251 lines
10 KiB
C#
251 lines
10 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 OpenSim 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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using libsecondlife;
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using OpenSim.Framework.Statistics.Interfaces;
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namespace OpenSim.Framework.Statistics
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{
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/// <summary>
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/// Collects sim statistics which aren't already being collected for the linden viewer's statistics pane
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/// </summary>
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public class SimExtraStatsCollector : BaseStatsCollector
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{
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private long abnormalClientThreadTerminations;
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private long assetsInCache;
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private long texturesInCache;
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private long assetCacheMemoryUsage;
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private long textureCacheMemoryUsage;
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private long blockedMissingTextureRequests;
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private long assetServiceRequestFailures;
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private long inventoryServiceRetrievalFailures;
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/// <summary>
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/// Number of times that a client thread terminated because of an exception
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/// </summary>
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public long AbnormalClientThreadTerminations { get { return abnormalClientThreadTerminations; } }
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/// <summary>
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/// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
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/// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
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/// haven't yet been implemented... :)
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/// </summary>
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public long AssetsInCache { get { return assetsInCache; } }
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public long TexturesInCache { get { return texturesInCache; } }
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public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
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public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
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/// <summary>
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/// Number of persistent requests for missing textures we have started blocking from clients. To some extent
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/// this is just a temporary statistic to keep this problem in view - the root cause of this lies either
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/// in a mishandling of the reply protocol, related to avatar appearance or may even originate in graphics
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/// driver bugs on clients (though this seems less likely).
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/// </summary>
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public long BlockedMissingTextureRequests { get { return blockedMissingTextureRequests; } }
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/// <summary>
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/// Record the number of times that an asset request has failed. Failures are effectively exceptions, such as
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/// request timeouts. If an asset service replies that a particular asset cannot be found, this is not counted
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/// as a failure
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/// </summary>
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public long AssetServiceRequestFailures { get { return assetServiceRequestFailures; } }
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/// <summary>
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/// Number of known failures to retrieve avatar inventory from the inventory service. This does not
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/// cover situations where the inventory service accepts the request but never returns any data, since
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/// we do not yet timeout this situation.
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/// </summary>
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public long InventoryServiceRetrievalFailures { get { return inventoryServiceRetrievalFailures; } }
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/// <summary>
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/// Retain a dictionary of all packet queues stats reporters
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/// </summary>
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private IDictionary<LLUUID, PacketQueueStatsCollector> packetQueueStatsCollectors
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= new Dictionary<LLUUID, PacketQueueStatsCollector>();
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public void AddAbnormalClientThreadTermination()
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{
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abnormalClientThreadTerminations++;
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}
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public void AddAsset(AssetBase asset)
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{
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assetsInCache++;
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assetCacheMemoryUsage += asset.Data.Length;
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}
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public void AddTexture(AssetBase image)
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{
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if (image.Data != null)
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{
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texturesInCache++;
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// This could have been a pull stat, though there was originally a nebulous idea to measure flow rates
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textureCacheMemoryUsage += image.Data.Length;
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}
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}
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/// <summary>
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/// Signal that the asset cache can be cleared.
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/// </summary>
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public void ClearAssetCacheStatistics()
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{
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assetsInCache = 0;
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assetCacheMemoryUsage = 0;
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texturesInCache = 0;
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textureCacheMemoryUsage = 0;
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}
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public void AddBlockedMissingTextureRequest()
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{
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blockedMissingTextureRequests++;
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}
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public void AddAssetServiceRequestFailure()
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{
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assetServiceRequestFailures++;
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}
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public void AddInventoryServiceRetrievalFailure()
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{
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inventoryServiceRetrievalFailures++;
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}
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/// <summary>
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/// Register as a packet queue stats provider
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/// </summary>
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/// <param name="uuid">An agent LLUUID</param>
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/// <param name="provider"></param>
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public void RegisterPacketQueueStatsProvider(LLUUID uuid, IPullStatsProvider provider)
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{
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lock (packetQueueStatsCollectors)
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{
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// FIXME: If the region service is providing more than one region, then the child and root agent
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// queues are wrongly replacing each other here.
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packetQueueStatsCollectors[uuid] = new PacketQueueStatsCollector(provider);
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}
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}
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/// <summary>
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/// Deregister a packet queue stats provider
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/// </summary>
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/// <param name="uuid">An agent LLUUID</param>
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public void DeregisterPacketQueueStatsProvider(LLUUID uuid)
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{
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lock (packetQueueStatsCollectors)
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{
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packetQueueStatsCollectors.Remove(uuid);
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}
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}
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/// <summary>
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/// Report back collected statistical information.
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/// </summary>
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/// <returns></returns>
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public override string Report()
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{
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StringBuilder sb = new StringBuilder(Environment.NewLine);
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sb.Append("ASSET STATISTICS");
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sb.Append(Environment.NewLine);
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sb.Append(
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string.Format(
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@"Asset cache contains {0,6} non-texture assets using {1,10} K
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Texture cache contains {2,6} texture assets using {3,10} K
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Blocked client requests for missing textures: {4}
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Asset service request failures: {5}"+ Environment.NewLine,
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AssetsInCache, Math.Round(AssetCacheMemoryUsage / 1024.0),
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TexturesInCache, Math.Round(TextureCacheMemoryUsage / 1024.0),
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BlockedMissingTextureRequests,
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AssetServiceRequestFailures));
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sb.Append(Environment.NewLine);
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sb.Append("CONNECTION STATISTICS");
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sb.Append(Environment.NewLine);
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sb.Append(
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string.Format(
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"Abnormal client thread terminations: {0}" + Environment.NewLine,
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abnormalClientThreadTerminations));
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sb.Append(Environment.NewLine);
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sb.Append("INVENTORY STATISTICS");
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sb.Append(Environment.NewLine);
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sb.Append(
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string.Format(
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"Initial inventory caching failures: {0}" + Environment.NewLine,
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InventoryServiceRetrievalFailures));
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sb.Append(Environment.NewLine);
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sb.Append("PACKET QUEUE STATISTICS");
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sb.Append(Environment.NewLine);
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sb.Append("Agent UUID ");
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sb.Append(
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string.Format(
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" {0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
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"Send", "In", "Out", "Resend", "Land", "Wind", "Cloud", "Task", "Texture", "Asset"));
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sb.Append(Environment.NewLine);
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foreach (LLUUID key in packetQueueStatsCollectors.Keys)
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{
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sb.Append(string.Format("{0}: ", key));
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sb.Append(packetQueueStatsCollectors[key].Report());
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sb.Append(Environment.NewLine);
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}
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sb.Append(base.Report());
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return sb.ToString();
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}
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}
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/// <summary>
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/// Pull packet queue stats from packet queues and report
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/// </summary>
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public class PacketQueueStatsCollector : IStatsCollector
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{
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private IPullStatsProvider m_statsProvider;
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public PacketQueueStatsCollector(IPullStatsProvider provider)
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{
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m_statsProvider = provider;
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}
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/// <summary>
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/// Report back collected statistical information.
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/// </summary>
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/// <returns></returns>
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public string Report()
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{
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return m_statsProvider.GetStats();
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}
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}
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}
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