Add OutgoingPacketsQueuedCount clientstack stat.

This is the total of queued outgoing packets across all connections, as also seen in the "show queues" command.
Gives some early indication of whether the simulator can't send all outgoing packets fast enough.
Though then one would want to check that this isn't due to a few bad client connections.
ghosts
Justin Clark-Casey (justincc) 2014-10-02 23:49:37 +01:00
parent db5de62394
commit c9d7eb30db
2 changed files with 53 additions and 0 deletions

View File

@ -319,6 +319,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
throw new NotImplementedException();
}
/// <summary>
/// Get the total number of pakcets queued for this client.
/// </summary>
/// <returns></returns>
public int GetTotalPacketsQueuedCount()
{
int total = 0;
for (int i = 0; i <= (int)ThrottleOutPacketType.Asset; i++)
total += m_packetOutboxes[i].Count;
return total;
}
/// <summary>
/// Get the number of packets queued for the given throttle type.
/// </summary>
/// <returns></returns>
/// <param name="throttleType"></param>
public int GetPacketsQueuedCount(ThrottleOutPacketType throttleType)
{
if ((int)throttleType > 0)
return m_packetOutboxes[(int)throttleType].Count;
else
return 0;
}
/// <summary>
/// Return statistics information about client packet queues.
/// </summary>

View File

@ -688,6 +688,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
StatType.Pull,
stat => stat.Value = PacketPool.Instance.BlocksPooled,
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"OutgoingPacketsQueuedCount",
"Packets queued for outgoing send",
"Number of queued outgoing packets across all connections",
"",
"clientstack",
Scene.Name,
StatType.Pull,
MeasuresOfInterest.AverageChangeOverTime,
stat => stat.Value = GetTotalQueuedOutgoingPackets(),
StatVerbosity.Info));
// We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
// scene name
@ -703,6 +716,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return x == m_location;
}
public int GetTotalQueuedOutgoingPackets()
{
int total = 0;
foreach (ScenePresence sp in Scene.GetScenePresences())
{
LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient;
total += udpClient.GetTotalPacketsQueuedCount();
}
return total;
}
// public void BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting)
// {
// // CoarseLocationUpdate and AvatarGroupsReply packets cannot be split in an automated way