPrim = 0;
private int m_inPacketsPerSecond = 0;
private int m_outPacketsPerSecond = 0;
private int m_activePrim = 0;
private int m_unAckedBytes = 0;
private int m_pendingDownloads = 0;
private int m_pendingUploads = 0;
private int m_activeScripts = 0;
private int m_scriptLinesPerSecond = 0;
private int m_rootAgents;
private int m_childAgents;
private int m_numPrim;
private int m_inPacketsPerSecond;
private int m_outPacketsPerSecond;
private int m_activePrim;
private int m_unAckedBytes;
private int m_pendingDownloads;
private int m_pendingUploads = 0; // FIXME: Not currently filled in
private int m_activeScripts;
private int m_scriptLinesPerSecond;
private int m_objectCapacity = 45000;
@ -199,7 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
m_report.Interval = m_statsUpdatesEveryMS;
m_report.Elapsed += statsHeartBeat;
m_report.Elapsed += TriggerStatsHeartbeat;
m_report.Enabled = true;
if (StatsManager.SimExtraStats != null)
@ -208,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
public void Close()
{
m_report.Elapsed -= statsHeartBeat;
m_report.Elapsed -= TriggerStatsHeartbeat;
m_report.Close();
}
@ -223,9 +244,23 @@ namespace OpenSim.Region.Framework.Scenes
m_report.Interval = m_statsUpdatesEveryMS;
}
private void TriggerStatsHeartbeat(object sender, EventArgs args)
{
try
{
statsHeartBeat(sender, args);
}
catch (Exception e)
{
m_log.Warn(string.Format(
"[SIM STATS REPORTER] Update for {0} failed with exception ",
m_scene.RegionInfo.RegionName), e);
}
}
private void statsHeartBeat(object sender, EventArgs e)
{
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers.
@ -292,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
if (framesUpdated == 0)
framesUpdated = 1;
for (int i = 0; i < 21; i++)
for (int i = 0; i < 22; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
@ -359,8 +394,11 @@ namespace OpenSim.Region.Framework.Scenes
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
for (int i = 0; i < 21; i++)
sb[21].StatID = (uint)Stats.SimSpareMs;
sb[21].StatValue = m_spareMS / framesUpdated;
for (int i = 0; i < 22; i++)
{
lastReportedSimStats[i] = sb[i].StatValue;
}
@ -398,11 +436,11 @@ namespace OpenSim.Region.Framework.Scenes
}
}
resetvalues();
ResetValues();
}
}
private void resetvalues()
private void ResetValues()
{
m_timeDilation = 0;
m_fps = 0;
@ -420,6 +458,7 @@ namespace OpenSim.Region.Framework.Scenes
m_physicsMS = 0;
m_imageMS = 0;
m_otherMS = 0;
m_spareMS = 0;
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
//Ckrinke m_scriptMS = 0;
@ -498,6 +537,11 @@ namespace OpenSim.Region.Framework.Scenes
m_frameMS += ms;
}
public void AddSpareMS(int ms)
{
m_spareMS += ms;
}
public void addNetMS(int ms)
{
m_netMS += ms;