Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork

avinationmerge
ubit 2012-07-17 06:46:51 +02:00
commit d19555e7c5
3 changed files with 72 additions and 53 deletions

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@ -225,7 +225,6 @@ namespace OpenSim.Region.Framework.Scenes
private int backupMS; private int backupMS;
private int terrainMS; private int terrainMS;
private int landMS; private int landMS;
private int spareMS;
/// <summary> /// <summary>
/// Tick at which the last frame was processed. /// Tick at which the last frame was processed.
@ -1434,16 +1433,20 @@ namespace OpenSim.Region.Framework.Scenes
endFrame = Frame + frames; endFrame = Frame + frames;
float physicsFPS = 0f; float physicsFPS = 0f;
int previousFrameTick, tmpMS; int tmpMS;
int maintc = Util.EnvironmentTickCount(); int previousFrameTick;
int maintc;
int sleepMS;
int framestart;
while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
{ {
framestart = Util.EnvironmentTickCount();
++Frame; ++Frame;
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
try try
{ {
@ -1495,6 +1498,7 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.UpdatePresences(); m_sceneGraph.UpdatePresences();
agentMS += Util.EnvironmentTickCountSubtract(tmpMS); agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
// Delete temp-on-rez stuff // Delete temp-on-rez stuff
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@ -1573,37 +1577,38 @@ namespace OpenSim.Region.Framework.Scenes
Watchdog.UpdateThread(); Watchdog.UpdateThread();
previousFrameTick = m_lastFrameTick;
m_lastFrameTick = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
m_firstHeartbeat = false;
if (tmpMS > 0)
{
Thread.Sleep(tmpMS);
spareMS += tmpMS;
}
frameMS = Util.EnvironmentTickCountSubtract(maintc);
maintc = Util.EnvironmentTickCount();
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS); StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation); StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1); StatsReporter.AddFPS(1);
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS); StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2); StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS); StatsReporter.addOtherMS(otherMS);
StatsReporter.AddSpareMS(spareMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
previousFrameTick = m_lastFrameTick;
m_lastFrameTick = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
m_firstHeartbeat = false;
sleepMS = Util.EnvironmentTickCount();
if (tmpMS > 0)
Thread.Sleep(tmpMS);
sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
frameMS = Util.EnvironmentTickCountSubtract(framestart);
StatsReporter.addSleepMS(sleepMS);
StatsReporter.addFrameMS(frameMS);
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
// Optionally warn if a frame takes double the amount of time that it should. // Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates if (DebugUpdates
&& Util.EnvironmentTickCountSubtract( && Util.EnvironmentTickCountSubtract(

View File

@ -3066,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes
part.LinkNum = linkNum; part.LinkNum = linkNum;
// Compute the new position of this SOP relative to the group position // Compute the new position of this SOP relative to the group position
part.OffsetPosition = part.GroupPosition - AbsolutePosition; part.OffsetPosition = newPos - AbsolutePosition;
// (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
// It would have the affect of setting the physics engine position multiple // It would have the affect of setting the physics engine position multiple
@ -3087,7 +3087,8 @@ namespace OpenSim.Region.Framework.Scenes
// Since this SOP's state has changed, push those changes into the physics engine // Since this SOP's state has changed, push those changes into the physics engine
// and the simulator. // and the simulator.
part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); // done on caller
// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
} }
/// <summary> /// <summary>

View File

@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
// saved last reported value so there is something available for llGetRegionFPS // saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS; private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[22]; private float[] lastReportedSimStats = new float[23];
private float m_pfps; private float m_pfps;
/// <summary> /// <summary>
@ -178,12 +178,13 @@ namespace OpenSim.Region.Framework.Scenes
private int m_objectUpdates; private int m_objectUpdates;
private int m_frameMS; private int m_frameMS;
private int m_spareMS;
private int m_netMS; private int m_netMS;
private int m_agentMS; private int m_agentMS;
private int m_physicsMS; private int m_physicsMS;
private int m_imageMS; private int m_imageMS;
private int m_otherMS; private int m_otherMS;
private int m_sleeptimeMS;
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
//Ckrinke private int m_scriptMS = 0; //Ckrinke private int m_scriptMS = 0;
@ -260,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
private void statsHeartBeat(object sender, EventArgs e) private void statsHeartBeat(object sender, EventArgs e)
{ {
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers. // Know what's not thread safe in Mono... modifying timers.
@ -298,6 +299,8 @@ namespace OpenSim.Region.Framework.Scenes
physfps = 0; physfps = 0;
#endregion #endregion
float factor = 1 / m_statsUpdateFactor;
if (reportedFPS <= 0) if (reportedFPS <= 0)
reportedFPS = 1; reportedFPS = 1;
@ -308,9 +311,22 @@ namespace OpenSim.Region.Framework.Scenes
float targetframetime = 1100.0f / (float)m_nominalReportedFps; float targetframetime = 1100.0f / (float)m_nominalReportedFps;
float sparetime; float sparetime;
float sleeptime;
if (TotalFrameTime > targetframetime) if (TotalFrameTime > targetframetime)
{ {
sparetime = 0; sparetime = 0;
sleeptime = 0;
}
else
{
sparetime = m_frameMS - m_physicsMS - m_agentMS;
sparetime *= perframe;
if (sparetime < 0)
sparetime = 0;
else if (sparetime > TotalFrameTime)
sparetime = TotalFrameTime;
sleeptime = m_sleeptimeMS * perframe;
} }
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
@ -327,19 +343,11 @@ namespace OpenSim.Region.Framework.Scenes
// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS; // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
// m_imageMS m_netMS are not included in m_frameMS // m_imageMS m_netMS are not included in m_frameMS
m_otherMS = m_frameMS - m_physicsMS - m_agentMS; m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
if (m_otherMS < 0) if (m_otherMS < 0)
m_otherMS = 0; m_otherMS = 0;
uint thisFrame = m_scene.Frame; for (int i = 0; i < 23; i++)
float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
m_lastUpdateFrame = thisFrame;
// Avoid div-by-zero if somehow we've not updated any frames.
if (framesUpdated == 0)
framesUpdated = 1;
for (int i = 0; i < 22; i++)
{ {
sb[i] = new SimStatsPacket.StatBlock(); sb[i] = new SimStatsPacket.StatBlock();
} }
@ -369,19 +377,19 @@ namespace OpenSim.Region.Framework.Scenes
sb[7].StatValue = m_activePrim; sb[7].StatValue = m_activePrim;
sb[8].StatID = (uint)Stats.FrameMS; sb[8].StatID = (uint)Stats.FrameMS;
sb[8].StatValue = m_frameMS / framesUpdated; sb[8].StatValue = TotalFrameTime;
sb[9].StatID = (uint)Stats.NetMS; sb[9].StatID = (uint)Stats.NetMS;
sb[9].StatValue = m_netMS / framesUpdated; sb[9].StatValue = m_netMS * perframe;
sb[10].StatID = (uint)Stats.PhysicsMS; sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS / framesUpdated; sb[10].StatValue = m_physicsMS * perframe;
sb[11].StatID = (uint)Stats.ImageMS ; sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS / framesUpdated; sb[11].StatValue = m_imageMS * perframe;
sb[12].StatID = (uint)Stats.OtherMS; sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatValue = m_otherMS / framesUpdated; sb[12].StatValue = m_otherMS * perframe;
sb[13].StatID = (uint)Stats.InPacketsPerSecond; sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@ -393,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
sb[15].StatValue = m_unAckedBytes; sb[15].StatValue = m_unAckedBytes;
sb[16].StatID = (uint)Stats.AgentMS; sb[16].StatID = (uint)Stats.AgentMS;
sb[16].StatValue = m_agentMS / framesUpdated; sb[16].StatValue = m_agentMS * perframe;
sb[17].StatID = (uint)Stats.PendingDownloads; sb[17].StatID = (uint)Stats.PendingDownloads;
sb[17].StatValue = m_pendingDownloads; sb[17].StatValue = m_pendingDownloads;
@ -408,7 +416,10 @@ namespace OpenSim.Region.Framework.Scenes
sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
sb[21].StatID = (uint)Stats.SimSpareMs; sb[21].StatID = (uint)Stats.SimSpareMs;
sb[21].StatValue = m_spareMS / framesUpdated; sb[21].StatValue = sparetime;
sb[22].StatID = (uint)Stats.SimSleepMs;
sb[22].StatValue = sleeptime;
for (int i = 0; i < 22; i++) for (int i = 0; i < 22; i++)
{ {
@ -441,13 +452,14 @@ namespace OpenSim.Region.Framework.Scenes
// Need to change things so that stats source can indicate whether they are per second or // Need to change things so that stats source can indicate whether they are per second or
// per frame. // per frame.
if (tuple.Key.EndsWith("MS")) if (tuple.Key.EndsWith("MS"))
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
else else
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
} }
} }
} }
// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
ResetValues(); ResetValues();
} }
} }
@ -470,7 +482,8 @@ namespace OpenSim.Region.Framework.Scenes
m_physicsMS = 0; m_physicsMS = 0;
m_imageMS = 0; m_imageMS = 0;
m_otherMS = 0; m_otherMS = 0;
m_spareMS = 0; // m_spareMS = 0;
m_sleeptimeMS = 0;
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. //Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
//Ckrinke m_scriptMS = 0; //Ckrinke m_scriptMS = 0;
@ -549,11 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
m_frameMS += ms; m_frameMS += ms;
} }
public void AddSpareMS(int ms)
{
m_spareMS += ms;
}
public void addNetMS(int ms) public void addNetMS(int ms)
{ {
m_netMS += ms; m_netMS += ms;
@ -579,6 +587,11 @@ namespace OpenSim.Region.Framework.Scenes
m_otherMS += ms; m_otherMS += ms;
} }
public void addSleepMS(int ms)
{
m_sleeptimeMS += ms;
}
public void AddPendingDownloads(int count) public void AddPendingDownloads(int count)
{ {
m_pendingDownloads += count; m_pendingDownloads += count;