601 lines
21 KiB
C#
601 lines
21 KiB
C#
/*
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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 OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Statistics;
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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 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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/// <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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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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ScriptLinesPerSecond = 16,
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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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}
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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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/// 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 float m_statsUpdateFactor;
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private float m_timeDilation;
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private int m_fps;
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/// <summary>
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/// Number of the last frame on which we processed a stats udpate.
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/// </summary>
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private uint m_lastUpdateFrame;
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/// <summary>
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/// Our nominal fps target, as expected in fps stats when a sim is running normally.
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/// </summary>
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private float m_nominalReportedFps = 55;
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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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/// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently.
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/// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might
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/// affect clients and monitoring scripts/software.
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/// </remarks>
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private float m_reportedFpsCorrectionFactor = 5;
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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[22];
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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 int m_frameMS;
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private int m_spareMS;
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private int m_netMS;
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private int m_agentMS;
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private int m_physicsMS;
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private int m_imageMS;
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private int m_otherMS;
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//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
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//Ckrinke private int m_scriptMS = 0;
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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_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_objectCapacity = 45000;
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private Scene m_scene;
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private RegionInfo ReportingRegion;
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private Timer m_report = new 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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m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
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m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
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ReportingRegion = scene.RegionInfo;
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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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if (StatsManager.SimExtraStats != null)
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OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
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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_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
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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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SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
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SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
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// Know what's not thread safe in Mono... modifying timers.
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// m_log.Debug("Firing Stats Heart Beat");
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lock (m_report)
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{
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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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// We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
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// locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
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int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
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float physfps = ((m_pfps / 1000));
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//if (physfps > 600)
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//physfps = physfps - (physfps - 600);
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if (physfps < 0)
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physfps = 0;
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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_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
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m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
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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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//Our time dilation is 0.91 when we're running a full speed,
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// therefore to make sure we get an appropriate range,
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// we have to factor in our error. (0.10f * statsUpdateFactor)
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// multiplies the fix for the error times the amount of times it'll occur a second
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// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
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// Then we divide the whole amount by the amount of seconds pass in between stats updates.
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// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
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// values to X-per-second values.
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uint thisFrame = m_scene.Frame;
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float framesUpdated = (float)(thisFrame - m_lastUpdateFrame);
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m_lastUpdateFrame = thisFrame;
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// Avoid div-by-zero if somehow we've not updated any frames.
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if (framesUpdated == 0)
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framesUpdated = 1;
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for (int i = 0; i < 22; 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 ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps / m_statsUpdateFactor;
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor);
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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 = m_frameMS / framesUpdated;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS / framesUpdated;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS / framesUpdated;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS / framesUpdated;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS / framesUpdated;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);
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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 / framesUpdated;
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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.ScriptLinesPerSecond;
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sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
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sb[21].StatID = (uint)Stats.SimSpareMs;
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sb[21].StatValue = m_spareMS / framesUpdated;
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for (int i = 0; i < 22; i++)
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{
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lastReportedSimStats[i] = sb[i].StatValue;
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}
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SimStats simStats
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= new SimStats(
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ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
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rb, sb, m_scene.RegionInfo.originRegionID);
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handlerSendStatResult = OnSendStatsResult;
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if (handlerSendStatResult != null)
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{
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handlerSendStatResult(simStats);
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}
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// Extra statistics that aren't currently sent to clients
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lock (m_lastReportedExtraSimStats)
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{
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m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
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Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
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if (physicsStats != null)
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{
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foreach (KeyValuePair<string, float> tuple in physicsStats)
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{
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// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
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// Need to change things so that stats source can indicate whether they are per second or
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// per frame.
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if (tuple.Key.EndsWith("MS"))
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m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated;
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else
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m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
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}
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}
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}
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ResetValues();
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}
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}
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private void ResetValues()
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{
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m_timeDilation = 0;
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m_fps = 0;
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m_pfps = 0;
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m_agentUpdates = 0;
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m_objectUpdates = 0;
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//m_inPacketsPerSecond = 0;
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//m_outPacketsPerSecond = 0;
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m_unAckedBytes = 0;
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m_scriptLinesPerSecond = 0;
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m_frameMS = 0;
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m_agentMS = 0;
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m_netMS = 0;
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m_physicsMS = 0;
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m_imageMS = 0;
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m_otherMS = 0;
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m_spareMS = 0;
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//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
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//Ckrinke m_scriptMS = 0;
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}
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# region methods called from Scene
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// The majority of these functions are additive
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// so that you can easily change the amount of
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// seconds in between sim stats updates
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public void AddTimeDilation(float td)
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{
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//float tdsetting = td;
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//if (tdsetting > 1.0f)
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//tdsetting = (tdsetting - (tdsetting - 0.91f));
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//if (tdsetting < 0)
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//tdsetting = 0.0f;
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m_timeDilation = td;
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}
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internal void CheckStatSanity()
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{
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if (m_rootAgents < 0 || m_childAgents < 0)
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{
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handlerStatsIncorrect = OnStatsIncorrect;
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if (handlerStatsIncorrect != null)
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{
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handlerStatsIncorrect();
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}
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}
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if (m_rootAgents == 0 && m_childAgents == 0)
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{
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m_unAckedBytes = 0;
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}
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}
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public void AddFPS(int frames)
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{
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m_fps += frames;
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}
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public void AddPhysicsFPS(float frames)
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{
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m_pfps += frames;
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}
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public void AddObjectUpdates(int numUpdates)
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{
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m_objectUpdates += numUpdates;
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}
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public void AddAgentUpdates(int numUpdates)
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{
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m_agentUpdates += numUpdates;
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}
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public void AddInPackets(int numPackets)
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{
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m_inPacketsPerSecond = numPackets;
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}
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public void AddOutPackets(int numPackets)
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{
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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;
|
|
}
|
|
|
|
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<string, float> GetExtraSimStats()
|
|
{
|
|
lock (m_lastReportedExtraSimStats)
|
|
return new Dictionary<string, float>(m_lastReportedExtraSimStats);
|
|
}
|
|
}
|
|
}
|