Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.csavinationmerge
commit
fe65b51876
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@ -174,7 +174,17 @@ namespace OpenSim.Region.Framework.Interfaces
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/// If no inventory item has that name then an empty list is returned.
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/// If no inventory item has that name then an empty list is returned.
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/// </returns>
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(string name);
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List<TaskInventoryItem> GetInventoryItems(string name);
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/// <summary>
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/// Get inventory items by type.
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/// </summary>
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/// <param type="name"></param>
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/// <returns>
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/// A list of inventory items of that type.
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/// If no inventory items of that type then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(InventoryType type);
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/// <summary>
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/// <summary>
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/// Get the scene object referenced by an inventory item.
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/// Get the scene object referenced by an inventory item.
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/// </summary>
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/// </summary>
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@ -84,6 +84,14 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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/// </summary>
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void StartProcessing();
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void StartProcessing();
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/// <summary>
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/// Get the execution times of all scripts in the given array if they are currently running.
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/// </summary>
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/// <returns>
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/// A float the value is a representative execution time in milliseconds of all scripts in that Array.
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/// </returns>
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float GetScriptExecutionTime(List<UUID> itemIDs);
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/// <summary>
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/// <summary>
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/// Get the execution times of all scripts in each object.
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/// Get the execution times of all scripts in each object.
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/// </summary>
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/// </summary>
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@ -4031,6 +4031,45 @@ namespace OpenSim.Region.Framework.Scenes
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return count;
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return count;
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}
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}
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/// <summary>
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/// A float the value is a representative execution time in milliseconds of all scripts in the link set.
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/// </summary>
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public float ScriptExecutionTime()
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{
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IScriptModule[] engines = Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines.Length == 0) // No engine at all
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return 0.0f;
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float time = 0.0f;
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// get all the scripts in all parts
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SceneObjectPart[] parts = m_parts.GetArray();
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List<TaskInventoryItem> scripts = new List<TaskInventoryItem>();
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for (int i = 0; i < parts.Length; i++)
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{
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scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
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}
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// extract the UUIDs
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List<UUID> ids = new List<UUID>(scripts.Count);
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foreach (TaskInventoryItem script in scripts)
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{
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if (!ids.Contains(script.ItemID))
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{
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ids.Add(script.ItemID);
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}
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}
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// Offer the list of script UUIDs to each engine found and accumulate the time
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foreach (IScriptModule e in engines)
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{
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if (e != null)
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{
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time += e.GetScriptExecutionTime(ids);
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}
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}
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return time;
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}
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/// <summary>
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/// <summary>
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/// Returns a count of the number of running scripts in this groups parts.
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/// Returns a count of the number of running scripts in this groups parts.
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/// </summary>
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/// </summary>
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@ -267,14 +267,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
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public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
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{
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{
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Items.LockItemsForRead(true);
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
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foreach (TaskInventoryItem item in scripts)
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Items.LockItemsForRead(false);
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CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
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foreach (TaskInventoryItem item in items)
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{
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if ((int)InventoryType.LSL == item.InvType)
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CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
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}
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}
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}
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public ArrayList GetScriptErrors(UUID itemID)
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public ArrayList GetScriptErrors(UUID itemID)
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@ -305,17 +300,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// </param>
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/// </param>
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public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
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public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
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{
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{
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Items.LockItemsForRead(true);
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
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foreach (TaskInventoryItem item in scripts)
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Items.LockItemsForRead(false);
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foreach (TaskInventoryItem item in items)
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{
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{
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if ((int)InventoryType.LSL == item.InvType)
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RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
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{
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m_part.RemoveScriptEvents(item.ItemID);
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RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
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m_part.RemoveScriptEvents(item.ItemID);
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}
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}
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}
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}
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}
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@ -1291,17 +1280,15 @@ namespace OpenSim.Region.Framework.Scenes
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public int ScriptCount()
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public int ScriptCount()
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{
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{
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int count = 0;
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int count = 0;
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lock (m_items)
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Items.LockItemsForRead(true);
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foreach (TaskInventoryItem item in m_items.Values)
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{
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{
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foreach (TaskInventoryItem item in m_items.Values)
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if (item.InvType == (int)InventoryType.LSL)
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{
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{
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if (item.InvType == (int)InventoryType.LSL)
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count++;
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{
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count++;
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}
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}
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}
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}
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}
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Items.LockItemsForRead(false);
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return count;
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return count;
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}
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}
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/// <summary>
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/// <summary>
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@ -1315,7 +1302,7 @@ namespace OpenSim.Region.Framework.Scenes
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return 0;
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return 0;
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int count = 0;
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int count = 0;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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foreach (TaskInventoryItem item in scripts)
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{
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{
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@ -1347,22 +1334,24 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
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List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
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lock (m_items)
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Items.LockItemsForRead(true);
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ret = new List<TaskInventoryItem>(m_items.Values);
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ret = new List<TaskInventoryItem>(m_items.Values);
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Items.LockItemsForRead(false);
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return ret;
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return ret;
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}
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}
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public List<TaskInventoryItem> GetInventoryScripts()
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public List<TaskInventoryItem> GetInventoryItems(InventoryType type)
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{
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{
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List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
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List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
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lock (m_items)
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Items.LockItemsForRead(true);
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{
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foreach (TaskInventoryItem item in m_items.Values)
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foreach (TaskInventoryItem item in m_items.Values)
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if (item.InvType == (int)InventoryType.LSL)
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if (item.InvType == (int)type)
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ret.Add(item);
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ret.Add(item);
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}
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Items.LockItemsForRead(false);
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return ret;
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return ret;
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}
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}
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@ -1384,35 +1373,32 @@ namespace OpenSim.Region.Framework.Scenes
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if (engines.Length == 0) // No engine at all
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if (engines.Length == 0) // No engine at all
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return ret;
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return ret;
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Items.LockItemsForRead(true);
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in m_items.Values)
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foreach (TaskInventoryItem item in scripts)
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{
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{
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if (item.InvType == (int)InventoryType.LSL)
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foreach (IScriptModule e in engines)
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{
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{
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foreach (IScriptModule e in engines)
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if (e != null)
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{
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{
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if (e != null)
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string n = e.GetXMLState(item.ItemID);
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if (n != String.Empty)
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{
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{
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string n = e.GetXMLState(item.ItemID);
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if (oldIDs)
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if (n != String.Empty)
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{
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{
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if (oldIDs)
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if (!ret.ContainsKey(item.OldItemID))
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{
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ret[item.OldItemID] = n;
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if (!ret.ContainsKey(item.OldItemID))
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ret[item.OldItemID] = n;
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}
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else
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{
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if (!ret.ContainsKey(item.ItemID))
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ret[item.ItemID] = n;
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}
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break;
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}
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}
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else
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{
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|
if (!ret.ContainsKey(item.ItemID))
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ret[item.ItemID] = n;
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}
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break;
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}
|
}
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}
|
}
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}
|
}
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}
|
}
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Items.LockItemsForRead(false);
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return ret;
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return ret;
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}
|
}
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@ -1422,27 +1408,21 @@ namespace OpenSim.Region.Framework.Scenes
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if (engines.Length == 0)
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if (engines.Length == 0)
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return;
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return;
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|
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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|
|
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Items.LockItemsForRead(true);
|
foreach (TaskInventoryItem item in scripts)
|
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|
|
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foreach (TaskInventoryItem item in m_items.Values)
|
|
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{
|
{
|
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if (item.InvType == (int)InventoryType.LSL)
|
foreach (IScriptModule engine in engines)
|
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{
|
{
|
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foreach (IScriptModule engine in engines)
|
if (engine != null)
|
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{
|
{
|
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if (engine != null)
|
if (item.OwnerChanged)
|
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{
|
engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
|
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if (item.OwnerChanged)
|
item.OwnerChanged = false;
|
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engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
|
engine.ResumeScript(item.ItemID);
|
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item.OwnerChanged = false;
|
|
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engine.ResumeScript(item.ItemID);
|
|
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}
|
|
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}
|
}
|
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}
|
}
|
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}
|
}
|
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|
|
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Items.LockItemsForRead(false);
|
|
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}
|
}
|
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}
|
}
|
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}
|
}
|
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|
|
|
@ -3540,6 +3540,25 @@ namespace OpenSim.Region.Framework.Scenes
|
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return count;
|
return count;
|
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}
|
}
|
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|
|
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|
/// <summary>
|
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|
/// A float the value is a representative execution time in milliseconds of all scripts in all attachments.
|
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|
/// </summary>
|
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|
public float ScriptExecutionTime()
|
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|
{
|
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|
float time = 0.0f;
|
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|
lock (m_attachments)
|
||||||
|
{
|
||||||
|
foreach (SceneObjectGroup gobj in m_attachments)
|
||||||
|
{
|
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|
if (gobj != null)
|
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|
{
|
||||||
|
time += gobj.ScriptExecutionTime();
|
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|
}
|
||||||
|
}
|
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|
}
|
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|
return time;
|
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|
}
|
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|
|
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/// <summary>
|
/// <summary>
|
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/// Returns the total count of running scripts in all parts.
|
/// Returns the total count of running scripts in all parts.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -11176,7 +11176,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
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ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384));
|
ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384));
|
||||||
break;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_SCRIPT_TIME:
|
case ScriptBaseClass.OBJECT_SCRIPT_TIME:
|
||||||
ret.Add(new LSL_Float(0));
|
ret.Add(new LSL_Float(av.ScriptExecutionTime() / 1000.0f));
|
||||||
break;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
|
case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
|
||||||
ret.Add(new LSL_Integer(1));
|
ret.Add(new LSL_Integer(1));
|
||||||
|
@ -11244,9 +11244,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384));
|
ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384));
|
||||||
break;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_SCRIPT_TIME:
|
case ScriptBaseClass.OBJECT_SCRIPT_TIME:
|
||||||
// Average cpu time per simulator frame expended on all scripts in the object
|
// Average cpu time in seconds per simulator frame expended on all scripts in the object
|
||||||
// Not currently available at Object level
|
ret.Add(new LSL_Float(obj.ParentGroup.ScriptExecutionTime() / 1000.0f));
|
||||||
ret.Add(new LSL_Float(0));
|
|
||||||
break;
|
break;
|
||||||
case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
|
case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
|
||||||
// according to the SL wiki A prim or linkset will have prim
|
// according to the SL wiki A prim or linkset will have prim
|
||||||
|
|
|
@ -1997,47 +1997,61 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||||
if (!topScripts.ContainsKey(si.LocalID))
|
if (!topScripts.ContainsKey(si.LocalID))
|
||||||
topScripts[si.RootLocalID] = 0;
|
topScripts[si.RootLocalID] = 0;
|
||||||
|
|
||||||
// long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
|
topScripts[si.RootLocalID] += CalculateAdjustedExectionTime(si, tickNow);
|
||||||
// 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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return topScripts;
|
return topScripts;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float GetScriptExecutionTime(List<UUID> 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)
|
public void SuspendScript(UUID itemID)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat("[XEngine]: Received request to suspend script with ID {0}", itemID);
|
// m_log.DebugFormat("[XEngine]: Received request to suspend script with ID {0}", itemID);
|
||||||
|
|
|
@ -36,7 +36,7 @@
|
||||||
|
|
||||||
; How often {in hours} should the disk be checked for expired filed
|
; How often {in hours} should the disk be checked for expired filed
|
||||||
; Specify 0 to disable expiration checking
|
; 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
|
; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
|
||||||
; long (in miliseconds) to block a request thread while trying to complete
|
; 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
|
; cache, and request all assets that are found that are not already cached (this
|
||||||
; will cause those assets to be cached)
|
; will cause those assets to be cached)
|
||||||
;
|
;
|
||||||
; DeepScanBeforePurge = false
|
DeepScanBeforePurge = true
|
||||||
|
|
Loading…
Reference in New Issue