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authorUbitUmarov2012-07-17 00:54:23 +0100
committerUbitUmarov2012-07-17 00:54:23 +0100
commitd5f4fb7b50fb7c594b018f8241399e22f88fc951 (patch)
tree8f3dab3d170596f02b1d1d836a0bc08a3e6b8ebd /OpenSim/Region/Physics/OdePlugin/OdeScene.cs
parentUbitOde: remove useless water collider from active code. (diff)
parentMerge branch 'avination' into careminster (diff)
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Merge branch 'avination' into ubitwork
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdeScene.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs452
1 files changed, 384 insertions, 68 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index 842ff91..32e81e2 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -30,20 +30,21 @@
30 30
31using System; 31using System;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics;
34using System.IO;
35using System.Linq;
33using System.Reflection; 36using System.Reflection;
34using System.Runtime.InteropServices; 37using System.Runtime.InteropServices;
35using System.Threading; 38using System.Threading;
36using System.IO;
37using System.Diagnostics;
38using log4net; 39using log4net;
39using Nini.Config; 40using Nini.Config;
40using Ode.NET; 41using Ode.NET;
42using OpenMetaverse;
41#if USE_DRAWSTUFF 43#if USE_DRAWSTUFF
42using Drawstuff.NET; 44using Drawstuff.NET;
43#endif 45#endif
44using OpenSim.Framework; 46using OpenSim.Framework;
45using OpenSim.Region.Physics.Manager; 47using OpenSim.Region.Physics.Manager;
46using OpenMetaverse;
47 48
48namespace OpenSim.Region.Physics.OdePlugin 49namespace OpenSim.Region.Physics.OdePlugin
49{ 50{
@@ -54,15 +55,15 @@ namespace OpenSim.Region.Physics.OdePlugin
54 End = 2 55 End = 2
55 } 56 }
56 57
57 public struct sCollisionData 58// public struct sCollisionData
58 { 59// {
59 public uint ColliderLocalId; 60// public uint ColliderLocalId;
60 public uint CollidedWithLocalId; 61// public uint CollidedWithLocalId;
61 public int NumberOfCollisions; 62// public int NumberOfCollisions;
62 public int CollisionType; 63// public int CollisionType;
63 public int StatusIndicator; 64// public int StatusIndicator;
64 public int lastframe; 65// public int lastframe;
65 } 66// }
66 67
67 [Flags] 68 [Flags]
68 public enum CollisionCategories : int 69 public enum CollisionCategories : int
@@ -131,6 +132,135 @@ namespace OpenSim.Region.Physics.OdePlugin
131 /// </remarks> 132 /// </remarks>
132 internal static Object UniversalColliderSyncObject = new Object(); 133 internal static Object UniversalColliderSyncObject = new Object();
133 134
135 /// <summary>
136 /// Is stats collecting enabled for this ODE scene?
137 /// </summary>
138 public bool CollectStats { get; set; }
139
140 /// <summary>
141 /// Statistics for this scene.
142 /// </summary>
143 private Dictionary<string, float> m_stats = new Dictionary<string, float>();
144
145 /// <summary>
146 /// Stat name for total number of avatars in this ODE scene.
147 /// </summary>
148 public const string ODETotalAvatarsStatName = "ODETotalAvatars";
149
150 /// <summary>
151 /// Stat name for total number of prims in this ODE scene.
152 /// </summary>
153 public const string ODETotalPrimsStatName = "ODETotalPrims";
154
155 /// <summary>
156 /// Stat name for total number of prims with active physics in this ODE scene.
157 /// </summary>
158 public const string ODEActivePrimsStatName = "ODEActivePrims";
159
160 /// <summary>
161 /// Stat name for the total time spent in ODE frame processing.
162 /// </summary>
163 /// <remarks>
164 /// A sanity check for the main scene loop physics time.
165 /// </remarks>
166 public const string ODETotalFrameMsStatName = "ODETotalFrameMS";
167
168 /// <summary>
169 /// Stat name for time spent processing avatar taints per frame
170 /// </summary>
171 public const string ODEAvatarTaintMsStatName = "ODEAvatarTaintFrameMS";
172
173 /// <summary>
174 /// Stat name for time spent processing prim taints per frame
175 /// </summary>
176 public const string ODEPrimTaintMsStatName = "ODEPrimTaintFrameMS";
177
178 /// <summary>
179 /// Stat name for time spent calculating avatar forces per frame.
180 /// </summary>
181 public const string ODEAvatarForcesFrameMsStatName = "ODEAvatarForcesFrameMS";
182
183 /// <summary>
184 /// Stat name for time spent calculating prim forces per frame
185 /// </summary>
186 public const string ODEPrimForcesFrameMsStatName = "ODEPrimForcesFrameMS";
187
188 /// <summary>
189 /// Stat name for time spent fulfilling raycasting requests per frame
190 /// </summary>
191 public const string ODERaycastingFrameMsStatName = "ODERaycastingFrameMS";
192
193 /// <summary>
194 /// Stat name for time spent in native code that actually steps through the simulation.
195 /// </summary>
196 public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS";
197
198 /// <summary>
199 /// Stat name for the number of milliseconds that ODE spends in native space collision code.
200 /// </summary>
201 public const string ODENativeSpaceCollisionFrameMsStatName = "ODENativeSpaceCollisionFrameMS";
202
203 /// <summary>
204 /// Stat name for milliseconds that ODE spends in native geom collision code.
205 /// </summary>
206 public const string ODENativeGeomCollisionFrameMsStatName = "ODENativeGeomCollisionFrameMS";
207
208 /// <summary>
209 /// Time spent in collision processing that is not spent in native space or geom collision code.
210 /// </summary>
211 public const string ODEOtherCollisionFrameMsStatName = "ODEOtherCollisionFrameMS";
212
213 /// <summary>
214 /// Stat name for time spent notifying listeners of collisions
215 /// </summary>
216 public const string ODECollisionNotificationFrameMsStatName = "ODECollisionNotificationFrameMS";
217
218 /// <summary>
219 /// Stat name for milliseconds spent updating avatar position and velocity
220 /// </summary>
221 public const string ODEAvatarUpdateFrameMsStatName = "ODEAvatarUpdateFrameMS";
222
223 /// <summary>
224 /// Stat name for the milliseconds spent updating prim position and velocity
225 /// </summary>
226 public const string ODEPrimUpdateFrameMsStatName = "ODEPrimUpdateFrameMS";
227
228 /// <summary>
229 /// Stat name for avatar collisions with another entity.
230 /// </summary>
231 public const string ODEAvatarContactsStatsName = "ODEAvatarContacts";
232
233 /// <summary>
234 /// Stat name for prim collisions with another entity.
235 /// </summary>
236 public const string ODEPrimContactsStatName = "ODEPrimContacts";
237
238 /// <summary>
239 /// Used to hold tick numbers for stat collection purposes.
240 /// </summary>
241 private int m_nativeCollisionStartTick;
242
243 /// <summary>
244 /// A messy way to tell if we need to avoid adding a collision time because this was already done in the callback.
245 /// </summary>
246 private bool m_inCollisionTiming;
247
248 /// <summary>
249 /// A temporary holder for the number of avatar collisions in a frame, so we can work out how many object
250 /// collisions occured using the _perloopcontact if stats collection is enabled.
251 /// </summary>
252 private int m_tempAvatarCollisionsThisFrame;
253
254 /// <summary>
255 /// Used in calculating physics frame time dilation
256 /// </summary>
257 private int tickCountFrameRun;
258
259 /// <summary>
260 /// Used in calculating physics frame time dilation
261 /// </summary>
262 private int latertickcount;
263
134 private Random fluidRandomizer = new Random(Environment.TickCount); 264 private Random fluidRandomizer = new Random(Environment.TickCount);
135 265
136 private const uint m_regionWidth = Constants.RegionSize; 266 private const uint m_regionWidth = Constants.RegionSize;
@@ -257,12 +387,12 @@ namespace OpenSim.Region.Physics.OdePlugin
257 /// <summary> 387 /// <summary>
258 /// A dictionary of actors that should receive collision events. 388 /// A dictionary of actors that should receive collision events.
259 /// </summary> 389 /// </summary>
260 private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new Dictionary<uint, PhysicsActor>(); 390 private readonly Dictionary<uint, PhysicsActor> m_collisionEventActors = new Dictionary<uint, PhysicsActor>();
261 391
262 /// <summary> 392 /// <summary>
263 /// A dictionary of collision event changes that are waiting to be processed. 393 /// A dictionary of collision event changes that are waiting to be processed.
264 /// </summary> 394 /// </summary>
265 private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>(); 395 private readonly Dictionary<uint, PhysicsActor> m_collisionEventActorsChanges = new Dictionary<uint, PhysicsActor>();
266 396
267 /// <summary> 397 /// <summary>
268 /// Maps a unique geometry id (a memory location) to a physics actor name. 398 /// Maps a unique geometry id (a memory location) to a physics actor name.
@@ -345,9 +475,6 @@ namespace OpenSim.Region.Physics.OdePlugin
345 private OdePrim cp1; 475 private OdePrim cp1;
346 private OdeCharacter cc2; 476 private OdeCharacter cc2;
347 private OdePrim cp2; 477 private OdePrim cp2;
348 private int tickCountFrameRun;
349
350 private int latertickcount=0;
351 //private int cStartStop = 0; 478 //private int cStartStop = 0;
352 //private string cDictKey = ""; 479 //private string cDictKey = "";
353 480
@@ -440,6 +567,8 @@ namespace OpenSim.Region.Physics.OdePlugin
440 // Initialize the mesh plugin 567 // Initialize the mesh plugin
441 public override void Initialise(IMesher meshmerizer, IConfigSource config) 568 public override void Initialise(IMesher meshmerizer, IConfigSource config)
442 { 569 {
570 InitializeExtraStats();
571
443 mesher = meshmerizer; 572 mesher = meshmerizer;
444 m_config = config; 573 m_config = config;
445 // Defaults 574 // Defaults
@@ -464,6 +593,8 @@ namespace OpenSim.Region.Physics.OdePlugin
464 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; 593 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
465 if (physicsconfig != null) 594 if (physicsconfig != null)
466 { 595 {
596 CollectStats = physicsconfig.GetBoolean("collect_stats", false);
597
467 gravityx = physicsconfig.GetFloat("world_gravityx", 0f); 598 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
468 gravityy = physicsconfig.GetFloat("world_gravityy", 0f); 599 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
469 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); 600 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
@@ -765,6 +896,62 @@ namespace OpenSim.Region.Physics.OdePlugin
765 #region Collision Detection 896 #region Collision Detection
766 897
767 /// <summary> 898 /// <summary>
899 /// Collides two geometries.
900 /// </summary>
901 /// <returns></returns>
902 /// <param name='geom1'></param>
903 /// <param name='geom2'>/param>
904 /// <param name='maxContacts'></param>
905 /// <param name='contactsArray'></param>
906 /// <param name='contactGeomSize'></param>
907 private int CollideGeoms(
908 IntPtr geom1, IntPtr geom2, int maxContacts, Ode.NET.d.ContactGeom[] contactsArray, int contactGeomSize)
909 {
910 int count;
911
912 lock (OdeScene.UniversalColliderSyncObject)
913 {
914 // We do this inside the lock so that we don't count any delay in acquiring it
915 if (CollectStats)
916 m_nativeCollisionStartTick = Util.EnvironmentTickCount();
917
918 count = d.Collide(geom1, geom2, maxContacts, contactsArray, contactGeomSize);
919 }
920
921 // We do this outside the lock so that any waiting threads aren't held up, though the effect is probably
922 // negligable
923 if (CollectStats)
924 m_stats[ODENativeGeomCollisionFrameMsStatName]
925 += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
926
927 return count;
928 }
929
930 /// <summary>
931 /// Collide two spaces or a space and a geometry.
932 /// </summary>
933 /// <param name='space1'></param>
934 /// <param name='space2'>/param>
935 /// <param name='data'></param>
936 private void CollideSpaces(IntPtr space1, IntPtr space2, IntPtr data)
937 {
938 if (CollectStats)
939 {
940 m_inCollisionTiming = true;
941 m_nativeCollisionStartTick = Util.EnvironmentTickCount();
942 }
943
944 d.SpaceCollide2(space1, space2, data, nearCallback);
945
946 if (CollectStats && m_inCollisionTiming)
947 {
948 m_stats[ODENativeSpaceCollisionFrameMsStatName]
949 += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
950 m_inCollisionTiming = false;
951 }
952 }
953
954 /// <summary>
768 /// This is our near callback. A geometry is near a body 955 /// This is our near callback. A geometry is near a body
769 /// </summary> 956 /// </summary>
770 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> 957 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
@@ -772,6 +959,13 @@ namespace OpenSim.Region.Physics.OdePlugin
772 /// <param name="g2">another geometry or space</param> 959 /// <param name="g2">another geometry or space</param>
773 private void near(IntPtr space, IntPtr g1, IntPtr g2) 960 private void near(IntPtr space, IntPtr g1, IntPtr g2)
774 { 961 {
962 if (CollectStats && m_inCollisionTiming)
963 {
964 m_stats[ODENativeSpaceCollisionFrameMsStatName]
965 += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
966 m_inCollisionTiming = false;
967 }
968
775// m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space); 969// m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space);
776 // no lock here! It's invoked from within Simulate(), which is thread-locked 970 // no lock here! It's invoked from within Simulate(), which is thread-locked
777 971
@@ -789,7 +983,7 @@ namespace OpenSim.Region.Physics.OdePlugin
789 // contact points in the space 983 // contact points in the space
790 try 984 try
791 { 985 {
792 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); 986 CollideSpaces(g1, g2, IntPtr.Zero);
793 } 987 }
794 catch (AccessViolationException) 988 catch (AccessViolationException)
795 { 989 {
@@ -832,6 +1026,7 @@ namespace OpenSim.Region.Physics.OdePlugin
832 1026
833 // Figure out how many contact points we have 1027 // Figure out how many contact points we have
834 int count = 0; 1028 int count = 0;
1029
835 try 1030 try
836 { 1031 {
837 // Colliding Geom To Geom 1032 // Colliding Geom To Geom
@@ -843,8 +1038,11 @@ namespace OpenSim.Region.Physics.OdePlugin
843 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) 1038 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
844 return; 1039 return;
845 1040
846 lock (OdeScene.UniversalColliderSyncObject) 1041 count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
847 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); 1042
1043 // All code after this is only relevant if we have any collisions
1044 if (count <= 0)
1045 return;
848 1046
849 if (count > contacts.Length) 1047 if (count > contacts.Length)
850 m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); 1048 m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
@@ -1113,14 +1311,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1113 { 1311 {
1114 _perloopContact.Add(curContact); 1312 _perloopContact.Add(curContact);
1115 1313
1116 // If we're colliding against terrain
1117 if (name1 == "Terrain" || name2 == "Terrain") 1314 if (name1 == "Terrain" || name2 == "Terrain")
1118 { 1315 {
1119 // If we're moving
1120 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && 1316 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1121 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 1317 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1122 { 1318 {
1123 // Use the movement terrain contact 1319 // Avatar is moving on terrain, use the movement terrain contact
1124 AvatarMovementTerrainContact.geom = curContact; 1320 AvatarMovementTerrainContact.geom = curContact;
1125 1321
1126 if (m_global_contactcount < maxContactsbeforedeath) 1322 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1133,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1133 { 1329 {
1134 if (p2.PhysicsActorType == (int)ActorTypes.Agent) 1330 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1135 { 1331 {
1136 // Use the non moving terrain contact 1332 // Avatar is standing on terrain, use the non moving terrain contact
1137 TerrainContact.geom = curContact; 1333 TerrainContact.geom = curContact;
1138 1334
1139 if (m_global_contactcount < maxContactsbeforedeath) 1335 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1228,13 +1424,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1228 } 1424 }
1229 else 1425 else
1230 { 1426 {
1231 // we're colliding with prim or avatar
1232 // check if we're moving
1233 if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) 1427 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1234 { 1428 {
1235 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 1429 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1236 { 1430 {
1237 // Use the Movement prim contact 1431 // Avatar is moving on a prim, use the Movement prim contact
1238 AvatarMovementprimContact.geom = curContact; 1432 AvatarMovementprimContact.geom = curContact;
1239 1433
1240 if (m_global_contactcount < maxContactsbeforedeath) 1434 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1245,9 +1439,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1245 } 1439 }
1246 else 1440 else
1247 { 1441 {
1248 // Use the non movement contact 1442 // Avatar is standing still on a prim, use the non movement contact
1249 contact.geom = curContact; 1443 contact.geom = curContact;
1250 _perloopContact.Add(curContact);
1251 1444
1252 if (m_global_contactcount < maxContactsbeforedeath) 1445 if (m_global_contactcount < maxContactsbeforedeath)
1253 { 1446 {
@@ -1355,7 +1548,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1355 break; 1548 break;
1356 } 1549 }
1357 } 1550 }
1358 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); 1551 //m_log.DebugFormat("[Collision]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1359 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); 1552 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1360 } 1553 }
1361 } 1554 }
@@ -1578,7 +1771,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1578 // and we'll run it again on all of them. 1771 // and we'll run it again on all of them.
1579 try 1772 try
1580 { 1773 {
1581 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); 1774 CollideSpaces(space, chr.Shell, IntPtr.Zero);
1582 } 1775 }
1583 catch (AccessViolationException) 1776 catch (AccessViolationException)
1584 { 1777 {
@@ -1593,6 +1786,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1593 //} 1786 //}
1594 } 1787 }
1595 1788
1789 if (CollectStats)
1790 {
1791 m_tempAvatarCollisionsThisFrame = _perloopContact.Count;
1792 m_stats[ODEAvatarContactsStatsName] += m_tempAvatarCollisionsThisFrame;
1793 }
1794
1596 List<OdePrim> removeprims = null; 1795 List<OdePrim> removeprims = null;
1597 foreach (OdePrim chr in _activeprims) 1796 foreach (OdePrim chr in _activeprims)
1598 { 1797 {
@@ -1604,7 +1803,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1604 { 1803 {
1605 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) 1804 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1606 { 1805 {
1607 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); 1806 CollideSpaces(space, chr.prim_geom, IntPtr.Zero);
1608 } 1807 }
1609 else 1808 else
1610 { 1809 {
@@ -1625,6 +1824,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1625 } 1824 }
1626 } 1825 }
1627 1826
1827 if (CollectStats)
1828 m_stats[ODEPrimContactsStatName] += _perloopContact.Count - m_tempAvatarCollisionsThisFrame;
1829
1628 if (removeprims != null) 1830 if (removeprims != null)
1629 { 1831 {
1630 foreach (OdePrim chr in removeprims) 1832 foreach (OdePrim chr in removeprims)
@@ -1706,8 +1908,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1706 { 1908 {
1707// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID); 1909// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
1708 1910
1709 lock (_collisionEventPrimChanges) 1911 lock (m_collisionEventActorsChanges)
1710 _collisionEventPrimChanges[obj.LocalID] = obj; 1912 m_collisionEventActorsChanges[obj.LocalID] = obj;
1711 } 1913 }
1712 1914
1713 /// <summary> 1915 /// <summary>
@@ -1718,8 +1920,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1718 { 1920 {
1719// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID); 1921// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
1720 1922
1721 lock (_collisionEventPrimChanges) 1923 lock (m_collisionEventActorsChanges)
1722 _collisionEventPrimChanges[obj.LocalID] = null; 1924 m_collisionEventActorsChanges[obj.LocalID] = null;
1723 } 1925 }
1724 1926
1725 #region Add/Remove Entities 1927 #region Add/Remove Entities
@@ -2226,7 +2428,8 @@ namespace OpenSim.Region.Physics.OdePlugin
2226 /// <param name="prim"></param> 2428 /// <param name="prim"></param>
2227 internal void RemovePrimThreadLocked(OdePrim prim) 2429 internal void RemovePrimThreadLocked(OdePrim prim)
2228 { 2430 {
2229//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); 2431// m_log.DebugFormat("[ODE SCENE]: Removing physical prim {0} {1}", prim.Name, prim.LocalID);
2432
2230 lock (prim) 2433 lock (prim)
2231 { 2434 {
2232 RemoveCollisionEventReporting(prim); 2435 RemoveCollisionEventReporting(prim);
@@ -2682,21 +2885,23 @@ namespace OpenSim.Region.Physics.OdePlugin
2682 2885
2683 /// <summary> 2886 /// <summary>
2684 /// This is our main simulate loop 2887 /// This is our main simulate loop
2888 /// </summary>
2889 /// <remarks>
2685 /// It's thread locked by a Mutex in the scene. 2890 /// It's thread locked by a Mutex in the scene.
2686 /// It holds Collisions, it instructs ODE to step through the physical reactions 2891 /// It holds Collisions, it instructs ODE to step through the physical reactions
2687 /// It moves the objects around in memory 2892 /// It moves the objects around in memory
2688 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) 2893 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2689 /// </summary> 2894 /// </remarks>
2690 /// <param name="timeStep"></param> 2895 /// <param name="timeStep"></param>
2691 /// <returns></returns> 2896 /// <returns>The number of frames simulated over that period.</returns>
2692 public override float Simulate(float timeStep) 2897 public override float Simulate(float timeStep)
2693 { 2898 {
2899 int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
2900 int tempTick = 0, tempTick2 = 0;
2901
2694 if (framecount >= int.MaxValue) 2902 if (framecount >= int.MaxValue)
2695 framecount = 0; 2903 framecount = 0;
2696 2904
2697 //if (m_worldOffset != Vector3.Zero)
2698 // return 0;
2699
2700 framecount++; 2905 framecount++;
2701 2906
2702 float fps = 0; 2907 float fps = 0;
@@ -2704,7 +2909,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2704 float timeLeft = timeStep; 2909 float timeLeft = timeStep;
2705 2910
2706 //m_log.Info(timeStep.ToString()); 2911 //m_log.Info(timeStep.ToString());
2707// step_time += timeStep; 2912// step_time += timeSte
2708// 2913//
2709// // If We're loaded down by something else, 2914// // If We're loaded down by something else,
2710// // or debugging with the Visual Studio project on pause 2915// // or debugging with the Visual Studio project on pause
@@ -2725,17 +2930,17 @@ namespace OpenSim.Region.Physics.OdePlugin
2725 // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential 2930 // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
2726 // deadlock if the collision event tries to lock something else later on which is already locked by a 2931 // deadlock if the collision event tries to lock something else later on which is already locked by a
2727 // caller that is adding or removing the collision event. 2932 // caller that is adding or removing the collision event.
2728 lock (_collisionEventPrimChanges) 2933 lock (m_collisionEventActorsChanges)
2729 { 2934 {
2730 foreach (KeyValuePair<uint, PhysicsActor> kvp in _collisionEventPrimChanges) 2935 foreach (KeyValuePair<uint, PhysicsActor> kvp in m_collisionEventActorsChanges)
2731 { 2936 {
2732 if (kvp.Value == null) 2937 if (kvp.Value == null)
2733 _collisionEventPrim.Remove(kvp.Key); 2938 m_collisionEventActors.Remove(kvp.Key);
2734 else 2939 else
2735 _collisionEventPrim[kvp.Key] = kvp.Value; 2940 m_collisionEventActors[kvp.Key] = kvp.Value;
2736 } 2941 }
2737 2942
2738 _collisionEventPrimChanges.Clear(); 2943 m_collisionEventActorsChanges.Clear();
2739 } 2944 }
2740 2945
2741 if (SupportsNINJAJoints) 2946 if (SupportsNINJAJoints)
@@ -2770,6 +2975,9 @@ namespace OpenSim.Region.Physics.OdePlugin
2770 { 2975 {
2771 try 2976 try
2772 { 2977 {
2978 if (CollectStats)
2979 tempTick = Util.EnvironmentTickCount();
2980
2773 lock (_taintedActors) 2981 lock (_taintedActors)
2774 { 2982 {
2775 foreach (OdeCharacter character in _taintedActors) 2983 foreach (OdeCharacter character in _taintedActors)
@@ -2778,6 +2986,13 @@ namespace OpenSim.Region.Physics.OdePlugin
2778 _taintedActors.Clear(); 2986 _taintedActors.Clear();
2779 } 2987 }
2780 2988
2989 if (CollectStats)
2990 {
2991 tempTick2 = Util.EnvironmentTickCount();
2992 m_stats[ODEAvatarTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
2993 tempTick = tempTick2;
2994 }
2995
2781 lock (_taintedPrims) 2996 lock (_taintedPrims)
2782 { 2997 {
2783 foreach (OdePrim prim in _taintedPrims) 2998 foreach (OdePrim prim in _taintedPrims)
@@ -2808,6 +3023,13 @@ namespace OpenSim.Region.Physics.OdePlugin
2808 _taintedPrims.Clear(); 3023 _taintedPrims.Clear();
2809 } 3024 }
2810 3025
3026 if (CollectStats)
3027 {
3028 tempTick2 = Util.EnvironmentTickCount();
3029 m_stats[ODEPrimTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3030 tempTick = tempTick2;
3031 }
3032
2811 // Move characters 3033 // Move characters
2812 foreach (OdeCharacter actor in _characters) 3034 foreach (OdeCharacter actor in _characters)
2813 actor.Move(defects); 3035 actor.Move(defects);
@@ -2827,6 +3049,13 @@ namespace OpenSim.Region.Physics.OdePlugin
2827 defects.Clear(); 3049 defects.Clear();
2828 } 3050 }
2829 3051
3052 if (CollectStats)
3053 {
3054 tempTick2 = Util.EnvironmentTickCount();
3055 m_stats[ODEAvatarForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3056 tempTick = tempTick2;
3057 }
3058
2830 // Move other active objects 3059 // Move other active objects
2831 foreach (OdePrim prim in _activeprims) 3060 foreach (OdePrim prim in _activeprims)
2832 { 3061 {
@@ -2834,15 +3063,36 @@ namespace OpenSim.Region.Physics.OdePlugin
2834 prim.Move(timeStep); 3063 prim.Move(timeStep);
2835 } 3064 }
2836 3065
3066 if (CollectStats)
3067 {
3068 tempTick2 = Util.EnvironmentTickCount();
3069 m_stats[ODEPrimForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3070 tempTick = tempTick2;
3071 }
3072
2837 //if ((framecount % m_randomizeWater) == 0) 3073 //if ((framecount % m_randomizeWater) == 0)
2838 // randomizeWater(waterlevel); 3074 // randomizeWater(waterlevel);
2839 3075
2840 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); 3076 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2841 m_rayCastManager.ProcessQueuedRequests(); 3077 m_rayCastManager.ProcessQueuedRequests();
2842 3078
3079 if (CollectStats)
3080 {
3081 tempTick2 = Util.EnvironmentTickCount();
3082 m_stats[ODERaycastingFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3083 tempTick = tempTick2;
3084 }
3085
2843 collision_optimized(); 3086 collision_optimized();
2844 3087
2845 foreach (PhysicsActor obj in _collisionEventPrim.Values) 3088 if (CollectStats)
3089 {
3090 tempTick2 = Util.EnvironmentTickCount();
3091 m_stats[ODEOtherCollisionFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3092 tempTick = tempTick2;
3093 }
3094
3095 foreach (PhysicsActor obj in m_collisionEventActors.Values)
2846 { 3096 {
2847// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); 3097// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);
2848 3098
@@ -2866,9 +3116,19 @@ namespace OpenSim.Region.Physics.OdePlugin
2866// "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount); 3116// "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount);
2867 3117
2868 m_global_contactcount = 0; 3118 m_global_contactcount = 0;
2869 3119
3120 if (CollectStats)
3121 {
3122 tempTick2 = Util.EnvironmentTickCount();
3123 m_stats[ODECollisionNotificationFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3124 tempTick = tempTick2;
3125 }
3126
2870 d.WorldQuickStep(world, ODE_STEPSIZE); 3127 d.WorldQuickStep(world, ODE_STEPSIZE);
2871 3128
3129 if (CollectStats)
3130 m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
3131
2872 d.JointGroupEmpty(contactgroup); 3132 d.JointGroupEmpty(contactgroup);
2873 } 3133 }
2874 catch (Exception e) 3134 catch (Exception e)
@@ -2879,6 +3139,9 @@ namespace OpenSim.Region.Physics.OdePlugin
2879 timeLeft -= ODE_STEPSIZE; 3139 timeLeft -= ODE_STEPSIZE;
2880 } 3140 }
2881 3141
3142 if (CollectStats)
3143 tempTick = Util.EnvironmentTickCount();
3144
2882 foreach (OdeCharacter actor in _characters) 3145 foreach (OdeCharacter actor in _characters)
2883 { 3146 {
2884 if (actor.bad) 3147 if (actor.bad)
@@ -2902,6 +3165,13 @@ namespace OpenSim.Region.Physics.OdePlugin
2902 defects.Clear(); 3165 defects.Clear();
2903 } 3166 }
2904 3167
3168 if (CollectStats)
3169 {
3170 tempTick2 = Util.EnvironmentTickCount();
3171 m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3172 tempTick = tempTick2;
3173 }
3174
2905 //if (timeStep < 0.2f) 3175 //if (timeStep < 0.2f)
2906 3176
2907 foreach (OdePrim prim in _activeprims) 3177 foreach (OdePrim prim in _activeprims)
@@ -2915,6 +3185,9 @@ namespace OpenSim.Region.Physics.OdePlugin
2915 } 3185 }
2916 } 3186 }
2917 3187
3188 if (CollectStats)
3189 m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
3190
2918 //DumpJointInfo(); 3191 //DumpJointInfo();
2919 3192
2920 // Finished with all sim stepping. If requested, dump world state to file for debugging. 3193 // Finished with all sim stepping. If requested, dump world state to file for debugging.
@@ -2936,7 +3209,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2936 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); 3209 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
2937 } 3210 }
2938 3211
2939 latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; 3212 latertickcount = Util.EnvironmentTickCountSubtract(tickCountFrameRun);
2940 3213
2941 // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics 3214 // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
2942 // has a max of 100 ms to run theoretically. 3215 // has a max of 100 ms to run theoretically.
@@ -2954,6 +3227,9 @@ namespace OpenSim.Region.Physics.OdePlugin
2954 } 3227 }
2955 3228
2956 tickCountFrameRun = Util.EnvironmentTickCount(); 3229 tickCountFrameRun = Util.EnvironmentTickCount();
3230
3231 if (CollectStats)
3232 m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
2957 } 3233 }
2958 3234
2959 return fps; 3235 return fps;
@@ -3189,7 +3465,7 @@ namespace OpenSim.Region.Physics.OdePlugin
3189 public override bool IsThreaded 3465 public override bool IsThreaded
3190 { 3466 {
3191 // for now we won't be multithreaded 3467 // for now we won't be multithreaded
3192 get { return (false); } 3468 get { return false; }
3193 } 3469 }
3194 3470
3195 #region ODE Specific Terrain Fixes 3471 #region ODE Specific Terrain Fixes
@@ -3765,26 +4041,19 @@ namespace OpenSim.Region.Physics.OdePlugin
3765 4041
3766 public override Dictionary<uint, float> GetTopColliders() 4042 public override Dictionary<uint, float> GetTopColliders()
3767 { 4043 {
3768 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); 4044 Dictionary<uint, float> topColliders;
3769 int cnt = 0; 4045
3770 lock (_prims) 4046 lock (_prims)
3771 { 4047 {
3772 foreach (OdePrim prm in _prims) 4048 List<OdePrim> orderedPrims = new List<OdePrim>(_prims);
3773 { 4049 orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25);
3774 if (prm.CollisionScore > 0) 4050 topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore);
3775 { 4051
3776 returncolliders.Add(prm.LocalID, prm.CollisionScore); 4052 foreach (OdePrim p in _prims)
3777 cnt++; 4053 p.CollisionScore = 0;
3778 prm.CollisionScore = 0f;
3779 if (cnt > 25)
3780 {
3781 break;
3782 }
3783 }
3784 }
3785 } 4054 }
3786 4055
3787 return returncolliders; 4056 return topColliders;
3788 } 4057 }
3789 4058
3790 public override bool SupportsRayCast() 4059 public override bool SupportsRayCast()
@@ -3954,5 +4223,52 @@ namespace OpenSim.Region.Physics.OdePlugin
3954 ds.SetViewpoint(ref xyz, ref hpr); 4223 ds.SetViewpoint(ref xyz, ref hpr);
3955 } 4224 }
3956#endif 4225#endif
4226
4227 public override Dictionary<string, float> GetStats()
4228 {
4229 if (!CollectStats)
4230 return null;
4231
4232 Dictionary<string, float> returnStats;
4233
4234 lock (OdeLock)
4235 {
4236 returnStats = new Dictionary<string, float>(m_stats);
4237
4238 // FIXME: This is a SUPER DUMB HACK until we can establish stats that aren't subject to a division by
4239 // 3 from the SimStatsReporter.
4240 returnStats[ODETotalAvatarsStatName] = _characters.Count * 3;
4241 returnStats[ODETotalPrimsStatName] = _prims.Count * 3;
4242 returnStats[ODEActivePrimsStatName] = _activeprims.Count * 3;
4243
4244 InitializeExtraStats();
4245 }
4246
4247 returnStats[ODEOtherCollisionFrameMsStatName]
4248 = returnStats[ODEOtherCollisionFrameMsStatName]
4249 - returnStats[ODENativeSpaceCollisionFrameMsStatName]
4250 - returnStats[ODENativeGeomCollisionFrameMsStatName];
4251
4252 return returnStats;
4253 }
4254
4255 private void InitializeExtraStats()
4256 {
4257 m_stats[ODETotalFrameMsStatName] = 0;
4258 m_stats[ODEAvatarTaintMsStatName] = 0;
4259 m_stats[ODEPrimTaintMsStatName] = 0;
4260 m_stats[ODEAvatarForcesFrameMsStatName] = 0;
4261 m_stats[ODEPrimForcesFrameMsStatName] = 0;
4262 m_stats[ODERaycastingFrameMsStatName] = 0;
4263 m_stats[ODENativeStepFrameMsStatName] = 0;
4264 m_stats[ODENativeSpaceCollisionFrameMsStatName] = 0;
4265 m_stats[ODENativeGeomCollisionFrameMsStatName] = 0;
4266 m_stats[ODEOtherCollisionFrameMsStatName] = 0;
4267 m_stats[ODECollisionNotificationFrameMsStatName] = 0;
4268 m_stats[ODEAvatarContactsStatsName] = 0;
4269 m_stats[ODEPrimContactsStatName] = 0;
4270 m_stats[ODEAvatarUpdateFrameMsStatName] = 0;
4271 m_stats[ODEPrimUpdateFrameMsStatName] = 0;
4272 }
3957 } 4273 }
3958} \ No newline at end of file 4274} \ No newline at end of file