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