From 30b2a8c778d02926e038bc62977c4a4c9dbec5ee Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 20 Mar 2012 23:12:21 +0000 Subject: Move frame loop entirely within Scene.Update() for better future performance analysis and stat accuracy. Update() now accepts a frames parameter which can control the number of frames updated. -1 will update until shutdown. The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame. --- OpenSim/Region/Framework/Scenes/Scene.cs | 337 +++++++++++---------- OpenSim/Region/Framework/Scenes/SceneBase.cs | 8 +- .../Scenes/Tests/ScenePresenceAutopilotTests.cs | 12 +- .../Region/Framework/Scenes/Tests/SceneTests.cs | 2 +- 4 files changed, 191 insertions(+), 168 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 18a7ce8..fe59e4d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1175,11 +1175,11 @@ namespace OpenSim.Region.Framework.Scenes // The first frame can take a very long time due to physics actors being added on startup. Therefore, // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false // alarms for scenes with many objects. - Update(); + Update(1); Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; while (!shuttingdown) - Update(); + Update(-1); m_lastUpdate = Util.EnvironmentTickCount(); m_firstHeartbeat = false; @@ -1193,184 +1193,205 @@ namespace OpenSim.Region.Framework.Scenes Watchdog.RemoveThread(); } - public override void Update() + public override void Update(int frames) { - float physicsFPS = 0f; - - int maintc = Util.EnvironmentTickCount(); - int tmpFrameMS = maintc; - agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; + long? endFrame = null; - ++Frame; + if (frames >= 0) + endFrame = Frame + frames; -// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); + float physicsFPS = 0f; + int tmpFrameMS, tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; + int maintc; + List coarseLocations; + List avatarUUIDs; - try + while (!shuttingdown && (endFrame == null || Frame < endFrame)) { - int tmpPhysicsMS2 = Util.EnvironmentTickCount(); - if ((Frame % m_update_physics == 0) && m_physics_enabled) - m_sceneGraph.UpdatePreparePhysics(); - physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); - - // Apply any pending avatar force input to the avatar's velocity - int tmpAgentMS = Util.EnvironmentTickCount(); - if (Frame % m_update_entitymovement == 0) - m_sceneGraph.UpdateScenePresenceMovement(); - agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); - - // Perform the main physics update. This will do the actual work of moving objects and avatars according to their - // velocity - int tmpPhysicsMS = Util.EnvironmentTickCount(); - if (Frame % m_update_physics == 0) - { - if (m_physics_enabled) - physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); + maintc = Util.EnvironmentTickCount(); + ++Frame; - if (SynchronizeScene != null) - SynchronizeScene(this); - } - physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); - - tmpAgentMS = Util.EnvironmentTickCount(); - - // Check if any objects have reached their targets - CheckAtTargets(); - - // Update SceneObjectGroups that have scheduled themselves for updates - // Objects queue their updates onto all scene presences - if (Frame % m_update_objects == 0) - m_sceneGraph.UpdateObjectGroups(); +// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); - // Run through all ScenePresences looking for updates - // Presence updates and queued object updates for each presence are sent to clients - if (Frame % m_update_presences == 0) - m_sceneGraph.UpdatePresences(); + tmpFrameMS = maintc; + agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; - // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) - if (Frame % m_update_coarse_locations == 0) + try { - List coarseLocations; - List avatarUUIDs; - SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); - // Send coarse locations to clients - ForEachScenePresence(delegate(ScenePresence presence) + tmpPhysicsMS2 = Util.EnvironmentTickCount(); + if ((Frame % m_update_physics == 0) && m_physics_enabled) + m_sceneGraph.UpdatePreparePhysics(); + physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); + + // Apply any pending avatar force input to the avatar's velocity + tmpAgentMS = Util.EnvironmentTickCount(); + if (Frame % m_update_entitymovement == 0) + m_sceneGraph.UpdateScenePresenceMovement(); + agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); + + // Perform the main physics update. This will do the actual work of moving objects and avatars according to their + // velocity + tmpPhysicsMS = Util.EnvironmentTickCount(); + if (Frame % m_update_physics == 0) { - presence.SendCoarseLocations(coarseLocations, avatarUUIDs); - }); - } - - agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); - - // Delete temp-on-rez stuff - if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) - { - int tmpTempOnRezMS = Util.EnvironmentTickCount(); - m_cleaningTemps = true; - Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); - tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); - } - - if (Frame % m_update_events == 0) - { - int evMS = Util.EnvironmentTickCount(); - UpdateEvents(); - eventMS = Util.EnvironmentTickCountSubtract(evMS); ; - } - - if (Frame % m_update_backup == 0) - { - int backMS = Util.EnvironmentTickCount(); - UpdateStorageBackup(); - backupMS = Util.EnvironmentTickCountSubtract(backMS); - } - - if (Frame % m_update_terrain == 0) - { - int terMS = Util.EnvironmentTickCount(); - UpdateTerrain(); - terrainMS = Util.EnvironmentTickCountSubtract(terMS); - } - - //if (Frame % m_update_land == 0) - //{ - // int ldMS = Util.EnvironmentTickCount(); - // UpdateLand(); - // landMS = Util.EnvironmentTickCountSubtract(ldMS); - //} - - frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); - otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; - lastCompletedFrame = Util.EnvironmentTickCount(); - - // if (Frame%m_update_avatars == 0) - // UpdateInWorldTime(); - StatsReporter.AddPhysicsFPS(physicsFPS); - StatsReporter.AddTimeDilation(TimeDilation); - StatsReporter.AddFPS(1); - StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); - StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); - StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); - StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); - StatsReporter.addFrameMS(frameMS); - StatsReporter.addAgentMS(agentMS); - StatsReporter.addPhysicsMS(physicsMS + physicsMS2); - StatsReporter.addOtherMS(otherMS); - StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); - StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); - - if (LoginsDisabled && Frame == 20) - { -// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); - - // In 99.9% of cases it is a bad idea to manually force garbage collection. However, - // this is a rare case where we know we have just went through a long cycle of heap - // allocations, and there is no more work to be done until someone logs in - GC.Collect(); + if (m_physics_enabled) + physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); + + if (SynchronizeScene != null) + SynchronizeScene(this); + } + physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); - IConfig startupConfig = m_config.Configs["Startup"]; - if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) + tmpAgentMS = Util.EnvironmentTickCount(); + + // Check if any objects have reached their targets + CheckAtTargets(); + + // Update SceneObjectGroups that have scheduled themselves for updates + // Objects queue their updates onto all scene presences + if (Frame % m_update_objects == 0) + m_sceneGraph.UpdateObjectGroups(); + + // Run through all ScenePresences looking for updates + // Presence updates and queued object updates for each presence are sent to clients + if (Frame % m_update_presences == 0) + m_sceneGraph.UpdatePresences(); + + // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) + if (Frame % m_update_coarse_locations == 0) + { + SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); + // Send coarse locations to clients + ForEachScenePresence(delegate(ScenePresence presence) + { + presence.SendCoarseLocations(coarseLocations, avatarUUIDs); + }); + } + + agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); + + // Delete temp-on-rez stuff + if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) + { + tmpTempOnRezMS = Util.EnvironmentTickCount(); + m_cleaningTemps = true; + Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); + tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); + } + + if (Frame % m_update_events == 0) { - // This handles a case of a region having no scripts for the RegionReady module - if (m_sceneGraph.GetActiveScriptsCount() == 0) + evMS = Util.EnvironmentTickCount(); + UpdateEvents(); + eventMS = Util.EnvironmentTickCountSubtract(evMS); + } + + if (Frame % m_update_backup == 0) + { + backMS = Util.EnvironmentTickCount(); + UpdateStorageBackup(); + backupMS = Util.EnvironmentTickCountSubtract(backMS); + } + + if (Frame % m_update_terrain == 0) + { + terMS = Util.EnvironmentTickCount(); + UpdateTerrain(); + terrainMS = Util.EnvironmentTickCountSubtract(terMS); + } + + //if (Frame % m_update_land == 0) + //{ + // int ldMS = Util.EnvironmentTickCount(); + // UpdateLand(); + // landMS = Util.EnvironmentTickCountSubtract(ldMS); + //} + + frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); + otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; + lastCompletedFrame = Util.EnvironmentTickCount(); + + // if (Frame%m_update_avatars == 0) + // UpdateInWorldTime(); + StatsReporter.AddPhysicsFPS(physicsFPS); + StatsReporter.AddTimeDilation(TimeDilation); + StatsReporter.AddFPS(1); + StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); + StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); + StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); + StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); + + // frameMS currently records work frame times, not total frame times (work + any required sleep to + // reach min frame time. + StatsReporter.addFrameMS(frameMS); + + StatsReporter.addAgentMS(agentMS); + StatsReporter.addPhysicsMS(physicsMS + physicsMS2); + StatsReporter.addOtherMS(otherMS); + StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); + StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); + + if (LoginsDisabled && Frame == 20) + { + // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); + + // In 99.9% of cases it is a bad idea to manually force garbage collection. However, + // this is a rare case where we know we have just went through a long cycle of heap + // allocations, and there is no more work to be done until someone logs in + GC.Collect(); + + IConfig startupConfig = m_config.Configs["Startup"]; + if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) { - // need to be able to tell these have changed in RegionReady - LoginLock = false; - EventManager.TriggerLoginsEnabled(RegionInfo.RegionName); + // This handles a case of a region having no scripts for the RegionReady module + if (m_sceneGraph.GetActiveScriptsCount() == 0) + { + // need to be able to tell these have changed in RegionReady + LoginLock = false; + EventManager.TriggerLoginsEnabled(RegionInfo.RegionName); + } + m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); + + // For RegionReady lockouts + if(LoginLock == false) + { + LoginsDisabled = false; + } + + m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface(), RegionInfo); } - m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); - - // For RegionReady lockouts - if(LoginLock == false) + else { - LoginsDisabled = false; + StartDisabled = true; + LoginsDisabled = true; } - - m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface(), RegionInfo); - } - else - { - StartDisabled = true; - LoginsDisabled = true; } } - } - catch (Exception e) - { - m_log.ErrorFormat( - "[SCENE]: Failed on region {0} with exception {1}{2}", - RegionInfo.RegionName, e.Message, e.StackTrace); - } + catch (Exception e) + { + m_log.ErrorFormat( + "[SCENE]: Failed on region {0} with exception {1}{2}", + RegionInfo.RegionName, e.Message, e.StackTrace); + } + + EventManager.TriggerRegionHeartbeatEnd(this); - EventManager.TriggerRegionHeartbeatEnd(this); + // Tell the watchdog that this thread is still alive + Watchdog.UpdateThread(); - maintc = Util.EnvironmentTickCountSubtract(maintc); - maintc = (int)(MinFrameTime * 1000) - maintc; + maintc = Util.EnvironmentTickCountSubtract(maintc); + maintc = (int)(MinFrameTime * 1000) - maintc; - if (maintc > 0) - Thread.Sleep(maintc); + if (maintc > 0) + Thread.Sleep(maintc); - // Tell the watchdog that this thread is still alive - Watchdog.UpdateThread(); +// if (frameMS > (int)(MinFrameTime * 1000)) +// m_log.WarnFormat( +// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", +// frameMS, +// MinFrameTime * 1000, +// RegionInfo.RegionName); + } } public void AddGroupTarget(SceneObjectGroup grp) diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index 495cede..9c6b884 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs @@ -149,9 +149,13 @@ namespace OpenSim.Region.Framework.Scenes #region Update Methods /// - /// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation) + /// Called to update the scene loop by a number of frames and until shutdown. /// - public abstract void Update(); + /// + /// Number of frames to update. Exits on shutdown even if there are frames remaining. + /// If -1 then updates until shutdown. + /// + public abstract void Update(int frames); #endregion diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs index 442cb8b..cfea10d 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs @@ -81,7 +81,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests // For now, we'll make the scene presence fly to simplify this test, but this needs to change. sp.Flying = true; - m_scene.Update(); + m_scene.Update(1); Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); Vector3 targetPos = startPos + new Vector3(0, 10, 0); @@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That( sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); - m_scene.Update(); + m_scene.Update(1); // We should really check the exact figure. Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X)); @@ -99,8 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X)); - for (int i = 0; i < 10; i++) - m_scene.Update(); + m_scene.Update(10); double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move"); @@ -116,7 +115,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That( sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); - m_scene.Update(); + m_scene.Update(1); // We should really check the exact figure. Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X)); @@ -124,8 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); - for (int i = 0; i < 10; i++) - m_scene.Update(); + m_scene.Update(10); distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move"); diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs index 8b8aea5..5c9a77d 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs @@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestHelpers.InMethod(); Scene scene = SceneHelpers.SetupScene(); - scene.Update(); + scene.Update(1); Assert.That(scene.Frame, Is.EqualTo(1)); } -- cgit v1.1