Report "Script Execution Time" as the time spent executing the script in the last 30 seconds. Use a sliding window to calculate this.
Notes: - This metric provides a better indication of which scripts are taking up a lot of CPU (and therefore should be optimized). - Previously the execution time was reset to 0 in every new measurement period, causing the reported time to fluctuate for no reason. This has been fixed by using a sliding window.0.8.2-post-fixes
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using System;
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using System.Diagnostics;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// A MetricsCollector for 'long' values.
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/// </summary>
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public class MetricsCollectorLong : MetricsCollector<long>
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{
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public MetricsCollectorLong(int windowSize, int numBuckets)
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: base(windowSize, numBuckets)
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{
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}
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protected override long GetZero() { return 0; }
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protected override long Add(long a, long b) { return a + b; }
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}
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/// <summary>
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/// A MetricsCollector for time spans.
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/// </summary>
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public class MetricsCollectorTime : MetricsCollectorLong
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{
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public MetricsCollectorTime(int windowSize, int numBuckets)
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: base(windowSize, numBuckets)
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{
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}
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public void AddSample(Stopwatch timer)
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{
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long ticks = timer.ElapsedTicks;
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if (ticks > 0)
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AddSample(ticks);
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}
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public TimeSpan GetSumTime()
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{
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return TimeSpan.FromMilliseconds((GetSum() * 1000) / Stopwatch.Frequency);
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}
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}
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struct MetricsBucket<T>
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{
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public T value;
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public int count;
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}
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/// <summary>
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/// Collects metrics in a sliding window.
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/// </summary>
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/// <remarks>
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/// MetricsCollector provides the current Sum of the metrics that it collects. It can easily be extended
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/// to provide the Average, too. It uses a sliding window to keep these values current.
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///
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/// This class is not thread-safe.
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///
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/// Subclass MetricsCollector to have it use a concrete value type. Override the abstract methods.
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/// </remarks>
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public abstract class MetricsCollector<T>
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{
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private int bucketSize; // e.g. 3,000 ms
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private MetricsBucket<T>[] buckets;
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private int NumBuckets { get { return buckets.Length; } }
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// The number of the current bucket, if we had an infinite number of buckets and didn't have to wrap around
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long curBucketGlobal;
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// The total of all the buckets
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T totalSum;
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int totalCount;
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/// <summary>
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/// Returns the default (zero) value.
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/// </summary>
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/// <returns></returns>
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protected abstract T GetZero();
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/// <summary>
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/// Adds two values.
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/// </summary>
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protected abstract T Add(T a, T b);
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/// <summary>
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/// Creates a MetricsCollector.
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/// </summary>
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/// <param name="windowSize">The period of time over which to collect the metrics, in ms. E.g.: 30,000.</param>
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/// <param name="numBuckets">The number of buckets to divide the samples into. E.g.: 10. Using more buckets
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/// smooths the jarring that occurs whenever we drop an old bucket, but uses more memory.</param>
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public MetricsCollector(int windowSize, int numBuckets)
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{
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bucketSize = windowSize / numBuckets;
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buckets = new MetricsBucket<T>[numBuckets];
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Reset();
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}
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public void Reset()
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{
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ZeroBuckets(0, NumBuckets);
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curBucketGlobal = GetNow() / bucketSize;
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totalSum = GetZero();
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totalCount = 0;
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}
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public void AddSample(T sample)
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{
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MoveWindow();
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int curBucket = (int)(curBucketGlobal % NumBuckets);
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buckets[curBucket].value = Add(buckets[curBucket].value, sample);
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buckets[curBucket].count++;
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totalSum = Add(totalSum, sample);
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totalCount++;
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}
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/// <summary>
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/// Returns the total values in the collection window.
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/// </summary>
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public T GetSum()
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{
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// It might have been a while since we last added a sample, so we may need to adjust the window
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MoveWindow();
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return totalSum;
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}
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/// <summary>
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/// Returns the current time in ms.
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/// </summary>
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private long GetNow()
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{
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return DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
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}
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/// <summary>
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/// Clears the values in buckets [offset, offset+num)
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/// </summary>
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private void ZeroBuckets(int offset, int num)
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{
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for (int i = 0; i < num; i++)
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{
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buckets[offset + i].value = GetZero();
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buckets[offset + i].count = 0;
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}
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}
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/// <summary>
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/// Adjusts the buckets so that the "current bucket" corresponds to the current time.
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/// This may require dropping old buckets.
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/// </summary>
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/// <remarks>
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/// This method allows for the possibility that we don't get new samples for each bucket, so the
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/// new bucket may be some distance away from the last used bucket.
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/// </remarks>
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private void MoveWindow()
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{
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long newBucketGlobal = GetNow() / bucketSize;
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long bucketsDistance = newBucketGlobal - curBucketGlobal;
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if (bucketsDistance == 0)
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{
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// We're still on the same bucket as before
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return;
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}
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if (bucketsDistance >= NumBuckets)
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{
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// Discard everything
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Reset();
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return;
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}
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int curBucket = (int)(curBucketGlobal % NumBuckets);
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int newBucket = (int)(newBucketGlobal % NumBuckets);
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// Clear all the buckets in this range: (cur, new]
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int numToClear = (int)bucketsDistance;
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if (curBucket < NumBuckets - 1)
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{
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// Clear buckets at the end of the window
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int num = Math.Min((int)bucketsDistance, NumBuckets - (curBucket + 1));
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ZeroBuckets(curBucket + 1, num);
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numToClear -= num;
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}
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if (numToClear > 0)
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{
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// Clear buckets at the beginning of the window
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ZeroBuckets(0, numToClear);
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}
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// Move the "current bucket" pointer
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curBucketGlobal = newBucketGlobal;
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RecalcTotal();
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}
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private void RecalcTotal()
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{
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totalSum = GetZero();
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totalCount = 0;
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for (int i = 0; i < NumBuckets; i++)
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{
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totalSum = Add(totalSum, buckets[i].value);
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totalCount += buckets[i].count;
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}
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}
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}
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}
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@ -109,14 +109,9 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
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DateTime TimeStarted { get; }
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/// <summary>
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/// Tick the last measurement period was started.
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/// Collects information about how long the script was executed.
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/// </summary>
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long MeasurementPeriodTickStart { get; }
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/// <summary>
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/// Ticks spent executing in the last measurement period.
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/// </summary>
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long MeasurementPeriodExecutionTime { get; }
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MetricsCollectorTime ExecutionTime { get; }
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/// <summary>
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/// Scene part in which this script instance is contained.
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@ -199,11 +199,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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public DateTime TimeStarted { get; private set; }
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public long MeasurementPeriodTickStart { get; private set; }
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public MetricsCollectorTime ExecutionTime { get; private set; }
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public long MeasurementPeriodExecutionTime { get; private set; }
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public static readonly int MaxMeasurementPeriod = 30 * 1000; // show the *recent* time used by the script, to find currently active scripts
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private static readonly int MeasurementWindow = 30 * 1000; // show the *recent* time used by the script, to find currently active scripts
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private bool m_coopTermination;
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m_SaveState = StatePersistedHere;
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ExecutionTime = new MetricsCollectorTime(MeasurementWindow, 10);
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// m_log.DebugFormat(
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// "[SCRIPT INSTANCE]: Instantiated script instance {0} (id {1}) in part {2} (id {3}) in object {4} attached avatar {5} in {6}",
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// ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, m_AttachedAvatar, Engine.World.Name);
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Running = true;
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TimeStarted = DateTime.Now;
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MeasurementPeriodTickStart = Util.EnvironmentTickCount();
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MeasurementPeriodExecutionTime = 0;
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// Note: we don't reset ExecutionTime. The reason is that runaway scripts are stopped and restarted
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// automatically, and we *do* want to show that they had high CPU in that case. If we had reset
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// ExecutionTime here then runaway scripts, paradoxically, would never show up in the "Top Scripts" dialog.
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if (EventQueue.Count > 0)
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{
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m_EventStart = DateTime.Now;
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m_InEvent = true;
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// Reset the measurement period when we reach the end of the current one.
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if (Util.EnvironmentTickCountSubtract((int)MeasurementPeriodTickStart) > MaxMeasurementPeriod)
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{
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MeasurementPeriodTickStart = Util.EnvironmentTickCount();
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MeasurementPeriodExecutionTime = 0;
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}
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Stopwatch timer = new Stopwatch();
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timer.Start();
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Stopwatch executionTime = new Stopwatch();
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executionTime.Start();
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m_Script.ExecuteEvent(State, data.EventName, data.Params);
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executionTime.Stop();
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MeasurementPeriodExecutionTime += executionTime.ElapsedMilliseconds;
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timer.Stop();
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ExecutionTime.AddSample(timer);
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m_InEvent = false;
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m_CurrentEvent = String.Empty;
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public Dictionary<uint, float> GetObjectScriptsExecutionTimes()
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{
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long tickNow = Util.EnvironmentTickCount();
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Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
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lock (m_Scripts)
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if (!topScripts.ContainsKey(si.LocalID))
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topScripts[si.RootLocalID] = 0;
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topScripts[si.RootLocalID] += CalculateAdjustedExectionTime(si, tickNow);
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topScripts[si.RootLocalID] += GetExectionTime(si);
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}
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}
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return 0.0f;
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}
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float time = 0.0f;
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long tickNow = Util.EnvironmentTickCount();
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IScriptInstance si;
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// Calculate the time for all scripts that this engine is executing
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// Ignore any others
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si = GetInstance(id);
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if (si != null && si.Running)
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{
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time += CalculateAdjustedExectionTime(si, tickNow);
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time += GetExectionTime(si);
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}
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}
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return time;
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}
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private float CalculateAdjustedExectionTime(IScriptInstance si, long tickNow)
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private float GetExectionTime(IScriptInstance si)
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{
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long ticksElapsed = Util.EnvironmentTickCountSubtract((int)tickNow, (int)si.MeasurementPeriodTickStart);
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// Avoid divide by zero
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if (ticksElapsed == 0)
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ticksElapsed = 1;
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// Scale execution time to the ideal 55 fps frame time for these reasons.
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//
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// 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
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// 'script execution time per frame', which is the original purpose of this value.
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//
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// 2) Giving the raw execution times is misleading since scripts start at different times, making
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// it impossible to compare scripts.
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//
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// 3) Scaling the raw execution time to the time that the script has been running is better but
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// is still misleading since a script that has just been rezzed may appear to have been running
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// for much longer.
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//
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// 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
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// since the figure does not represent actual execution time and very hard running scripts will
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// never exceed 18ms (though this is a very high number for script execution so is a warning sign).
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return ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
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return (float)si.ExecutionTime.GetSumTime().TotalMilliseconds;
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}
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public void SuspendScript(UUID itemID)
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Reference in New Issue