OpenSimMirror/OpenSim/Framework/Statistics/SimExtraStatsCollector.cs

375 lines
17 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.Collections.Generic;
using System.Text;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework.Statistics.Interfaces;
namespace OpenSim.Framework.Statistics
{
/// <summary>
/// Collects sim statistics which aren't already being collected for the linden viewer's statistics pane
/// </summary>
public class SimExtraStatsCollector : BaseStatsCollector
{
private long abnormalClientThreadTerminations;
private long assetsInCache;
private long texturesInCache;
private long assetCacheMemoryUsage;
private long textureCacheMemoryUsage;
private TimeSpan assetRequestTimeAfterCacheMiss;
private long blockedMissingTextureRequests;
private long assetServiceRequestFailures;
private long inventoryServiceRetrievalFailures;
private volatile float timeDilation;
private volatile float simFps;
private volatile float physicsFps;
private volatile float agentUpdates;
private volatile float rootAgents;
private volatile float childAgents;
private volatile float totalPrims;
private volatile float activePrims;
private volatile float totalFrameTime;
private volatile float netFrameTime;
private volatile float physicsFrameTime;
private volatile float otherFrameTime;
private volatile float imageFrameTime;
private volatile float inPacketsPerSecond;
private volatile float outPacketsPerSecond;
private volatile float unackedBytes;
private volatile float agentFrameTime;
private volatile float pendingDownloads;
private volatile float pendingUploads;
private volatile float activeScripts;
private volatile float scriptLinesPerSecond;
/// <summary>
/// Number of times that a client thread terminated because of an exception
/// </summary>
public long AbnormalClientThreadTerminations { get { return abnormalClientThreadTerminations; } }
/// <summary>
/// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
/// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
/// haven't yet been implemented... :)
/// </summary>
public long AssetsInCache { get { return assetsInCache; } }
public long TexturesInCache { get { return texturesInCache; } }
public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } }
public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } }
public float TimeDilation { get { return timeDilation; } }
public float SimFps { get { return simFps; } }
public float PhysicsFps { get { return physicsFps; } }
public float AgentUpdates { get { return agentUpdates; } }
public float RootAgents { get { return rootAgents; } }
public float ChildAgents { get { return childAgents; } }
public float TotalPrims { get { return totalPrims; } }
public float ActivePrims { get { return activePrims; } }
public float TotalFrameTime { get { return totalFrameTime; } }
public float NetFrameTime { get { return netFrameTime; } }
public float PhysicsFrameTime { get { return physicsFrameTime; } }
public float OtherFrameTime { get { return otherFrameTime; } }
public float ImageFrameTime { get { return imageFrameTime; } }
public float InPacketsPerSecond { get { return inPacketsPerSecond; } }
public float OutPacketsPerSecond { get { return outPacketsPerSecond; } }
public float UnackedBytes { get { return unackedBytes; } }
public float AgentFrameTime { get { return agentFrameTime; } }
public float PendingDownloads { get { return pendingDownloads; } }
public float PendingUploads { get { return pendingUploads; } }
public float ActiveScripts { get { return activeScripts; } }
public float ScriptLinesPerSecond { get { return scriptLinesPerSecond; } }
/// <summary>
/// This is the time it took for the last asset request made in response to a cache miss.
/// </summary>
public TimeSpan AssetRequestTimeAfterCacheMiss { get { return assetRequestTimeAfterCacheMiss; } }
/// <summary>
/// Number of persistent requests for missing textures we have started blocking from clients. To some extent
/// this is just a temporary statistic to keep this problem in view - the root cause of this lies either
/// in a mishandling of the reply protocol, related to avatar appearance or may even originate in graphics
/// driver bugs on clients (though this seems less likely).
/// </summary>
public long BlockedMissingTextureRequests { get { return blockedMissingTextureRequests; } }
/// <summary>
/// Record the number of times that an asset request has failed. Failures are effectively exceptions, such as
/// request timeouts. If an asset service replies that a particular asset cannot be found, this is not counted
/// as a failure
/// </summary>
public long AssetServiceRequestFailures { get { return assetServiceRequestFailures; } }
/// <summary>
/// Number of known failures to retrieve avatar inventory from the inventory service. This does not
/// cover situations where the inventory service accepts the request but never returns any data, since
/// we do not yet timeout this situation.
/// </summary>
public long InventoryServiceRetrievalFailures { get { return inventoryServiceRetrievalFailures; } }
/// <summary>
/// Retrieve the total frame time (in ms) of the last frame
/// </summary>
//public float TotalFrameTime { get { return totalFrameTime; } }
/// <summary>
/// Retrieve the physics update component (in ms) of the last frame
/// </summary>
//public float PhysicsFrameTime { get { return physicsFrameTime; } }
/// <summary>
/// Retain a dictionary of all packet queues stats reporters
/// </summary>
private IDictionary<UUID, PacketQueueStatsCollector> packetQueueStatsCollectors
= new Dictionary<UUID, PacketQueueStatsCollector>();
public void AddAbnormalClientThreadTermination()
{
abnormalClientThreadTerminations++;
}
public void AddAsset(AssetBase asset)
{
assetsInCache++;
assetCacheMemoryUsage += asset.Data.Length;
}
public void AddTexture(AssetBase image)
{
if (image.Data != null)
{
texturesInCache++;
// This could have been a pull stat, though there was originally a nebulous idea to measure flow rates
textureCacheMemoryUsage += image.Data.Length;
}
}
/// <summary>
/// Signal that the asset cache has been cleared.
/// </summary>
public void ClearAssetCacheStatistics()
{
assetsInCache = 0;
assetCacheMemoryUsage = 0;
texturesInCache = 0;
textureCacheMemoryUsage = 0;
}
public void AddAssetRequestTimeAfterCacheMiss(TimeSpan ts)
{
assetRequestTimeAfterCacheMiss = ts;
}
public void AddBlockedMissingTextureRequest()
{
blockedMissingTextureRequests++;
}
public void AddAssetServiceRequestFailure()
{
assetServiceRequestFailures++;
}
public void AddInventoryServiceRetrievalFailure()
{
inventoryServiceRetrievalFailures++;
}
/// <summary>
/// Register as a packet queue stats provider
/// </summary>
/// <param name="uuid">An agent UUID</param>
/// <param name="provider"></param>
public void RegisterPacketQueueStatsProvider(UUID uuid, IPullStatsProvider provider)
{
lock (packetQueueStatsCollectors)
{
// FIXME: If the region service is providing more than one region, then the child and root agent
// queues are wrongly replacing each other here.
packetQueueStatsCollectors[uuid] = new PacketQueueStatsCollector(provider);
}
}
/// <summary>
/// Deregister a packet queue stats provider
/// </summary>
/// <param name="uuid">An agent UUID</param>
public void DeregisterPacketQueueStatsProvider(UUID uuid)
{
lock (packetQueueStatsCollectors)
{
packetQueueStatsCollectors.Remove(uuid);
}
}
/// <summary>
/// This is the method on which the classic sim stats reporter (which collects stats for
/// client purposes) sends information to listeners.
/// </summary>
/// <param name="pack"></param>
public void ReceiveClassicSimStatsPacket(SimStats stats)
{
// FIXME: SimStats shouldn't allow an arbitrary stat packing order (which is inherited from the original
// SimStatsPacket that was being used).
timeDilation = stats.StatsBlock[0].StatValue;
simFps = stats.StatsBlock[1].StatValue;
physicsFps = stats.StatsBlock[2].StatValue;
agentUpdates = stats.StatsBlock[3].StatValue;
rootAgents = stats.StatsBlock[4].StatValue;
childAgents = stats.StatsBlock[5].StatValue;
totalPrims = stats.StatsBlock[6].StatValue;
activePrims = stats.StatsBlock[7].StatValue;
totalFrameTime = stats.StatsBlock[8].StatValue;
netFrameTime = stats.StatsBlock[9].StatValue;
physicsFrameTime = stats.StatsBlock[10].StatValue;
otherFrameTime = stats.StatsBlock[11].StatValue;
imageFrameTime = stats.StatsBlock[12].StatValue;
inPacketsPerSecond = stats.StatsBlock[13].StatValue;
outPacketsPerSecond = stats.StatsBlock[14].StatValue;
unackedBytes = stats.StatsBlock[15].StatValue;
agentFrameTime = stats.StatsBlock[16].StatValue;
pendingDownloads = stats.StatsBlock[17].StatValue;
pendingUploads = stats.StatsBlock[18].StatValue;
activeScripts = stats.StatsBlock[19].StatValue;
scriptLinesPerSecond = stats.StatsBlock[20].StatValue;
}
/// <summary>
/// Report back collected statistical information.
/// </summary>
/// <returns></returns>
public override string Report()
{
StringBuilder sb = new StringBuilder(Environment.NewLine);
sb.Append("ASSET STATISTICS");
sb.Append(Environment.NewLine);
sb.Append(
string.Format(
@"Asset cache contains {0,6} non-texture assets using {1,10} K
Texture cache contains {2,6} texture assets using {3,10} K
Latest asset request time after cache miss: {4}s
Blocked client requests for missing textures: {5}
Asset service request failures: {6}"+ Environment.NewLine,
AssetsInCache, Math.Round(AssetCacheMemoryUsage / 1024.0),
TexturesInCache, Math.Round(TextureCacheMemoryUsage / 1024.0),
assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0,
BlockedMissingTextureRequests,
AssetServiceRequestFailures));
sb.Append(Environment.NewLine);
sb.Append("CONNECTION STATISTICS");
sb.Append(Environment.NewLine);
sb.Append(
string.Format(
"Abnormal client thread terminations: {0}" + Environment.NewLine,
abnormalClientThreadTerminations));
sb.Append(Environment.NewLine);
sb.Append("INVENTORY STATISTICS");
sb.Append(Environment.NewLine);
sb.Append(
string.Format(
"Initial inventory caching failures: {0}" + Environment.NewLine,
InventoryServiceRetrievalFailures));
sb.Append(Environment.NewLine);
sb.Append("FRAME STATISTICS");
sb.Append(Environment.NewLine);
sb.Append("Dilatn SimFPS PhyFPS AgntUp RootAg ChldAg Prims AtvPrm AtvScr ScrLPS");
sb.Append(Environment.NewLine);
sb.Append(
string.Format(
"{0,6:0.00} {1,6:0} {2,6:0.0} {3,6:0.0} {4,6:0} {5,6:0} {6,6:0} {7,6:0} {8,6:0} {9,6:0}",
timeDilation, simFps, physicsFps, agentUpdates, rootAgents,
childAgents, totalPrims, activePrims, activeScripts, scriptLinesPerSecond));
sb.Append(Environment.NewLine);
sb.Append(Environment.NewLine);
// There is no script frame time currently because we don't yet collect it
sb.Append("PktsIn PktOut PendDl PendUl UnackB TotlFt NetFt PhysFt OthrFt AgntFt ImgsFt");
sb.Append(Environment.NewLine);
sb.Append(
string.Format(
"{0,6:0} {1,6:0} {2,6:0} {3,6:0} {4,6:0} {5,6:0.0} {6,6:0.0} {7,6:0.0} {8,6:0.0} {9,6:0.0} {10,6:0.0}",
inPacketsPerSecond, outPacketsPerSecond, pendingDownloads, pendingUploads, unackedBytes, totalFrameTime,
netFrameTime, physicsFrameTime, otherFrameTime, agentFrameTime, imageFrameTime));
sb.Append(Environment.NewLine);
/*
sb.Append(Environment.NewLine);
sb.Append("PACKET QUEUE STATISTICS");
sb.Append(Environment.NewLine);
sb.Append("Agent UUID ");
sb.Append(
string.Format(
" {0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
"Send", "In", "Out", "Resend", "Land", "Wind", "Cloud", "Task", "Texture", "Asset"));
sb.Append(Environment.NewLine);
foreach (UUID key in packetQueueStatsCollectors.Keys)
{
sb.Append(string.Format("{0}: ", key));
sb.Append(packetQueueStatsCollectors[key].Report());
sb.Append(Environment.NewLine);
}
*/
sb.Append(base.Report());
return sb.ToString();
}
}
/// <summary>
/// Pull packet queue stats from packet queues and report
/// </summary>
public class PacketQueueStatsCollector : IStatsCollector
{
private IPullStatsProvider m_statsProvider;
public PacketQueueStatsCollector(IPullStatsProvider provider)
{
m_statsProvider = provider;
}
/// <summary>
/// Report back collected statistical information.
/// </summary>
/// <returns></returns>
public string Report()
{
return m_statsProvider.GetStats();
}
}
}