diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs old mode 100644 new mode 100755 index 471555877b..906c862beb --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1107,7 +1107,27 @@ namespace OpenSim.Region.Framework.Scenes #endregion Interest Management - StatsReporter = new SimStatsReporter(this); + // Acquire the statistics section of the OpenSim.ini file located + // in the bin directory + IConfig statisticsConfig = m_config.Configs["Statistics"]; + + // Confirm that the statistics section existed in the configuration + // file + if (statisticsConfig != null) + { + // Create the StatsReporter using the number of frames to store + // for the frame time statistics, or 10 frames if the config + // file doesn't contain a value + StatsReporter = new SimStatsReporter(this, + statisticsConfig.GetInt("NumberOfFrames", 10)); + } + else + { + // Create a StatsReporter with the current scene and a default + // 10 frames stored for the frame time statistics + StatsReporter = new SimStatsReporter(this); + } + StatsReporter.OnSendStatsResult += SendSimStatsPackets; StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; @@ -1607,6 +1627,21 @@ namespace OpenSim.Region.Framework.Scenes float physicsFPS = 0f; int previousFrameTick, tmpMS; + // These variables will be used to save the precise frame time using the + // Stopwatch class of Microsoft SDK; the times are recorded at the start + // and end of a particular section of code, and then used to calculate + // the frame times, which are the sums of the sections for each given name + double preciseTotalFrameTime = 0.0; + double preciseSimFrameTime = 0.0; + double precisePhysicsFrameTime = 0.0; + Stopwatch totalFrameStopwatch = new Stopwatch(); + Stopwatch simFrameStopwatch = new Stopwatch(); + Stopwatch physicsFrameStopwatch = new Stopwatch(); + + // Begin the stopwatch to keep track of the time that the frame + // started running to determine how long the frame took to complete + totalFrameStopwatch.Start(); + while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) { ++Frame; @@ -1622,25 +1657,62 @@ namespace OpenSim.Region.Framework.Scenes // Apply taints in terrain module to terrain in physics scene if (Frame % m_update_terrain == 0) { + // At several points inside the code there was a need to + // create a more precise measurement of time elapsed. + // This led to the addition of variables that have a + // similar function and thus remain tightly connected to + // their original counterparts. However, the original + // code is not receiving comments from our group because + // we don't feel right modifying the code to that degree + // at this point in time, the precise values all begin + // with the keyword precise tmpMS = Util.EnvironmentTickCount(); + + simFrameStopwatch.Start(); UpdateTerrain(); + + // Get the simulation frame time that the avatar force + // input took + simFrameStopwatch.Stop(); + preciseSimFrameTime = + simFrameStopwatch.Elapsed.TotalMilliseconds; terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); } tmpMS = Util.EnvironmentTickCount(); + + // Begin the stopwatch to track the time to prepare physics + physicsFrameStopwatch.Start(); if (PhysicsEnabled && Frame % m_update_physics == 0) m_sceneGraph.UpdatePreparePhysics(); + + // Get the time it took to prepare the physics, this + // would report the most precise time that physics was + // running on the machine and should the physics not be + // enabled will report the time it took to check if physics + // was enabled + physicsFrameStopwatch.Stop(); + precisePhysicsFrameTime = + physicsFrameStopwatch.Elapsed.TotalMilliseconds; physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); // Apply any pending avatar force input to the avatar's velocity tmpMS = Util.EnvironmentTickCount(); + simFrameStopwatch.Restart(); if (Frame % m_update_entitymovement == 0) m_sceneGraph.UpdateScenePresenceMovement(); + + // Get the simulation frame time that the avatar force input + // took + simFrameStopwatch.Stop(); + preciseSimFrameTime += + simFrameStopwatch.Elapsed.TotalMilliseconds; agentMS = Util.EnvironmentTickCountSubtract(tmpMS); // Perform the main physics update. This will do the actual work of moving objects and avatars according to their // velocity tmpMS = Util.EnvironmentTickCount(); + physicsFrameStopwatch.Restart(); if (Frame % m_update_physics == 0) { if (PhysicsEnabled) @@ -1649,8 +1721,16 @@ namespace OpenSim.Region.Framework.Scenes if (SynchronizeScene != null) SynchronizeScene(this); } + + // Add the main physics update time to the prepare physics + // time + physicsFrameStopwatch.Stop(); + precisePhysicsFrameTime += + physicsFrameStopwatch.Elapsed.TotalMilliseconds; physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); + // Start the stopwatch for the remainder of the simulation + simFrameStopwatch.Restart(); tmpMS = Util.EnvironmentTickCount(); // Check if any objects have reached their targets @@ -1738,6 +1818,11 @@ namespace OpenSim.Region.Framework.Scenes EventManager.TriggerRegionHeartbeatEnd(this); otherMS = eventMS + backupMS + terrainMS + landMS; + // Get the elapsed time for the simulation frame + simFrameStopwatch.Stop(); + preciseSimFrameTime += + simFrameStopwatch.Elapsed.TotalMilliseconds; + if (!UpdateOnTimer) { Watchdog.UpdateThread(); @@ -1754,6 +1839,14 @@ namespace OpenSim.Region.Framework.Scenes spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS); } + // Get the total frame time + totalFrameStopwatch.Stop(); + preciseTotalFrameTime = + totalFrameStopwatch.Elapsed.TotalMilliseconds; + + // Restart the stopwatch for the total time of the next frame + totalFrameStopwatch.Restart(); + previousFrameTick = m_lastFrameTick; frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); m_lastFrameTick = Util.EnvironmentTickCount(); @@ -1771,6 +1864,15 @@ namespace OpenSim.Region.Framework.Scenes StatsReporter.AddSpareMS(spareMS); StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); + // Send the correct time values to the stats reporter for the + // frame times + StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime, + preciseSimFrameTime, precisePhysicsFrameTime, 0.0); + + // Send the correct number of frames that the physics library + // has processed to the stats reporter + StatsReporter.addPhysicsFrame(1); + // Optionally warn if a frame takes double the amount of time that it should. if (DebugUpdates && Util.EnvironmentTickCountSubtract( diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs old mode 100644 new mode 100755 index 8f1e3456dd..6182bcd65d --- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs @@ -213,6 +213,27 @@ namespace OpenSim.Region.Framework.Scenes private int m_objectCapacity = 45000; + // This is the number of frames that will be stored and then averaged for + // the Total, Simulation, Physics, and Network Frame Time; It is set to + // 10 by default but can be changed by the OpenSim.ini configuration file + // NumberOfFrames parameter + private int m_numberFramesStored = 10; + + // The arrays that will hold the time it took to run the past N frames, + // where N is the num_frames_to_average given by the configuration file + private double[] m_totalFrameTimeMilliseconds; + private double[] m_simulationFrameTimeMilliseconds; + private double[] m_physicsFrameTimeMilliseconds; + private double[] m_networkFrameTimeMilliseconds; + + // The location of the next time in milliseconds that will be + // (over)written when the next frame completes + private int m_nextLocation = 0; + + // The correct number of frames that have completed since the last stats + // update for physics + private int m_numberPhysicsFrames; + private Scene m_scene; private RegionInfo ReportingRegion; @@ -223,6 +244,13 @@ namespace OpenSim.Region.Framework.Scenes public SimStatsReporter(Scene scene) { + // Initialize the different frame time arrays to the correct sizes + m_totalFrameTimeMilliseconds = new double[m_numberFramesStored]; + m_simulationFrameTimeMilliseconds = new + double[m_numberFramesStored]; + m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored]; + m_networkFrameTimeMilliseconds = new double[m_numberFramesStored]; + m_scene = scene; m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps; m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); @@ -256,6 +284,13 @@ namespace OpenSim.Region.Framework.Scenes StatsManager.RegisterStat(SlowFramesStat); } + public SimStatsReporter(Scene scene, int numberOfFrames) : this (scene) + { + // Store the number of frames from the OpenSim.ini configuration + // file + m_numberFramesStored = numberOfFrames; + } + public void Close() { m_report.Elapsed -= TriggerStatsHeartbeat; @@ -289,6 +324,11 @@ namespace OpenSim.Region.Framework.Scenes private void statsHeartBeat(object sender, EventArgs e) { + double totalSumFrameTime; + double simulationSumFrameTime; + double physicsSumFrameTime; + double networkSumFrameTime; + if (!m_scene.Active) return; @@ -314,14 +354,21 @@ namespace OpenSim.Region.Framework.Scenes #region various statistic googly moogly + // ORIGINAL code commented out until we have time to add our own + // statistics to the statistics window, this will be done as a + // new section given the title of our current project // We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently // locked at a maximum of 11. Maybe at some point this can change so that we're not lying. - int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); - + //int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); + int reportedFPS = m_fps; + // save the reported value so there is something available for llGetRegionFPS lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; - float physfps = ((m_pfps / 1000)); + // ORIGINAL code commented out until we have time to add our own + // statistics to the statistics window + //float physfps = ((m_pfps / 1000)); + float physfps = m_numberPhysicsFrames; //if (physfps > 600) //physfps = physfps - (physfps - 600); @@ -364,6 +411,26 @@ namespace OpenSim.Region.Framework.Scenes sb[i] = new SimStatsPacket.StatBlock(); } + // Resetting the sums of the frame times to prevent any errors + // in calculating the moving average for frame time + totalSumFrameTime = 0; + simulationSumFrameTime = 0; + physicsSumFrameTime = 0; + networkSumFrameTime = 0; + + // Loop through all the frames that were stored for the current + // heartbeat to process the moving average of frame times + for (int i = 0; i < m_numberFramesStored; i++) + { + // Sum up each frame time in order to calculate the moving + // average of frame time + totalSumFrameTime += m_totalFrameTimeMilliseconds[i]; + simulationSumFrameTime += + m_simulationFrameTimeMilliseconds[i]; + physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i]; + networkSumFrameTime += m_networkFrameTimeMilliseconds[i]; + } + sb[0].StatID = (uint) Stats.TimeDilation; sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); @@ -388,21 +455,31 @@ namespace OpenSim.Region.Framework.Scenes sb[7].StatID = (uint) Stats.ActivePrim; sb[7].StatValue = m_activePrim; + // ORIGINAL code commented out until we have time to add our own + // statistics to the statistics window sb[8].StatID = (uint)Stats.FrameMS; - sb[8].StatValue = m_frameMS / framesUpdated; + //sb[8].StatValue = m_frameMS / framesUpdated; + sb[8].StatValue = (float) totalSumFrameTime / + m_numberFramesStored; sb[9].StatID = (uint)Stats.NetMS; - sb[9].StatValue = m_netMS / framesUpdated; + //sb[9].StatValue = m_netMS / framesUpdated; + sb[9].StatValue = (float) networkSumFrameTime / + m_numberFramesStored; sb[10].StatID = (uint)Stats.PhysicsMS; - sb[10].StatValue = m_physicsMS / framesUpdated; + //sb[10].StatValue = m_physicsMS / framesUpdated; + sb[10].StatValue = (float) physicsSumFrameTime / + m_numberFramesStored; sb[11].StatID = (uint)Stats.ImageMS ; sb[11].StatValue = m_imageMS / framesUpdated; sb[12].StatID = (uint)Stats.OtherMS; - sb[12].StatValue = m_otherMS / framesUpdated; - + //sb[12].StatValue = m_otherMS / framesUpdated; + sb[12].StatValue = (float) simulationSumFrameTime / + m_numberFramesStored; + sb[13].StatID = (uint)Stats.InPacketsPerSecond; sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); @@ -475,6 +552,10 @@ 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_numberPhysicsFrames = 0; + m_timeDilation = 0; m_fps = 0; m_pfps = 0; @@ -605,6 +686,32 @@ namespace OpenSim.Region.Framework.Scenes m_otherMS += ms; } + public void addPhysicsFrame(int frames) + { + // Add the number of physics frames to the correct total physics + // frames + m_numberPhysicsFrames += frames; + } + + public void addFrameTimeMilliseconds(double total, double simulation, + double physics, double network) + { + // Save the frame times from the current frame into the appropriate + // arrays + m_totalFrameTimeMilliseconds[m_nextLocation] = total; + m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation; + m_physicsFrameTimeMilliseconds[m_nextLocation] = physics; + m_networkFrameTimeMilliseconds[m_nextLocation] = network; + + // Update to the next location in the list + m_nextLocation++; + + // Since the list will begin to overwrite the oldest frame values + // first, the next location needs to loop back to the beginning of the + // list whenever it reaches the end + m_nextLocation = m_nextLocation % m_numberFramesStored; + } + public void AddPendingDownloads(int count) { m_pendingDownloads += count; diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index b834619d2c..9232db9e0a 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -398,27 +398,31 @@ namespace OpenSim.Region.OptionalModules.World.NPC public bool DeleteNPC(UUID agentID, Scene scene) { + bool doRemove = false; + NPCAvatar av; lock (m_avatars) { - NPCAvatar av; if (m_avatars.TryGetValue(agentID, out av)) { /* m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name); */ - - scene.CloseAgent(agentID, false); - - m_avatars.Remove(agentID); - - /* - m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", - agentID, av.Name); - */ - return true; + doRemove = true; } } + + if (doRemove) + { + scene.CloseAgent(agentID, false); + lock (m_avatars) + { + m_avatars.Remove(agentID); + } + m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", + agentID, av.Name); + return true; + } /* m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", agentID); @@ -457,4 +461,4 @@ namespace OpenSim.Region.OptionalModules.World.NPC av.OwnerID == callerID || av.AgentId == callerID; } } -} \ No newline at end of file +}