replace StatisticsFPSfactor that needed to be changed with FrameTime to a simpler true or false Normalized55FPS that is now TRUE by default. Incorrectly this commit also contains changes that should had their own commits: changes to heartbeat time control ant to gathering and calculation of related statistics.
parent
3dc16b74af
commit
d17633f6c0
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@ -361,9 +361,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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public float FrameTime { get; private set; }
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// statistics frame scale factor for viewer and scripts.
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// Normalize the frame related stats to nominal 55fps for viewer and scripts option
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// see SimStatsReporter.cs
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public float StatisticsFPSfactor { get; private set; }
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public bool Normalized55FPS { get; private set; }
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/// <summary>
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/// The minimum length of time in seconds that will be taken for a scene frame.
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@ -860,7 +860,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_config = config;
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FrameTime = 0.0908f;
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StatisticsFPSfactor = 5.0f;
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Normalized55FPS = true;
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MinMaintenanceTime = 1;
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SeeIntoRegion = true;
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@ -1101,7 +1101,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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FrameTime = startupConfig.GetFloat( "FrameTime", FrameTime);
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StatisticsFPSfactor = startupConfig.GetFloat( "StatisticsFPSfactor", StatisticsFPSfactor);
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Normalized55FPS = startupConfig.GetBoolean( "Normalized55FPS", Normalized55FPS);
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m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup);
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m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
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@ -1669,6 +1669,7 @@ namespace OpenSim.Region.Framework.Scenes
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endFrame = Frame + frames;
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float physicsFPS = 0f;
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float frameTimeMS = FrameTime * 1000.0f;
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int previousFrameTick;
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@ -1676,6 +1677,7 @@ namespace OpenSim.Region.Framework.Scenes
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double tmpMS2;
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double framestart;
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float sleepMS;
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float sleepError = 0;
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while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
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{
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@ -1760,7 +1762,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Delete temp-on-rez stuff
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tmpMS2 = Util.GetTimeStampMS();
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@ -1840,21 +1841,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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EventManager.TriggerRegionHeartbeatEnd(this);
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m_firstHeartbeat = false;
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Watchdog.UpdateThread();
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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tmpMS = Util.GetTimeStampMS();
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previousFrameTick = m_lastFrameTick;
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@ -1862,20 +1853,36 @@ namespace OpenSim.Region.Framework.Scenes
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// estimate sleep time
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tmpMS2 = tmpMS - framestart;
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tmpMS2 = (double)FrameTime * 1000.0D - tmpMS2;
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tmpMS2 = (double)frameTimeMS - tmpMS2 - sleepError;
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m_firstHeartbeat = false;
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// reuse frameMS as temporary
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frameMS = (float)tmpMS2;
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// sleep if we can
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if (tmpMS2 > 0)
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Thread.Sleep((int)(tmpMS2 +0.5));
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{
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Thread.Sleep((int)(tmpMS2 + 0.5));
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tmpMS2 = Util.GetTimeStampMS();
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sleepMS = (float)(tmpMS2 - tmpMS);
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sleepError = sleepMS - frameMS;
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Util.Clamp(sleepError, 0.0f, 20f);
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frameMS = (float)(tmpMS2 - framestart);
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StatsReporter.addSleepMS(sleepMS);
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StatsReporter.addFrameMS(frameMS);
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}
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else
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{
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tmpMS2 = Util.GetTimeStampMS();
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frameMS = (float)(tmpMS2 - framestart);
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sleepMS = 0.0f;
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sleepError = 0.0f;
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}
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// script time is not scene frame time, but is displayed per frame
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float scriptTimeMS = GetAndResetScriptExecutionTime();
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StatsReporter.AddFrameStats(TimeDilation, physicsFPS, agentMS,
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physicsMS + physicsMS2, otherMS , sleepMS, frameMS, scriptTimeMS);
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// if (Frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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@ -176,10 +176,13 @@ namespace OpenSim.Region.Framework.Scenes
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// Sending a stats update every 3 seconds-
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private int m_statsUpdatesEveryMS = 3000;
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private double m_lastUpdateTS;
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private double m_prevFrameStatsTS;
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private double m_FrameStatsTS;
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private float m_timeDilation;
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private int m_fps;
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private object m_statsLock = new object();
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private object m_statsFrameLock = new object();
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/// <summary>
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/// Parameter to adjust reported scene fps
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@ -195,7 +198,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// corresponding, with default heartbeat rate, to a value of 5.
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/// </remarks>
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private float m_statisticsFPSfactor = 5.0f;
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private float m_targetFrameTime = 0.1f;
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// saved last reported value so there is something available for llGetRegionFPS
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private float lastReportedSimFPS;
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private float[] lastReportedSimStats = new float[m_statisticExtraArraySize + m_statisticViewerArraySize];
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@ -219,6 +222,7 @@ namespace OpenSim.Region.Framework.Scenes
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private float m_imageMS;
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private float m_otherMS;
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private float m_sleeptimeMS;
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private float m_scriptTimeMS;
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private int m_rootAgents;
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private int m_childAgents;
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@ -257,7 +261,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene = scene;
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ReportingRegion = scene.RegionInfo;
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m_statisticsFPSfactor = scene.StatisticsFPSfactor;
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if(scene.Normalized55FPS)
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m_statisticsFPSfactor = 55.0f * m_scene.FrameTime;
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else
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m_statisticsFPSfactor = 1.0f;
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m_targetFrameTime = 1000.0f * m_scene.FrameTime / m_statisticsFPSfactor;
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m_objectCapacity = scene.RegionInfo.ObjectCapacity;
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m_report.AutoReset = true;
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@ -266,6 +276,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_report.Enabled = true;
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m_lastUpdateTS = Util.GetTimeStampMS();
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m_FrameStatsTS = m_lastUpdateTS;
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m_prevFrameStatsTS = m_lastUpdateTS;
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if (StatsManager.SimExtraStats != null)
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OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
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@ -350,28 +362,92 @@ namespace OpenSim.Region.Framework.Scenes
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#region various statistic googly moogly
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double timeTmp = m_lastUpdateTS;
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m_lastUpdateTS = Util.GetTimeStampMS();
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float m_statsUpdateFactor = (float)((m_lastUpdateTS - timeTmp)/1000.0);
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float updateElapsed = (float)((m_lastUpdateTS - timeTmp)/1000.0);
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// factor to consider updates integration time
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float updateFactor = 1.0f / m_statsUpdateFactor;
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float updateTimeFactor = 1.0f / updateElapsed;
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// the nominal frame time, corrected by reporting multiplier
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float TargetFrameTime = 1000.0f * m_scene.FrameTime / m_statisticsFPSfactor;
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// acumulated fps scaled by reporting multiplier
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float reportedFPS = (m_fps * m_statisticsFPSfactor);
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// scene frame stats
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float reportedFPS;
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float physfps;
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float timeDilation;
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float agentMS;
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float physicsMS;
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float otherMS;
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float sleeptime;
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float scriptTimeMS;
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float totalFrameTime;
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float invFrameElapsed;
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// get a copy under lock and reset
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lock(m_statsFrameLock)
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{
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timeDilation = m_timeDilation;
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reportedFPS = m_fps;
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physfps = m_pfps;
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agentMS = m_agentMS;
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physicsMS = m_physicsMS;
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otherMS = m_otherMS;
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sleeptime = m_sleeptimeMS;
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scriptTimeMS = m_scriptTimeMS;
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totalFrameTime = m_frameMS;
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// still not inv
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invFrameElapsed = (float)((m_FrameStatsTS - m_prevFrameStatsTS) / 1000.0);
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ResetFrameStats();
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}
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if (invFrameElapsed / updateElapsed < 0.8)
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// scene is in trouble, its account of time is most likely wrong
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// can even be in stall
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invFrameElapsed = updateTimeFactor;
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else
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invFrameElapsed = 1.0f / invFrameElapsed;
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float perframefactor;
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if (reportedFPS <= 0)
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reportedFPS = 1;
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{
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reportedFPS = 0.0f;
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physfps = 0.0f;
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perframefactor = 1.0f;
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timeDilation = 0.0f;
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}
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else
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{
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timeDilation /= reportedFPS;
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reportedFPS *= m_statisticsFPSfactor;
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perframefactor = 1.0f / (float)reportedFPS;
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reportedFPS *= invFrameElapsed;
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physfps *= invFrameElapsed * m_statisticsFPSfactor;
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}
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// factor to calculate per frame values
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float perframefactor = 1.0f / (float)reportedFPS;
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// some engines track frame time with error related to the simulation step size
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if(physfps > reportedFPS)
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physfps = reportedFPS;
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// fps considering the integration time
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reportedFPS = reportedFPS * updateFactor;
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = reportedFPS;
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// scale frame stats
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totalFrameTime *= perframefactor;
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sleeptime *= perframefactor;
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otherMS *= perframefactor;
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physicsMS *= perframefactor;
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agentMS *= perframefactor;
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scriptTimeMS *= perframefactor;
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// estimate spare time
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float sparetime;
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sparetime = m_targetFrameTime - (physicsMS + agentMS + otherMS);
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if (sparetime < 0)
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sparetime = 0;
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else if (sparetime > totalFrameTime)
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sparetime = totalFrameTime;
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#endregion
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m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
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m_numMesh = m_scene.SceneGraph.GetTotalMeshObjectsCount();
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m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
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m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
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float physfps = m_pfps * updateFactor * m_statisticsFPSfactor;
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if (physfps < 0)
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physfps = 0;
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else if(physfps > reportedFPS)
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physfps = reportedFPS; // pretend we are not insane
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float sparetime;
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float sleeptime;
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float TotalFrameTime = m_frameMS * perframefactor;
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sleeptime = m_sleeptimeMS * perframefactor;
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sparetime = m_frameMS - m_sleeptimeMS; // total time minus sleep
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sparetime *= perframefactor; // average per frame
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sparetime = TargetFrameTime - sparetime; // real spare
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if (sparetime < 0)
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sparetime = 0;
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else if (sparetime > TotalFrameTime)
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sparetime = TotalFrameTime;
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// don't send meaning less precision
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reportedFPS = (float)Math.Round(reportedFPS,1);
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physfps = (float)Math.Round(physfps,1);
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m_scriptLinesPerSecond = m_scene.SceneGraph.GetScriptLPS();
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// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
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// so that stat numbers are always consistent.
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CheckStatSanity();
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// other MS is actually simulation time
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// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
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// m_imageMS m_netMS are not included in m_frameMS
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m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
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if (m_otherMS < 0)
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m_otherMS = 0;
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float scriptTimeMS = m_scene.GetAndResetScriptExecutionTime();
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for (int i = 0; i < m_statisticViewerArraySize; i++)
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{
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sb[i] = new SimStatsPacket.StatBlock();
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}
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ;
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sb[0].StatValue = (Single.IsNaN(timeDilation)) ? 0.0f : (float)Math.Round(timeDilation,3);
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = reportedFPS;
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sb[1].StatValue = (float)Math.Round(reportedFPS,1);;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps;
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sb[2].StatValue = (float)Math.Round(physfps,1);
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = m_agentUpdates * updateFactor;
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sb[3].StatValue = m_agentUpdates * updateTimeFactor;
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sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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sb[7].StatValue = m_activePrim;
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sb[8].StatID = (uint)Stats.FrameMS;
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sb[8].StatValue = TotalFrameTime;
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sb[8].StatValue = totalFrameTime;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS * perframefactor;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS * perframefactor;
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sb[10].StatValue = physicsMS;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS * perframefactor;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS * perframefactor;
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sb[12].StatValue = otherMS;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond * updateFactor);
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sb[13].StatValue = (float)Math.Round(m_inPacketsPerSecond * updateTimeFactor);
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[14].StatValue = (m_outPacketsPerSecond * updateFactor);
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sb[14].StatValue = (float)Math.Round(m_outPacketsPerSecond * updateTimeFactor);
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sb[15].StatID = (uint)Stats.UnAckedBytes;
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sb[15].StatValue = m_unAckedBytes;
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sb[16].StatID = (uint)Stats.AgentMS;
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sb[16].StatValue = m_agentMS * perframefactor;
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sb[16].StatValue = agentMS;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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sb[27].StatValue = 0;
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sb[28].StatID = (uint)Stats.ScriptEps; // we actuall have this, but not messing array order AGAIN
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sb[28].StatValue = m_scriptEventsPerSecond * updateFactor;
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sb[28].StatValue = (float)Math.Round(m_scriptEventsPerSecond * updateTimeFactor);
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sb[29].StatID = (uint)Stats.SimAIStepTimeMS;
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sb[29].StatValue = 0;
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sb[36].StatValue = 0;
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sb[37].StatID = (uint)Stats.ScriptMS;
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sb[37].StatValue = scriptTimeMS * perframefactor;
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sb[37].StatValue = scriptTimeMS;
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for (int i = 0; i < m_statisticViewerArraySize; i++)
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{
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@ -558,12 +600,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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sbex[0].StatID = (uint)Stats.LSLScriptLinesPerSecond;
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sbex[0].StatValue = m_scriptLinesPerSecond * updateFactor;
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lastReportedSimStats[38] = m_scriptLinesPerSecond * updateFactor;
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sbex[0].StatValue = m_scriptLinesPerSecond * updateTimeFactor;
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lastReportedSimStats[38] = m_scriptLinesPerSecond * updateTimeFactor;
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sbex[1].StatID = (uint)Stats.FrameDilation2;
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sbex[1].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation;
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lastReportedSimStats[39] = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation;
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sbex[1].StatValue = (Single.IsNaN(timeDilation)) ? 0.1f : timeDilation;
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lastReportedSimStats[39] = (Single.IsNaN(timeDilation)) ? 0.1f : timeDilation;
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sbex[2].StatID = (uint)Stats.UsersLoggingIn;
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sbex[2].StatValue = m_usersLoggingIn;
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@ -597,7 +639,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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lock (m_lastReportedExtraSimStats)
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{
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m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates * updateFactor;
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m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates * updateTimeFactor;
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m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
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Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
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@ -612,7 +654,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (tuple.Key.EndsWith("MS"))
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||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframefactor;
|
||||
else
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * updateFactor;
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * updateTimeFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -626,47 +668,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private void ResetValues()
|
||||
{
|
||||
// Reset the number of frames that the physics library has
|
||||
// processed since the last stats report
|
||||
|
||||
m_timeDilation = 0;
|
||||
m_fps = 0;
|
||||
m_pfps = 0;
|
||||
m_agentUpdates = 0;
|
||||
m_objectUpdates = 0;
|
||||
//m_inPacketsPerSecond = 0;
|
||||
//m_outPacketsPerSecond = 0;
|
||||
m_unAckedBytes = 0;
|
||||
m_scriptLinesPerSecond = 0;
|
||||
m_scriptEventsPerSecond = 0;
|
||||
|
||||
m_frameMS = 0;
|
||||
m_agentMS = 0;
|
||||
m_netMS = 0;
|
||||
m_physicsMS = 0;
|
||||
m_imageMS = 0;
|
||||
m_otherMS = 0;
|
||||
m_sleeptimeMS = 0;
|
||||
|
||||
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
|
||||
//Ckrinke m_scriptMS = 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 AddTimeDilation(float td)
|
||||
{
|
||||
//float tdsetting = td;
|
||||
//if (tdsetting > 1.0f)
|
||||
//tdsetting = (tdsetting - (tdsetting - 0.91f));
|
||||
|
||||
//if (tdsetting < 0)
|
||||
//tdsetting = 0.0f;
|
||||
m_timeDilation = td;
|
||||
}
|
||||
|
||||
internal void CheckStatSanity()
|
||||
{
|
||||
|
@ -684,14 +694,44 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void AddFPS(int frames)
|
||||
# region methods called from Scene
|
||||
|
||||
public void AddFrameStats(float _timeDilation, float _physicsFPS, float _agentMS,
|
||||
float _physicsMS, float _otherMS , float _sleepMS,
|
||||
float _frameMS, float _scriptTimeMS)
|
||||
{
|
||||
m_fps += frames;
|
||||
lock(m_statsFrameLock)
|
||||
{
|
||||
m_fps++;
|
||||
m_timeDilation += _timeDilation;
|
||||
m_pfps += _physicsFPS;
|
||||
m_agentMS += _agentMS;
|
||||
m_physicsMS += _physicsMS;
|
||||
m_otherMS += _otherMS;
|
||||
m_sleeptimeMS += _sleepMS;
|
||||
m_frameMS += _frameMS;
|
||||
m_scriptTimeMS += _scriptTimeMS;
|
||||
|
||||
if (_frameMS > SlowFramesStatReportThreshold)
|
||||
SlowFramesStat.Value++;
|
||||
|
||||
m_FrameStatsTS = Util.GetTimeStampMS();
|
||||
}
|
||||
}
|
||||
|
||||
public void AddPhysicsFPS(float frames)
|
||||
private void ResetFrameStats()
|
||||
{
|
||||
m_pfps += frames;
|
||||
m_fps = 0;
|
||||
m_timeDilation = 0.0f;
|
||||
m_pfps = 0.0f;
|
||||
m_agentMS = 0.0f;
|
||||
m_physicsMS = 0.0f;
|
||||
m_otherMS = 0.0f;
|
||||
m_sleeptimeMS = 0.0f;
|
||||
m_frameMS = 0.0f;
|
||||
m_scriptTimeMS = 0.0f;
|
||||
|
||||
m_prevFrameStatsTS = m_FrameStatsTS;
|
||||
}
|
||||
|
||||
public void AddObjectUpdates(int numUpdates)
|
||||
|
@ -720,46 +760,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_unAckedBytes < 0) m_unAckedBytes = 0;
|
||||
}
|
||||
|
||||
public void addFrameMS(float ms)
|
||||
{
|
||||
m_frameMS += ms;
|
||||
|
||||
// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
|
||||
// longer than ideal due to the inaccuracy of the Sleep in Scene.Update() (which in itself is a concern).
|
||||
if (ms > SlowFramesStatReportThreshold)
|
||||
SlowFramesStat.Value++;
|
||||
}
|
||||
|
||||
public void addNetMS(float ms)
|
||||
{
|
||||
m_netMS += ms;
|
||||
}
|
||||
|
||||
public void addAgentMS(float ms)
|
||||
{
|
||||
m_agentMS += ms;
|
||||
}
|
||||
|
||||
public void addPhysicsMS(float ms)
|
||||
{
|
||||
m_physicsMS += ms;
|
||||
}
|
||||
|
||||
public void addImageMS(float ms)
|
||||
{
|
||||
m_imageMS += ms;
|
||||
}
|
||||
|
||||
public void addOtherMS(float ms)
|
||||
{
|
||||
m_otherMS += ms;
|
||||
}
|
||||
|
||||
public void addSleepMS(float ms)
|
||||
{
|
||||
m_sleeptimeMS += ms;
|
||||
}
|
||||
|
||||
public void AddPendingDownloads(int count)
|
||||
{
|
||||
m_pendingDownloads += count;
|
||||
|
@ -770,11 +781,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads);
|
||||
}
|
||||
|
||||
public void addScriptLines(int count)
|
||||
{
|
||||
m_scriptLinesPerSecond += count;
|
||||
}
|
||||
|
||||
public void addScriptEvents(int count)
|
||||
{
|
||||
m_scriptEventsPerSecond += count;
|
||||
|
|
|
@ -166,15 +166,15 @@
|
|||
; into a restart.
|
||||
InworldRestartShutsDown = false
|
||||
|
||||
; Statistics scale factor (also known by some as Fudge factor multiplier)
|
||||
; for closer compatibility with viewers, some scripts and users expectations
|
||||
; we tradicionally reported in statistics a normalized value of 55fps when a region runs at the normal rate
|
||||
; of (1 / FrameTime) defined below.
|
||||
; So multiply factor is applied to that rate (ie a divide in frame time or time per frame)
|
||||
; Its value should be 55 * FrameTime.
|
||||
; StatisticsFPSfactor = 5.0
|
||||
; or you can choose to not apply this factor:
|
||||
StatisticsFPSfactor = 1.0
|
||||
; Use of normalized 55FPS statistics
|
||||
; Opensim does not have a frame rate control like other simulators
|
||||
; Most parameters that control timing can be configurable region by region
|
||||
; To achive closer compatibility with values expected by viewers, scripts and users
|
||||
; some parameters are converted to a equivalent per frame value.
|
||||
; Adicionaly they are scaled to values they whould have on a system running at a nominal 55 frames per second rate
|
||||
; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration
|
||||
; You can choose to not apply this scale factor setting Normalized55FPS to false.
|
||||
Normalized55FPS = false
|
||||
|
||||
; Main Frame time
|
||||
; This defines the rate of several simulation events.
|
||||
|
|
Loading…
Reference in New Issue