/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; namespace OpenSim.Framework.Monitoring { /// /// Singleton used to provide access to statistics reporters /// public class StatsManager { /// /// Registered stats. /// /// /// Do not add or remove from this dictionary. /// public static Dictionary RegisteredStats = new Dictionary(); private static AssetStatsCollector assetStats; private static UserStatsCollector userStats; private static SimExtraStatsCollector simExtraStats = new SimExtraStatsCollector(); public static AssetStatsCollector AssetStats { get { return assetStats; } } public static UserStatsCollector UserStats { get { return userStats; } } public static SimExtraStatsCollector SimExtraStats { get { return simExtraStats; } } /// /// Start collecting statistics related to assets. /// Should only be called once. /// public static AssetStatsCollector StartCollectingAssetStats() { assetStats = new AssetStatsCollector(); return assetStats; } /// /// Start collecting statistics related to users. /// Should only be called once. /// public static UserStatsCollector StartCollectingUserStats() { userStats = new UserStatsCollector(); return userStats; } public static bool RegisterStat(Stat stat) { lock (RegisteredStats) { if (RegisteredStats.ContainsKey(stat.UniqueName)) { // XXX: For now just return false. This is to avoid problems in regression tests where all tests // in a class are run in the same instance of the VM. return false; // throw new Exception( // "StatsManager already contains stat with ShortName {0} in Category {1}", stat.ShortName, stat.Category); } // We take a replace-on-write approach here so that we don't need to generate a new Dictionary Dictionary newRegisteredStats = new Dictionary(RegisteredStats); newRegisteredStats[stat.UniqueName] = stat; RegisteredStats = newRegisteredStats; } return true; } public static bool DeregisterStat(Stat stat) { lock (RegisteredStats) { if (!RegisteredStats.ContainsKey(stat.UniqueName)) return false; Dictionary newRegisteredStats = new Dictionary(RegisteredStats); newRegisteredStats.Remove(stat.UniqueName); RegisteredStats = newRegisteredStats; return true; } } } /// /// Verbosity of stat. /// /// /// Info will always be displayed. /// public enum StatVerbosity { Debug, Info } /// /// Holds individual static details /// public class Stat { /// /// Unique stat name used for indexing. Each ShortName in a Category must be unique. /// public string UniqueName { get; private set; } /// /// Category of this stat (e.g. cache, scene, etc). /// public string Category { get; private set; } /// /// Containing name for this stat. /// FIXME: In the case of a scene, this is currently the scene name (though this leaves /// us with a to-be-resolved problem of non-unique region names). /// /// /// The container. /// public string Container { get; private set; } public StatVerbosity Verbosity { get; private set; } public string ShortName { get; private set; } public string Name { get; private set; } public string Description { get; private set; } public string UnitName { get; private set; } public double Value { get; set; } public Stat( string shortName, string name, string unitName, string category, string container, StatVerbosity verbosity, string description) { ShortName = shortName; Name = name; UnitName = unitName; Category = category; Container = container; Verbosity = verbosity; Description = description; UniqueName = GenUniqueName(Container, Category, ShortName); } public static string GenUniqueName(string container, string category, string shortName) { return string.Format("{0}+{1}+{2}", container, category, shortName); } } }