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
Justin Clark-Casey (justincc) 2011-10-05 22:08:56 +01:00
parent e6d1182dec
commit 6700f1edd9
3 changed files with 36 additions and 24 deletions

View File

@ -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);

View File

@ -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)

View File

@ -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;