From 30d8506bc2f04028c1bbdcf57cf5f45fedb3ae7a Mon Sep 17 00:00:00 2001 From: nebadon Date: Thu, 12 Apr 2012 18:27:14 -0700 Subject: [PATCH 1/2] make changes to FlotsamCache.ini.example as noted in mantis #5960 http://opensimulator.org/mantis/view.php?id=5960 --- bin/config-include/FlotsamCache.ini.example | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/bin/config-include/FlotsamCache.ini.example b/bin/config-include/FlotsamCache.ini.example index cd39f8c740..b9c6d84808 100644 --- a/bin/config-include/FlotsamCache.ini.example +++ b/bin/config-include/FlotsamCache.ini.example @@ -36,7 +36,7 @@ ; How often {in hours} should the disk be checked for expired filed ; Specify 0 to disable expiration checking - FileCleanupTimer = .166 ;roughly every 10 minutes + FileCleanupTimer = 1.0 ;every hour ; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how ; long (in miliseconds) to block a request thread while trying to complete @@ -60,4 +60,4 @@ ; cache, and request all assets that are found that are not already cached (this ; will cause those assets to be cached) ; - ; DeepScanBeforePurge = false + DeepScanBeforePurge = true From 08e509978d81cb3451c205ed59648e3f5da91344 Mon Sep 17 00:00:00 2001 From: Talun Date: Tue, 10 Apr 2012 21:25:05 +0100 Subject: [PATCH 2/2] Mantis 55025 Implement script time. Signed-off-by: nebadon --- .../Framework/Interfaces/IEntityInventory.cs | 12 ++- .../Framework/Interfaces/IScriptModule.cs | 8 ++ .../Framework/Scenes/SceneObjectGroup.cs | 39 +++++++++ .../Scenes/SceneObjectPartInventory.cs | 14 ++-- .../Region/Framework/Scenes/ScenePresence.cs | 19 +++++ .../Shared/Api/Implementation/LSL_Api.cs | 7 +- .../Region/ScriptEngine/XEngine/XEngine.cs | 84 +++++++++++-------- 7 files changed, 136 insertions(+), 47 deletions(-) diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs index f5dda34d72..30ed7d100d 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs @@ -172,7 +172,17 @@ namespace OpenSim.Region.Framework.Interfaces /// If no inventory item has that name then an empty list is returned. /// List GetInventoryItems(string name); - + + /// + /// Get inventory items by type. + /// + /// + /// + /// A list of inventory items of that type. + /// If no inventory items of that type then an empty list is returned. + /// + List GetInventoryItems(InventoryType type); + /// /// Get the scene object referenced by an inventory item. /// diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs index c0616ed2de..0d488dffd7 100644 --- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs @@ -82,6 +82,14 @@ namespace OpenSim.Region.Framework.Interfaces /// void StartProcessing(); + /// + /// Get the execution times of all scripts in the given array if they are currently running. + /// + /// + /// A float the value is a representative execution time in milliseconds of all scripts in that Array. + /// + float GetScriptExecutionTime(List itemIDs); + /// /// Get the execution times of all scripts in each object. /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 7d14814ffc..a49ed13ed2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3269,6 +3269,45 @@ namespace OpenSim.Region.Framework.Scenes return count; } + /// + /// A float the value is a representative execution time in milliseconds of all scripts in the link set. + /// + public float ScriptExecutionTime() + { + IScriptModule[] engines = Scene.RequestModuleInterfaces(); + + if (engines.Length == 0) // No engine at all + return 0.0f; + + float time = 0.0f; + + // get all the scripts in all parts + SceneObjectPart[] parts = m_parts.GetArray(); + List scripts = new List(); + for (int i = 0; i < parts.Length; i++) + { + scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL)); + } + // extract the UUIDs + List ids = new List(scripts.Count); + foreach (TaskInventoryItem script in scripts) + { + if (!ids.Contains(script.ItemID)) + { + ids.Add(script.ItemID); + } + } + // Offer the list of script UUIDs to each engine found and accumulate the time + foreach (IScriptModule e in engines) + { + if (e != null) + { + time += e.GetScriptExecutionTime(ids); + } + } + return time; + } + /// /// Returns a count of the number of running scripts in this groups parts. /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 9a04c65107..aacad98369 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -222,7 +222,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) { - List scripts = GetInventoryScripts(); + List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); } @@ -255,7 +255,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void RemoveScriptInstances(bool sceneObjectBeingDeleted) { - List scripts = GetInventoryScripts(); + List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); } @@ -1116,7 +1116,7 @@ namespace OpenSim.Region.Framework.Scenes return 0; int count = 0; - List scripts = GetInventoryScripts(); + List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) { @@ -1157,14 +1157,14 @@ namespace OpenSim.Region.Framework.Scenes return ret; } - public List GetInventoryScripts() + public List GetInventoryItems(InventoryType type) { List ret = new List(); lock (m_items) { foreach (TaskInventoryItem item in m_items.Values) - if (item.InvType == (int)InventoryType.LSL) + if (item.InvType == (int)type) ret.Add(item); } @@ -1183,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes if (engines.Length == 0) // No engine at all return ret; - List scripts = GetInventoryScripts(); + List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) { @@ -1211,7 +1211,7 @@ namespace OpenSim.Region.Framework.Scenes if (engines.Length == 0) return; - List scripts = GetInventoryScripts(); + List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 8863df116f..641d742f95 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3437,6 +3437,25 @@ namespace OpenSim.Region.Framework.Scenes return count; } + /// + /// A float the value is a representative execution time in milliseconds of all scripts in all attachments. + /// + public float ScriptExecutionTime() + { + float time = 0.0f; + lock (m_attachments) + { + foreach (SceneObjectGroup gobj in m_attachments) + { + if (gobj != null) + { + time += gobj.ScriptExecutionTime(); + } + } + } + return time; + } + /// /// Returns the total count of running scripts in all parts. /// diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index c38a52e62d..078a22a142 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -10367,7 +10367,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384)); break; case ScriptBaseClass.OBJECT_SCRIPT_TIME: - ret.Add(new LSL_Float(0)); + ret.Add(new LSL_Float(av.ScriptExecutionTime() / 1000.0f)); break; case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE: ret.Add(new LSL_Integer(1)); @@ -10435,9 +10435,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384)); break; case ScriptBaseClass.OBJECT_SCRIPT_TIME: - // Average cpu time per simulator frame expended on all scripts in the object - // Not currently available at Object level - ret.Add(new LSL_Float(0)); + // Average cpu time in seconds per simulator frame expended on all scripts in the object + ret.Add(new LSL_Float(obj.ParentGroup.ScriptExecutionTime() / 1000.0f)); break; case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE: // according to the SL wiki A prim or linkset will have prim diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 7712076a1b..b7903d5a20 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -1907,47 +1907,61 @@ namespace OpenSim.Region.ScriptEngine.XEngine if (!topScripts.ContainsKey(si.LocalID)) topScripts[si.RootLocalID] = 0; -// long ticksElapsed = tickNow - si.MeasurementPeriodTickStart; -// float framesElapsed = ticksElapsed / (18.1818 * TimeSpan.TicksPerMillisecond); - - // Execution time of the script adjusted by it's measurement period to make scripts started at - // different times comparable. -// float adjustedExecutionTime -// = (float)si.MeasurementPeriodExecutionTime -// / ((float)(tickNow - si.MeasurementPeriodTickStart) / ScriptInstance.MaxMeasurementPeriod) -// / TimeSpan.TicksPerMillisecond; - - long ticksElapsed = tickNow - si.MeasurementPeriodTickStart; - - // Avoid divide by zerp - if (ticksElapsed == 0) - ticksElapsed = 1; - - // Scale execution time to the ideal 55 fps frame time for these reasons. - // - // 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no - // 'script execution time per frame', which is the original purpose of this value. - // - // 2) Giving the raw execution times is misleading since scripts start at different times, making - // it impossible to compare scripts. - // - // 3) Scaling the raw execution time to the time that the script has been running is better but - // is still misleading since a script that has just been rezzed may appear to have been running - // for much longer. - // - // 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect - // since the figure does not represent actual execution time and very hard running scripts will - // never exceed 18ms (though this is a very high number for script execution so is a warning sign). - float adjustedExecutionTime - = ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f; - - topScripts[si.RootLocalID] += adjustedExecutionTime; + topScripts[si.RootLocalID] += CalculateAdjustedExectionTime(si, tickNow); } } return topScripts; } + public float GetScriptExecutionTime(List itemIDs) + { + if (itemIDs == null|| itemIDs.Count == 0) + { + return 0.0f; + } + float time = 0.0f; + long tickNow = Util.EnvironmentTickCount(); + IScriptInstance si; + // Calculate the time for all scripts that this engine is executing + // Ignore any others + foreach (UUID id in itemIDs) + { + si = GetInstance(id); + if (si != null && si.Running) + { + time += CalculateAdjustedExectionTime(si, tickNow); + } + } + return time; + } + + private float CalculateAdjustedExectionTime(IScriptInstance si, long tickNow) + { + long ticksElapsed = tickNow - si.MeasurementPeriodTickStart; + + // Avoid divide by zero + if (ticksElapsed == 0) + ticksElapsed = 1; + + // Scale execution time to the ideal 55 fps frame time for these reasons. + // + // 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no + // 'script execution time per frame', which is the original purpose of this value. + // + // 2) Giving the raw execution times is misleading since scripts start at different times, making + // it impossible to compare scripts. + // + // 3) Scaling the raw execution time to the time that the script has been running is better but + // is still misleading since a script that has just been rezzed may appear to have been running + // for much longer. + // + // 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect + // since the figure does not represent actual execution time and very hard running scripts will + // never exceed 18ms (though this is a very high number for script execution so is a warning sign). + return ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f; + } + public void SuspendScript(UUID itemID) { // m_log.DebugFormat("[XEngine]: Received request to suspend script with ID {0}", itemID);