Merge pull request #1 from gamucf/moses.metricsPhase1

Moses.metrics Phase1
fsassets
Michael Heilmann 2015-04-22 13:42:48 -04:00
commit e7f2b77bfb
3 changed files with 234 additions and 21 deletions

104
OpenSim/Region/Framework/Scenes/Scene.cs Normal file → Executable file
View File

@ -1107,7 +1107,27 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Interest Management #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.OnSendStatsResult += SendSimStatsPackets;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
@ -1607,6 +1627,21 @@ namespace OpenSim.Region.Framework.Scenes
float physicsFPS = 0f; float physicsFPS = 0f;
int previousFrameTick, tmpMS; 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)) while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
{ {
++Frame; ++Frame;
@ -1622,25 +1657,62 @@ namespace OpenSim.Region.Framework.Scenes
// Apply taints in terrain module to terrain in physics scene // Apply taints in terrain module to terrain in physics scene
if (Frame % m_update_terrain == 0) 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(); tmpMS = Util.EnvironmentTickCount();
simFrameStopwatch.Start();
UpdateTerrain(); UpdateTerrain();
// Get the simulation frame time that the avatar force
// input took
simFrameStopwatch.Stop();
preciseSimFrameTime =
simFrameStopwatch.Elapsed.TotalMilliseconds;
terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
} }
tmpMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
// Begin the stopwatch to track the time to prepare physics
physicsFrameStopwatch.Start();
if (PhysicsEnabled && Frame % m_update_physics == 0) if (PhysicsEnabled && Frame % m_update_physics == 0)
m_sceneGraph.UpdatePreparePhysics(); 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); physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
// Apply any pending avatar force input to the avatar's velocity // Apply any pending avatar force input to the avatar's velocity
tmpMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
simFrameStopwatch.Restart();
if (Frame % m_update_entitymovement == 0) if (Frame % m_update_entitymovement == 0)
m_sceneGraph.UpdateScenePresenceMovement(); m_sceneGraph.UpdateScenePresenceMovement();
// Get the simulation frame time that the avatar force input
// took
simFrameStopwatch.Stop();
preciseSimFrameTime +=
simFrameStopwatch.Elapsed.TotalMilliseconds;
agentMS = Util.EnvironmentTickCountSubtract(tmpMS); agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
// velocity // velocity
tmpMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
physicsFrameStopwatch.Restart();
if (Frame % m_update_physics == 0) if (Frame % m_update_physics == 0)
{ {
if (PhysicsEnabled) if (PhysicsEnabled)
@ -1649,8 +1721,16 @@ namespace OpenSim.Region.Framework.Scenes
if (SynchronizeScene != null) if (SynchronizeScene != null)
SynchronizeScene(this); SynchronizeScene(this);
} }
// Add the main physics update time to the prepare physics
// time
physicsFrameStopwatch.Stop();
precisePhysicsFrameTime +=
physicsFrameStopwatch.Elapsed.TotalMilliseconds;
physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
// Start the stopwatch for the remainder of the simulation
simFrameStopwatch.Restart();
tmpMS = Util.EnvironmentTickCount(); tmpMS = Util.EnvironmentTickCount();
// Check if any objects have reached their targets // Check if any objects have reached their targets
@ -1738,6 +1818,11 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerRegionHeartbeatEnd(this); EventManager.TriggerRegionHeartbeatEnd(this);
otherMS = eventMS + backupMS + terrainMS + landMS; otherMS = eventMS + backupMS + terrainMS + landMS;
// Get the elapsed time for the simulation frame
simFrameStopwatch.Stop();
preciseSimFrameTime +=
simFrameStopwatch.Elapsed.TotalMilliseconds;
if (!UpdateOnTimer) if (!UpdateOnTimer)
{ {
Watchdog.UpdateThread(); Watchdog.UpdateThread();
@ -1754,6 +1839,14 @@ namespace OpenSim.Region.Framework.Scenes
spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS); 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; previousFrameTick = m_lastFrameTick;
frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick);
m_lastFrameTick = Util.EnvironmentTickCount(); m_lastFrameTick = Util.EnvironmentTickCount();
@ -1771,6 +1864,15 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.AddSpareMS(spareMS); StatsReporter.AddSpareMS(spareMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); 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. // Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates if (DebugUpdates
&& Util.EnvironmentTickCountSubtract( && Util.EnvironmentTickCountSubtract(

119
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs Normal file → Executable file
View File

@ -213,6 +213,27 @@ namespace OpenSim.Region.Framework.Scenes
private int m_objectCapacity = 45000; 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 Scene m_scene;
private RegionInfo ReportingRegion; private RegionInfo ReportingRegion;
@ -223,6 +244,13 @@ namespace OpenSim.Region.Framework.Scenes
public SimStatsReporter(Scene scene) 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_scene = scene;
m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps; m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
@ -256,6 +284,13 @@ namespace OpenSim.Region.Framework.Scenes
StatsManager.RegisterStat(SlowFramesStat); 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() public void Close()
{ {
m_report.Elapsed -= TriggerStatsHeartbeat; m_report.Elapsed -= TriggerStatsHeartbeat;
@ -289,6 +324,11 @@ namespace OpenSim.Region.Framework.Scenes
private void statsHeartBeat(object sender, EventArgs e) private void statsHeartBeat(object sender, EventArgs e)
{ {
double totalSumFrameTime;
double simulationSumFrameTime;
double physicsSumFrameTime;
double networkSumFrameTime;
if (!m_scene.Active) if (!m_scene.Active)
return; return;
@ -314,14 +354,21 @@ namespace OpenSim.Region.Framework.Scenes
#region various statistic googly moogly #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 // 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. // 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 // save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; 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) //if (physfps > 600)
//physfps = physfps - (physfps - 600); //physfps = physfps - (physfps - 600);
@ -364,6 +411,26 @@ namespace OpenSim.Region.Framework.Scenes
sb[i] = new SimStatsPacket.StatBlock(); 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].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
@ -388,20 +455,30 @@ namespace OpenSim.Region.Framework.Scenes
sb[7].StatID = (uint) Stats.ActivePrim; sb[7].StatID = (uint) Stats.ActivePrim;
sb[7].StatValue = m_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].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].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].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].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS / framesUpdated; sb[11].StatValue = m_imageMS / framesUpdated;
sb[12].StatID = (uint)Stats.OtherMS; 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].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@ -475,6 +552,10 @@ namespace OpenSim.Region.Framework.Scenes
private void ResetValues() 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_timeDilation = 0;
m_fps = 0; m_fps = 0;
m_pfps = 0; m_pfps = 0;
@ -605,6 +686,32 @@ namespace OpenSim.Region.Framework.Scenes
m_otherMS += ms; 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) public void AddPendingDownloads(int count)
{ {
m_pendingDownloads += count; m_pendingDownloads += count;

View File

@ -398,27 +398,31 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public bool DeleteNPC(UUID agentID, Scene scene) public bool DeleteNPC(UUID agentID, Scene scene)
{ {
bool doRemove = false;
NPCAvatar av;
lock (m_avatars) lock (m_avatars)
{ {
NPCAvatar av;
if (m_avatars.TryGetValue(agentID, out av)) if (m_avatars.TryGetValue(agentID, out av))
{ {
/* /*
m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
agentID, av.Name); agentID, av.Name);
*/ */
doRemove = true;
scene.CloseAgent(agentID, false);
m_avatars.Remove(agentID);
/*
m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
agentID, av.Name);
*/
return 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", m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
agentID); agentID);