824 lines
30 KiB
C#
Executable File
824 lines
30 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Timers;
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using System.Threading;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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{
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/// <summary>
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/// Collect statistics from the scene to send to the client and for access by other monitoring tools.
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/// </summary>
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/// <remarks>
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/// FIXME: This should be a monitoring region module
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/// </remarks>
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public class SimStatsReporter
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{
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private static readonly log4net.ILog m_log
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= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates";
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public const string SlowFramesStatName = "SlowFrames";
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public delegate void SendStatResult(SimStats stats);
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public delegate void YourStatsAreWrong();
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public event SendStatResult OnSendStatsResult;
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public event YourStatsAreWrong OnStatsIncorrect;
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private SendStatResult handlerSendStatResult;
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private YourStatsAreWrong handlerStatsIncorrect;
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// Determines the size of the array that is used to collect StatBlocks
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// for sending viewer compatible stats must be conform with sb array filling below
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private const int m_statisticViewerArraySize = 38;
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// size of LastReportedSimFPS with extra stats.
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private const int m_statisticExtraArraySize = (int)(Stats.SimExtraCountEnd - Stats.SimExtraCountStart);
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/// <summary>
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/// These are the IDs of stats sent in the StatsPacket to the viewer.
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/// </summary>
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/// <remarks>
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/// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
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/// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
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/// </remarks>
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public enum Stats : uint
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{
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// viewers defined IDs
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TimeDilation = 0,
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SimFPS = 1,
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PhysicsFPS = 2,
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AgentUpdates = 3,
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FrameMS = 4,
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NetMS = 5,
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OtherMS = 6,
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PhysicsMS = 7,
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AgentMS = 8,
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ImageMS = 9,
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ScriptMS = 10,
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TotalPrim = 11,
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ActivePrim = 12,
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Agents = 13,
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ChildAgents = 14,
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ActiveScripts = 15,
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LSLScriptLinesPerSecond = 16, // viewers don't like this anymore
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InPacketsPerSecond = 17,
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OutPacketsPerSecond = 18,
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PendingDownloads = 19,
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PendingUploads = 20,
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VirtualSizeKb = 21,
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ResidentSizeKb = 22,
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PendingLocalUploads = 23,
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UnAckedBytes = 24,
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PhysicsPinnedTasks = 25,
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PhysicsLodTasks = 26,
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SimPhysicsStepMs = 27,
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SimPhysicsShapeMs = 28,
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SimPhysicsOtherMs = 29,
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SimPhysicsMemory = 30,
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ScriptEps = 31,
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SimSpareMs = 32,
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SimSleepMs = 33,
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SimIoPumpTime = 34,
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SimPCTSscriptsRun = 35,
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SimRegionIdle = 36, // dataserver only
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SimRegionIdlePossible = 37, // dataserver only
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SimAIStepTimeMS = 38,
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SimSkippedSillouet_PS = 39,
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SimSkippedCharsPerC = 40,
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// extra stats IDs irrelevant, just far from viewer defined ones
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SimExtraCountStart = 1000,
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internalLSLScriptLinesPerSecond = 1000,
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FrameDilation2 = 1001,
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UsersLoggingIn = 1002,
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TotalGeoPrim = 1003,
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TotalMesh = 1004,
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ThreadCount = 1005,
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SimExtraCountEnd = 1006
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}
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/// <summary>
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/// This is for llGetRegionFPS
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/// </summary>
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public float LastReportedSimFPS
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{
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get { return lastReportedSimFPS; }
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}
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/// <summary>
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/// Number of object updates performed in the last stats cycle
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/// </summary>
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/// <remarks>
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/// This isn't sent out to the client but it is very useful data to detect whether viewers are being sent a
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/// large number of object updates.
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/// </remarks>
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public float LastReportedObjectUpdates { get; private set; }
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public float[] LastReportedSimStats
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{
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get { return lastReportedSimStats; }
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}
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/// <summary>
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/// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME
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/// </summary>
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public Stat SlowFramesStat { get; private set; }
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/// <summary>
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/// The threshold at which we log a slow frame.
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/// </summary>
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public int SlowFramesStatReportThreshold { get; private set; }
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/// <summary>
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/// Extra sim statistics that are used by monitors but not sent to the client.
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/// </summary>
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/// <value>
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/// The keys are the stat names.
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/// </value>
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private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
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// Sending a stats update every 3 seconds-
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private int m_statsUpdatesEveryMS = 3000;
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private double m_lastUpdateTS;
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private float m_timeDilation;
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private int m_fps;
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private object m_statsLock = new object();
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/// <summary>
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/// Parameter to adjust reported scene fps
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/// </summary>
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/// <remarks>
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/// The close we have to a frame rate as expected by viewers, users and scripts
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/// is heartbeat rate.
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/// heartbeat rate default value is very diferent from the expected one
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/// and can be changed from region to region acording to its specific simulation needs
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/// since this creates incompatibility with expected values,
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/// this scale factor can be used to normalize values to a Virtual FPS.
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/// original decision was to use a value of 55fps for all opensim
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/// corresponding, with default heartbeat rate, to a value of 5.
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/// </remarks>
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private float m_statisticsFPSfactor = 5.0f;
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// saved last reported value so there is something available for llGetRegionFPS
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private float lastReportedSimFPS;
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private float[] lastReportedSimStats = new float[m_statisticExtraArraySize + m_statisticViewerArraySize];
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private float m_pfps;
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/// <summary>
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/// Number of agent updates requested in this stats cycle
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/// </summary>
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private int m_agentUpdates;
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/// <summary>
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/// Number of object updates requested in this stats cycle
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/// </summary>
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private int m_objectUpdates;
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private float m_frameMS;
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private float m_netMS;
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private float m_agentMS;
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private float m_physicsMS;
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private float m_imageMS;
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private float m_otherMS;
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private float m_sleeptimeMS;
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private int m_rootAgents;
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private int m_childAgents;
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private int m_numPrim;
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private int m_numGeoPrim;
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private int m_numMesh;
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private int m_inPacketsPerSecond;
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private int m_outPacketsPerSecond;
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private int m_activePrim;
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private int m_unAckedBytes;
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private int m_pendingDownloads;
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private int m_pendingUploads = 0; // FIXME: Not currently filled in
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private int m_activeScripts;
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private int m_scriptLinesPerSecond;
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private int m_scriptEventsPerSecond;
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private int m_objectCapacity = 45000;
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// The current number of users attempting to login to the region
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private int m_usersLoggingIn;
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// The last reported value of threads from the SmartThreadPool inside of
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// XEngine
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private int m_inUseThreads;
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private Scene m_scene;
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private RegionInfo ReportingRegion;
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private System.Timers.Timer m_report = new System.Timers.Timer();
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private IEstateModule estateModule;
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public SimStatsReporter(Scene scene)
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{
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m_scene = scene;
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ReportingRegion = scene.RegionInfo;
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m_statisticsFPSfactor = scene.StatisticsFPSfactor;
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m_objectCapacity = scene.RegionInfo.ObjectCapacity;
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m_report.AutoReset = true;
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m_report.Interval = m_statsUpdatesEveryMS;
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m_report.Elapsed += TriggerStatsHeartbeat;
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m_report.Enabled = true;
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m_lastUpdateTS = Util.GetTimeStampMS();
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if (StatsManager.SimExtraStats != null)
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OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
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/// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
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/// longer than ideal (which in itself is a concern).
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SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.FrameTime * 1000 * 1.2);
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SlowFramesStat
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= new Stat(
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"SlowFrames",
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"Slow Frames",
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"Number of frames where frame time has been significantly longer than the desired frame time.",
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" frames",
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"scene",
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m_scene.Name,
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StatType.Push,
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null,
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StatVerbosity.Info);
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StatsManager.RegisterStat(SlowFramesStat);
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}
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public void Close()
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{
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m_report.Elapsed -= TriggerStatsHeartbeat;
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m_report.Close();
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}
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/// <summary>
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/// Sets the number of milliseconds between stat updates.
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/// </summary>
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/// <param name='ms'></param>
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public void SetUpdateMS(int ms)
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{
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m_statsUpdatesEveryMS = ms;
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m_report.Interval = m_statsUpdatesEveryMS;
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}
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private void TriggerStatsHeartbeat(object sender, EventArgs args)
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{
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try
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{
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statsHeartBeat(sender, args);
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}
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catch (Exception e)
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{
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m_log.Warn(string.Format(
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"[SIM STATS REPORTER] Update for {0} failed with exception ",
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m_scene.RegionInfo.RegionName), e);
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}
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}
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private void statsHeartBeat(object sender, EventArgs e)
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{
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if (!m_scene.Active)
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return;
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// dont do it if if still been done
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if(Monitor.TryEnter(m_statsLock))
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{
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// m_log.Debug("Firing Stats Heart Beat");
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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[m_statisticViewerArraySize];
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SimStatsPacket.StatBlock[] sbex = new SimStatsPacket.StatBlock[m_statisticExtraArraySize];
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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uint regionFlags = 0;
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try
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{
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if (estateModule == null)
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estateModule = m_scene.RequestModuleInterface<IEstateModule>();
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regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
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}
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catch (Exception)
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{
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// leave region flags at 0
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}
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#region various statistic googly moogly
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double timeTmp = m_lastUpdateTS;
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m_lastUpdateTS = Util.GetTimeStampMS();
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float m_statsUpdateFactor = (float)((m_lastUpdateTS - timeTmp)/1000.0);
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// factor to consider updates integration time
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float updateFactor = 1.0f / m_statsUpdateFactor;
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// the nominal frame time, corrected by reporting multiplier
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float TargetFrameTime = 1000.0f * m_scene.FrameTime / m_statisticsFPSfactor;
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// acumulated fps scaled by reporting multiplier
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float reportedFPS = (m_fps * m_statisticsFPSfactor);
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if (reportedFPS <= 0)
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reportedFPS = 1;
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// factor to calculate per frame values
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float perframefactor = 1.0f / (float)reportedFPS;
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// fps considering the integration time
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reportedFPS = reportedFPS * updateFactor;
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = reportedFPS;
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#endregion
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m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
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m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
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m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
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m_numGeoPrim = m_scene.SceneGraph.GetTotalPrimObjectsCount();
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m_numMesh = m_scene.SceneGraph.GetTotalMeshObjectsCount();
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m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
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m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
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float physfps = m_pfps * updateFactor * m_statisticsFPSfactor;
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if (physfps < 0)
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physfps = 0;
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else if(physfps > reportedFPS)
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physfps = reportedFPS; // pretend we are not insane
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float sparetime;
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float sleeptime;
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float TotalFrameTime = m_frameMS * perframefactor;
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sleeptime = m_sleeptimeMS * perframefactor;
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sparetime = m_frameMS - m_sleeptimeMS; // total time minus sleep
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sparetime *= perframefactor; // average per frame
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sparetime = TargetFrameTime - sparetime; // real spare
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if (sparetime < 0)
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sparetime = 0;
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else if (sparetime > TotalFrameTime)
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sparetime = TotalFrameTime;
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// don't send meaning less precision
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reportedFPS = (float)Math.Round(reportedFPS,1);
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physfps = (float)Math.Round(physfps,1);
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// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
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// so that stat numbers are always consistent.
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CheckStatSanity();
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// other MS is actually simulation time
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// m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
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// m_imageMS m_netMS are not included in m_frameMS
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m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
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if (m_otherMS < 0)
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m_otherMS = 0;
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float scriptTimeMS = m_scene.GetAndResetScriptExecutionTime();
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for (int i = 0; i < m_statisticViewerArraySize; i++)
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{
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sb[i] = new SimStatsPacket.StatBlock();
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}
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ;
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = reportedFPS;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps;
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = m_agentUpdates * updateFactor;
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sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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sb[5].StatID = (uint) Stats.ChildAgents;
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sb[5].StatValue = m_childAgents;
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sb[6].StatID = (uint) Stats.TotalPrim;
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sb[6].StatValue = m_numPrim;
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sb[7].StatID = (uint) Stats.ActivePrim;
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sb[7].StatValue = m_activePrim;
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sb[8].StatID = (uint)Stats.FrameMS;
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sb[8].StatValue = TotalFrameTime;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS * perframefactor;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS * perframefactor;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS * perframefactor;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS * perframefactor;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond * updateFactor);
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[14].StatValue = (m_outPacketsPerSecond * updateFactor);
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sb[15].StatID = (uint)Stats.UnAckedBytes;
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sb[15].StatValue = m_unAckedBytes;
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sb[16].StatID = (uint)Stats.AgentMS;
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sb[16].StatValue = m_agentMS * perframefactor;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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sb[18].StatID = (uint)Stats.PendingUploads;
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sb[18].StatValue = m_pendingUploads;
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sb[19].StatID = (uint)Stats.ActiveScripts;
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sb[19].StatValue = m_activeScripts;
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sb[20].StatID = (uint)Stats.SimSleepMs;
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sb[20].StatValue = sleeptime;
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sb[21].StatID = (uint)Stats.SimSpareMs;
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sb[21].StatValue = sparetime;
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// this should came from phys engine
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sb[22].StatID = (uint)Stats.SimPhysicsStepMs;
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sb[22].StatValue = 20;
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// send the ones we dont have as zeros, to clean viewers state
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// specially arriving from regions with wrond IDs in use
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sb[23].StatID = (uint)Stats.VirtualSizeKb;
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sb[23].StatValue = 0;
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sb[24].StatID = (uint)Stats.ResidentSizeKb;
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sb[24].StatValue = 0;
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sb[25].StatID = (uint)Stats.PendingLocalUploads;
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sb[25].StatValue = 0;
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sb[26].StatID = (uint)Stats.PhysicsPinnedTasks;
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sb[26].StatValue = 0;
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sb[27].StatID = (uint)Stats.PhysicsLodTasks;
|
|
sb[27].StatValue = 0;
|
|
|
|
sb[28].StatID = (uint)Stats.ScriptEps; // we actuall have this, but not messing array order AGAIN
|
|
sb[28].StatValue = m_scriptEventsPerSecond * updateFactor;
|
|
|
|
sb[29].StatID = (uint)Stats.SimAIStepTimeMS;
|
|
sb[29].StatValue = 0;
|
|
|
|
sb[30].StatID = (uint)Stats.SimIoPumpTime;
|
|
sb[30].StatValue = 0;
|
|
|
|
sb[31].StatID = (uint)Stats.SimPCTSscriptsRun;
|
|
sb[31].StatValue = 0;
|
|
|
|
sb[32].StatID = (uint)Stats.SimRegionIdle;
|
|
sb[32].StatValue = 0;
|
|
|
|
sb[33].StatID = (uint)Stats.SimRegionIdlePossible;
|
|
sb[33].StatValue = 0;
|
|
|
|
sb[34].StatID = (uint)Stats.SimSkippedSillouet_PS;
|
|
sb[34].StatValue = 0;
|
|
|
|
sb[35].StatID = (uint)Stats.SimSkippedCharsPerC;
|
|
sb[35].StatValue = 0;
|
|
|
|
sb[36].StatID = (uint)Stats.SimPhysicsMemory;
|
|
sb[36].StatValue = 0;
|
|
|
|
sb[37].StatID = (uint)Stats.ScriptMS;
|
|
sb[37].StatValue = scriptTimeMS * perframefactor;
|
|
|
|
|
|
for (int i = 0; i < m_statisticViewerArraySize; i++)
|
|
{
|
|
lastReportedSimStats[i] = sb[i].StatValue;
|
|
}
|
|
|
|
|
|
// add extra stats for internal use
|
|
|
|
for (int i = 0; i < m_statisticExtraArraySize; i++)
|
|
{
|
|
sbex[i] = new SimStatsPacket.StatBlock();
|
|
}
|
|
|
|
sbex[0].StatID = (uint)Stats.LSLScriptLinesPerSecond;
|
|
sbex[0].StatValue = m_scriptLinesPerSecond * updateFactor;
|
|
lastReportedSimStats[38] = m_scriptLinesPerSecond * updateFactor;
|
|
|
|
sbex[1].StatID = (uint)Stats.FrameDilation2;
|
|
sbex[1].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation;
|
|
lastReportedSimStats[39] = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation;
|
|
|
|
sbex[2].StatID = (uint)Stats.UsersLoggingIn;
|
|
sbex[2].StatValue = m_usersLoggingIn;
|
|
lastReportedSimStats[40] = m_usersLoggingIn;
|
|
|
|
sbex[3].StatID = (uint)Stats.TotalGeoPrim;
|
|
sbex[3].StatValue = m_numGeoPrim;
|
|
lastReportedSimStats[41] = m_numGeoPrim;
|
|
|
|
sbex[4].StatID = (uint)Stats.TotalMesh;
|
|
sbex[4].StatValue = m_numMesh;
|
|
lastReportedSimStats[42] = m_numMesh;
|
|
|
|
sbex[5].StatID = (uint)Stats.ThreadCount;
|
|
sbex[5].StatValue = m_inUseThreads;
|
|
lastReportedSimStats[43] = m_inUseThreads;
|
|
|
|
SimStats simStats
|
|
= new SimStats(
|
|
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
|
|
rb, sb, sbex, m_scene.RegionInfo.originRegionID);
|
|
|
|
handlerSendStatResult = OnSendStatsResult;
|
|
if (handlerSendStatResult != null)
|
|
{
|
|
handlerSendStatResult(simStats);
|
|
}
|
|
|
|
// Extra statistics that aren't currently sent to clients
|
|
if (m_scene.PhysicsScene != null)
|
|
{
|
|
lock (m_lastReportedExtraSimStats)
|
|
{
|
|
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates * updateFactor;
|
|
m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
|
|
|
|
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
|
|
|
if (physicsStats != null)
|
|
{
|
|
foreach (KeyValuePair<string, float> 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 * perframefactor;
|
|
else
|
|
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * updateFactor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
|
|
ResetValues();
|
|
Monitor.Exit(m_statsLock);
|
|
}
|
|
}
|
|
|
|
private void ResetValues()
|
|
{
|
|
// Reset the number of frames that the physics library has
|
|
// processed since the last stats report
|
|
|
|
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_scriptEventsPerSecond = 0;
|
|
|
|
m_frameMS = 0;
|
|
m_agentMS = 0;
|
|
m_netMS = 0;
|
|
m_physicsMS = 0;
|
|
m_imageMS = 0;
|
|
m_otherMS = 0;
|
|
m_sleeptimeMS = 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(float 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 addNetMS(float ms)
|
|
{
|
|
m_netMS += ms;
|
|
}
|
|
|
|
public void addAgentMS(float ms)
|
|
{
|
|
m_agentMS += ms;
|
|
}
|
|
|
|
public void addPhysicsMS(float ms)
|
|
{
|
|
m_physicsMS += ms;
|
|
}
|
|
|
|
public void addImageMS(float ms)
|
|
{
|
|
m_imageMS += ms;
|
|
}
|
|
|
|
public void addOtherMS(float ms)
|
|
{
|
|
m_otherMS += ms;
|
|
}
|
|
|
|
public void addSleepMS(float ms)
|
|
{
|
|
m_sleeptimeMS += 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 addScriptEvents(int count)
|
|
{
|
|
m_scriptEventsPerSecond += count;
|
|
}
|
|
|
|
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
|
|
{
|
|
AddInPackets(inPackets);
|
|
AddOutPackets(outPackets);
|
|
AddunAckedBytes(unAckedBytes);
|
|
}
|
|
|
|
public void UpdateUsersLoggingIn(bool isLoggingIn)
|
|
{
|
|
// Determine whether the user has started logging in or has completed
|
|
// logging into the region
|
|
if (isLoggingIn)
|
|
{
|
|
// The user is starting to login to the region so increment the
|
|
// number of users attempting to login to the region
|
|
m_usersLoggingIn++;
|
|
}
|
|
else
|
|
{
|
|
// The user has finished logging into the region so decrement the
|
|
// number of users logging into the region
|
|
m_usersLoggingIn--;
|
|
}
|
|
}
|
|
|
|
public void SetThreadCount(int inUseThreads)
|
|
{
|
|
// Save the new number of threads to our member variable to send to
|
|
// the extra stats collector
|
|
m_inUseThreads = inUseThreads;
|
|
}
|
|
|
|
#endregion
|
|
|
|
public Dictionary<string, float> GetExtraSimStats()
|
|
{
|
|
lock (m_lastReportedExtraSimStats)
|
|
return new Dictionary<string, float>(m_lastReportedExtraSimStats);
|
|
}
|
|
}
|
|
}
|