Make reported sim fps more accurate, in line with frame time ms
Also remove some unused fields and improve naming on others.0.7.2-post-fixes
parent
e6d1182dec
commit
6700f1edd9
|
@ -137,8 +137,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
protected IDialogModule m_dialogModule;
|
||||
protected IEntityTransferModule m_teleportModule;
|
||||
protected ICapabilitiesModule m_capsModule;
|
||||
// Central Update Loop
|
||||
protected int m_fps = 10;
|
||||
|
||||
/// <summary>
|
||||
/// Current scene frame number
|
||||
|
@ -149,8 +147,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
protected set;
|
||||
}
|
||||
|
||||
protected float m_timespan = 0.089f;
|
||||
protected DateTime m_lastupdate = DateTime.UtcNow;
|
||||
/// <summary>
|
||||
/// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
|
||||
/// will sleep for the remaining period.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations
|
||||
/// occur too quickly (viewer 1) or with even more slide (viewer 2).
|
||||
/// </remarks>
|
||||
protected float m_minFrameTimespan = 0.089f;
|
||||
|
||||
/// <summary>
|
||||
/// The time of the last frame update.
|
||||
/// </summary>
|
||||
protected DateTime m_lastFrameUpdate = DateTime.UtcNow;
|
||||
|
||||
// TODO: Possibly stop other classes being able to manipulate this directly.
|
||||
private SceneGraph m_sceneGraph;
|
||||
|
@ -1211,7 +1221,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public override void Update()
|
||||
{
|
||||
TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
|
||||
TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastFrameUpdate;
|
||||
float physicsFPS = 0f;
|
||||
|
||||
int maintc = Util.EnvironmentTickCount();
|
||||
|
@ -1263,7 +1273,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (Frame % m_update_physics == 0)
|
||||
{
|
||||
if (m_physics_enabled)
|
||||
physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
|
||||
physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_minFrameTimespan));
|
||||
if (SynchronizeScene != null)
|
||||
SynchronizeScene(this);
|
||||
}
|
||||
|
@ -1382,11 +1392,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
finally
|
||||
{
|
||||
m_lastupdate = DateTime.UtcNow;
|
||||
m_lastFrameUpdate = DateTime.UtcNow;
|
||||
}
|
||||
|
||||
maintc = Util.EnvironmentTickCountSubtract(maintc);
|
||||
maintc = (int)(m_timespan * 1000) - maintc;
|
||||
maintc = (int)(m_minFrameTimespan * 1000) - maintc;
|
||||
|
||||
if (maintc > 0)
|
||||
Thread.Sleep(maintc);
|
||||
|
|
|
@ -174,6 +174,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Perform a physics frame update.
|
||||
/// </summary>
|
||||
/// <param name="elapsed"></param>
|
||||
/// <returns></returns>
|
||||
protected internal float UpdatePhysics(double elapsed)
|
||||
{
|
||||
lock (m_syncRoot)
|
||||
|
|
|
@ -37,6 +37,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
public class SimStatsReporter
|
||||
{
|
||||
// private static readonly log4net.ILog m_log
|
||||
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public delegate void SendStatResult(SimStats stats);
|
||||
|
||||
public delegate void YourStatsAreWrong();
|
||||
|
@ -165,18 +168,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region various statistic googly moogly
|
||||
|
||||
// Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there
|
||||
// 0-50 is pretty close to 0-45
|
||||
float simfps = (int) ((m_fps * 5));
|
||||
// save the reported value so there is something available for llGetRegionFPS
|
||||
lastReportedSimFPS = (float)simfps / statsUpdateFactor;
|
||||
lastReportedSimFPS = (float)m_fps / statsUpdateFactor;
|
||||
|
||||
//if (simfps > 45)
|
||||
//simfps = simfps - (simfps - 45);
|
||||
//if (simfps < 0)
|
||||
//simfps = 0;
|
||||
|
||||
//
|
||||
float physfps = ((m_pfps / 1000));
|
||||
|
||||
//if (physfps > 600)
|
||||
|
@ -197,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
|
||||
// values to X-per-second values.
|
||||
|
||||
for (int i = 0; i<21;i++)
|
||||
for (int i = 0; i < 21; i++)
|
||||
{
|
||||
sb[i] = new SimStatsPacket.StatBlock();
|
||||
}
|
||||
|
@ -206,7 +200,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
|
||||
|
||||
sb[1].StatID = (uint) Stats.SimFPS;
|
||||
sb[1].StatValue = simfps/statsUpdateFactor;
|
||||
sb[1].StatValue = m_fps/statsUpdateFactor;
|
||||
|
||||
sb[2].StatID = (uint) Stats.PhysicsFPS;
|
||||
sb[2].StatValue = physfps / statsUpdateFactor;
|
||||
|
@ -272,7 +266,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
SimStats simStats
|
||||
= new SimStats(
|
||||
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity, rb, sb, m_scene.RegionInfo.originRegionID);
|
||||
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
|
||||
rb, sb, m_scene.RegionInfo.originRegionID);
|
||||
|
||||
handlerSendStatResult = OnSendStatsResult;
|
||||
if (handlerSendStatResult != null)
|
||||
|
@ -395,30 +390,32 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_frameMS += ms;
|
||||
}
|
||||
|
||||
public void addNetMS(int ms)
|
||||
{
|
||||
m_netMS += ms;
|
||||
}
|
||||
|
||||
public void addAgentMS(int ms)
|
||||
{
|
||||
m_agentMS += ms;
|
||||
}
|
||||
|
||||
public void addPhysicsMS(int ms)
|
||||
{
|
||||
m_physicsMS += ms;
|
||||
}
|
||||
|
||||
public void addImageMS(int ms)
|
||||
{
|
||||
m_imageMS += ms;
|
||||
}
|
||||
|
||||
public void addOtherMS(int ms)
|
||||
{
|
||||
m_otherMS += ms;
|
||||
}
|
||||
|
||||
// private static readonly log4net.ILog m_log
|
||||
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public void AddPendingDownloads(int count)
|
||||
{
|
||||
m_pendingDownloads += count;
|
||||
|
|
Loading…
Reference in New Issue