OpenSimMirror/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs

247 lines
7.9 KiB
C#

/*
* 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 OpenSim 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.Timers;
using libsecondlife.Packets;
using OpenSim.Framework;
namespace OpenSim.Region.Environment.Scenes
{
public class SimStatsReporter
{
public delegate void SendStatResult(SimStatsPacket pack);
public event SendStatResult OnSendStatsResult;
private enum Stats : uint
{
TimeDilation = 0,
SimFPS = 1,
PhysicsFPS = 2,
AgentUpdates = 3,
TotalPrim = 11,
ActivePrim = 12,
Agents = 13,
ChildAgents = 14,
InPacketsPerSecond = 17,
OutPacketsPerSecond = 18,
UnAckedBytes = 24
}
private int statsUpdatesEveryMS = 1000;
private float m_timeDilation = 0;
private int m_fps = 0;
private float m_pfps = 0;
private float m_agentUpdates = 0;
private int m_rootAgents = 0;
private int m_childAgents = 0;
private int m_numPrim = 0;
private int m_inPacketsPerSecond = 0;
private int m_outPacketsPerSecond = 0;
private int m_activePrim = 0;
private int m_unAckedBytes = 0;
private RegionInfo ReportingRegion;
private Timer m_report = new Timer();
public SimStatsReporter(RegionInfo regionData)
{
ReportingRegion = regionData;
m_report.AutoReset = true;
m_report.Interval = statsUpdatesEveryMS;
m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
m_report.Enabled = true;
}
private void statsHeartBeat(object sender, EventArgs e)
{
m_report.Enabled = false;
SimStatsPacket statpack = (SimStatsPacket) PacketPool.Instance.GetPacket(PacketType.SimStats);
// TODO: don't create new blocks if recycling an old packet
SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[11];
statpack.Region = new SimStatsPacket.RegionBlock();
statpack.Region.RegionX = ReportingRegion.RegionLocX;
statpack.Region.RegionY = ReportingRegion.RegionLocY;
try
{
statpack.Region.RegionFlags = (uint) ReportingRegion.EstateSettings.regionFlags;
}
catch (Exception)
{
statpack.Region.RegionFlags = (uint) 0;
}
statpack.Region.ObjectCapacity = (uint) 15000;
#region various statistic googly moogly
float simfps = (int) (m_fps*5);
if (simfps > 45)
simfps = simfps - (simfps - 45);
if (simfps < 0)
simfps = 0;
float physfps = (m_pfps/statsUpdatesEveryMS);
if (physfps > 50)
physfps = physfps - (physfps - 50);
if (physfps < 0)
physfps = 0;
#endregion
sb[0] = new SimStatsPacket.StatBlock();
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = (m_timeDilation);
sb[1] = new SimStatsPacket.StatBlock();
sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = simfps;
sb[2] = new SimStatsPacket.StatBlock();
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps;
sb[3] = new SimStatsPacket.StatBlock();
sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates/statsUpdatesEveryMS);
sb[4] = new SimStatsPacket.StatBlock();
sb[4].StatID = (uint) Stats.Agents;
sb[4].StatValue = m_rootAgents;
sb[5] = new SimStatsPacket.StatBlock();
sb[5].StatID = (uint) Stats.ChildAgents;
sb[5].StatValue = m_childAgents;
sb[6] = new SimStatsPacket.StatBlock();
sb[6].StatID = (uint) Stats.TotalPrim;
sb[6].StatValue = m_numPrim;
sb[7] = new SimStatsPacket.StatBlock();
sb[7].StatID = (uint) Stats.ActivePrim;
sb[7].StatValue = m_activePrim;
sb[8] = new SimStatsPacket.StatBlock();
sb[8].StatID = (uint) Stats.InPacketsPerSecond;
sb[8].StatValue = (int) (m_inPacketsPerSecond/statsUpdatesEveryMS);
sb[9] = new SimStatsPacket.StatBlock();
sb[9].StatID = (uint) Stats.OutPacketsPerSecond;
sb[9].StatValue = (int) (m_outPacketsPerSecond/statsUpdatesEveryMS);
sb[10] = new SimStatsPacket.StatBlock();
sb[10].StatID = (uint) Stats.UnAckedBytes;
sb[10].StatValue = (int) (m_unAckedBytes/statsUpdatesEveryMS);
statpack.Stat = sb;
if (OnSendStatsResult != null)
{
OnSendStatsResult(statpack);
}
resetvalues();
m_report.Enabled = true;
}
private void resetvalues()
{
m_fps = 0;
m_pfps = 0;
m_agentUpdates = 0;
m_inPacketsPerSecond = 0;
m_outPacketsPerSecond = 0;
m_unAckedBytes = 0;
}
public void SetTimeDilation(float td)
{
m_timeDilation = td;
if (m_timeDilation > 1.0f)
m_timeDilation = (m_timeDilation - (m_timeDilation - 0.91f));
if (m_timeDilation < 0)
m_timeDilation = 0.0f;
}
public void SetRootAgents(int rootAgents)
{
m_rootAgents = rootAgents;
}
public void SetChildAgents(int childAgents)
{
m_childAgents = childAgents;
}
public void SetObjects(int objects)
{
m_numPrim = objects;
}
public void SetActiveObjects(int objects)
{
m_activePrim = objects;
}
public void AddFPS(int frames)
{
m_fps += frames;
}
public void AddPhysicsFPS(float frames)
{
m_pfps += frames;
}
public void AddAgentUpdates(float 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;
}
}
}