Add Scene.DebugUpdates switch which, if turned on, will print out a warning when a frame updates takes longer than twice the desired time
This is controlled via "debug scene updates true|false" on the region console. Also fix an oversight with "debug scene teleport true|false"0.7.4.1
parent
ab243f4a57
commit
de53aa32e0
|
@ -65,8 +65,17 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
#region Fields
|
#region Fields
|
||||||
|
|
||||||
public bool EmergencyMonitoring = false;
|
public bool EmergencyMonitoring = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Show debug information about teleports.
|
||||||
|
/// </summary>
|
||||||
public bool DebugTeleporting { get; private set; }
|
public bool DebugTeleporting { get; private set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Show debug information about the scene loop.
|
||||||
|
/// </summary>
|
||||||
|
public bool DebugUpdates { get; private set; }
|
||||||
|
|
||||||
public SynchronizeSceneHandler SynchronizeScene;
|
public SynchronizeSceneHandler SynchronizeScene;
|
||||||
public SimStatsReporter StatsReporter;
|
public SimStatsReporter StatsReporter;
|
||||||
public List<Border> NorthBorders = new List<Border>();
|
public List<Border> NorthBorders = new List<Border>();
|
||||||
|
@ -1060,13 +1069,24 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
if (options.ContainsKey("physics"))
|
if (options.ContainsKey("physics"))
|
||||||
{
|
{
|
||||||
bool enablePhysics = false;
|
bool enablePhysics;
|
||||||
if (bool.TryParse(options["physics"], out enablePhysics) && m_physics_enabled != enablePhysics)
|
if (bool.TryParse(options["physics"], out enablePhysics))
|
||||||
m_physics_enabled = enablePhysics;
|
m_physics_enabled = enablePhysics;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (options.ContainsKey("teleport"))
|
if (options.ContainsKey("teleport"))
|
||||||
DebugTeleporting = true;
|
{
|
||||||
|
bool enableTeleportDebugging;
|
||||||
|
if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
|
||||||
|
DebugTeleporting = enableTeleportDebugging;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (options.ContainsKey("updates"))
|
||||||
|
{
|
||||||
|
bool enableUpdateDebugging;
|
||||||
|
if (bool.TryParse(options["updates"], out enableUpdateDebugging))
|
||||||
|
DebugUpdates = enableUpdateDebugging;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public int GetInaccurateNeighborCount()
|
public int GetInaccurateNeighborCount()
|
||||||
|
@ -1390,7 +1410,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Tell the watchdog that this thread is still alive
|
// Tell the watchdog that this thread is still alive
|
||||||
Watchdog.UpdateThread();
|
Watchdog.UpdateThread();
|
||||||
|
|
||||||
// previousFrameTick = m_lastFrameTick;
|
previousFrameTick = m_lastFrameTick;
|
||||||
m_lastFrameTick = Util.EnvironmentTickCount();
|
m_lastFrameTick = Util.EnvironmentTickCount();
|
||||||
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
|
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
|
||||||
maintc = (int)(MinFrameTime * 1000) - maintc;
|
maintc = (int)(MinFrameTime * 1000) - maintc;
|
||||||
|
@ -1399,12 +1419,14 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
Thread.Sleep(maintc);
|
Thread.Sleep(maintc);
|
||||||
|
|
||||||
// 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 (Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
|
if (DebugUpdates
|
||||||
// m_log.WarnFormat(
|
&& Util.EnvironmentTickCountSubtract(
|
||||||
// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
|
m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
|
||||||
// Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
|
m_log.WarnFormat(
|
||||||
// MinFrameTime * 1000,
|
"[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
|
||||||
// RegionInfo.RegionName);
|
Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
|
||||||
|
MinFrameTime * 1000,
|
||||||
|
RegionInfo.RegionName);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue