clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Timers; |
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31 | using OpenMetaverse.Packets; |
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32 | using OpenSim.Framework; |
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33 | using OpenSim.Framework.Monitoring; |
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34 | using OpenSim.Region.Framework.Interfaces; |
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35 | |||
36 | namespace OpenSim.Region.Framework.Scenes |
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37 | { |
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38 | /// <summary> |
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39 | /// Collect statistics from the scene to send to the client and for access by other monitoring tools. |
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40 | /// </summary> |
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41 | /// <remarks> |
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42 | /// FIXME: This should be a monitoring region module |
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43 | /// </remarks> |
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44 | public class SimStatsReporter |
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45 | { |
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46 | private static readonly log4net.ILog m_log |
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47 | = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
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48 | |||
49 | public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates"; |
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50 | public const string SlowFramesStatName = "SlowFrames"; |
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51 | |||
52 | public delegate void SendStatResult(SimStats stats); |
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53 | |||
54 | public delegate void YourStatsAreWrong(); |
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55 | |||
56 | public event SendStatResult OnSendStatsResult; |
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57 | |||
58 | public event YourStatsAreWrong OnStatsIncorrect; |
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59 | |||
60 | private SendStatResult handlerSendStatResult; |
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61 | |||
62 | private YourStatsAreWrong handlerStatsIncorrect; |
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63 | |||
64 | /// <summary> |
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65 | /// These are the IDs of stats sent in the StatsPacket to the viewer. |
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66 | /// </summary> |
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67 | /// <remarks> |
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68 | /// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators |
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69 | /// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky). |
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70 | /// </remarks> |
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71 | public enum Stats : uint |
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72 | { |
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73 | TimeDilation = 0, |
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74 | SimFPS = 1, |
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75 | PhysicsFPS = 2, |
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76 | AgentUpdates = 3, |
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77 | FrameMS = 4, |
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78 | NetMS = 5, |
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79 | OtherMS = 6, |
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80 | PhysicsMS = 7, |
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81 | AgentMS = 8, |
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82 | ImageMS = 9, |
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83 | ScriptMS = 10, |
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84 | TotalPrim = 11, |
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85 | ActivePrim = 12, |
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86 | Agents = 13, |
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87 | ChildAgents = 14, |
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88 | ActiveScripts = 15, |
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89 | ScriptLinesPerSecond = 16, |
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90 | InPacketsPerSecond = 17, |
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91 | OutPacketsPerSecond = 18, |
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92 | PendingDownloads = 19, |
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93 | PendingUploads = 20, |
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94 | VirtualSizeKb = 21, |
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95 | ResidentSizeKb = 22, |
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96 | PendingLocalUploads = 23, |
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97 | UnAckedBytes = 24, |
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98 | PhysicsPinnedTasks = 25, |
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99 | PhysicsLodTasks = 26, |
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100 | SimPhysicsStepMs = 27, |
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101 | SimPhysicsShapeMs = 28, |
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102 | SimPhysicsOtherMs = 29, |
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103 | SimPhysicsMemory = 30, |
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104 | ScriptEps = 31, |
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105 | SimSpareMs = 32, |
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106 | SimSleepMs = 33, |
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107 | SimIoPumpTime = 34 |
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108 | } |
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109 | |||
110 | /// <summary> |
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111 | /// This is for llGetRegionFPS |
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112 | /// </summary> |
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113 | public float LastReportedSimFPS |
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114 | { |
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115 | get { return lastReportedSimFPS; } |
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116 | } |
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117 | |||
118 | /// <summary> |
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119 | /// Number of object updates performed in the last stats cycle |
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120 | /// </summary> |
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121 | /// <remarks> |
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122 | /// 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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123 | /// large number of object updates. |
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124 | /// </remarks> |
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125 | public float LastReportedObjectUpdates { get; private set; } |
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126 | |||
127 | public float[] LastReportedSimStats |
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128 | { |
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129 | get { return lastReportedSimStats; } |
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130 | } |
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131 | |||
132 | /// <summary> |
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133 | /// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME |
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134 | /// </summary> |
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135 | public Stat SlowFramesStat { get; private set; } |
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136 | |||
137 | /// <summary> |
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138 | /// The threshold at which we log a slow frame. |
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139 | /// </summary> |
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140 | public int SlowFramesStatReportThreshold { get; private set; } |
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141 | |||
142 | /// <summary> |
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143 | /// Extra sim statistics that are used by monitors but not sent to the client. |
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144 | /// </summary> |
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145 | /// <value> |
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146 | /// The keys are the stat names. |
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147 | /// </value> |
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148 | private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>(); |
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149 | |||
150 | // Sending a stats update every 3 seconds- |
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151 | private int m_statsUpdatesEveryMS = 3000; |
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152 | private float m_statsUpdateFactor; |
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153 | private float m_timeDilation; |
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154 | private int m_fps; |
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155 | |||
156 | /// <summary> |
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157 | /// Number of the last frame on which we processed a stats udpate. |
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158 | /// </summary> |
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159 | private uint m_lastUpdateFrame; |
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160 | |||
161 | /// <summary> |
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162 | /// Our nominal fps target, as expected in fps stats when a sim is running normally. |
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163 | /// </summary> |
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164 | private float m_nominalReportedFps = 55; |
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165 | |||
166 | /// <summary> |
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167 | /// Parameter to adjust reported scene fps |
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168 | /// </summary> |
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169 | /// <remarks> |
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170 | /// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently. |
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171 | /// 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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172 | /// affect clients and monitoring scripts/software. |
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173 | /// </remarks> |
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174 | private float m_reportedFpsCorrectionFactor = 5; |
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175 | |||
176 | // saved last reported value so there is something available for llGetRegionFPS |
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177 | private float lastReportedSimFPS; |
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178 | private float[] lastReportedSimStats = new float[22]; |
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179 | private float m_pfps; |
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180 | |||
181 | /// <summary> |
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182 | /// Number of agent updates requested in this stats cycle |
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183 | /// </summary> |
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184 | private int m_agentUpdates; |
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185 | |||
186 | /// <summary> |
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187 | /// Number of object updates requested in this stats cycle |
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188 | /// </summary> |
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189 | private int m_objectUpdates; |
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190 | |||
191 | private int m_frameMS; |
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192 | private int m_spareMS; |
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193 | private int m_netMS; |
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194 | private int m_agentMS; |
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195 | private int m_physicsMS; |
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196 | private int m_imageMS; |
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197 | private int m_otherMS; |
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198 | |||
199 | //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. |
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200 | //Ckrinke private int m_scriptMS = 0; |
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201 | |||
202 | private int m_rootAgents; |
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203 | private int m_childAgents; |
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204 | private int m_numPrim; |
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205 | private int m_inPacketsPerSecond; |
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206 | private int m_outPacketsPerSecond; |
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207 | private int m_activePrim; |
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208 | private int m_unAckedBytes; |
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209 | private int m_pendingDownloads; |
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210 | private int m_pendingUploads = 0; // FIXME: Not currently filled in |
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211 | private int m_activeScripts; |
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212 | private int m_scriptLinesPerSecond; |
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213 | |||
214 | private int m_objectCapacity = 45000; |
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215 | |||
216 | private Scene m_scene; |
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217 | |||
218 | private RegionInfo ReportingRegion; |
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219 | |||
220 | private Timer m_report = new Timer(); |
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221 | |||
222 | private IEstateModule estateModule; |
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223 | |||
224 | public SimStatsReporter(Scene scene) |
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225 | { |
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226 | m_scene = scene; |
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227 | m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps; |
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228 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); |
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229 | ReportingRegion = scene.RegionInfo; |
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230 | |||
231 | m_objectCapacity = scene.RegionInfo.ObjectCapacity; |
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232 | m_report.AutoReset = true; |
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233 | m_report.Interval = m_statsUpdatesEveryMS; |
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234 | m_report.Elapsed += TriggerStatsHeartbeat; |
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235 | m_report.Enabled = true; |
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236 | |||
237 | if (StatsManager.SimExtraStats != null) |
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238 | OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket; |
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239 | |||
240 | /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit |
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241 | /// longer than ideal (which in itself is a concern). |
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242 | SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2); |
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243 | |||
244 | SlowFramesStat |
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245 | = new Stat( |
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246 | "SlowFrames", |
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247 | "Slow Frames", |
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248 | "Number of frames where frame time has been significantly longer than the desired frame time.", |
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249 | " frames", |
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250 | "scene", |
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251 | m_scene.Name, |
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252 | StatType.Push, |
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253 | null, |
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254 | StatVerbosity.Info); |
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255 | |||
256 | StatsManager.RegisterStat(SlowFramesStat); |
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257 | } |
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258 | |||
259 | public void Close() |
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260 | { |
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261 | m_report.Elapsed -= TriggerStatsHeartbeat; |
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262 | m_report.Close(); |
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263 | } |
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264 | |||
265 | /// <summary> |
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266 | /// Sets the number of milliseconds between stat updates. |
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267 | /// </summary> |
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268 | /// <param name='ms'></param> |
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269 | public void SetUpdateMS(int ms) |
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270 | { |
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271 | m_statsUpdatesEveryMS = ms; |
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272 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); |
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273 | m_report.Interval = m_statsUpdatesEveryMS; |
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274 | } |
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275 | |||
276 | private void TriggerStatsHeartbeat(object sender, EventArgs args) |
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277 | { |
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278 | try |
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279 | { |
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280 | statsHeartBeat(sender, args); |
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281 | } |
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282 | catch (Exception e) |
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283 | { |
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284 | m_log.Warn(string.Format( |
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285 | "[SIM STATS REPORTER] Update for {0} failed with exception ", |
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286 | m_scene.RegionInfo.RegionName), e); |
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287 | } |
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288 | } |
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289 | |||
290 | private void statsHeartBeat(object sender, EventArgs e) |
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291 | { |
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292 | if (!m_scene.Active) |
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293 | return; |
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294 | |||
295 | SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; |
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296 | SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); |
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297 | |||
298 | // Know what's not thread safe in Mono... modifying timers. |
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299 | // m_log.Debug("Firing Stats Heart Beat"); |
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300 | lock (m_report) |
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301 | { |
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302 | uint regionFlags = 0; |
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303 | |||
304 | try |
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305 | { |
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306 | if (estateModule == null) |
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307 | estateModule = m_scene.RequestModuleInterface<IEstateModule>(); |
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308 | regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0; |
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309 | } |
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310 | catch (Exception) |
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311 | { |
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312 | // leave region flags at 0 |
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313 | } |
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314 | |||
315 | #region various statistic googly moogly |
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316 | |||
317 | // We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently |
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318 | // locked at a maximum of 11. Maybe at some point this can change so that we're not lying. |
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319 | int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); |
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320 | |||
321 | // save the reported value so there is something available for llGetRegionFPS |
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322 | lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; |
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323 | |||
324 | float physfps = ((m_pfps / 1000)); |
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325 | |||
326 | //if (physfps > 600) |
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327 | //physfps = physfps - (physfps - 600); |
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328 | |||
329 | if (physfps < 0) |
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330 | physfps = 0; |
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331 | |||
332 | #endregion |
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333 | |||
334 | m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); |
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335 | m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); |
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336 | m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount(); |
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337 | m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount(); |
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338 | m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount(); |
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339 | |||
340 | // FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code |
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341 | // so that stat numbers are always consistent. |
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342 | CheckStatSanity(); |
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343 | |||
344 | //Our time dilation is 0.91 when we're running a full speed, |
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345 | // therefore to make sure we get an appropriate range, |
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346 | // we have to factor in our error. (0.10f * statsUpdateFactor) |
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347 | // multiplies the fix for the error times the amount of times it'll occur a second |
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348 | // / 10 divides the value by the number of times the sim heartbeat runs (10fps) |
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349 | // Then we divide the whole amount by the amount of seconds pass in between stats updates. |
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350 | |||
351 | // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change |
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352 | // values to X-per-second values. |
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353 | |||
354 | uint thisFrame = m_scene.Frame; |
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355 | float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; |
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356 | m_lastUpdateFrame = thisFrame; |
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357 | |||
358 | // Avoid div-by-zero if somehow we've not updated any frames. |
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359 | if (framesUpdated == 0) |
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360 | framesUpdated = 1; |
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361 | |||
362 | for (int i = 0; i < 22; i++) |
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363 | { |
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364 | sb[i] = new SimStatsPacket.StatBlock(); |
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365 | } |
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366 | |||
367 | sb[0].StatID = (uint) Stats.TimeDilation; |
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368 | sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); |
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369 | |||
370 | sb[1].StatID = (uint) Stats.SimFPS; |
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371 | sb[1].StatValue = reportedFPS / m_statsUpdateFactor; |
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372 | |||
373 | sb[2].StatID = (uint) Stats.PhysicsFPS; |
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374 | sb[2].StatValue = physfps / m_statsUpdateFactor; |
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375 | |||
376 | sb[3].StatID = (uint) Stats.AgentUpdates; |
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377 | sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor); |
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378 | |||
379 | sb[4].StatID = (uint) Stats.Agents; |
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380 | sb[4].StatValue = m_rootAgents; |
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381 | |||
382 | sb[5].StatID = (uint) Stats.ChildAgents; |
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383 | sb[5].StatValue = m_childAgents; |
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384 | |||
385 | sb[6].StatID = (uint) Stats.TotalPrim; |
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386 | sb[6].StatValue = m_numPrim; |
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387 | |||
388 | sb[7].StatID = (uint) Stats.ActivePrim; |
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389 | sb[7].StatValue = m_activePrim; |
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390 | |||
391 | sb[8].StatID = (uint)Stats.FrameMS; |
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392 | sb[8].StatValue = m_frameMS / framesUpdated; |
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393 | |||
394 | sb[9].StatID = (uint)Stats.NetMS; |
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395 | sb[9].StatValue = m_netMS / framesUpdated; |
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396 | |||
397 | sb[10].StatID = (uint)Stats.PhysicsMS; |
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398 | sb[10].StatValue = m_physicsMS / framesUpdated; |
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399 | |||
400 | sb[11].StatID = (uint)Stats.ImageMS ; |
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401 | sb[11].StatValue = m_imageMS / framesUpdated; |
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402 | |||
403 | sb[12].StatID = (uint)Stats.OtherMS; |
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404 | sb[12].StatValue = m_otherMS / framesUpdated; |
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405 | |||
406 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; |
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407 | sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); |
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408 | |||
409 | sb[14].StatID = (uint)Stats.OutPacketsPerSecond; |
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410 | sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor); |
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411 | |||
412 | sb[15].StatID = (uint)Stats.UnAckedBytes; |
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413 | sb[15].StatValue = m_unAckedBytes; |
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414 | |||
415 | sb[16].StatID = (uint)Stats.AgentMS; |
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416 | sb[16].StatValue = m_agentMS / framesUpdated; |
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417 | |||
418 | sb[17].StatID = (uint)Stats.PendingDownloads; |
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419 | sb[17].StatValue = m_pendingDownloads; |
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420 | |||
421 | sb[18].StatID = (uint)Stats.PendingUploads; |
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422 | sb[18].StatValue = m_pendingUploads; |
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423 | |||
424 | sb[19].StatID = (uint)Stats.ActiveScripts; |
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425 | sb[19].StatValue = m_activeScripts; |
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426 | |||
427 | sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; |
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428 | sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; |
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429 | |||
430 | sb[21].StatID = (uint)Stats.SimSpareMs; |
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431 | sb[21].StatValue = m_spareMS / framesUpdated; |
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432 | |||
433 | for (int i = 0; i < 22; i++) |
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434 | { |
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435 | lastReportedSimStats[i] = sb[i].StatValue; |
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436 | } |
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437 | |||
438 | SimStats simStats |
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439 | = new SimStats( |
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440 | ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity, |
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441 | rb, sb, m_scene.RegionInfo.originRegionID); |
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442 | |||
443 | handlerSendStatResult = OnSendStatsResult; |
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444 | if (handlerSendStatResult != null) |
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445 | { |
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446 | handlerSendStatResult(simStats); |
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447 | } |
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448 | |||
449 | // Extra statistics that aren't currently sent to clients |
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450 | lock (m_lastReportedExtraSimStats) |
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451 | { |
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452 | m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; |
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453 | m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value; |
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454 | |||
455 | Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats(); |
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456 | |||
457 | if (physicsStats != null) |
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458 | { |
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459 | foreach (KeyValuePair<string, float> tuple in physicsStats) |
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460 | { |
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461 | // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second |
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462 | // Need to change things so that stats source can indicate whether they are per second or |
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463 | // per frame. |
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464 | if (tuple.Key.EndsWith("MS")) |
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465 | m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; |
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466 | else |
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467 | m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; |
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468 | } |
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469 | } |
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470 | } |
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471 | |||
472 | ResetValues(); |
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473 | } |
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474 | } |
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475 | |||
476 | private void ResetValues() |
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477 | { |
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478 | m_timeDilation = 0; |
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479 | m_fps = 0; |
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480 | m_pfps = 0; |
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481 | m_agentUpdates = 0; |
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482 | m_objectUpdates = 0; |
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483 | //m_inPacketsPerSecond = 0; |
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484 | //m_outPacketsPerSecond = 0; |
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485 | m_unAckedBytes = 0; |
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486 | m_scriptLinesPerSecond = 0; |
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487 | |||
488 | m_frameMS = 0; |
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489 | m_agentMS = 0; |
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490 | m_netMS = 0; |
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491 | m_physicsMS = 0; |
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492 | m_imageMS = 0; |
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493 | m_otherMS = 0; |
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494 | m_spareMS = 0; |
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495 | |||
496 | //Ckrinke This variable is not used, so comment to remove compiler warning until it is used. |
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497 | //Ckrinke m_scriptMS = 0; |
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498 | } |
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499 | |||
500 | # region methods called from Scene |
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501 | // The majority of these functions are additive |
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502 | // so that you can easily change the amount of |
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503 | // seconds in between sim stats updates |
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504 | |||
505 | public void AddTimeDilation(float td) |
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506 | { |
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507 | //float tdsetting = td; |
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508 | //if (tdsetting > 1.0f) |
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509 | //tdsetting = (tdsetting - (tdsetting - 0.91f)); |
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510 | |||
511 | //if (tdsetting < 0) |
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512 | //tdsetting = 0.0f; |
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513 | m_timeDilation = td; |
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514 | } |
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515 | |||
516 | internal void CheckStatSanity() |
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517 | { |
||
518 | if (m_rootAgents < 0 || m_childAgents < 0) |
||
519 | { |
||
520 | handlerStatsIncorrect = OnStatsIncorrect; |
||
521 | if (handlerStatsIncorrect != null) |
||
522 | { |
||
523 | handlerStatsIncorrect(); |
||
524 | } |
||
525 | } |
||
526 | if (m_rootAgents == 0 && m_childAgents == 0) |
||
527 | { |
||
528 | m_unAckedBytes = 0; |
||
529 | } |
||
530 | } |
||
531 | |||
532 | public void AddFPS(int frames) |
||
533 | { |
||
534 | m_fps += frames; |
||
535 | } |
||
536 | |||
537 | public void AddPhysicsFPS(float frames) |
||
538 | { |
||
539 | m_pfps += frames; |
||
540 | } |
||
541 | |||
542 | public void AddObjectUpdates(int numUpdates) |
||
543 | { |
||
544 | m_objectUpdates += numUpdates; |
||
545 | } |
||
546 | |||
547 | public void AddAgentUpdates(int numUpdates) |
||
548 | { |
||
549 | m_agentUpdates += numUpdates; |
||
550 | } |
||
551 | |||
552 | public void AddInPackets(int numPackets) |
||
553 | { |
||
554 | m_inPacketsPerSecond = numPackets; |
||
555 | } |
||
556 | |||
557 | public void AddOutPackets(int numPackets) |
||
558 | { |
||
559 | m_outPacketsPerSecond = numPackets; |
||
560 | } |
||
561 | |||
562 | public void AddunAckedBytes(int numBytes) |
||
563 | { |
||
564 | m_unAckedBytes += numBytes; |
||
565 | if (m_unAckedBytes < 0) m_unAckedBytes = 0; |
||
566 | } |
||
567 | |||
568 | public void addFrameMS(int ms) |
||
569 | { |
||
570 | m_frameMS += ms; |
||
571 | |||
572 | // At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit |
||
573 | // longer than ideal due to the inaccuracy of the Sleep in Scene.Update() (which in itself is a concern). |
||
574 | if (ms > SlowFramesStatReportThreshold) |
||
575 | SlowFramesStat.Value++; |
||
576 | } |
||
577 | |||
578 | public void AddSpareMS(int ms) |
||
579 | { |
||
580 | m_spareMS += ms; |
||
581 | } |
||
582 | |||
583 | public void addNetMS(int ms) |
||
584 | { |
||
585 | m_netMS += ms; |
||
586 | } |
||
587 | |||
588 | public void addAgentMS(int ms) |
||
589 | { |
||
590 | m_agentMS += ms; |
||
591 | } |
||
592 | |||
593 | public void addPhysicsMS(int ms) |
||
594 | { |
||
595 | m_physicsMS += ms; |
||
596 | } |
||
597 | |||
598 | public void addImageMS(int ms) |
||
599 | { |
||
600 | m_imageMS += ms; |
||
601 | } |
||
602 | |||
603 | public void addOtherMS(int ms) |
||
604 | { |
||
605 | m_otherMS += ms; |
||
606 | } |
||
607 | |||
608 | public void AddPendingDownloads(int count) |
||
609 | { |
||
610 | m_pendingDownloads += count; |
||
611 | |||
612 | if (m_pendingDownloads < 0) |
||
613 | m_pendingDownloads = 0; |
||
614 | |||
615 | //m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads); |
||
616 | } |
||
617 | |||
618 | public void addScriptLines(int count) |
||
619 | { |
||
620 | m_scriptLinesPerSecond += count; |
||
621 | } |
||
622 | |||
623 | public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes) |
||
624 | { |
||
625 | AddInPackets(inPackets); |
||
626 | AddOutPackets(outPackets); |
||
627 | AddunAckedBytes(unAckedBytes); |
||
628 | } |
||
629 | |||
630 | #endregion |
||
631 | |||
632 | public Dictionary<string, float> GetExtraSimStats() |
||
633 | { |
||
634 | lock (m_lastReportedExtraSimStats) |
||
635 | return new Dictionary<string, float>(m_lastReportedExtraSimStats); |
||
636 | } |
||
637 | } |
||
638 | } |