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author | Sean Dague | 2008-04-16 10:54:32 +0000 |
---|---|---|
committer | Sean Dague | 2008-04-16 10:54:32 +0000 |
commit | 1eb0fedd93b3ff70bb8e04dc2fa8df069b2a91f8 (patch) | |
tree | 6cc3a4b0a9ca9cdce0d5c27a785f65d4cb3595e4 /OpenSim/Region/Environment/Scenes | |
parent | * Committing PumaCode SvnDotNet DLL library - a C# binding for SVN access. (diff) | |
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After reading Timer.cs in the mono source, I'm not
convinced that timer.Enabled modification is thread safe.
I suspect the statsHeartBeat call to be one of our hot spots
because is tries to synchronize not with a lock, but by
disabling and enabling itself. I've replaced that with a lock
in the hopes that this affects either the 100% bug, or the
invoke_void bugs.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SimStatsReporter.cs | 234 |
1 files changed, 118 insertions, 116 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs b/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs index d72bee0..a53bfcd 100644 --- a/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Environment/Scenes/SimStatsReporter.cs | |||
@@ -138,127 +138,129 @@ namespace OpenSim.Region.Environment.Scenes | |||
138 | 138 | ||
139 | private void statsHeartBeat(object sender, EventArgs e) | 139 | private void statsHeartBeat(object sender, EventArgs e) |
140 | { | 140 | { |
141 | m_report.Enabled = false; | 141 | // Know what's not thread safe in Mono... modifying timers. |
142 | 142 | // System.Console.WriteLine("Firing Stats Heart Beat"); | |
143 | // Packet is already initialized and ready for data insert | 143 | lock (m_report) |
144 | |||
145 | |||
146 | statpack.Region = rb; | ||
147 | statpack.Region.RegionX = ReportingRegion.RegionLocX; | ||
148 | statpack.Region.RegionY = ReportingRegion.RegionLocY; | ||
149 | try | ||
150 | { | 144 | { |
151 | statpack.Region.RegionFlags = (uint) ReportingRegion.EstateSettings.regionFlags; | 145 | // Packet is already initialized and ready for data insert |
152 | } | 146 | |
153 | catch (Exception) | 147 | |
154 | { | 148 | statpack.Region = rb; |
155 | statpack.Region.RegionFlags = (uint) 0; | 149 | statpack.Region.RegionX = ReportingRegion.RegionLocX; |
156 | } | 150 | statpack.Region.RegionY = ReportingRegion.RegionLocY; |
157 | statpack.Region.ObjectCapacity = (uint) objectCapacity; | 151 | try |
158 | 152 | { | |
159 | #region various statistic googly moogly | 153 | statpack.Region.RegionFlags = (uint) ReportingRegion.EstateSettings.regionFlags; |
160 | 154 | } | |
161 | // Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there | 155 | catch (Exception) |
162 | // 0-50 is pretty close to 0-45 | 156 | { |
163 | float simfps = (int) ((m_fps * 5)); | 157 | statpack.Region.RegionFlags = (uint) 0; |
164 | 158 | } | |
165 | //if (simfps > 45) | 159 | statpack.Region.ObjectCapacity = (uint) objectCapacity; |
166 | //simfps = simfps - (simfps - 45); | 160 | |
167 | //if (simfps < 0) | 161 | #region various statistic googly moogly |
162 | |||
163 | // Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there | ||
164 | // 0-50 is pretty close to 0-45 | ||
165 | float simfps = (int) ((m_fps * 5)); | ||
166 | |||
167 | //if (simfps > 45) | ||
168 | //simfps = simfps - (simfps - 45); | ||
169 | //if (simfps < 0) | ||
168 | //simfps = 0; | 170 | //simfps = 0; |
169 | 171 | ||
170 | // | 172 | // |
171 | float physfps = ((m_pfps / 1000)); | 173 | float physfps = ((m_pfps / 1000)); |
172 | 174 | ||
173 | //if (physfps > 600) | 175 | //if (physfps > 600) |
174 | //physfps = physfps - (physfps - 600); | 176 | //physfps = physfps - (physfps - 600); |
175 | 177 | ||
176 | if (physfps < 0) | 178 | if (physfps < 0) |
177 | physfps = 0; | 179 | physfps = 0; |
178 | 180 | ||
179 | #endregion | 181 | #endregion |
180 | 182 | ||
181 | //Our time dilation is 0.91 when we're running a full speed, | 183 | //Our time dilation is 0.91 when we're running a full speed, |
182 | // therefore to make sure we get an appropriate range, | 184 | // therefore to make sure we get an appropriate range, |
183 | // we have to factor in our error. (0.10f * statsUpdateFactor) | 185 | // we have to factor in our error. (0.10f * statsUpdateFactor) |
184 | // multiplies the fix for the error times the amount of times it'll occur a second | 186 | // multiplies the fix for the error times the amount of times it'll occur a second |
185 | // / 10 divides the value by the number of times the sim heartbeat runs (10fps) | 187 | // / 10 divides the value by the number of times the sim heartbeat runs (10fps) |
186 | // Then we divide the whole amount by the amount of seconds pass in between stats updates. | 188 | // Then we divide the whole amount by the amount of seconds pass in between stats updates. |
187 | 189 | ||
188 | sb[0].StatID = (uint) Stats.TimeDilation; | 190 | sb[0].StatID = (uint) Stats.TimeDilation; |
189 | sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); | 191 | sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); |
190 | 192 | ||
191 | sb[1].StatID = (uint) Stats.SimFPS; | 193 | sb[1].StatID = (uint) Stats.SimFPS; |
192 | sb[1].StatValue = simfps/statsUpdateFactor; | 194 | sb[1].StatValue = simfps/statsUpdateFactor; |
193 | 195 | ||
194 | sb[2].StatID = (uint) Stats.PhysicsFPS; | 196 | sb[2].StatID = (uint) Stats.PhysicsFPS; |
195 | sb[2].StatValue = physfps / statsUpdateFactor; | 197 | sb[2].StatValue = physfps / statsUpdateFactor; |
196 | 198 | ||
197 | sb[3].StatID = (uint) Stats.AgentUpdates; | 199 | sb[3].StatID = (uint) Stats.AgentUpdates; |
198 | sb[3].StatValue = (m_agentUpdates / statsUpdateFactor); | 200 | sb[3].StatValue = (m_agentUpdates / statsUpdateFactor); |
199 | 201 | ||
200 | sb[4].StatID = (uint) Stats.Agents; | 202 | sb[4].StatID = (uint) Stats.Agents; |
201 | sb[4].StatValue = m_rootAgents; | 203 | sb[4].StatValue = m_rootAgents; |
202 | 204 | ||
203 | sb[5].StatID = (uint) Stats.ChildAgents; | 205 | sb[5].StatID = (uint) Stats.ChildAgents; |
204 | sb[5].StatValue = m_childAgents; | 206 | sb[5].StatValue = m_childAgents; |
205 | 207 | ||
206 | sb[6].StatID = (uint) Stats.TotalPrim; | 208 | sb[6].StatID = (uint) Stats.TotalPrim; |
207 | sb[6].StatValue = m_numPrim; | 209 | sb[6].StatValue = m_numPrim; |
208 | 210 | ||
209 | sb[7].StatID = (uint) Stats.ActivePrim; | 211 | sb[7].StatID = (uint) Stats.ActivePrim; |
210 | sb[7].StatValue = m_activePrim; | 212 | sb[7].StatValue = m_activePrim; |
211 | 213 | ||
212 | sb[8].StatID = (uint)Stats.FrameMS; | 214 | sb[8].StatID = (uint)Stats.FrameMS; |
213 | sb[8].StatValue = m_frameMS / statsUpdateFactor; | 215 | sb[8].StatValue = m_frameMS / statsUpdateFactor; |
214 | 216 | ||
215 | sb[9].StatID = (uint)Stats.NetMS; | 217 | sb[9].StatID = (uint)Stats.NetMS; |
216 | sb[9].StatValue = m_netMS / statsUpdateFactor; | 218 | sb[9].StatValue = m_netMS / statsUpdateFactor; |
217 | 219 | ||
218 | sb[10].StatID = (uint)Stats.PhysicsMS; | 220 | sb[10].StatID = (uint)Stats.PhysicsMS; |
219 | sb[10].StatValue = m_physicsMS / statsUpdateFactor; | 221 | sb[10].StatValue = m_physicsMS / statsUpdateFactor; |
220 | 222 | ||
221 | sb[11].StatID = (uint)Stats.ImageMS ; | 223 | sb[11].StatID = (uint)Stats.ImageMS ; |
222 | sb[11].StatValue = m_imageMS / statsUpdateFactor; | 224 | sb[11].StatValue = m_imageMS / statsUpdateFactor; |
223 | 225 | ||
224 | sb[12].StatID = (uint)Stats.OtherMS; | 226 | sb[12].StatID = (uint)Stats.OtherMS; |
225 | sb[12].StatValue = m_otherMS / statsUpdateFactor; | 227 | sb[12].StatValue = m_otherMS / statsUpdateFactor; |
226 | 228 | ||
227 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; | 229 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; |
228 | sb[13].StatValue = (m_inPacketsPerSecond); | 230 | sb[13].StatValue = (m_inPacketsPerSecond); |
229 | 231 | ||
230 | sb[14].StatID = (uint)Stats.OutPacketsPerSecond; | 232 | sb[14].StatID = (uint)Stats.OutPacketsPerSecond; |
231 | sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor); | 233 | sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor); |
232 | 234 | ||
233 | sb[15].StatID = (uint)Stats.UnAckedBytes; | 235 | sb[15].StatID = (uint)Stats.UnAckedBytes; |
234 | sb[15].StatValue = m_unAckedBytes; | 236 | sb[15].StatValue = m_unAckedBytes; |
235 | 237 | ||
236 | sb[16].StatID = (uint)Stats.AgentMS; | 238 | sb[16].StatID = (uint)Stats.AgentMS; |
237 | sb[16].StatValue = m_agentMS / statsUpdateFactor; | 239 | sb[16].StatValue = m_agentMS / statsUpdateFactor; |
238 | 240 | ||
239 | sb[17].StatID = (uint)Stats.PendingDownloads; | 241 | sb[17].StatID = (uint)Stats.PendingDownloads; |
240 | sb[17].StatValue = m_pendingDownloads; | 242 | sb[17].StatValue = m_pendingDownloads; |
241 | 243 | ||
242 | sb[18].StatID = (uint)Stats.PendingUploads; | 244 | sb[18].StatID = (uint)Stats.PendingUploads; |
243 | sb[18].StatValue = m_pendingUploads; | 245 | sb[18].StatValue = m_pendingUploads; |
244 | 246 | ||
245 | sb[19].StatID = (uint)Stats.ActiveScripts; | 247 | sb[19].StatID = (uint)Stats.ActiveScripts; |
246 | sb[19].StatValue = m_activeScripts; | 248 | sb[19].StatValue = m_activeScripts; |
247 | 249 | ||
248 | sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; | 250 | sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; |
249 | sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; | 251 | sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; |
250 | 252 | ||
251 | statpack.Stat = sb; | 253 | statpack.Stat = sb; |
252 | 254 | ||
253 | handlerSendStatResult = OnSendStatsResult; | 255 | handlerSendStatResult = OnSendStatsResult; |
254 | if (handlerSendStatResult != null) | 256 | if (handlerSendStatResult != null) |
255 | { | 257 | { |
256 | handlerSendStatResult(statpack); | 258 | handlerSendStatResult(statpack); |
259 | } | ||
260 | resetvalues(); | ||
257 | } | 261 | } |
258 | resetvalues(); | ||
259 | m_report.Enabled = true; | ||
260 | } | 262 | } |
261 | 263 | ||
262 | private void resetvalues() | 264 | private void resetvalues() |
263 | { | 265 | { |
264 | m_timeDilation = 0; | 266 | m_timeDilation = 0; |