in stats use real integration time, not the wanted one. Dont let stats calls overlap using a proper lock object
parent
3d8384b696
commit
8e333c953d
|
@ -28,6 +28,7 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Timers;
|
using System.Timers;
|
||||||
|
using System.Threading;
|
||||||
using OpenMetaverse.Packets;
|
using OpenMetaverse.Packets;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Monitoring;
|
using OpenSim.Framework.Monitoring;
|
||||||
|
@ -174,14 +175,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
// Sending a stats update every 3 seconds-
|
// Sending a stats update every 3 seconds-
|
||||||
private int m_statsUpdatesEveryMS = 3000;
|
private int m_statsUpdatesEveryMS = 3000;
|
||||||
private float m_statsUpdateFactor;
|
private double m_lastUpdateTS;
|
||||||
private float m_timeDilation;
|
private float m_timeDilation;
|
||||||
private int m_fps;
|
private int m_fps;
|
||||||
|
|
||||||
/// <summary>
|
private object m_statsLock = new object();
|
||||||
/// Number of the last frame on which we processed a stats udpate.
|
|
||||||
/// </summary>
|
|
||||||
private uint m_lastUpdateFrame;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Parameter to adjust reported scene fps
|
/// Parameter to adjust reported scene fps
|
||||||
|
@ -245,7 +243,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
private RegionInfo ReportingRegion;
|
private RegionInfo ReportingRegion;
|
||||||
|
|
||||||
private Timer m_report = new Timer();
|
private System.Timers.Timer m_report = new System.Timers.Timer();
|
||||||
|
|
||||||
private IEstateModule estateModule;
|
private IEstateModule estateModule;
|
||||||
|
|
||||||
|
@ -253,7 +251,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
m_scene = scene;
|
m_scene = scene;
|
||||||
|
|
||||||
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
|
|
||||||
ReportingRegion = scene.RegionInfo;
|
ReportingRegion = scene.RegionInfo;
|
||||||
|
|
||||||
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
|
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
|
||||||
|
@ -262,6 +259,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_report.Elapsed += TriggerStatsHeartbeat;
|
m_report.Elapsed += TriggerStatsHeartbeat;
|
||||||
m_report.Enabled = true;
|
m_report.Enabled = true;
|
||||||
|
|
||||||
|
m_lastUpdateTS = Util.GetTimeStampMS();
|
||||||
|
|
||||||
if (StatsManager.SimExtraStats != null)
|
if (StatsManager.SimExtraStats != null)
|
||||||
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
|
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
|
||||||
|
|
||||||
|
@ -298,7 +297,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
public void SetUpdateMS(int ms)
|
public void SetUpdateMS(int ms)
|
||||||
{
|
{
|
||||||
m_statsUpdatesEveryMS = ms;
|
m_statsUpdatesEveryMS = ms;
|
||||||
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000.0f);
|
|
||||||
m_report.Interval = m_statsUpdatesEveryMS;
|
m_report.Interval = m_statsUpdatesEveryMS;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -320,17 +318,18 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
if (!m_scene.Active)
|
if (!m_scene.Active)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[m_statisticViewerArraySize];
|
|
||||||
SimStatsPacket.StatBlock[] sbex = new SimStatsPacket.StatBlock[m_statisticExtraArraySize];
|
|
||||||
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
|
|
||||||
|
|
||||||
// Know what's not thread safe in Mono... modifying timers.
|
// dont do it if if still been done
|
||||||
// m_log.Debug("Firing Stats Heart Beat");
|
|
||||||
lock (m_report)
|
if(Monitor.TryEnter(m_statsLock))
|
||||||
{
|
{
|
||||||
|
// m_log.Debug("Firing Stats Heart Beat");
|
||||||
|
|
||||||
|
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[m_statisticViewerArraySize];
|
||||||
|
SimStatsPacket.StatBlock[] sbex = new SimStatsPacket.StatBlock[m_statisticExtraArraySize];
|
||||||
|
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
|
||||||
uint regionFlags = 0;
|
uint regionFlags = 0;
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
if (estateModule == null)
|
if (estateModule == null)
|
||||||
|
@ -343,6 +342,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
#region various statistic googly moogly
|
#region various statistic googly moogly
|
||||||
|
double timeTmp = m_lastUpdateTS;
|
||||||
|
m_lastUpdateTS = Util.GetTimeStampMS();
|
||||||
|
|
||||||
|
float m_statsUpdateFactor = (float)((m_lastUpdateTS - timeTmp)/1000.0);
|
||||||
|
|
||||||
// factor to consider updates integration time
|
// factor to consider updates integration time
|
||||||
float updateFactor = 1.0f / m_statsUpdateFactor;
|
float updateFactor = 1.0f / m_statsUpdateFactor;
|
||||||
|
|
||||||
|
@ -362,8 +366,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// save the reported value so there is something available for llGetRegionFPS
|
// save the reported value so there is something available for llGetRegionFPS
|
||||||
lastReportedSimFPS = reportedFPS;
|
lastReportedSimFPS = reportedFPS;
|
||||||
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
|
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
|
||||||
m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
|
m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
|
||||||
m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
|
m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
|
||||||
|
@ -372,9 +376,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
|
m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
|
||||||
m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
|
m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
|
||||||
|
|
||||||
float physfps = m_pfps;
|
float physfps = m_pfps * updateFactor;
|
||||||
if (physfps < 0)
|
if (physfps < 0)
|
||||||
physfps = 0;
|
physfps = 0;
|
||||||
|
else if(physfps > reportedFPS)
|
||||||
|
physfps = reportedFPS; // pretend we are not insane
|
||||||
|
|
||||||
float sparetime;
|
float sparetime;
|
||||||
float sleeptime;
|
float sleeptime;
|
||||||
|
@ -390,7 +396,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
else if (sparetime > TotalFrameTime)
|
else if (sparetime > TotalFrameTime)
|
||||||
sparetime = TotalFrameTime;
|
sparetime = TotalFrameTime;
|
||||||
|
|
||||||
|
// don't send meaning less precision
|
||||||
|
reportedFPS = (float)Math.Round(reportedFPS,1);
|
||||||
|
physfps = (float)Math.Round(physfps,1);
|
||||||
|
|
||||||
// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
|
// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
|
||||||
// so that stat numbers are always consistent.
|
// so that stat numbers are always consistent.
|
||||||
|
@ -416,7 +424,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
sb[1].StatValue = reportedFPS;
|
sb[1].StatValue = reportedFPS;
|
||||||
|
|
||||||
sb[2].StatID = (uint) Stats.PhysicsFPS;
|
sb[2].StatID = (uint) Stats.PhysicsFPS;
|
||||||
sb[2].StatValue = physfps * updateFactor;
|
sb[2].StatValue = physfps;
|
||||||
|
|
||||||
sb[3].StatID = (uint) Stats.AgentUpdates;
|
sb[3].StatID = (uint) Stats.AgentUpdates;
|
||||||
sb[3].StatValue = m_agentUpdates * updateFactor;
|
sb[3].StatValue = m_agentUpdates * updateFactor;
|
||||||
|
@ -604,6 +612,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
|
// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
|
||||||
ResetValues();
|
ResetValues();
|
||||||
|
Monitor.Exit(m_statsLock);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue