/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Timers; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Framework.Monitoring; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.Framework.Scenes { /// /// Collect statistics from the scene to send to the client and for access by other monitoring tools. /// /// /// FIXME: This should be a monitoring region module /// public class SimStatsReporter { private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates"; public const string SlowFramesStatName = "SlowFrames"; public delegate void SendStatResult(SimStats stats); public delegate void YourStatsAreWrong(); public event SendStatResult OnSendStatsResult; public event YourStatsAreWrong OnStatsIncorrect; private SendStatResult handlerSendStatResult; private YourStatsAreWrong handlerStatsIncorrect; /// /// These are the IDs of stats sent in the StatsPacket to the viewer. /// /// /// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators /// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky). /// public enum Stats : uint { TimeDilation = 0, SimFPS = 1, PhysicsFPS = 2, AgentUpdates = 3, FrameMS = 4, NetMS = 5, OtherMS = 6, PhysicsMS = 7, AgentMS = 8, ImageMS = 9, ScriptMS = 10, TotalPrim = 11, ActivePrim = 12, Agents = 13, ChildAgents = 14, ActiveScripts = 15, ScriptLinesPerSecond = 16, InPacketsPerSecond = 17, OutPacketsPerSecond = 18, PendingDownloads = 19, PendingUploads = 20, VirtualSizeKb = 21, ResidentSizeKb = 22, PendingLocalUploads = 23, UnAckedBytes = 24, PhysicsPinnedTasks = 25, PhysicsLodTasks = 26, SimPhysicsStepMs = 27, SimPhysicsShapeMs = 28, SimPhysicsOtherMs = 29, SimPhysicsMemory = 30, ScriptEps = 31, SimSpareMs = 32, SimSleepMs = 33, SimIoPumpTime = 34 } /// /// This is for llGetRegionFPS /// public float LastReportedSimFPS { get { return lastReportedSimFPS; } } /// /// Number of object updates performed in the last stats cycle /// /// /// This isn't sent out to the client but it is very useful data to detect whether viewers are being sent a /// large number of object updates. /// public float LastReportedObjectUpdates { get; private set; } public float[] LastReportedSimStats { get { return lastReportedSimStats; } } /// /// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME /// public Stat SlowFramesStat { get; private set; } /// /// The threshold at which we log a slow frame. /// public int SlowFramesStatReportThreshold { get; private set; } /// /// Extra sim statistics that are used by monitors but not sent to the client. /// /// /// The keys are the stat names. /// private Dictionary m_lastReportedExtraSimStats = new Dictionary(); // Sending a stats update every 3 seconds- private int m_statsUpdatesEveryMS = 3000; private float m_statsUpdateFactor; private float m_timeDilation; private int m_fps; /// /// Number of the last frame on which we processed a stats udpate. /// private uint m_lastUpdateFrame; /// /// Our nominal fps target, as expected in fps stats when a sim is running normally. /// private float m_nominalReportedFps = 55; /// /// Parameter to adjust reported scene fps /// /// /// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently. /// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might /// affect clients and monitoring scripts/software. /// private float m_reportedFpsCorrectionFactor = 5; // saved last reported value so there is something available for llGetRegionFPS private float lastReportedSimFPS; private float[] lastReportedSimStats = new float[22]; private float m_pfps; /// /// Number of agent updates requested in this stats cycle /// private int m_agentUpdates; /// /// Number of object updates requested in this stats cycle /// 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; //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. //Ckrinke private int m_scriptMS = 0; private int m_rootAgents; private int m_childAgents; private int m_numPrim; private int m_inPacketsPerSecond; private int m_outPacketsPerSecond; private int m_activePrim; private int m_unAckedBytes; private int m_pendingDownloads; private int m_pendingUploads = 0; // FIXME: Not currently filled in private int m_activeScripts; private int m_scriptLinesPerSecond; private int m_objectCapacity = 45000; private Scene m_scene; private RegionInfo ReportingRegion; private Timer m_report = new Timer(); private IEstateModule estateModule; public SimStatsReporter(Scene scene) { m_scene = scene; m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps; m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); ReportingRegion = scene.RegionInfo; m_objectCapacity = scene.RegionInfo.ObjectCapacity; m_report.AutoReset = true; m_report.Interval = m_statsUpdatesEveryMS; m_report.Elapsed += TriggerStatsHeartbeat; m_report.Enabled = true; if (StatsManager.SimExtraStats != null) OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket; /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit /// longer than ideal (which in itself is a concern). SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2); SlowFramesStat = new Stat( "SlowFrames", "Slow Frames", "Number of frames where frame time has been significantly longer than the desired frame time.", " frames", "scene", m_scene.Name, StatType.Push, null, StatVerbosity.Info); StatsManager.RegisterStat(SlowFramesStat); } public void Close() { m_report.Elapsed -= TriggerStatsHeartbeat; m_report.Close(); } /// /// Sets the number of milliseconds between stat updates. /// /// public void SetUpdateMS(int ms) { m_statsUpdatesEveryMS = ms; m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); m_report.Interval = m_statsUpdatesEveryMS; } private void TriggerStatsHeartbeat(object sender, EventArgs args) { try { statsHeartBeat(sender, args); } catch (Exception e) { m_log.Warn(string.Format( "[SIM STATS REPORTER] Update for {0} failed with exception ", m_scene.RegionInfo.RegionName), e); } } private void statsHeartBeat(object sender, EventArgs e) { if (!m_scene.Active) return; SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); // Know what's not thread safe in Mono... modifying timers. // m_log.Debug("Firing Stats Heart Beat"); lock (m_report) { uint regionFlags = 0; try { if (estateModule == null) estateModule = m_scene.RequestModuleInterface(); regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0; } catch (Exception) { // leave region flags at 0 } #region various statistic googly moogly // 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. int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); // save the reported value so there is something available for llGetRegionFPS lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; float physfps = ((m_pfps / 1000)); //if (physfps > 600) //physfps = physfps - (physfps - 600); if (physfps < 0) physfps = 0; #endregion m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount(); m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount(); m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount(); // FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code // so that stat numbers are always consistent. CheckStatSanity(); //Our time dilation is 0.91 when we're running a full speed, // therefore to make sure we get an appropriate range, // we have to factor in our error. (0.10f * statsUpdateFactor) // multiplies the fix for the error times the amount of times it'll occur a second // / 10 divides the value by the number of times the sim heartbeat runs (10fps) // Then we divide the whole amount by the amount of seconds pass in between stats updates. // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change // values to X-per-second values. 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++) { sb[i] = new SimStatsPacket.StatBlock(); } 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[1].StatID = (uint) Stats.SimFPS; sb[1].StatValue = reportedFPS / m_statsUpdateFactor; sb[2].StatID = (uint) Stats.PhysicsFPS; sb[2].StatValue = physfps / m_statsUpdateFactor; sb[3].StatID = (uint) Stats.AgentUpdates; sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor); sb[4].StatID = (uint) Stats.Agents; sb[4].StatValue = m_rootAgents; sb[5].StatID = (uint) Stats.ChildAgents; sb[5].StatValue = m_childAgents; sb[6].StatID = (uint) Stats.TotalPrim; sb[6].StatValue = m_numPrim; sb[7].StatID = (uint) Stats.ActivePrim; sb[7].StatValue = m_activePrim; sb[8].StatID = (uint)Stats.FrameMS; sb[8].StatValue = m_frameMS / framesUpdated; sb[9].StatID = (uint)Stats.NetMS; sb[9].StatValue = m_netMS / framesUpdated; sb[10].StatID = (uint)Stats.PhysicsMS; sb[10].StatValue = m_physicsMS / framesUpdated; sb[11].StatID = (uint)Stats.ImageMS ; sb[11].StatValue = m_imageMS / framesUpdated; sb[12].StatID = (uint)Stats.OtherMS; sb[12].StatValue = m_otherMS / framesUpdated; sb[13].StatID = (uint)Stats.InPacketsPerSecond; sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); sb[14].StatID = (uint)Stats.OutPacketsPerSecond; sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor); sb[15].StatID = (uint)Stats.UnAckedBytes; sb[15].StatValue = m_unAckedBytes; sb[16].StatID = (uint)Stats.AgentMS; sb[16].StatValue = m_agentMS / framesUpdated; sb[17].StatID = (uint)Stats.PendingDownloads; sb[17].StatValue = m_pendingDownloads; sb[18].StatID = (uint)Stats.PendingUploads; sb[18].StatValue = m_pendingUploads; sb[19].StatID = (uint)Stats.ActiveScripts; sb[19].StatValue = m_activeScripts; sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; sb[21].StatID = (uint)Stats.SimSpareMs; sb[21].StatValue = m_spareMS / framesUpdated; for (int i = 0; i < 22; i++) { lastReportedSimStats[i] = sb[i].StatValue; } SimStats simStats = new SimStats( ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity, rb, sb, m_scene.RegionInfo.originRegionID); handlerSendStatResult = OnSendStatsResult; if (handlerSendStatResult != null) { handlerSendStatResult(simStats); } // Extra statistics that aren't currently sent to clients lock (m_lastReportedExtraSimStats) { m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value; Dictionary physicsStats = m_scene.PhysicsScene.GetStats(); if (physicsStats != null) { foreach (KeyValuePair tuple in physicsStats) { // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second // 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; else m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; } } } ResetValues(); } } private void ResetValues() { m_timeDilation = 0; m_fps = 0; m_pfps = 0; m_agentUpdates = 0; m_objectUpdates = 0; //m_inPacketsPerSecond = 0; //m_outPacketsPerSecond = 0; m_unAckedBytes = 0; m_scriptLinesPerSecond = 0; m_frameMS = 0; m_agentMS = 0; m_netMS = 0; m_physicsMS = 0; m_imageMS = 0; m_otherMS = 0; m_spareMS = 0; //Ckrinke This variable is not used, so comment to remove compiler warning until it is used. //Ckrinke m_scriptMS = 0; } # region methods called from Scene // The majority of these functions are additive // so that you can easily change the amount of // seconds in between sim stats updates public void AddTimeDilation(float td) { //float tdsetting = td; //if (tdsetting > 1.0f) //tdsetting = (tdsetting - (tdsetting - 0.91f)); //if (tdsetting < 0) //tdsetting = 0.0f; m_timeDilation = td; } internal void CheckStatSanity() { if (m_rootAgents < 0 || m_childAgents < 0) { handlerStatsIncorrect = OnStatsIncorrect; if (handlerStatsIncorrect != null) { handlerStatsIncorrect(); } } if (m_rootAgents == 0 && m_childAgents == 0) { m_unAckedBytes = 0; } } public void AddFPS(int frames) { m_fps += frames; } public void AddPhysicsFPS(float frames) { m_pfps += frames; } public void AddObjectUpdates(int numUpdates) { m_objectUpdates += numUpdates; } public void AddAgentUpdates(int numUpdates) { m_agentUpdates += numUpdates; } public void AddInPackets(int numPackets) { m_inPacketsPerSecond = numPackets; } public void AddOutPackets(int numPackets) { m_outPacketsPerSecond = numPackets; } public void AddunAckedBytes(int numBytes) { m_unAckedBytes += numBytes; if (m_unAckedBytes < 0) m_unAckedBytes = 0; } public void addFrameMS(int ms) { m_frameMS += ms; // At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit // longer than ideal due to the inaccuracy of the Sleep in Scene.Update() (which in itself is a concern). if (ms > SlowFramesStatReportThreshold) SlowFramesStat.Value++; } public void AddSpareMS(int ms) { m_spareMS += ms; } public void addNetMS(int ms) { m_netMS += ms; } public void addAgentMS(int ms) { m_agentMS += ms; } public void addPhysicsMS(int ms) { m_physicsMS += ms; } public void addImageMS(int ms) { m_imageMS += ms; } public void addOtherMS(int ms) { m_otherMS += ms; } public void AddPendingDownloads(int count) { m_pendingDownloads += count; if (m_pendingDownloads < 0) m_pendingDownloads = 0; //m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads); } public void addScriptLines(int count) { m_scriptLinesPerSecond += count; } public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes) { AddInPackets(inPackets); AddOutPackets(outPackets); AddunAckedBytes(unAckedBytes); } #endregion public Dictionary GetExtraSimStats() { lock (m_lastReportedExtraSimStats) return new Dictionary(m_lastReportedExtraSimStats); } } }