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path: root/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs (follow)
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* Eliminate race condition where SimStatsReporter starts reportingRobert Adams2013-05-141-0/+3
| | | | stats before the region is completely initialized.
* Add object count stats for new IncomingPacket and UDPPacketBuffer pools if ↵Justin Clark-Casey (justincc)2012-10-231-2/+4
| | | | | | | | they are enabled. Add count stats for existing LLUDP pool. This introduces a pull stat type in addition to the push stat type. A pull stat takes a method on construction which knows how to update the stat on request. In this way, special interfaces for pull stat collection are not necessary.
* Add generic PercentageStat.Justin Clark-Casey (justincc)2012-10-041-1/+1
| | | | Not yet used.
* Add experimental "slow frames" stat, available in "show stats" and via the ↵Justin Clark-Casey (justincc)2012-10-041-0/+33
| | | | | | | | | monitoring module. This increments a SlowFrames counter if a frame takes over 120% of maximum time. This commit also introduces a generic OpenSim.Framework.Monitoring.Stat which is available to any code that wants to register a statistic. This is more granualar than asking objects to create their own reports. At some point this will supersede earlier IMonitor and IAlert facilities in MonitoringModule which are only available to scene code.
* Rename OpenSim.Framework.Statistics to OpenSim.Framework.Monitoring.Justin Clark-Casey (justincc)2012-07-251-1/+1
| | | | This better reflects the long-term purpose of that project and matches Monitoring modules.
* Scale down per frame MS stats to match scaled simulator FPS stat.Justin Clark-Casey (justincc)2012-06-051-1/+1
| | | | | This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers. In some ways this is not so artifical - physics FPS runs at the higher rate.
* Start sending spare frame time MS viewer stat. Make frame time correctly ↵Justin Clark-Casey (justincc)2012-06-051-34/+78
| | | | | | | display total frame time, not just non-spare time. This makes it easier to see when components of frame time exceed normal permitted frame time. Currently reflect scene frame times.
* Properly show per frame millisecond statistics per frame, not as amount of ↵Justin Clark-Casey (justincc)2012-06-041-22/+41
| | | | | | | time taken per second. This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load) Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second)
* Instead of updating sim stats root agent, child, objects and scripts ↵Justin Clark-Casey (justincc)2012-06-011-28/+14
| | | | accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run
* Add an optional mechanism for physics modules to collect and return ↵Justin Clark-Casey (justincc)2012-05-311-5/+43
| | | | | | | | | | | arbitrary stats. If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule (http://opensimulator.org/wiki/Monitoring_Module) This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings]. This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing. This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds. The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
* Remove unnecessary explicit ElapsedEventHandler in SimReporterJustin Clark-Casey (justincc)2012-03-061-1/+1
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* Explictly close down the StatsReporter so that we can shutdown its timerJustin Clark-Casey (justincc)2012-03-061-0/+6
| | | | This is another step necessary for the scene to be garbage collected between performance tests
* Tie reported FPS correction factor into the minimum frame time rather than ↵Justin Clark-Casey (justincc)2011-10-131-3/+9
| | | | | | setting separately. This makes reported FPS scale as required if min frame time changes
* Move fps stat adjustment factor into field rather than hard-coded.Justin Clark-Casey (justincc)2011-10-131-1/+12
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* Start recording object updates per second statistic (analogue of agent ↵Justin Clark-Casey (justincc)2011-10-111-0/+28
| | | | | | updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor A useful diagnostic to find out how object updates are burdening a scene
* Add other region stats (total frame time, physics fps, etc.) currently ↵Justin Clark-Casey (justincc)2011-10-101-1/+1
| | | | | | | missing from MonitorModule Unlike the other 3 stats mechanisms, monitor data can be queried per individual region, which makes this useful. This doesn't affect an of the existing monitored stats.
* Convert getLastReportedSimFPS() and getLastReportedSimStats() into more ↵Justin Clark-Casey (justincc)2011-10-101-13/+13
| | | | idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
* Go back to lying that sim fps is 55 when it's actually locked at a maximum ↵Justin Clark-Casey (justincc)2011-10-081-2/+6
| | | | | | | of 11. We're been lying since 2008 so I'm sure another few years can't hurt. To know the real fps, either divide sim fps by 5 and/or look at the frame time.
* Instead of adding stat agentMS in all kinds of places, calculate it instead ↵Justin Clark-Casey (justincc)2011-10-061-6/+0
| | | | | | | | in the main Scene.Update() loop, like the other stats Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time. Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats. These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
* Make reported sim fps more accurate, in line with frame time msJustin Clark-Casey (justincc)2011-10-051-16/+13
| | | | Also remove some unused fields and improve naming on others.
* Make SImStatsReporter pick ObjectCapacity striaght out of region infoMelanie2010-10-221-7/+3
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* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-11/+11
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* * Test Autoconvert line ending on my repo..Teravus Ovares (Dan Olivares)2009-12-011-1/+1
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* * Fix Inconsistent line ending style on SimStatsReporterTeravus Ovares (Dan Olivares)2009-12-011-1/+1
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* * Patch from Misterblue to fix Environment.TickCount for statistics ↵Teravus Ovares (Dan Olivares)2009-11-291-1/+4
| | | | | | purposes. Resolves the wrap-around of the 32 bit uint. * Teravus moved the Environment methods to the Util class
* * Re-enable lightweight packet tracking stats on a 3000 ms interval.Teravus Ovares (Dan Olivares)2009-11-271-5/+5
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* Added osGetRegionStats() function, to return a number of sim statisticsJeff Lee2009-11-261-0/+11
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* Formatting cleanup.Jeff Ames2009-10-011-1/+1
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* Making SimStatsReporter a little more restrained in requesting the ↵diva2009-05-121-1/+3
| | | | IEstateModule interface.
* * refactor: Call StatsReporter methods directly rather than through Scene ↵Justin Clarke Casey2009-04-031-3/+8
| | | | | | | | (as WebStatsModule was doing) * Assume that StatsReporter is always present (possibly as a no-op impl) rather than doing null checks
* Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke2009-02-221-1/+1
| | | | | | | | | * Added log4net dependency to physxplugin in prebuild.xml. * Added missing m_log fields to classes. * Replaced Console.WriteLine with appropriate m_log.Xxxx * Tested that nant test target runs succesfully. * Tested that local opensim sandbox starts up without errors.
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+450
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!