* Fixed a packet counting issue that I introduced

* Fixed a bunch of goofy math for calculating the sim stats counters
* Made most of the sim stats counters additive so it's easy to change the sim stats interval
* Changed the sim stats send interval to 3 seconds
ThreadPoolClientBranch
Teravus Ovares 2008-01-16 19:34:48 +00:00
parent 57519b6dba
commit c3061717d0
3 changed files with 37 additions and 31 deletions

View File

@ -65,11 +65,11 @@ namespace OpenSim.Region.ClientStack
private Timer m_clientPingTimer;
private int m_packetsReceived = 0;
private int m_lastpacketsSentToScene = 0;
private int m_lastPacketsReceivedSentToScene = 0;
private int m_unAckedBytes = 0;
private int m_packetsSent = 0;
private int m_lastPacketsSent = 0;
private int m_lastPacketsSentSentToScene = 0;
private int m_probesWithNoIngressPackets = 0;
private int m_lastPacketsReceived = 0;
@ -426,7 +426,7 @@ namespace OpenSim.Region.ClientStack
m_lastPacketsReceived = m_packetsReceived;
}
SendPacketStats();
//SendPacketStats();
}
# region Setup
@ -2503,7 +2503,7 @@ namespace OpenSim.Region.ClientStack
SendAcks();
ResendUnacked();
SendPacketStats();
}
@ -2511,9 +2511,9 @@ namespace OpenSim.Region.ClientStack
{
if (OnPacketStats != null)
{
OnPacketStats(m_packetsReceived - m_lastPacketsReceived, m_packetsSent - m_lastPacketsSent, m_unAckedBytes);
m_lastPacketsReceived = m_packetsReceived;
m_lastPacketsSent = m_packetsSent;
OnPacketStats(m_packetsReceived - m_lastPacketsReceivedSentToScene, m_packetsSent - m_lastPacketsSentSentToScene, m_unAckedBytes);
m_lastPacketsReceivedSentToScene = m_packetsReceived;
m_lastPacketsSentSentToScene = m_packetsSent;
}
}

View File

@ -605,7 +605,7 @@ namespace OpenSim.Region.Environment.Scenes
// if (m_frame%m_update_avatars == 0)
// UpdateInWorldTime();
m_statsReporter.AddPhysicsFPS(physicsFPS);
m_statsReporter.SetTimeDilation(m_timedilation);
m_statsReporter.AddTimeDilation(m_timedilation);
m_statsReporter.AddFPS(1);
m_statsReporter.AddInPackets(0);
m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());

View File

@ -62,8 +62,9 @@ namespace OpenSim.Region.Environment.Scenes
UnAckedBytes = 24
}
private int statsUpdatesEveryMS = 5000;
private int statsUpdateFactor = 0;
// Sending a stats update every 3 seconds
private int statsUpdatesEveryMS = 3000;
private float statsUpdateFactor = 0;
private float m_timeDilation = 0;
private int m_fps = 0;
private float m_pfps = 0;
@ -97,7 +98,8 @@ namespace OpenSim.Region.Environment.Scenes
public SimStatsReporter(RegionInfo regionData)
{
statsUpdateFactor = (int)(statsUpdatesEveryMS / 1000);
statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
ReportingRegion = regionData;
for (int i = 0; i<19;i++)
{
@ -131,6 +133,8 @@ namespace OpenSim.Region.Environment.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));
//if (simfps > 45)
@ -138,6 +142,7 @@ namespace OpenSim.Region.Environment.Scenes
//if (simfps < 0)
//simfps = 0;
//
float physfps = ((m_pfps / 1000));
//if (physfps > 600)
@ -148,35 +153,34 @@ namespace OpenSim.Region.Environment.Scenes
#endregion
//sb[0] = sbb;
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = ((m_timeDilation / statsUpdateFactor));
//Our time dilation is 0.91 when we're running a full speed,
// therefore to make sure we get an appropriate range,
// we have to factor in our error. (0.10f * statsUpdateFactor)
// multiplies the fix for the error times the amount of times it'll occur a second
// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
// Then we divide the whole amount by the amount of seconds pass in between stats updates.
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = ((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
//sb[1] = sbb;
sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = simfps/statsUpdateFactor;
//sb[2] = sbb;
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps / statsUpdateFactor;
//sb[3] = sbb;
sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
//sb[4] = sbb;
sb[4].StatID = (uint) Stats.Agents;
sb[4].StatValue = m_rootAgents;
//sb[5] = sbb;
sb[5].StatID = (uint) Stats.ChildAgents;
sb[5].StatValue = m_childAgents;
//sb[6] = sbb;
sb[6].StatID = (uint) Stats.TotalPrim;
sb[6].StatValue = m_numPrim;
//sb[7] = sbb;
sb[7].StatID = (uint) Stats.ActivePrim;
sb[7].StatValue = m_activePrim;
@ -195,15 +199,12 @@ namespace OpenSim.Region.Environment.Scenes
sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatValue = m_otherMS / statsUpdateFactor;
//sb[8] = sbb;
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond);
//sb[9] = sbb;
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
//sb[10] = sbb;
sb[15].StatID = (uint)Stats.UnAckedBytes;
sb[15].StatValue = m_unAckedBytes;
@ -243,16 +244,19 @@ namespace OpenSim.Region.Environment.Scenes
m_otherMS = 0;
}
# region methods called from Scene
// The majority of these functions are additive
// so that you can easily change the amount of
// seconds in between sim stats updates
public void SetTimeDilation(float td)
public void AddTimeDilation(float td)
{
float tdsetting = td;
//if (tdsetting > 1.0f)
//tdsetting = (tdsetting - (tdsetting - 0.91f));
if (tdsetting > 1.0f)
tdsetting = (tdsetting - (tdsetting - 0.91f));
//if (tdsetting < 0)
//tdsetting = 0.0f;
if (tdsetting < 0)
tdsetting = 0.0f;
m_timeDilation += tdsetting;
}
@ -334,6 +338,8 @@ namespace OpenSim.Region.Environment.Scenes
{
m_pendingDownloads += count;
}
#endregion
}
}