Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.csavinationmerge
commit
fe65b51876
|
@ -175,6 +175,16 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// </returns>
|
||||
List<TaskInventoryItem> GetInventoryItems(string name);
|
||||
|
||||
/// <summary>
|
||||
/// Get inventory items by type.
|
||||
/// </summary>
|
||||
/// <param type="name"></param>
|
||||
/// <returns>
|
||||
/// A list of inventory items of that type.
|
||||
/// If no inventory items of that type then an empty list is returned.
|
||||
/// </returns>
|
||||
List<TaskInventoryItem> GetInventoryItems(InventoryType type);
|
||||
|
||||
/// <summary>
|
||||
/// Get the scene object referenced by an inventory item.
|
||||
/// </summary>
|
||||
|
|
|
@ -84,6 +84,14 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// </summary>
|
||||
void StartProcessing();
|
||||
|
||||
/// <summary>
|
||||
/// Get the execution times of all scripts in the given array if they are currently running.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// A float the value is a representative execution time in milliseconds of all scripts in that Array.
|
||||
/// </returns>
|
||||
float GetScriptExecutionTime(List<UUID> itemIDs);
|
||||
|
||||
/// <summary>
|
||||
/// Get the execution times of all scripts in each object.
|
||||
/// </summary>
|
||||
|
|
|
@ -4031,6 +4031,45 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A float the value is a representative execution time in milliseconds of all scripts in the link set.
|
||||
/// </summary>
|
||||
public float ScriptExecutionTime()
|
||||
{
|
||||
IScriptModule[] engines = Scene.RequestModuleInterfaces<IScriptModule>();
|
||||
|
||||
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<TaskInventoryItem> scripts = new List<TaskInventoryItem>();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
|
||||
}
|
||||
// extract the UUIDs
|
||||
List<UUID> ids = new List<UUID>(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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a count of the number of running scripts in this groups parts.
|
||||
/// </summary>
|
||||
|
|
|
@ -267,14 +267,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
|
||||
{
|
||||
Items.LockItemsForRead(true);
|
||||
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
|
||||
Items.LockItemsForRead(false);
|
||||
foreach (TaskInventoryItem item in items)
|
||||
{
|
||||
if ((int)InventoryType.LSL == item.InvType)
|
||||
CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
|
||||
}
|
||||
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
|
||||
}
|
||||
|
||||
public ArrayList GetScriptErrors(UUID itemID)
|
||||
|
@ -305,17 +300,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </param>
|
||||
public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
|
||||
{
|
||||
Items.LockItemsForRead(true);
|
||||
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
|
||||
Items.LockItemsForRead(false);
|
||||
|
||||
foreach (TaskInventoryItem item in items)
|
||||
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
{
|
||||
if ((int)InventoryType.LSL == item.InvType)
|
||||
{
|
||||
RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
|
||||
m_part.RemoveScriptEvents(item.ItemID);
|
||||
}
|
||||
RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
|
||||
m_part.RemoveScriptEvents(item.ItemID);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1291,17 +1280,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public int ScriptCount()
|
||||
{
|
||||
int count = 0;
|
||||
lock (m_items)
|
||||
Items.LockItemsForRead(true);
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
if (item.InvType == (int)InventoryType.LSL)
|
||||
{
|
||||
if (item.InvType == (int)InventoryType.LSL)
|
||||
{
|
||||
count++;
|
||||
}
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
Items.LockItemsForRead(false);
|
||||
return count;
|
||||
}
|
||||
/// <summary>
|
||||
|
@ -1315,7 +1302,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return 0;
|
||||
|
||||
int count = 0;
|
||||
List<TaskInventoryItem> scripts = GetInventoryScripts();
|
||||
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
|
||||
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
{
|
||||
|
@ -1347,22 +1334,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
|
||||
|
||||
lock (m_items)
|
||||
ret = new List<TaskInventoryItem>(m_items.Values);
|
||||
Items.LockItemsForRead(true);
|
||||
ret = new List<TaskInventoryItem>(m_items.Values);
|
||||
Items.LockItemsForRead(false);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public List<TaskInventoryItem> GetInventoryScripts()
|
||||
public List<TaskInventoryItem> GetInventoryItems(InventoryType type)
|
||||
{
|
||||
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
if (item.InvType == (int)InventoryType.LSL)
|
||||
ret.Add(item);
|
||||
}
|
||||
Items.LockItemsForRead(true);
|
||||
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
if (item.InvType == (int)type)
|
||||
ret.Add(item);
|
||||
|
||||
Items.LockItemsForRead(false);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -1384,35 +1373,32 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (engines.Length == 0) // No engine at all
|
||||
return ret;
|
||||
|
||||
Items.LockItemsForRead(true);
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
|
||||
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
{
|
||||
if (item.InvType == (int)InventoryType.LSL)
|
||||
foreach (IScriptModule e in engines)
|
||||
{
|
||||
foreach (IScriptModule e in engines)
|
||||
if (e != null)
|
||||
{
|
||||
if (e != null)
|
||||
string n = e.GetXMLState(item.ItemID);
|
||||
if (n != String.Empty)
|
||||
{
|
||||
string n = e.GetXMLState(item.ItemID);
|
||||
if (n != String.Empty)
|
||||
if (oldIDs)
|
||||
{
|
||||
if (oldIDs)
|
||||
{
|
||||
if (!ret.ContainsKey(item.OldItemID))
|
||||
ret[item.OldItemID] = n;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!ret.ContainsKey(item.ItemID))
|
||||
ret[item.ItemID] = n;
|
||||
}
|
||||
break;
|
||||
if (!ret.ContainsKey(item.OldItemID))
|
||||
ret[item.OldItemID] = n;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!ret.ContainsKey(item.ItemID))
|
||||
ret[item.ItemID] = n;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Items.LockItemsForRead(false);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -1422,27 +1408,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (engines.Length == 0)
|
||||
return;
|
||||
|
||||
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
|
||||
|
||||
Items.LockItemsForRead(true);
|
||||
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
{
|
||||
if (item.InvType == (int)InventoryType.LSL)
|
||||
foreach (IScriptModule engine in engines)
|
||||
{
|
||||
foreach (IScriptModule engine in engines)
|
||||
if (engine != null)
|
||||
{
|
||||
if (engine != null)
|
||||
{
|
||||
if (item.OwnerChanged)
|
||||
engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
|
||||
item.OwnerChanged = false;
|
||||
engine.ResumeScript(item.ItemID);
|
||||
}
|
||||
if (item.OwnerChanged)
|
||||
engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
|
||||
item.OwnerChanged = false;
|
||||
engine.ResumeScript(item.ItemID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Items.LockItemsForRead(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3540,6 +3540,25 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A float the value is a representative execution time in milliseconds of all scripts in all attachments.
|
||||
/// </summary>
|
||||
public float ScriptExecutionTime()
|
||||
{
|
||||
float time = 0.0f;
|
||||
lock (m_attachments)
|
||||
{
|
||||
foreach (SceneObjectGroup gobj in m_attachments)
|
||||
{
|
||||
if (gobj != null)
|
||||
{
|
||||
time += gobj.ScriptExecutionTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
return time;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the total count of running scripts in all parts.
|
||||
/// </summary>
|
||||
|
|
|
@ -11176,7 +11176,7 @@ 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));
|
||||
|
@ -11244,9 +11244,8 @@ 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
|
||||
|
|
|
@ -1997,47 +1997,61 @@ 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<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)
|
||||
{
|
||||
// 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
|
||||
; 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
|
||||
|
|
Loading…
Reference in New Issue