* Start recording as a statistic the number of times we start blocking repetitive client requests for the same missing texture
* This is to maintain some visibility on the problem, since I removed the intentionally irritating log messages for this0.6.0-stable
parent
1ef37b196c
commit
e246d6e515
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@ -42,6 +42,7 @@ namespace OpenSim.Framework.Statistics
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private long texturesInCache;
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private long texturesInCache;
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private long assetCacheMemoryUsage;
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private long assetCacheMemoryUsage;
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private long textureCacheMemoryUsage;
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private long textureCacheMemoryUsage;
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private long blockedMissingTextureRequests;
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private long inventoryServiceRetrievalFailures;
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private long inventoryServiceRetrievalFailures;
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@ -50,6 +51,14 @@ namespace OpenSim.Framework.Statistics
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public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
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public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
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public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
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public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
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/// <summary>
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/// Number of persistent requests for missing textures we have started blocking from clients. To some extent
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/// this is just a temporary statistic to keep this problem in view - the root cause of this lies either
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/// in a mishandling of the reply protocol, related to avatar appearance or may even originate in graphics
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/// driver bugs on clients (though this seems less likely).
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/// </summary>
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public long BlockedMissingTextureRequests { get { return blockedMissingTextureRequests; } }
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/// <summary>
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/// <summary>
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/// Number of known failures to retrieve avatar inventory from the inventory service. This does not
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/// Number of known failures to retrieve avatar inventory from the inventory service. This does not
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/// cover situations where the inventory service accepts the request but never returns any data, since
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/// cover situations where the inventory service accepts the request but never returns any data, since
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@ -71,14 +80,20 @@ namespace OpenSim.Framework.Statistics
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public void AddTexture(AssetBase image)
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public void AddTexture(AssetBase image)
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{
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{
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// Tedd: I added null check to avoid exception. Don't know if texturesInCache should ++ anyway?
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if (image.Data != null)
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if (image.Data != null)
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{
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{
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texturesInCache++;
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texturesInCache++;
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// This could have been a pull stat, though there was originally a nebulous idea to measure flow rates
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textureCacheMemoryUsage += image.Data.Length;
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textureCacheMemoryUsage += image.Data.Length;
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}
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}
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}
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}
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public void AddBlockedMissingTextureRequest()
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{
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blockedMissingTextureRequests++;
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}
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public void AddInventoryServiceRetrievalFailure()
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public void AddInventoryServiceRetrievalFailure()
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{
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{
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inventoryServiceRetrievalFailures++;
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inventoryServiceRetrievalFailures++;
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@ -116,14 +131,22 @@ namespace OpenSim.Framework.Statistics
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public string Report()
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public string Report()
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{
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{
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StringBuilder sb = new StringBuilder(Environment.NewLine);
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StringBuilder sb = new StringBuilder(Environment.NewLine);
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sb.Append("ASSET CACHE STATISTICS");
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sb.Append("ASSET STATISTICS");
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sb.Append(Environment.NewLine);
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sb.Append(Environment.NewLine);
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sb.Append(
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sb.Append(
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string.Format(
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string.Format(
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@"Asset cache contains {0,6} assets using {1,10:0.000}K
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@"Asset cache contains {0,6} assets using {1,10:0.000}K" + Environment.NewLine,
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Texture cache contains {2,6} textures using {3,10:0.000}K" + Environment.NewLine,
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AssetsInCache, AssetCacheMemoryUsage / 1024.0));
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AssetsInCache, AssetCacheMemoryUsage / 1024.0,
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TexturesInCache, TextureCacheMemoryUsage / 1024.0));
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sb.Append(Environment.NewLine);
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sb.Append("TEXTURE STATISTICS");
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sb.Append(Environment.NewLine);
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sb.Append(
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string.Format(
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@"Texture cache contains {0,6} textures using {1,10:0.000}K
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Blocked requests for missing textures: {2}" + Environment.NewLine,
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TexturesInCache, TextureCacheMemoryUsage / 1024.0,
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BlockedMissingTextureRequests));
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sb.Append(Environment.NewLine);
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sb.Append(Environment.NewLine);
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sb.Append("INVENTORY STATISTICS");
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sb.Append("INVENTORY STATISTICS");
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@ -31,6 +31,7 @@ using libsecondlife;
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using log4net;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Limit;
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using OpenSim.Framework.Communications.Limit;
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using OpenSim.Framework.Statistics;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Scenes;
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@ -125,10 +126,11 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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{
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{
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if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
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if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
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{
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{
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
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// Commenting out this message for now as it causes too much noise with other
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// Commenting out this message for now as it causes too much noise with other
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// debug messages.
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// debug messages.
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// TODO: possibly record this as a statistic in the future
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//
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
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// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
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// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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14
prebuild.xml
14
prebuild.xml
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@ -752,17 +752,20 @@
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<Reference name="System" localCopy="false"/>
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<Reference name="System" localCopy="false"/>
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<Reference name="System.Xml"/>
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<Reference name="System.Xml"/>
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<Reference name="System.Drawing"/>
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<Reference name="System.Drawing"/>
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<Reference name="System.Runtime.Remoting"/>
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<Reference name="System.Runtime.Remoting"/>
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<Reference name="libsecondlife.dll"/>
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<Reference name="libsecondlife.dll"/>
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<Reference name="Axiom.MathLib.dll"/>
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<Reference name="Axiom.MathLib.dll"/>
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<Reference name="OpenSim.Framework"/>
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<Reference name="OpenSim.Framework"/>
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<Reference name="OpenSim.Data" />
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<Reference name="OpenSim.Data" />
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<Reference name="OpenSim.Framework.Console"/>
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<Reference name="OpenSim.Framework.Console"/>
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<Reference name="OpenSim.Region.Physics.Manager"/>
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<Reference name="OpenSim.Framework.Servers"/>
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<Reference name="OpenSim.Framework.Servers"/>
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<!-- Unit tests -->
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<Reference name="OpenSim.Framework.Statistics"/>
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<Reference name="OpenSim.Tests.Common"/>
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<Reference name="OpenSim.Region.Physics.Manager"/>
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<Reference name="nunit.framework.dll"/>
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<!-- Unit tests -->
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<Reference name="OpenSim.Tests.Common"/>
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<Reference name="nunit.framework.dll"/>
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<!-- For scripting in funny languages by default -->
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<!-- For scripting in funny languages by default -->
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<Reference name="Microsoft.JScript"/>
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<Reference name="Microsoft.JScript"/>
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<Reference name="XMLRPC.dll"/>
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<Reference name="XMLRPC.dll"/>
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<Reference name="OpenSim.Data.Base"/>
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<Reference name="OpenSim.Data.Base"/>
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<Reference name="Nini.dll" />
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<Reference name="Nini.dll" />
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<Reference name="log4net"/>
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<Reference name="log4net"/>
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<Files>
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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<Match pattern="*.cs" recurse="true"/>
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</Files>
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</Files>
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