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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs42
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs316
3 files changed, 270 insertions, 93 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 32c7262..b79892d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1512,10 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes
1512 StatsReporter.AddPhysicsFPS(physicsFPS); 1512 StatsReporter.AddPhysicsFPS(physicsFPS);
1513 StatsReporter.AddTimeDilation(TimeDilation); 1513 StatsReporter.AddTimeDilation(TimeDilation);
1514 StatsReporter.AddFPS(1); 1514 StatsReporter.AddFPS(1);
1515 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1516 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1517 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1518 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1519 1515
1520 // frameMS currently records work frame times, not total frame times (work + any required sleep to 1516 // frameMS currently records work frame times, not total frame times (work + any required sleep to
1521 // reach min frame time. 1517 // reach min frame time.
@@ -1524,7 +1520,6 @@ namespace OpenSim.Region.Framework.Scenes
1524 StatsReporter.addAgentMS(agentMS); 1520 StatsReporter.addAgentMS(agentMS);
1525 StatsReporter.addPhysicsMS(physicsMS + physicsMS2); 1521 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1526 StatsReporter.addOtherMS(otherMS); 1522 StatsReporter.addOtherMS(otherMS);
1527 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1528 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); 1523 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1529 1524
1530 if (LoginsDisabled && Frame == 20) 1525 if (LoginsDisabled && Frame == 20)
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index cb102d0..0efe4c4 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -222,6 +222,10 @@ namespace OpenSim.Region.Framework.Scenes
222 m_report.Close(); 222 m_report.Close();
223 } 223 }
224 224
225 /// <summary>
226 /// Sets the number of milliseconds between stat updates.
227 /// </summary>
228 /// <param name='ms'></param>
225 public void SetUpdateMS(int ms) 229 public void SetUpdateMS(int ms)
226 { 230 {
227 statsUpdatesEveryMS = ms; 231 statsUpdatesEveryMS = ms;
@@ -296,6 +300,16 @@ namespace OpenSim.Region.Framework.Scenes
296 sparetime = TotalFrameTime; 300 sparetime = TotalFrameTime;
297 sleeptime = m_sleeptimeMS * perframe; 301 sleeptime = m_sleeptimeMS * perframe;
298 } 302 }
303
304 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
305 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
306 m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
307 m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
308 m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
309
310 // FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
311 // so that stat numbers are always consistent.
312 CheckStatSanity();
299 313
300 // other MS is actually simulation time 314 // other MS is actually simulation time
301 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS; 315 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
@@ -462,13 +476,6 @@ namespace OpenSim.Region.Framework.Scenes
462 m_timeDilation = td; 476 m_timeDilation = td;
463 } 477 }
464 478
465 public void SetRootAgents(int rootAgents)
466 {
467 m_rootAgents = rootAgents;
468 CheckStatSanity();
469
470 }
471
472 internal void CheckStatSanity() 479 internal void CheckStatSanity()
473 { 480 {
474 if (m_rootAgents < 0 || m_childAgents < 0) 481 if (m_rootAgents < 0 || m_childAgents < 0)
@@ -485,22 +492,6 @@ namespace OpenSim.Region.Framework.Scenes
485 } 492 }
486 } 493 }
487 494
488 public void SetChildAgents(int childAgents)
489 {
490 m_childAgents = childAgents;
491 CheckStatSanity();
492 }
493
494 public void SetObjects(int objects)
495 {
496 m_numPrim = objects;
497 }
498
499 public void SetActiveObjects(int objects)
500 {
501 m_activePrim = objects;
502 }
503
504 public void AddFPS(int frames) 495 public void AddFPS(int frames)
505 { 496 {
506 m_fps += frames; 497 m_fps += frames;
@@ -587,11 +578,6 @@ namespace OpenSim.Region.Framework.Scenes
587 m_scriptLinesPerSecond += count; 578 m_scriptLinesPerSecond += count;
588 } 579 }
589 580
590 public void SetActiveScripts(int count)
591 {
592 m_activeScripts = count;
593 }
594
595 public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes) 581 public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
596 { 582 {
597 AddInPackets(inPackets); 583 AddInPackets(inPackets);
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index fa65945..c6ecc68 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
@@ -142,14 +143,102 @@ namespace OpenSim.Region.Physics.OdePlugin
142 private Dictionary<string, float> m_stats = new Dictionary<string, float>(); 143 private Dictionary<string, float> m_stats = new Dictionary<string, float>();
143 144
144 /// <summary> 145 /// <summary>
145 /// Stat name for recording the number of milliseconds that ODE spends in native collision code. 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.
146 /// </summary> 235 /// </summary>
147 public const string ODENativeCollisionFrameMsStatName = "ODENativeCollisionFrameMS"; 236 public const string ODEPrimContactsStatName = "ODEPrimContacts";
148 237
149 /// <summary> 238 /// <summary>
150 /// Used to hold tick numbers for stat collection purposes. 239 /// Used to hold tick numbers for stat collection purposes.
151 /// </summary> 240 /// </summary>
152 private int m_nativeCollisionTickRecorder; 241 private int m_nativeCollisionStartTick;
153 242
154 /// <summary> 243 /// <summary>
155 /// A messy way to tell if we need to avoid adding a collision time because this was already done in the callback. 244 /// A messy way to tell if we need to avoid adding a collision time because this was already done in the callback.
@@ -157,6 +246,12 @@ namespace OpenSim.Region.Physics.OdePlugin
157 private bool m_inCollisionTiming; 246 private bool m_inCollisionTiming;
158 247
159 /// <summary> 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>
160 /// Used in calculating physics frame time dilation 255 /// Used in calculating physics frame time dilation
161 /// </summary> 256 /// </summary>
162 private int tickCountFrameRun; 257 private int tickCountFrameRun;
@@ -472,7 +567,7 @@ namespace OpenSim.Region.Physics.OdePlugin
472 // Initialize the mesh plugin 567 // Initialize the mesh plugin
473 public override void Initialise(IMesher meshmerizer, IConfigSource config) 568 public override void Initialise(IMesher meshmerizer, IConfigSource config)
474 { 569 {
475 m_stats[ODENativeCollisionFrameMsStatName] = 0; 570 InitializeExtraStats();
476 571
477 mesher = meshmerizer; 572 mesher = meshmerizer;
478 m_config = config; 573 m_config = config;
@@ -818,7 +913,7 @@ namespace OpenSim.Region.Physics.OdePlugin
818 { 913 {
819 // We do this inside the lock so that we don't count any delay in acquiring it 914 // We do this inside the lock so that we don't count any delay in acquiring it
820 if (CollectStats) 915 if (CollectStats)
821 m_nativeCollisionTickRecorder = Util.EnvironmentTickCount(); 916 m_nativeCollisionStartTick = Util.EnvironmentTickCount();
822 917
823 count = d.Collide(geom1, geom2, maxContacts, contactsArray, contactGeomSize); 918 count = d.Collide(geom1, geom2, maxContacts, contactsArray, contactGeomSize);
824 } 919 }
@@ -826,8 +921,8 @@ namespace OpenSim.Region.Physics.OdePlugin
826 // We do this outside the lock so that any waiting threads aren't held up, though the effect is probably 921 // We do this outside the lock so that any waiting threads aren't held up, though the effect is probably
827 // negligable 922 // negligable
828 if (CollectStats) 923 if (CollectStats)
829 m_stats[ODENativeCollisionFrameMsStatName] 924 m_stats[ODENativeGeomCollisionFrameMsStatName]
830 += Util.EnvironmentTickCountSubtract(m_nativeCollisionTickRecorder); 925 += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
831 926
832 return count; 927 return count;
833 } 928 }
@@ -843,15 +938,15 @@ namespace OpenSim.Region.Physics.OdePlugin
843 if (CollectStats) 938 if (CollectStats)
844 { 939 {
845 m_inCollisionTiming = true; 940 m_inCollisionTiming = true;
846 m_nativeCollisionTickRecorder = Util.EnvironmentTickCount(); 941 m_nativeCollisionStartTick = Util.EnvironmentTickCount();
847 } 942 }
848 943
849 d.SpaceCollide2(space1, space2, data, nearCallback); 944 d.SpaceCollide2(space1, space2, data, nearCallback);
850 945
851 if (CollectStats && m_inCollisionTiming) 946 if (CollectStats && m_inCollisionTiming)
852 { 947 {
853 m_stats[ODENativeCollisionFrameMsStatName] 948 m_stats[ODENativeSpaceCollisionFrameMsStatName]
854 += Util.EnvironmentTickCountSubtract(m_nativeCollisionTickRecorder); 949 += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
855 m_inCollisionTiming = false; 950 m_inCollisionTiming = false;
856 } 951 }
857 } 952 }
@@ -866,8 +961,8 @@ namespace OpenSim.Region.Physics.OdePlugin
866 { 961 {
867 if (CollectStats && m_inCollisionTiming) 962 if (CollectStats && m_inCollisionTiming)
868 { 963 {
869 m_stats[ODENativeCollisionFrameMsStatName] 964 m_stats[ODENativeSpaceCollisionFrameMsStatName]
870 += Util.EnvironmentTickCountSubtract(m_nativeCollisionTickRecorder); 965 += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick);
871 m_inCollisionTiming = false; 966 m_inCollisionTiming = false;
872 } 967 }
873 968
@@ -945,6 +1040,10 @@ namespace OpenSim.Region.Physics.OdePlugin
945 1040
946 count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); 1041 count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
947 1042
1043 // All code after this is only relevant if we have any collisions
1044 if (count <= 0)
1045 return;
1046
948 if (count > contacts.Length) 1047 if (count > contacts.Length)
949 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);
950 } 1049 }
@@ -1212,14 +1311,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1212 { 1311 {
1213 _perloopContact.Add(curContact); 1312 _perloopContact.Add(curContact);
1214 1313
1215 // If we're colliding against terrain
1216 if (name1 == "Terrain" || name2 == "Terrain") 1314 if (name1 == "Terrain" || name2 == "Terrain")
1217 { 1315 {
1218 // If we're moving
1219 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && 1316 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1220 (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))
1221 { 1318 {
1222 // Use the movement terrain contact 1319 // Avatar is moving on terrain, use the movement terrain contact
1223 AvatarMovementTerrainContact.geom = curContact; 1320 AvatarMovementTerrainContact.geom = curContact;
1224 1321
1225 if (m_global_contactcount < maxContactsbeforedeath) 1322 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1232,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1232 { 1329 {
1233 if (p2.PhysicsActorType == (int)ActorTypes.Agent) 1330 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1234 { 1331 {
1235 // Use the non moving terrain contact 1332 // Avatar is standing on terrain, use the non moving terrain contact
1236 TerrainContact.geom = curContact; 1333 TerrainContact.geom = curContact;
1237 1334
1238 if (m_global_contactcount < maxContactsbeforedeath) 1335 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1327,13 +1424,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1327 } 1424 }
1328 else 1425 else
1329 { 1426 {
1330 // we're colliding with prim or avatar
1331 // check if we're moving
1332 if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) 1427 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1333 { 1428 {
1334 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))
1335 { 1430 {
1336 // Use the Movement prim contact 1431 // Avatar is moving on a prim, use the Movement prim contact
1337 AvatarMovementprimContact.geom = curContact; 1432 AvatarMovementprimContact.geom = curContact;
1338 1433
1339 if (m_global_contactcount < maxContactsbeforedeath) 1434 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1344,9 +1439,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1344 } 1439 }
1345 else 1440 else
1346 { 1441 {
1347 // Use the non movement contact 1442 // Avatar is standing still on a prim, use the non movement contact
1348 contact.geom = curContact; 1443 contact.geom = curContact;
1349 _perloopContact.Add(curContact);
1350 1444
1351 if (m_global_contactcount < maxContactsbeforedeath) 1445 if (m_global_contactcount < maxContactsbeforedeath)
1352 { 1446 {
@@ -1454,7 +1548,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1454 break; 1548 break;
1455 } 1549 }
1456 } 1550 }
1457 //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));
1458 //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));
1459 } 1553 }
1460 } 1554 }
@@ -1692,8 +1786,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1692 //} 1786 //}
1693 } 1787 }
1694 1788
1695// if (framecount % 55 == 0) 1789 if (CollectStats)
1696// m_log.DebugFormat("Processed {0} collisions", _perloopContact.Count); 1790 {
1791 m_tempAvatarCollisionsThisFrame = _perloopContact.Count;
1792 m_stats[ODEAvatarContactsStatsName] += m_tempAvatarCollisionsThisFrame;
1793 }
1697 1794
1698 List<OdePrim> removeprims = null; 1795 List<OdePrim> removeprims = null;
1699 foreach (OdePrim chr in _activeprims) 1796 foreach (OdePrim chr in _activeprims)
@@ -1727,6 +1824,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1727 } 1824 }
1728 } 1825 }
1729 1826
1827 if (CollectStats)
1828 m_stats[ODEPrimContactsStatName] += _perloopContact.Count - m_tempAvatarCollisionsThisFrame;
1829
1730 if (removeprims != null) 1830 if (removeprims != null)
1731 { 1831 {
1732 foreach (OdePrim chr in removeprims) 1832 foreach (OdePrim chr in removeprims)
@@ -2785,21 +2885,23 @@ namespace OpenSim.Region.Physics.OdePlugin
2785 2885
2786 /// <summary> 2886 /// <summary>
2787 /// This is our main simulate loop 2887 /// This is our main simulate loop
2888 /// </summary>
2889 /// <remarks>
2788 /// It's thread locked by a Mutex in the scene. 2890 /// It's thread locked by a Mutex in the scene.
2789 /// 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
2790 /// It moves the objects around in memory 2892 /// It moves the objects around in memory
2791 /// 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)
2792 /// </summary> 2894 /// </remarks>
2793 /// <param name="timeStep"></param> 2895 /// <param name="timeStep"></param>
2794 /// <returns>The number of frames simulated over that period.</returns> 2896 /// <returns>The number of frames simulated over that period.</returns>
2795 public override float Simulate(float timeStep) 2897 public override float Simulate(float timeStep)
2796 { 2898 {
2899 int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
2900 int tempTick = 0, tempTick2 = 0;
2901
2797 if (framecount >= int.MaxValue) 2902 if (framecount >= int.MaxValue)
2798 framecount = 0; 2903 framecount = 0;
2799 2904
2800 //if (m_worldOffset != Vector3.Zero)
2801 // return 0;
2802
2803 framecount++; 2905 framecount++;
2804 2906
2805 float fps = 0; 2907 float fps = 0;
@@ -2807,7 +2909,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2807 float timeLeft = timeStep; 2909 float timeLeft = timeStep;
2808 2910
2809 //m_log.Info(timeStep.ToString()); 2911 //m_log.Info(timeStep.ToString());
2810// step_time += timeStep; 2912// step_time += timeSte
2811// 2913//
2812// // If We're loaded down by something else, 2914// // If We're loaded down by something else,
2813// // or debugging with the Visual Studio project on pause 2915// // or debugging with the Visual Studio project on pause
@@ -2873,6 +2975,9 @@ namespace OpenSim.Region.Physics.OdePlugin
2873 { 2975 {
2874 try 2976 try
2875 { 2977 {
2978 if (CollectStats)
2979 tempTick = Util.EnvironmentTickCount();
2980
2876 lock (_taintedActors) 2981 lock (_taintedActors)
2877 { 2982 {
2878 foreach (OdeCharacter character in _taintedActors) 2983 foreach (OdeCharacter character in _taintedActors)
@@ -2881,6 +2986,13 @@ namespace OpenSim.Region.Physics.OdePlugin
2881 _taintedActors.Clear(); 2986 _taintedActors.Clear();
2882 } 2987 }
2883 2988
2989 if (CollectStats)
2990 {
2991 tempTick2 = Util.EnvironmentTickCount();
2992 m_stats[ODEAvatarTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
2993 tempTick = tempTick2;
2994 }
2995
2884 lock (_taintedPrims) 2996 lock (_taintedPrims)
2885 { 2997 {
2886 foreach (OdePrim prim in _taintedPrims) 2998 foreach (OdePrim prim in _taintedPrims)
@@ -2911,6 +3023,13 @@ namespace OpenSim.Region.Physics.OdePlugin
2911 _taintedPrims.Clear(); 3023 _taintedPrims.Clear();
2912 } 3024 }
2913 3025
3026 if (CollectStats)
3027 {
3028 tempTick2 = Util.EnvironmentTickCount();
3029 m_stats[ODEPrimTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3030 tempTick = tempTick2;
3031 }
3032
2914 // Move characters 3033 // Move characters
2915 foreach (OdeCharacter actor in _characters) 3034 foreach (OdeCharacter actor in _characters)
2916 actor.Move(defects); 3035 actor.Move(defects);
@@ -2930,6 +3049,13 @@ namespace OpenSim.Region.Physics.OdePlugin
2930 defects.Clear(); 3049 defects.Clear();
2931 } 3050 }
2932 3051
3052 if (CollectStats)
3053 {
3054 tempTick2 = Util.EnvironmentTickCount();
3055 m_stats[ODEAvatarForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3056 tempTick = tempTick2;
3057 }
3058
2933 // Move other active objects 3059 // Move other active objects
2934 foreach (OdePrim prim in _activeprims) 3060 foreach (OdePrim prim in _activeprims)
2935 { 3061 {
@@ -2937,14 +3063,35 @@ namespace OpenSim.Region.Physics.OdePlugin
2937 prim.Move(timeStep); 3063 prim.Move(timeStep);
2938 } 3064 }
2939 3065
3066 if (CollectStats)
3067 {
3068 tempTick2 = Util.EnvironmentTickCount();
3069 m_stats[ODEPrimForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3070 tempTick = tempTick2;
3071 }
3072
2940 //if ((framecount % m_randomizeWater) == 0) 3073 //if ((framecount % m_randomizeWater) == 0)
2941 // randomizeWater(waterlevel); 3074 // randomizeWater(waterlevel);
2942 3075
2943 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); 3076 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2944 m_rayCastManager.ProcessQueuedRequests(); 3077 m_rayCastManager.ProcessQueuedRequests();
2945 3078
3079 if (CollectStats)
3080 {
3081 tempTick2 = Util.EnvironmentTickCount();
3082 m_stats[ODERaycastingFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3083 tempTick = tempTick2;
3084 }
3085
2946 collision_optimized(); 3086 collision_optimized();
2947 3087
3088 if (CollectStats)
3089 {
3090 tempTick2 = Util.EnvironmentTickCount();
3091 m_stats[ODEOtherCollisionFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3092 tempTick = tempTick2;
3093 }
3094
2948 foreach (PhysicsActor obj in _collisionEventPrim.Values) 3095 foreach (PhysicsActor obj in _collisionEventPrim.Values)
2949 { 3096 {
2950// 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);
@@ -2969,9 +3116,19 @@ namespace OpenSim.Region.Physics.OdePlugin
2969// "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount); 3116// "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount);
2970 3117
2971 m_global_contactcount = 0; 3118 m_global_contactcount = 0;
2972 3119
3120 if (CollectStats)
3121 {
3122 tempTick2 = Util.EnvironmentTickCount();
3123 m_stats[ODECollisionNotificationFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3124 tempTick = tempTick2;
3125 }
3126
2973 d.WorldQuickStep(world, ODE_STEPSIZE); 3127 d.WorldQuickStep(world, ODE_STEPSIZE);
2974 3128
3129 if (CollectStats)
3130 m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
3131
2975 d.JointGroupEmpty(contactgroup); 3132 d.JointGroupEmpty(contactgroup);
2976 } 3133 }
2977 catch (Exception e) 3134 catch (Exception e)
@@ -2982,6 +3139,9 @@ namespace OpenSim.Region.Physics.OdePlugin
2982 timeLeft -= ODE_STEPSIZE; 3139 timeLeft -= ODE_STEPSIZE;
2983 } 3140 }
2984 3141
3142 if (CollectStats)
3143 tempTick = Util.EnvironmentTickCount();
3144
2985 foreach (OdeCharacter actor in _characters) 3145 foreach (OdeCharacter actor in _characters)
2986 { 3146 {
2987 if (actor.bad) 3147 if (actor.bad)
@@ -3005,6 +3165,13 @@ namespace OpenSim.Region.Physics.OdePlugin
3005 defects.Clear(); 3165 defects.Clear();
3006 } 3166 }
3007 3167
3168 if (CollectStats)
3169 {
3170 tempTick2 = Util.EnvironmentTickCount();
3171 m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick);
3172 tempTick = tempTick2;
3173 }
3174
3008 //if (timeStep < 0.2f) 3175 //if (timeStep < 0.2f)
3009 3176
3010 foreach (OdePrim prim in _activeprims) 3177 foreach (OdePrim prim in _activeprims)
@@ -3018,6 +3185,9 @@ namespace OpenSim.Region.Physics.OdePlugin
3018 } 3185 }
3019 } 3186 }
3020 3187
3188 if (CollectStats)
3189 m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick);
3190
3021 //DumpJointInfo(); 3191 //DumpJointInfo();
3022 3192
3023 // 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.
@@ -3039,7 +3209,7 @@ namespace OpenSim.Region.Physics.OdePlugin
3039 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); 3209 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3040 } 3210 }
3041 3211
3042 latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; 3212 latertickcount = Util.EnvironmentTickCountSubtract(tickCountFrameRun);
3043 3213
3044 // 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
3045 // has a max of 100 ms to run theoretically. 3215 // has a max of 100 ms to run theoretically.
@@ -3059,6 +3229,9 @@ namespace OpenSim.Region.Physics.OdePlugin
3059 tickCountFrameRun = Util.EnvironmentTickCount(); 3229 tickCountFrameRun = Util.EnvironmentTickCount();
3060 } 3230 }
3061 3231
3232 if (CollectStats)
3233 m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
3234
3062 return fps; 3235 return fps;
3063 } 3236 }
3064 3237
@@ -3868,26 +4041,19 @@ namespace OpenSim.Region.Physics.OdePlugin
3868 4041
3869 public override Dictionary<uint, float> GetTopColliders() 4042 public override Dictionary<uint, float> GetTopColliders()
3870 { 4043 {
3871 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); 4044 Dictionary<uint, float> topColliders;
3872 int cnt = 0; 4045
3873 lock (_prims) 4046 lock (_prims)
3874 { 4047 {
3875 foreach (OdePrim prm in _prims) 4048 List<OdePrim> orderedPrims = new List<OdePrim>(_prims);
3876 { 4049 orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25);
3877 if (prm.CollisionScore > 0) 4050 topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore);
3878 { 4051
3879 returncolliders.Add(prm.LocalID, prm.CollisionScore); 4052 foreach (OdePrim p in _prims)
3880 cnt++; 4053 p.CollisionScore = 0;
3881 prm.CollisionScore = 0f;
3882 if (cnt > 25)
3883 {
3884 break;
3885 }
3886 }
3887 }
3888 } 4054 }
3889 4055
3890 return returncolliders; 4056 return topColliders;
3891 } 4057 }
3892 4058
3893 public override bool SupportsRayCast() 4059 public override bool SupportsRayCast()
@@ -4069,10 +4235,40 @@ namespace OpenSim.Region.Physics.OdePlugin
4069 { 4235 {
4070 returnStats = new Dictionary<string, float>(m_stats); 4236 returnStats = new Dictionary<string, float>(m_stats);
4071 4237
4072 m_stats[ODENativeCollisionFrameMsStatName] = 0; 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();
4073 } 4245 }
4074 4246
4247 returnStats[ODEOtherCollisionFrameMsStatName]
4248 = returnStats[ODEOtherCollisionFrameMsStatName]
4249 - returnStats[ODENativeSpaceCollisionFrameMsStatName]
4250 - returnStats[ODENativeGeomCollisionFrameMsStatName];
4251
4075 return returnStats; 4252 return returnStats;
4076 } 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 }
4077 } 4273 }
4078} \ No newline at end of file 4274} \ No newline at end of file