Instead of adding stat agentMS in all kinds of places, calculate it instead in the main Scene.Update() loop, like the other stats

Some of the places where agentMS was added were in separate threads launched by the update loop.  I don't believe this is correct, since such threads are no longer contributing to frame time.
Some of the places were also driven by client input rather than the scene loop.  I don't believe it's appropriate to add this kind of stuff to scene loop stats.
These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-10-06 00:45:25 +01:00
parent 9ff3d9221b
commit 6fa4f88d39
4 changed files with 21 additions and 36 deletions

View File

@ -183,6 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
// private int m_update_land = 1;
private int m_update_coarse_locations = 50;
private int agentMS;
private int frameMS;
private int physicsMS2;
private int physicsMS;
@ -1226,12 +1227,15 @@ namespace OpenSim.Region.Framework.Scenes
int maintc = Util.EnvironmentTickCount();
int tmpFrameMS = maintc;
tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
// TODO: ADD AGENT TIME HERE
// Increment the frame counter
++Frame;
try
{
int tmpAgentMS = Util.EnvironmentTickCount();
// Check if any objects have reached their targets
CheckAtTargets();
@ -1258,6 +1262,8 @@ namespace OpenSim.Region.Framework.Scenes
});
}
agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled)
m_sceneGraph.UpdatePreparePhysics();
@ -1265,7 +1271,11 @@ namespace OpenSim.Region.Framework.Scenes
// Apply any pending avatar force input to the avatar's velocity
if (Frame % m_update_entitymovement == 0)
{
tmpAgentMS = Util.EnvironmentTickCount();
m_sceneGraph.UpdateScenePresenceMovement();
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
}
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity
@ -1330,6 +1340,7 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());

View File

@ -166,6 +166,12 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Update the position of all the scene presences.
/// </summary>
/// <remarks>
/// Called only from the main scene loop.
/// </remarks>
protected internal void UpdatePresences()
{
ForEachScenePresence(delegate(ScenePresence presence)

View File

@ -847,11 +847,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendPrimUpdates()
{
m_perfMonMS = Util.EnvironmentTickCount();
m_sceneViewer.SendPrimUpdates();
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
#region Status Methods
@ -1253,7 +1249,7 @@ namespace OpenSim.Region.Framework.Scenes
// return;
//}
m_perfMonMS = Util.EnvironmentTickCount();
// m_perfMonMS = Util.EnvironmentTickCount();
++m_movementUpdateCount;
if (m_movementUpdateCount < 1)
@ -1545,7 +1541,8 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerOnClientMovement(this);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
// It doesn't make sense to add this to frame stats as this update is processed indepedently of the scene loop
// m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
@ -2325,8 +2322,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
public void AddNewMovement(Vector3 vec)
{
m_perfMonMS = Util.EnvironmentTickCount();
Vector3 direc = vec * Rotation;
direc.Normalize();
@ -2365,8 +2360,6 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: Add the force instead of only setting it to support multiple forces per frame?
m_forceToApply = direc;
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
#endregion
@ -2431,8 +2424,6 @@ namespace OpenSim.Region.Framework.Scenes
// server.
if (remoteClient.IsActive)
{
m_perfMonMS = Util.EnvironmentTickCount();
Vector3 pos = m_pos;
pos.Z += m_appearance.HipOffset;
@ -2443,7 +2434,6 @@ namespace OpenSim.Region.Framework.Scenes
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
m_scene.StatsReporter.AddAgentUpdates(1);
}
}
@ -2484,14 +2474,11 @@ namespace OpenSim.Region.Framework.Scenes
|| Math.Abs(distanceError) > distanceErrorThreshold
|| velocidyDiff > 0.01f) // did velocity change from last update?
{
m_perfMonMS = currentTick;
lastVelocitySentToAllClients = Velocity;
lastTerseUpdateToAllClientsTick = currentTick;
lastPositionSentToAllClients = OffsetPosition;
m_scene.ForEachClient(SendTerseUpdateToClient);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
}
@ -2512,9 +2499,7 @@ namespace OpenSim.Region.Framework.Scenes
public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
{
m_perfMonMS = Util.EnvironmentTickCount();
m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
@ -2576,8 +2561,6 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
@ -2586,7 +2569,6 @@ namespace OpenSim.Region.Framework.Scenes
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
@ -2595,8 +2577,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void SendOtherAgentsAvatarDataToMe()
{
m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
@ -2613,7 +2593,6 @@ namespace OpenSim.Region.Framework.Scenes
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
@ -2643,8 +2622,6 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
@ -2656,7 +2633,6 @@ namespace OpenSim.Region.Framework.Scenes
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
@ -2666,7 +2642,6 @@ namespace OpenSim.Region.Framework.Scenes
public void SendOtherAgentsAppearanceToMe()
{
//m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID);
m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
@ -2684,7 +2659,6 @@ namespace OpenSim.Region.Framework.Scenes
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>

View File

@ -453,12 +453,6 @@ namespace OpenSim.Region.Framework.Scenes
AddunAckedBytes(unAckedBytes);
}
public void AddAgentTime(int ms)
{
addFrameMS(ms);
addAgentMS(ms);
}
#endregion
}
}