304 lines
11 KiB
C#
304 lines
11 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.Text;
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namespace OpenSim.Framework.Monitoring
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{
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/// <summary>
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/// Singleton used to provide access to statistics reporters
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/// </summary>
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public class StatsManager
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{
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// Subcommand used to list other stats.
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public const string AllSubCommand = "all";
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// Subcommand used to list other stats.
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public const string ListSubCommand = "list";
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// All subcommands
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public static HashSet<string> SubCommands = new HashSet<string> { AllSubCommand, ListSubCommand };
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/// <summary>
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/// Registered stats categorized by category/container/shortname
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/// </summary>
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/// <remarks>
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/// Do not add or remove directly from this dictionary.
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/// </remarks>
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public static SortedDictionary<string, SortedDictionary<string, SortedDictionary<string, Stat>>> RegisteredStats
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= new SortedDictionary<string, SortedDictionary<string, SortedDictionary<string, Stat>>>();
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private static AssetStatsCollector assetStats;
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private static UserStatsCollector userStats;
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private static SimExtraStatsCollector simExtraStats = new SimExtraStatsCollector();
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public static AssetStatsCollector AssetStats { get { return assetStats; } }
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public static UserStatsCollector UserStats { get { return userStats; } }
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public static SimExtraStatsCollector SimExtraStats { get { return simExtraStats; } }
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public static void RegisterConsoleCommands(ICommandConsole console)
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{
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console.Commands.AddCommand(
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"General",
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false,
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"show stats",
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"show stats [list|all|<category>]",
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"Show statistical information for this server",
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"If no final argument is specified then legacy statistics information is currently shown.\n"
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+ "If list is specified then statistic categories are shown.\n"
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+ "If all is specified then all registered statistics are shown.\n"
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+ "If a category name is specified then only statistics from that category are shown.\n"
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+ "THIS STATS FACILITY IS EXPERIMENTAL AND DOES NOT YET CONTAIN ALL STATS",
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HandleShowStatsCommand);
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}
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public static void HandleShowStatsCommand(string module, string[] cmd)
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{
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ICommandConsole con = MainConsole.Instance;
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if (cmd.Length > 2)
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{
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var categoryName = cmd[2];
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if (categoryName == AllSubCommand)
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{
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foreach (var category in RegisteredStats.Values)
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{
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OutputCategoryStatsToConsole(con, category);
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}
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}
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else if (categoryName == ListSubCommand)
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{
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con.Output("Statistic categories available are:");
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foreach (string category in RegisteredStats.Keys)
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con.OutputFormat(" {0}", category);
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}
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else
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{
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SortedDictionary<string, SortedDictionary<string, Stat>> category;
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if (!RegisteredStats.TryGetValue(categoryName, out category))
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{
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con.OutputFormat("No such category as {0}", categoryName);
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}
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else
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{
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OutputCategoryStatsToConsole(con, category);
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}
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}
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}
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else
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{
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// Legacy
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con.Output(SimExtraStats.Report());
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}
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}
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private static void OutputCategoryStatsToConsole(
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ICommandConsole con, SortedDictionary<string, SortedDictionary<string, Stat>> category)
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{
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foreach (var container in category.Values)
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{
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foreach (Stat stat in container.Values)
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{
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con.Output(stat.ToConsoleString());
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}
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}
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}
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/// <summary>
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/// Start collecting statistics related to assets.
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/// Should only be called once.
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/// </summary>
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public static AssetStatsCollector StartCollectingAssetStats()
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{
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assetStats = new AssetStatsCollector();
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return assetStats;
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}
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/// <summary>
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/// Start collecting statistics related to users.
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/// Should only be called once.
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/// </summary>
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public static UserStatsCollector StartCollectingUserStats()
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{
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userStats = new UserStatsCollector();
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return userStats;
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}
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/// <summary>
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/// Registers a statistic.
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/// </summary>
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/// <param name='stat'></param>
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/// <returns></returns>
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public static bool RegisterStat(Stat stat)
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{
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SortedDictionary<string, SortedDictionary<string, Stat>> category = null, newCategory;
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SortedDictionary<string, Stat> container = null, newContainer;
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lock (RegisteredStats)
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{
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// Stat name is not unique across category/container/shortname key.
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// XXX: For now just return false. This is to avoid problems in regression tests where all tests
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// in a class are run in the same instance of the VM.
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if (TryGetStat(stat, out category, out container))
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return false;
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// We take a copy-on-write approach here of replacing dictionaries when keys are added or removed.
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// This means that we don't need to lock or copy them on iteration, which will be a much more
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// common operation after startup.
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if (container != null)
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newContainer = new SortedDictionary<string, Stat>(container);
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else
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newContainer = new SortedDictionary<string, Stat>();
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if (category != null)
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newCategory = new SortedDictionary<string, SortedDictionary<string, Stat>>(category);
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else
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newCategory = new SortedDictionary<string, SortedDictionary<string, Stat>>();
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newContainer[stat.ShortName] = stat;
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newCategory[stat.Container] = newContainer;
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RegisteredStats[stat.Category] = newCategory;
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}
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return true;
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}
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/// <summary>
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/// Deregister a statistic
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/// </summary>>
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/// <param name='stat'></param>
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/// <returns></returns>
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public static bool DeregisterStat(Stat stat)
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{
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SortedDictionary<string, SortedDictionary<string, Stat>> category = null, newCategory;
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SortedDictionary<string, Stat> container = null, newContainer;
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lock (RegisteredStats)
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{
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if (!TryGetStat(stat, out category, out container))
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return false;
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newContainer = new SortedDictionary<string, Stat>(container);
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newContainer.Remove(stat.ShortName);
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newCategory = new SortedDictionary<string, SortedDictionary<string, Stat>>(category);
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newCategory.Remove(stat.Container);
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newCategory[stat.Container] = newContainer;
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RegisteredStats[stat.Category] = newCategory;
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return true;
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}
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}
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public static bool TryGetStats(string category, out SortedDictionary<string, SortedDictionary<string, Stat>> stats)
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{
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return RegisteredStats.TryGetValue(category, out stats);
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}
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public static bool TryGetStat(
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Stat stat,
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out SortedDictionary<string, SortedDictionary<string, Stat>> category,
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out SortedDictionary<string, Stat> container)
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{
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category = null;
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container = null;
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lock (RegisteredStats)
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{
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if (RegisteredStats.TryGetValue(stat.Category, out category))
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{
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if (category.TryGetValue(stat.Container, out container))
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{
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if (container.ContainsKey(stat.ShortName))
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return true;
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}
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}
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}
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return false;
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}
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public static void RecordStats()
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{
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lock (RegisteredStats)
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{
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foreach (SortedDictionary<string, SortedDictionary<string, Stat>> category in RegisteredStats.Values)
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{
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foreach (SortedDictionary<string, Stat> container in category.Values)
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{
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foreach (Stat stat in container.Values)
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{
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if (stat.MeasuresOfInterest != MeasuresOfInterest.None)
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stat.RecordValue();
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// Stat type.
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/// </summary>
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/// <remarks>
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/// A push stat is one which is continually updated and so it's value can simply by read.
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/// A pull stat is one where reading the value triggers a collection method - the stat is not continually updated.
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/// </remarks>
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public enum StatType
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{
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Push,
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Pull
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}
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/// <summary>
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/// Measures of interest for this stat.
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/// </summary>
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[Flags]
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public enum MeasuresOfInterest
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{
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None,
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AverageChangeOverTime
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}
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/// <summary>
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/// Verbosity of stat.
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/// </summary>
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/// <remarks>
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/// Info will always be displayed.
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/// </remarks>
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public enum StatVerbosity
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{
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Debug,
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Info
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}
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} |