fix our stats ( old schema )

avinationmerge
UbitUmarov 2012-07-17 03:45:16 +01:00
parent cd0bf93e71
commit f004db6572
2 changed files with 69 additions and 51 deletions

View File

@ -225,7 +225,6 @@ namespace OpenSim.Region.Framework.Scenes
private int backupMS;
private int terrainMS;
private int landMS;
private int spareMS;
/// <summary>
/// Tick at which the last frame was processed.
@ -1434,16 +1433,20 @@ namespace OpenSim.Region.Framework.Scenes
endFrame = Frame + frames;
float physicsFPS = 0f;
int previousFrameTick, tmpMS;
int maintc = Util.EnvironmentTickCount();
int tmpMS;
int previousFrameTick;
int maintc;
int sleepMS;
int framestart;
while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
{
framestart = Util.EnvironmentTickCount();
++Frame;
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
try
{
@ -1495,6 +1498,7 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.UpdatePresences();
agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
// Delete temp-on-rez stuff
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@ -1573,37 +1577,38 @@ namespace OpenSim.Region.Framework.Scenes
Watchdog.UpdateThread();
previousFrameTick = m_lastFrameTick;
m_lastFrameTick = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
m_firstHeartbeat = false;
if (tmpMS > 0)
{
Thread.Sleep(tmpMS);
spareMS += tmpMS;
}
frameMS = Util.EnvironmentTickCountSubtract(maintc);
maintc = Util.EnvironmentTickCount();
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
StatsReporter.AddPhysicsFPS(physicsFPS);
StatsReporter.AddTimeDilation(TimeDilation);
StatsReporter.AddFPS(1);
StatsReporter.addFrameMS(frameMS);
StatsReporter.addAgentMS(agentMS);
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
StatsReporter.addOtherMS(otherMS);
StatsReporter.AddSpareMS(spareMS);
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
previousFrameTick = m_lastFrameTick;
m_lastFrameTick = Util.EnvironmentTickCount();
tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
m_firstHeartbeat = false;
sleepMS = Util.EnvironmentTickCount();
if (tmpMS > 0)
Thread.Sleep(tmpMS);
sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
frameMS = Util.EnvironmentTickCountSubtract(framestart);
StatsReporter.addSleepMS(sleepMS);
StatsReporter.addFrameMS(frameMS);
// if (Frame%m_update_avatars == 0)
// UpdateInWorldTime();
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(

View File

@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[22];
private float[] lastReportedSimStats = new float[23];
private float m_pfps;
/// <summary>
@ -178,12 +178,13 @@ namespace OpenSim.Region.Framework.Scenes
private int m_objectUpdates;
private int m_frameMS;
private int m_spareMS;
private int m_netMS;
private int m_agentMS;
private int m_physicsMS;
private int m_imageMS;
private int m_otherMS;
private int m_sleeptimeMS;
//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
//Ckrinke private int m_scriptMS = 0;
@ -260,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
private void statsHeartBeat(object sender, EventArgs e)
{
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers.
@ -298,6 +299,8 @@ namespace OpenSim.Region.Framework.Scenes
physfps = 0;
#endregion
float factor = 1 / m_statsUpdateFactor;
if (reportedFPS <= 0)
reportedFPS = 1;
@ -308,9 +311,22 @@ namespace OpenSim.Region.Framework.Scenes
float targetframetime = 1100.0f / (float)m_nominalReportedFps;
float sparetime;
float sleeptime;
if (TotalFrameTime > targetframetime)
{
sparetime = 0;
sleeptime = 0;
}
else
{
sparetime = m_frameMS - m_physicsMS - m_agentMS;
sparetime *= perframe;
if (sparetime < 0)
sparetime = 0;
else if (sparetime > TotalFrameTime)
sparetime = TotalFrameTime;
sleeptime = m_sleeptimeMS * perframe;
}
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
@ -327,19 +343,11 @@ namespace OpenSim.Region.Framework.Scenes
// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
// m_imageMS m_netMS are not included in m_frameMS
m_otherMS = m_frameMS - m_physicsMS - m_agentMS;
m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
if (m_otherMS < 0)
m_otherMS = 0;
uint thisFrame = m_scene.Frame;
float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
m_lastUpdateFrame = thisFrame;
// Avoid div-by-zero if somehow we've not updated any frames.
if (framesUpdated == 0)
framesUpdated = 1;
for (int i = 0; i < 22; i++)
for (int i = 0; i < 23; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
@ -369,19 +377,19 @@ namespace OpenSim.Region.Framework.Scenes
sb[7].StatValue = m_activePrim;
sb[8].StatID = (uint)Stats.FrameMS;
sb[8].StatValue = m_frameMS / framesUpdated;
sb[8].StatValue = TotalFrameTime;
sb[9].StatID = (uint)Stats.NetMS;
sb[9].StatValue = m_netMS / framesUpdated;
sb[9].StatValue = m_netMS * perframe;
sb[10].StatID = (uint)Stats.PhysicsMS;
sb[10].StatValue = m_physicsMS / framesUpdated;
sb[10].StatValue = m_physicsMS * perframe;
sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS / framesUpdated;
sb[11].StatValue = m_imageMS * perframe;
sb[12].StatID = (uint)Stats.OtherMS;
sb[12].StatValue = m_otherMS / framesUpdated;
sb[12].StatValue = m_otherMS * perframe;
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@ -393,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
sb[15].StatValue = m_unAckedBytes;
sb[16].StatID = (uint)Stats.AgentMS;
sb[16].StatValue = m_agentMS / framesUpdated;
sb[16].StatValue = m_agentMS * perframe;
sb[17].StatID = (uint)Stats.PendingDownloads;
sb[17].StatValue = m_pendingDownloads;
@ -408,7 +416,10 @@ namespace OpenSim.Region.Framework.Scenes
sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
sb[21].StatID = (uint)Stats.SimSpareMs;
sb[21].StatValue = m_spareMS / framesUpdated;
sb[21].StatValue = sparetime;
sb[22].StatID = (uint)Stats.SimSleepMs;
sb[22].StatValue = sleeptime;
for (int i = 0; i < 22; i++)
{
@ -441,13 +452,14 @@ namespace OpenSim.Region.Framework.Scenes
// Need to change things so that stats source can indicate whether they are per second or
// per frame.
if (tuple.Key.EndsWith("MS"))
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated;
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
else
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
}
}
}
// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
ResetValues();
}
}
@ -470,7 +482,8 @@ namespace OpenSim.Region.Framework.Scenes
m_physicsMS = 0;
m_imageMS = 0;
m_otherMS = 0;
m_spareMS = 0;
// m_spareMS = 0;
m_sleeptimeMS = 0;
//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
//Ckrinke m_scriptMS = 0;
@ -549,11 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
m_frameMS += ms;
}
public void AddSpareMS(int ms)
{
m_spareMS += ms;
}
public void addNetMS(int ms)
{
m_netMS += ms;
@ -579,6 +587,11 @@ namespace OpenSim.Region.Framework.Scenes
m_otherMS += ms;
}
public void addSleepMS(int ms)
{
m_sleeptimeMS += ms;
}
public void AddPendingDownloads(int count)
{
m_pendingDownloads += count;