Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
d19555e7c5
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@ -225,7 +225,6 @@ namespace OpenSim.Region.Framework.Scenes
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private int backupMS;
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private int backupMS;
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private int terrainMS;
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private int terrainMS;
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private int landMS;
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private int landMS;
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private int spareMS;
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/// <summary>
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/// <summary>
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/// Tick at which the last frame was processed.
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/// Tick at which the last frame was processed.
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@ -1434,16 +1433,20 @@ namespace OpenSim.Region.Framework.Scenes
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endFrame = Frame + frames;
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endFrame = Frame + frames;
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float physicsFPS = 0f;
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float physicsFPS = 0f;
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int previousFrameTick, tmpMS;
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int tmpMS;
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int maintc = Util.EnvironmentTickCount();
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int previousFrameTick;
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int maintc;
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int sleepMS;
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int framestart;
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while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
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while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
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{
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{
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framestart = Util.EnvironmentTickCount();
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++Frame;
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++Frame;
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// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
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// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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try
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try
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{
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{
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@ -1495,6 +1498,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGraph.UpdatePresences();
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m_sceneGraph.UpdatePresences();
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agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
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agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
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// Delete temp-on-rez stuff
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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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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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@ -1573,37 +1577,38 @@ namespace OpenSim.Region.Framework.Scenes
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Watchdog.UpdateThread();
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Watchdog.UpdateThread();
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previousFrameTick = m_lastFrameTick;
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m_lastFrameTick = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
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tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
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m_firstHeartbeat = false;
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if (tmpMS > 0)
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{
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Thread.Sleep(tmpMS);
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spareMS += tmpMS;
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}
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frameMS = Util.EnvironmentTickCountSubtract(maintc);
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maintc = Util.EnvironmentTickCount();
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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// if (Frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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StatsReporter.AddFPS(1);
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StatsReporter.addFrameMS(frameMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.AddSpareMS(spareMS);
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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previousFrameTick = m_lastFrameTick;
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m_lastFrameTick = Util.EnvironmentTickCount();
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tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
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tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
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m_firstHeartbeat = false;
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sleepMS = Util.EnvironmentTickCount();
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if (tmpMS > 0)
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Thread.Sleep(tmpMS);
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sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
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frameMS = Util.EnvironmentTickCountSubtract(framestart);
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StatsReporter.addSleepMS(sleepMS);
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StatsReporter.addFrameMS(frameMS);
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// if (Frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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// Optionally warn if a frame takes double the amount of time that it should.
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// Optionally warn if a frame takes double the amount of time that it should.
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if (DebugUpdates
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if (DebugUpdates
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&& Util.EnvironmentTickCountSubtract(
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&& Util.EnvironmentTickCountSubtract(
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@ -3066,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes
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part.LinkNum = linkNum;
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part.LinkNum = linkNum;
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// Compute the new position of this SOP relative to the group position
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// Compute the new position of this SOP relative to the group position
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part.OffsetPosition = part.GroupPosition - AbsolutePosition;
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part.OffsetPosition = newPos - AbsolutePosition;
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// (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
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// (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
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// It would have the affect of setting the physics engine position multiple
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// It would have the affect of setting the physics engine position multiple
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@ -3087,7 +3087,8 @@ namespace OpenSim.Region.Framework.Scenes
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// Since this SOP's state has changed, push those changes into the physics engine
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// Since this SOP's state has changed, push those changes into the physics engine
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// and the simulator.
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// and the simulator.
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part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
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// done on caller
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// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
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}
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}
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/// <summary>
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/// <summary>
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@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
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// saved last reported value so there is something available for llGetRegionFPS
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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 lastReportedSimFPS;
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private float[] lastReportedSimStats = new float[22];
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private float[] lastReportedSimStats = new float[23];
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private float m_pfps;
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private float m_pfps;
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/// <summary>
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/// <summary>
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@ -178,12 +178,13 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_objectUpdates;
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private int m_objectUpdates;
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private int m_frameMS;
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private int m_frameMS;
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private int m_spareMS;
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private int m_netMS;
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private int m_netMS;
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private int m_agentMS;
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private int m_agentMS;
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private int m_physicsMS;
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private int m_physicsMS;
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private int m_imageMS;
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private int m_imageMS;
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private int m_otherMS;
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private int m_otherMS;
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private int m_sleeptimeMS;
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//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
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//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
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//Ckrinke private int m_scriptMS = 0;
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//Ckrinke private int m_scriptMS = 0;
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@ -260,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
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private void statsHeartBeat(object sender, EventArgs e)
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private void statsHeartBeat(object sender, EventArgs e)
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{
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{
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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// Know what's not thread safe in Mono... modifying timers.
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// Know what's not thread safe in Mono... modifying timers.
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@ -298,6 +299,8 @@ namespace OpenSim.Region.Framework.Scenes
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physfps = 0;
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physfps = 0;
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#endregion
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#endregion
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float factor = 1 / m_statsUpdateFactor;
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if (reportedFPS <= 0)
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if (reportedFPS <= 0)
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reportedFPS = 1;
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reportedFPS = 1;
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@ -308,9 +311,22 @@ namespace OpenSim.Region.Framework.Scenes
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float targetframetime = 1100.0f / (float)m_nominalReportedFps;
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float targetframetime = 1100.0f / (float)m_nominalReportedFps;
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float sparetime;
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float sparetime;
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float sleeptime;
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if (TotalFrameTime > targetframetime)
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if (TotalFrameTime > targetframetime)
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{
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{
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sparetime = 0;
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sparetime = 0;
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sleeptime = 0;
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}
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else
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{
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sparetime = m_frameMS - m_physicsMS - m_agentMS;
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sparetime *= perframe;
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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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sleeptime = m_sleeptimeMS * perframe;
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}
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}
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m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
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m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
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@ -327,19 +343,11 @@ namespace OpenSim.Region.Framework.Scenes
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// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
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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_imageMS m_netMS are not included in m_frameMS
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m_otherMS = m_frameMS - m_physicsMS - m_agentMS;
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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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if (m_otherMS < 0)
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m_otherMS = 0;
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m_otherMS = 0;
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uint thisFrame = m_scene.Frame;
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for (int i = 0; i < 23; i++)
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float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
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m_lastUpdateFrame = thisFrame;
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// Avoid div-by-zero if somehow we've not updated any frames.
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if (framesUpdated == 0)
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framesUpdated = 1;
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for (int i = 0; i < 22; i++)
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{
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{
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sb[i] = new SimStatsPacket.StatBlock();
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sb[i] = new SimStatsPacket.StatBlock();
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}
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}
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@ -369,19 +377,19 @@ namespace OpenSim.Region.Framework.Scenes
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sb[7].StatValue = m_activePrim;
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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].StatID = (uint)Stats.FrameMS;
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sb[8].StatValue = m_frameMS / framesUpdated;
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sb[8].StatValue = TotalFrameTime;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS / framesUpdated;
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sb[9].StatValue = m_netMS * perframe;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS / framesUpdated;
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sb[10].StatValue = m_physicsMS * perframe;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS / framesUpdated;
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sb[11].StatValue = m_imageMS * perframe;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS / framesUpdated;
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sb[12].StatValue = m_otherMS * perframe;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
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sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
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@ -393,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
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sb[15].StatValue = m_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].StatID = (uint)Stats.AgentMS;
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sb[16].StatValue = m_agentMS / framesUpdated;
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sb[16].StatValue = m_agentMS * perframe;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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@ -408,7 +416,10 @@ namespace OpenSim.Region.Framework.Scenes
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sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
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sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
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sb[21].StatID = (uint)Stats.SimSpareMs;
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sb[21].StatID = (uint)Stats.SimSpareMs;
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sb[21].StatValue = m_spareMS / framesUpdated;
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sb[21].StatValue = sparetime;
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sb[22].StatID = (uint)Stats.SimSleepMs;
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sb[22].StatValue = sleeptime;
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for (int i = 0; i < 22; i++)
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for (int i = 0; i < 22; i++)
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{
|
{
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@ -441,13 +452,14 @@ namespace OpenSim.Region.Framework.Scenes
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// 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
|
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// per frame.
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// per frame.
|
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if (tuple.Key.EndsWith("MS"))
|
if (tuple.Key.EndsWith("MS"))
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m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated;
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m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
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else
|
else
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m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
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m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
|
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}
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}
|
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}
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}
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}
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}
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|
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// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
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ResetValues();
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ResetValues();
|
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}
|
}
|
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}
|
}
|
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@ -470,7 +482,8 @@ namespace OpenSim.Region.Framework.Scenes
|
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m_physicsMS = 0;
|
m_physicsMS = 0;
|
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m_imageMS = 0;
|
m_imageMS = 0;
|
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m_otherMS = 0;
|
m_otherMS = 0;
|
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m_spareMS = 0;
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// m_spareMS = 0;
|
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|
m_sleeptimeMS = 0;
|
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|
|
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//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.
|
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//Ckrinke m_scriptMS = 0;
|
//Ckrinke m_scriptMS = 0;
|
||||||
|
@ -549,11 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
|
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m_frameMS += ms;
|
m_frameMS += ms;
|
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}
|
}
|
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|
|
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public void AddSpareMS(int ms)
|
|
||||||
{
|
|
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m_spareMS += ms;
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|
||||||
}
|
|
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|
|
||||||
public void addNetMS(int ms)
|
public void addNetMS(int ms)
|
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{
|
{
|
||||||
m_netMS += ms;
|
m_netMS += ms;
|
||||||
|
@ -579,6 +587,11 @@ namespace OpenSim.Region.Framework.Scenes
|
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m_otherMS += ms;
|
m_otherMS += ms;
|
||||||
}
|
}
|
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|
|
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|
public void addSleepMS(int ms)
|
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|
{
|
||||||
|
m_sleeptimeMS += ms;
|
||||||
|
}
|
||||||
|
|
||||||
public void AddPendingDownloads(int count)
|
public void AddPendingDownloads(int count)
|
||||||
{
|
{
|
||||||
m_pendingDownloads += count;
|
m_pendingDownloads += count;
|
||||||
|
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