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authorTalun2012-04-10 21:25:05 +0100
committernebadon2012-04-12 18:44:00 -0700
commit08e509978d81cb3451c205ed59648e3f5da91344 (patch)
treee8fb382ef1661c2d370c64915a05376b295c551e
parentmake changes to FlotsamCache.ini.example as noted in mantis #5960 (diff)
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Mantis 55025 Implement script time.
Signed-off-by: nebadon <michael@osgrid.org>
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs12
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs39
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs19
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs7
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs82
7 files changed, 135 insertions, 46 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index f5dda34..30ed7d1 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -172,7 +172,17 @@ namespace OpenSim.Region.Framework.Interfaces
172 /// If no inventory item has that name then an empty list is returned. 172 /// If no inventory item has that name then an empty list is returned.
173 /// </returns> 173 /// </returns>
174 List<TaskInventoryItem> GetInventoryItems(string name); 174 List<TaskInventoryItem> GetInventoryItems(string name);
175 175
176 /// <summary>
177 /// Get inventory items by type.
178 /// </summary>
179 /// <param type="name"></param>
180 /// <returns>
181 /// A list of inventory items of that type.
182 /// If no inventory items of that type then an empty list is returned.
183 /// </returns>
184 List<TaskInventoryItem> GetInventoryItems(InventoryType type);
185
176 /// <summary> 186 /// <summary>
177 /// Get the scene object referenced by an inventory item. 187 /// Get the scene object referenced by an inventory item.
178 /// </summary> 188 /// </summary>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index c0616ed..0d488df 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -83,6 +83,14 @@ namespace OpenSim.Region.Framework.Interfaces
83 void StartProcessing(); 83 void StartProcessing();
84 84
85 /// <summary> 85 /// <summary>
86 /// Get the execution times of all scripts in the given array if they are currently running.
87 /// </summary>
88 /// <returns>
89 /// A float the value is a representative execution time in milliseconds of all scripts in that Array.
90 /// </returns>
91 float GetScriptExecutionTime(List<UUID> itemIDs);
92
93 /// <summary>
86 /// Get the execution times of all scripts in each object. 94 /// Get the execution times of all scripts in each object.
87 /// </summary> 95 /// </summary>
88 /// <returns> 96 /// <returns>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 7d14814..a49ed13 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3270,6 +3270,45 @@ namespace OpenSim.Region.Framework.Scenes
3270 } 3270 }
3271 3271
3272 /// <summary> 3272 /// <summary>
3273 /// A float the value is a representative execution time in milliseconds of all scripts in the link set.
3274 /// </summary>
3275 public float ScriptExecutionTime()
3276 {
3277 IScriptModule[] engines = Scene.RequestModuleInterfaces<IScriptModule>();
3278
3279 if (engines.Length == 0) // No engine at all
3280 return 0.0f;
3281
3282 float time = 0.0f;
3283
3284 // get all the scripts in all parts
3285 SceneObjectPart[] parts = m_parts.GetArray();
3286 List<TaskInventoryItem> scripts = new List<TaskInventoryItem>();
3287 for (int i = 0; i < parts.Length; i++)
3288 {
3289 scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
3290 }
3291 // extract the UUIDs
3292 List<UUID> ids = new List<UUID>(scripts.Count);
3293 foreach (TaskInventoryItem script in scripts)
3294 {
3295 if (!ids.Contains(script.ItemID))
3296 {
3297 ids.Add(script.ItemID);
3298 }
3299 }
3300 // Offer the list of script UUIDs to each engine found and accumulate the time
3301 foreach (IScriptModule e in engines)
3302 {
3303 if (e != null)
3304 {
3305 time += e.GetScriptExecutionTime(ids);
3306 }
3307 }
3308 return time;
3309 }
3310
3311 /// <summary>
3273 /// Returns a count of the number of running scripts in this groups parts. 3312 /// Returns a count of the number of running scripts in this groups parts.
3274 /// </summary> 3313 /// </summary>
3275 public int RunningScriptCount() 3314 public int RunningScriptCount()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 9a04c65..aacad98 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 222 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 224 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 225 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
226 foreach (TaskInventoryItem item in scripts) 226 foreach (TaskInventoryItem item in scripts)
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
228 } 228 }
@@ -255,7 +255,7 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 255 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 257 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 259 foreach (TaskInventoryItem item in scripts)
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
261 } 261 }
@@ -1116,7 +1116,7 @@ namespace OpenSim.Region.Framework.Scenes
1116 return 0; 1116 return 0;
1117 1117
1118 int count = 0; 1118 int count = 0;
1119 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1119 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
1120 1120
1121 foreach (TaskInventoryItem item in scripts) 1121 foreach (TaskInventoryItem item in scripts)
1122 { 1122 {
@@ -1157,14 +1157,14 @@ namespace OpenSim.Region.Framework.Scenes
1157 return ret; 1157 return ret;
1158 } 1158 }
1159 1159
1160 public List<TaskInventoryItem> GetInventoryScripts() 1160 public List<TaskInventoryItem> GetInventoryItems(InventoryType type)
1161 { 1161 {
1162 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1162 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1163 1163
1164 lock (m_items) 1164 lock (m_items)
1165 { 1165 {
1166 foreach (TaskInventoryItem item in m_items.Values) 1166 foreach (TaskInventoryItem item in m_items.Values)
1167 if (item.InvType == (int)InventoryType.LSL) 1167 if (item.InvType == (int)type)
1168 ret.Add(item); 1168 ret.Add(item);
1169 } 1169 }
1170 1170
@@ -1183,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes
1183 if (engines.Length == 0) // No engine at all 1183 if (engines.Length == 0) // No engine at all
1184 return ret; 1184 return ret;
1185 1185
1186 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1186 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
1187 1187
1188 foreach (TaskInventoryItem item in scripts) 1188 foreach (TaskInventoryItem item in scripts)
1189 { 1189 {
@@ -1211,7 +1211,7 @@ namespace OpenSim.Region.Framework.Scenes
1211 if (engines.Length == 0) 1211 if (engines.Length == 0)
1212 return; 1212 return;
1213 1213
1214 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1214 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
1215 1215
1216 foreach (TaskInventoryItem item in scripts) 1216 foreach (TaskInventoryItem item in scripts)
1217 { 1217 {
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 8863df1..641d742 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3438,6 +3438,25 @@ namespace OpenSim.Region.Framework.Scenes
3438 } 3438 }
3439 3439
3440 /// <summary> 3440 /// <summary>
3441 /// A float the value is a representative execution time in milliseconds of all scripts in all attachments.
3442 /// </summary>
3443 public float ScriptExecutionTime()
3444 {
3445 float time = 0.0f;
3446 lock (m_attachments)
3447 {
3448 foreach (SceneObjectGroup gobj in m_attachments)
3449 {
3450 if (gobj != null)
3451 {
3452 time += gobj.ScriptExecutionTime();
3453 }
3454 }
3455 }
3456 return time;
3457 }
3458
3459 /// <summary>
3441 /// Returns the total count of running scripts in all parts. 3460 /// Returns the total count of running scripts in all parts.
3442 /// </summary> 3461 /// </summary>
3443 public int RunningScriptCount() 3462 public int RunningScriptCount()
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index c38a52e..078a22a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -10367,7 +10367,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10367 ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384)); 10367 ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384));
10368 break; 10368 break;
10369 case ScriptBaseClass.OBJECT_SCRIPT_TIME: 10369 case ScriptBaseClass.OBJECT_SCRIPT_TIME:
10370 ret.Add(new LSL_Float(0)); 10370 ret.Add(new LSL_Float(av.ScriptExecutionTime() / 1000.0f));
10371 break; 10371 break;
10372 case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE: 10372 case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
10373 ret.Add(new LSL_Integer(1)); 10373 ret.Add(new LSL_Integer(1));
@@ -10435,9 +10435,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10435 ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384)); 10435 ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384));
10436 break; 10436 break;
10437 case ScriptBaseClass.OBJECT_SCRIPT_TIME: 10437 case ScriptBaseClass.OBJECT_SCRIPT_TIME:
10438 // Average cpu time per simulator frame expended on all scripts in the object 10438 // Average cpu time in seconds per simulator frame expended on all scripts in the object
10439 // Not currently available at Object level 10439 ret.Add(new LSL_Float(obj.ParentGroup.ScriptExecutionTime() / 1000.0f));
10440 ret.Add(new LSL_Float(0));
10441 break; 10440 break;
10442 case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE: 10441 case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
10443 // according to the SL wiki A prim or linkset will have prim 10442 // according to the SL wiki A prim or linkset will have prim
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 7712076..b7903d5 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1907,45 +1907,59 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1907 if (!topScripts.ContainsKey(si.LocalID)) 1907 if (!topScripts.ContainsKey(si.LocalID))
1908 topScripts[si.RootLocalID] = 0; 1908 topScripts[si.RootLocalID] = 0;
1909 1909
1910// long ticksElapsed = tickNow - si.MeasurementPeriodTickStart; 1910 topScripts[si.RootLocalID] += CalculateAdjustedExectionTime(si, tickNow);
1911// float framesElapsed = ticksElapsed / (18.1818 * TimeSpan.TicksPerMillisecond); 1911 }
1912 1912 }
1913 // Execution time of the script adjusted by it's measurement period to make scripts started at
1914 // different times comparable.
1915// float adjustedExecutionTime
1916// = (float)si.MeasurementPeriodExecutionTime
1917// / ((float)(tickNow - si.MeasurementPeriodTickStart) / ScriptInstance.MaxMeasurementPeriod)
1918// / TimeSpan.TicksPerMillisecond;
1919
1920 long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
1921
1922 // Avoid divide by zerp
1923 if (ticksElapsed == 0)
1924 ticksElapsed = 1;
1925 1913
1926 // Scale execution time to the ideal 55 fps frame time for these reasons. 1914 return topScripts;
1927 // 1915 }
1928 // 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
1929 // 'script execution time per frame', which is the original purpose of this value.
1930 //
1931 // 2) Giving the raw execution times is misleading since scripts start at different times, making
1932 // it impossible to compare scripts.
1933 //
1934 // 3) Scaling the raw execution time to the time that the script has been running is better but
1935 // is still misleading since a script that has just been rezzed may appear to have been running
1936 // for much longer.
1937 //
1938 // 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
1939 // since the figure does not represent actual execution time and very hard running scripts will
1940 // never exceed 18ms (though this is a very high number for script execution so is a warning sign).
1941 float adjustedExecutionTime
1942 = ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
1943 1916
1944 topScripts[si.RootLocalID] += adjustedExecutionTime; 1917 public float GetScriptExecutionTime(List<UUID> itemIDs)
1918 {
1919 if (itemIDs == null|| itemIDs.Count == 0)
1920 {
1921 return 0.0f;
1922 }
1923 float time = 0.0f;
1924 long tickNow = Util.EnvironmentTickCount();
1925 IScriptInstance si;
1926 // Calculate the time for all scripts that this engine is executing
1927 // Ignore any others
1928 foreach (UUID id in itemIDs)
1929 {
1930 si = GetInstance(id);
1931 if (si != null && si.Running)
1932 {
1933 time += CalculateAdjustedExectionTime(si, tickNow);
1945 } 1934 }
1946 } 1935 }
1936 return time;
1937 }
1947 1938
1948 return topScripts; 1939 private float CalculateAdjustedExectionTime(IScriptInstance si, long tickNow)
1940 {
1941 long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
1942
1943 // Avoid divide by zero
1944 if (ticksElapsed == 0)
1945 ticksElapsed = 1;
1946
1947 // Scale execution time to the ideal 55 fps frame time for these reasons.
1948 //
1949 // 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
1950 // 'script execution time per frame', which is the original purpose of this value.
1951 //
1952 // 2) Giving the raw execution times is misleading since scripts start at different times, making
1953 // it impossible to compare scripts.
1954 //
1955 // 3) Scaling the raw execution time to the time that the script has been running is better but
1956 // is still misleading since a script that has just been rezzed may appear to have been running
1957 // for much longer.
1958 //
1959 // 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
1960 // since the figure does not represent actual execution time and very hard running scripts will
1961 // never exceed 18ms (though this is a very high number for script execution so is a warning sign).
1962 return ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
1949 } 1963 }
1950 1964
1951 public void SuspendScript(UUID itemID) 1965 public void SuspendScript(UUID itemID)