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using System;
using System.Collections.Generic;
using System.Timers;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
///
/// Collect statistics from the scene to send to the client and for access by other monitoring tools.
///
///
/// FIXME: This should be a monitoring region module
///
public class SimStatsReporter
{
private static readonly log4net.ILog m_log
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates";
public const string SlowFramesStatName = "SlowFrames";
public delegate void SendStatResult(SimStats stats);
public delegate void YourStatsAreWrong();
public event SendStatResult OnSendStatsResult;
public event YourStatsAreWrong OnStatsIncorrect;
private SendStatResult handlerSendStatResult;
private YourStatsAreWrong handlerStatsIncorrect;
// Determines the size of the array that is used to collect StatBlocks
// for sending to the SimStats and SimExtraStatsCollector
private const int m_statisticArraySize = 28;
///
/// These are the IDs of stats sent in the StatsPacket to the viewer.
///
///
/// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
/// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
///
public enum Stats : uint
{
TimeDilation = 0,
SimFPS = 1,
PhysicsFPS = 2,
AgentUpdates = 3,
FrameMS = 4,
NetMS = 5,
OtherMS = 6,
PhysicsMS = 7,
AgentMS = 8,
ImageMS = 9,
ScriptMS = 10,
TotalPrim = 11,
ActivePrim = 12,
Agents = 13,
ChildAgents = 14,
ActiveScripts = 15,
ScriptLinesPerSecond = 16,
InPacketsPerSecond = 17,
OutPacketsPerSecond = 18,
PendingDownloads = 19,
PendingUploads = 20,
VirtualSizeKb = 21,
ResidentSizeKb = 22,
PendingLocalUploads = 23,
UnAckedBytes = 24,
PhysicsPinnedTasks = 25,
PhysicsLodTasks = 26,
SimPhysicsStepMs = 27,
SimPhysicsShapeMs = 28,
SimPhysicsOtherMs = 29,
SimPhysicsMemory = 30,
ScriptEps = 31,
SimSpareMs = 32,
SimSleepMs = 33,
SimIoPumpTime = 34,
FrameDilation = 35,
UsersLoggingIn = 36,
TotalGeoPrim = 37,
TotalMesh = 38,
ThreadCount = 39
}
///
/// This is for llGetRegionFPS
///
public float LastReportedSimFPS
{
get { return lastReportedSimFPS; }
}
///
/// Number of object updates performed in the last stats cycle
///
///
/// This isn't sent out to the client but it is very useful data to detect whether viewers are being sent a
/// large number of object updates.
///
public float LastReportedObjectUpdates { get; private set; }
public float[] LastReportedSimStats
{
get { return lastReportedSimStats; }
}
///
/// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME
///
public Stat SlowFramesStat { get; private set; }
///
/// The threshold at which we log a slow frame.
///
public int SlowFramesStatReportThreshold { get; private set; }
///
/// Extra sim statistics that are used by monitors but not sent to the client.
///
///
/// The keys are the stat names.
///
private Dictionary m_lastReportedExtraSimStats = new Dictionary();
// Sending a stats update every 3 seconds-
private int m_statsUpdatesEveryMS = 3000;
private float m_statsUpdateFactor;
private float m_timeDilation;
private int m_fps;
///
/// Number of the last frame on which we processed a stats udpate.
///
private uint m_lastUpdateFrame;
///
/// Our nominal fps target, as expected in fps stats when a sim is running normally.
///
private float m_nominalReportedFps = 55;
///
/// Parameter to adjust reported scene fps
///
///
/// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently.
/// However, we will still report an FPS that's closer to what people are used to seeing. A lower FPS might
/// affect clients and monitoring scripts/software.
///
private float m_reportedFpsCorrectionFactor = 5;
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[m_statisticArraySize];
private float m_pfps;
///
/// Number of agent updates requested in this stats cycle
///
private int m_agentUpdates;
///
/// Number of object updates requested in this stats cycle
///
private int m_objectUpdates;
private int m_frameMS;
private int m_spareMS;
private int m_netMS;
private int m_agentMS;
private int m_physicsMS;
private int m_imageMS;
private int m_otherMS;
private int m_scriptMS;
private int m_rootAgents;
private int m_childAgents;
private int m_numPrim;
private int m_numGeoPrim;
private int m_numMesh;
private int m_inPacketsPerSecond;
private int m_outPacketsPerSecond;
private int m_activePrim;
private int m_unAckedBytes;
private int m_pendingDownloads;
private int m_pendingUploads = 0; // FIXME: Not currently filled in
private int m_activeScripts;
private int m_scriptLinesPerSecond;
private int m_objectCapacity = 45000;
// This is the number of frames that will be stored and then averaged for
// the Total, Simulation, Physics, and Network Frame Time; It is set to
// 10 by default but can be changed by the OpenSim.ini configuration file
// NumberOfFrames parameter
private int m_numberFramesStored = Scene.m_defaultNumberFramesStored;
// The arrays that will hold the time it took to run the past N frames,
// where N is the num_frames_to_average given by the configuration file
private double[] m_totalFrameTimeMilliseconds;
private double[] m_simulationFrameTimeMilliseconds;
private double[] m_physicsFrameTimeMilliseconds;
private double[] m_networkFrameTimeMilliseconds;
// The location of the next time in milliseconds that will be
// (over)written when the next frame completes
private int m_nextLocation = 0;
// The correct number of frames that have completed since the last stats
// update for physics
private int m_numberPhysicsFrames;
// The current number of users attempting to login to the region
private int m_usersLoggingIn;
// The last reported value of threads from the SmartThreadPool inside of
// XEngine
private int m_inUseThreads;
private Scene m_scene;
private RegionInfo ReportingRegion;
private Timer m_report = new Timer();
private IEstateModule estateModule;
public SimStatsReporter(Scene scene)
{
// Initialize the different frame time arrays to the correct sizes
m_totalFrameTimeMilliseconds = new double[m_numberFramesStored];
m_simulationFrameTimeMilliseconds = new double[m_numberFramesStored];
m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored];
m_networkFrameTimeMilliseconds = new double[m_numberFramesStored];
// Initialize the current number of users logging into the region
m_usersLoggingIn = 0;
m_scene = scene;
m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
ReportingRegion = scene.RegionInfo;
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
m_report.Interval = m_statsUpdatesEveryMS;
m_report.Elapsed += TriggerStatsHeartbeat;
m_report.Enabled = true;
if (StatsManager.SimExtraStats != null)
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
/// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
/// longer than ideal (which in itself is a concern).
SlowFramesStatReportThreshold = (int)Math.Ceiling(scene.MinFrameTicks * 1.2);
SlowFramesStat
= new Stat(
"SlowFrames",
"Slow Frames",
"Number of frames where frame time has been significantly longer than the desired frame time.",
" frames",
"scene",
m_scene.Name,
StatType.Push,
null,
StatVerbosity.Info);
StatsManager.RegisterStat(SlowFramesStat);
}
public SimStatsReporter(Scene scene, int numberOfFrames) : this (scene)
{
// Store the number of frames from the OpenSim.ini configuration file
m_numberFramesStored = numberOfFrames;
}
public void Close()
{
m_report.Elapsed -= TriggerStatsHeartbeat;
m_report.Close();
}
///
/// Sets the number of milliseconds between stat updates.
///
///
public void SetUpdateMS(int ms)
{
m_statsUpdatesEveryMS = ms;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
m_report.Interval = m_statsUpdatesEveryMS;
}
private void TriggerStatsHeartbeat(object sender, EventArgs args)
{
try
{
statsHeartBeat(sender, args);
}
catch (Exception e)
{
m_log.Warn(string.Format(
"[SIM STATS REPORTER] Update for {0} failed with exception ",
m_scene.RegionInfo.RegionName), e);
}
}
private void statsHeartBeat(object sender, EventArgs e)
{
double totalSumFrameTime;
double simulationSumFrameTime;
double physicsSumFrameTime;
double networkSumFrameTime;
float frameDilation;
int currentFrame;
if (!m_scene.Active)
return;
// Create arrays to hold the statistics for this current scene,
// these will be passed to the SimExtraStatsCollector, they are also
// sent to the SimStats class
SimStatsPacket.StatBlock[] sb = new
SimStatsPacket.StatBlock[m_statisticArraySize];
SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
// Know what's not thread safe in Mono... modifying timers.
// m_log.Debug("Firing Stats Heart Beat");
lock (m_report)
{
uint regionFlags = 0;
try
{
if (estateModule == null)
estateModule = m_scene.RequestModuleInterface();
regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
}
catch (Exception)
{
// leave region flags at 0
}
#region various statistic googly moogly
// ORIGINAL code commented out until we have time to add our own
// statistics to the statistics window, this will be done as a
// new section given the title of our current project
// We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
// locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
//int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
int reportedFPS = m_fps;
// save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
// ORIGINAL code commented out until we have time to add our own
// statistics to the statistics window
//float physfps = ((m_pfps / 1000));
float physfps = m_numberPhysicsFrames;
//if (physfps > 600)
//physfps = physfps - (physfps - 600);
if (physfps < 0)
physfps = 0;
#endregion
m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
m_numGeoPrim = m_scene.SceneGraph.GetTotalPrimObjectsCount();
m_numMesh = m_scene.SceneGraph.GetTotalMeshObjectsCount();
m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();
// FIXME: Checking for stat sanity is a complex approach. What we really need to do is fix the code
// so that stat numbers are always consistent.
CheckStatSanity();
//Our time dilation is 0.91 when we're running a full speed,
// therefore to make sure we get an appropriate range,
// we have to factor in our error. (0.10f * statsUpdateFactor)
// multiplies the fix for the error times the amount of times it'll occur a second
// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
// Then we divide the whole amount by the amount of seconds pass in between stats updates.
// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
// values to X-per-second values.
uint thisFrame = m_scene.Frame;
uint numFrames = thisFrame - m_lastUpdateFrame;
float framesUpdated = (float)numFrames * m_reportedFpsCorrectionFactor;
m_lastUpdateFrame = thisFrame;
// Avoid div-by-zero if somehow we've not updated any frames.
if (framesUpdated == 0)
framesUpdated = 1;
for (int i = 0; i < m_statisticArraySize; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
// Resetting the sums of the frame times to prevent any errors
// in calculating the moving average for frame time
totalSumFrameTime = 0;
simulationSumFrameTime = 0;
physicsSumFrameTime = 0;
networkSumFrameTime = 0;
// Loop through all the frames that were stored for the current
// heartbeat to process the moving average of frame times
for (int i = 0; i < m_numberFramesStored; i++)
{
// Sum up each frame time in order to calculate the moving
// average of frame time
totalSumFrameTime += m_totalFrameTimeMilliseconds[i];
simulationSumFrameTime +=
m_simulationFrameTimeMilliseconds[i];
physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i];
networkSumFrameTime += m_networkFrameTimeMilliseconds[i];
}
// Get the index that represents the current frame based on the next one known; go back
// to the last index if next one is stated to restart at 0
if (m_nextLocation == 0)
currentFrame = m_numberFramesStored - 1;
else
currentFrame = m_nextLocation - 1;
// Calculate the frame dilation; which is currently based on the ratio between the sum of the
// physics and simulation rate, and the set minimum time to run a scene's frame
frameDilation = (float)(m_simulationFrameTimeMilliseconds[currentFrame] +
m_physicsFrameTimeMilliseconds[currentFrame]) / m_scene.MinFrameTicks;
// ORIGINAL code commented out until we have time to add our own
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps / m_statsUpdateFactor;
sb[3].StatID = (uint) Stats.AgentUpdates;
sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor);
sb[4].StatID = (uint) Stats.Agents;
sb[4].StatValue = m_rootAgents;
sb[5].StatID = (uint) Stats.ChildAgents;
sb[5].StatValue = m_childAgents;
sb[6].StatID = (uint) Stats.TotalPrim;
sb[6].StatValue = m_numPrim;
sb[7].StatID = (uint) Stats.ActivePrim;
sb[7].StatValue = m_activePrim;
// ORIGINAL code commented out until we have time to add our own
// statistics to the statistics window
sb[8].StatID = (uint)Stats.FrameMS;
//sb[8].StatValue = m_frameMS / framesUpdated;
sb[8].StatValue = (float) totalSumFrameTime / m_numberFramesStored;
sb[9].StatID = (uint)Stats.NetMS;
//sb[9].StatValue = m_netMS / framesUpdated;
sb[9].StatValue = (float) networkSumFrameTime / m_numberFramesStored;
sb[10].StatID = (uint)Stats.PhysicsMS;
//sb[10].StatValue = m_physicsMS / framesUpdated;
sb[10].StatValue = (float) physicsSumFrameTime / m_numberFramesStored;
sb[11].StatID = (uint)Stats.ImageMS ;
sb[11].StatValue = m_imageMS / framesUpdated;
sb[12].StatID = (uint)Stats.OtherMS;
//sb[12].StatValue = m_otherMS / framesUpdated;
sb[12].StatValue = (float) simulationSumFrameTime / m_numberFramesStored;
sb[13].StatID = (uint)Stats.InPacketsPerSecond;
sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);
sb[15].StatID = (uint)Stats.UnAckedBytes;
sb[15].StatValue = m_unAckedBytes;
sb[16].StatID = (uint)Stats.AgentMS;
sb[16].StatValue = m_agentMS / framesUpdated;
sb[17].StatID = (uint)Stats.PendingDownloads;
sb[17].StatValue = m_pendingDownloads;
sb[18].StatID = (uint)Stats.PendingUploads;
sb[18].StatValue = m_pendingUploads;
sb[19].StatID = (uint)Stats.ActiveScripts;
sb[19].StatValue = m_activeScripts;
sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
sb[21].StatID = (uint)Stats.SimSpareMs;
sb[21].StatValue = m_spareMS / framesUpdated;
// Current ratio between the sum of physics and sim rate, and the
// minimum time to run a scene's frame
sb[22].StatID = (uint)Stats.FrameDilation;
sb[22].StatValue = frameDilation;
// Current number of users currently attemptint to login to region
sb[23].StatID = (uint)Stats.UsersLoggingIn;
sb[23].StatValue = m_usersLoggingIn;
// Total number of geometric primitives in the scene
sb[24].StatID = (uint)Stats.TotalGeoPrim;
sb[24].StatValue = m_numGeoPrim;
// Total number of mesh objects in the scene
sb[25].StatID = (uint)Stats.TotalMesh;
sb[25].StatValue = m_numMesh;
// Current number of threads that XEngine is using
sb[26].StatID = (uint)Stats.ThreadCount;
sb[26].StatValue = m_inUseThreads;
sb[27].StatID = (uint)Stats.ScriptMS;
sb[27].StatValue = (numFrames <= 0) ? 0 : ((float)m_scriptMS / numFrames);
for (int i = 0; i < m_statisticArraySize; i++)
{
lastReportedSimStats[i] = sb[i].StatValue;
}
SimStats simStats
= new SimStats(
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
rb, sb, m_scene.RegionInfo.originRegionID);
handlerSendStatResult = OnSendStatsResult;
if (handlerSendStatResult != null)
{
handlerSendStatResult(simStats);
}
// Extra statistics that aren't currently sent to clients
lock (m_lastReportedExtraSimStats)
{
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
Dictionary physicsStats = m_scene.PhysicsScene.GetStats();
if (physicsStats != null)
{
foreach (KeyValuePair tuple in physicsStats)
{
// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
// Need to change things so that stats source can indicate whether they are per second or
// per frame.
if (tuple.Key.EndsWith("MS"))
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated;
else
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
}
}
}
ResetValues();
}
}
private void ResetValues()
{
// Reset the number of frames that the physics library has
// processed since the last stats report
m_numberPhysicsFrames = 0;
m_timeDilation = 0;
m_fps = 0;
m_pfps = 0;
m_agentUpdates = 0;
m_objectUpdates = 0;
//m_inPacketsPerSecond = 0;
//m_outPacketsPerSecond = 0;
m_unAckedBytes = 0;
m_scriptLinesPerSecond = 0;
m_frameMS = 0;
m_agentMS = 0;
m_netMS = 0;
m_physicsMS = 0;
m_imageMS = 0;
m_otherMS = 0;
m_scriptMS = 0;
m_spareMS = 0;
}
# region methods called from Scene
// The majority of these functions are additive
// so that you can easily change the amount of
// seconds in between sim stats updates
public void AddTimeDilation(float td)
{
//float tdsetting = td;
//if (tdsetting > 1.0f)
//tdsetting = (tdsetting - (tdsetting - 0.91f));
//if (tdsetting < 0)
//tdsetting = 0.0f;
m_timeDilation = td;
}
internal void CheckStatSanity()
{
if (m_rootAgents < 0 || m_childAgents < 0)
{
handlerStatsIncorrect = OnStatsIncorrect;
if (handlerStatsIncorrect != null)
{
handlerStatsIncorrect();
}
}
if (m_rootAgents == 0 && m_childAgents == 0)
{
m_unAckedBytes = 0;
}
}
public void AddFPS(int frames)
{
m_fps += frames;
}
public void AddPhysicsFPS(float frames)
{
m_pfps += frames;
}
public void AddObjectUpdates(int numUpdates)
{
m_objectUpdates += numUpdates;
}
public void AddAgentUpdates(int numUpdates)
{
m_agentUpdates += numUpdates;
}
public void AddInPackets(int numPackets)
{
m_inPacketsPerSecond = numPackets;
}
public void AddOutPackets(int numPackets)
{
m_outPacketsPerSecond = numPackets;
}
public void AddunAckedBytes(int numBytes)
{
m_unAckedBytes += numBytes;
if (m_unAckedBytes < 0) m_unAckedBytes = 0;
}
public void addFrameMS(int ms)
{
m_frameMS += ms;
// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
// longer than ideal due to the inaccuracy of the Sleep in Scene.Update() (which in itself is a concern).
if (ms > SlowFramesStatReportThreshold)
SlowFramesStat.Value++;
}
public void AddSpareMS(int ms)
{
m_spareMS += ms;
}
public void addNetMS(int ms)
{
m_netMS += ms;
}
public void addAgentMS(int ms)
{
m_agentMS += ms;
}
public void addPhysicsMS(int ms)
{
m_physicsMS += ms;
}
public void addImageMS(int ms)
{
m_imageMS += ms;
}
public void addOtherMS(int ms)
{
m_otherMS += ms;
}
public void AddScriptMS(int ms)
{
m_scriptMS += ms;
}
public void addPhysicsFrame(int frames)
{
// Add the number of physics frames to the correct total physics
// frames
m_numberPhysicsFrames += frames;
}
public void addFrameTimeMilliseconds(double total, double simulation,
double physics, double network)
{
// Save the frame times from the current frame into the appropriate
// arrays
m_totalFrameTimeMilliseconds[m_nextLocation] = total;
m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation;
m_physicsFrameTimeMilliseconds[m_nextLocation] = physics;
m_networkFrameTimeMilliseconds[m_nextLocation] = network;
// Update to the next location in the list
m_nextLocation++;
// Since the list will begin to overwrite the oldest frame values
// first, the next location needs to loop back to the beginning of the
// list whenever it reaches the end
m_nextLocation = m_nextLocation % m_numberFramesStored;
}
public void AddPendingDownloads(int count)
{
m_pendingDownloads += count;
if (m_pendingDownloads < 0)
m_pendingDownloads = 0;
//m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads);
}
public void addScriptLines(int count)
{
m_scriptLinesPerSecond += count;
}
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
{
AddInPackets(inPackets);
AddOutPackets(outPackets);
AddunAckedBytes(unAckedBytes);
}
public void UpdateUsersLoggingIn(bool isLoggingIn)
{
// Determine whether the user has started logging in or has completed
// logging into the region
if (isLoggingIn)
{
// The user is starting to login to the region so increment the
// number of users attempting to login to the region
m_usersLoggingIn++;
}
else
{
// The user has finished logging into the region so decrement the
// number of users logging into the region
m_usersLoggingIn--;
}
}
public void SetThreadCount(int inUseThreads)
{
// Save the new number of threads to our member variable to send to
// the extra stats collector
m_inUseThreads = inUseThreads;
}
#endregion
public Dictionary GetExtraSimStats()
{
lock (m_lastReportedExtraSimStats)
return new Dictionary(m_lastReportedExtraSimStats);
}
}
}