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author | Justin Clark-Casey (justincc) | 2011-10-06 00:45:25 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-10-06 00:45:25 +0100 |
commit | ca83f99332316fda1c412a5bf2889f9cf5cf3577 (patch) | |
tree | a1789f55d048ef3bc7dd99adf524125cb34f0efd /OpenSim/Region/Framework/Scenes/Scene.cs | |
parent | rename WebStatsModules.m_scene to m_scenes since it's a list of scenes, not a... (diff) | |
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Instead of adding stat agentMS in all kinds of places, calculate it instead 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
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index e4ebcff..b1755ac 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -183,6 +183,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
183 | // private int m_update_land = 1; | 183 | // private int m_update_land = 1; |
184 | private int m_update_coarse_locations = 50; | 184 | private int m_update_coarse_locations = 50; |
185 | 185 | ||
186 | private int agentMS; | ||
186 | private int frameMS; | 187 | private int frameMS; |
187 | private int physicsMS2; | 188 | private int physicsMS2; |
188 | private int physicsMS; | 189 | private int physicsMS; |
@@ -1226,12 +1227,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1226 | 1227 | ||
1227 | int maintc = Util.EnvironmentTickCount(); | 1228 | int maintc = Util.EnvironmentTickCount(); |
1228 | int tmpFrameMS = maintc; | 1229 | int tmpFrameMS = maintc; |
1229 | tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; | 1230 | agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; |
1230 | 1231 | ||
1232 | // TODO: ADD AGENT TIME HERE | ||
1231 | // Increment the frame counter | 1233 | // Increment the frame counter |
1232 | ++Frame; | 1234 | ++Frame; |
1233 | try | 1235 | try |
1234 | { | 1236 | { |
1237 | int tmpAgentMS = Util.EnvironmentTickCount(); | ||
1238 | |||
1235 | // Check if any objects have reached their targets | 1239 | // Check if any objects have reached their targets |
1236 | CheckAtTargets(); | 1240 | CheckAtTargets(); |
1237 | 1241 | ||
@@ -1258,6 +1262,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1258 | }); | 1262 | }); |
1259 | } | 1263 | } |
1260 | 1264 | ||
1265 | agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); | ||
1266 | |||
1261 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); | 1267 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); |
1262 | if ((Frame % m_update_physics == 0) && m_physics_enabled) | 1268 | if ((Frame % m_update_physics == 0) && m_physics_enabled) |
1263 | m_sceneGraph.UpdatePreparePhysics(); | 1269 | m_sceneGraph.UpdatePreparePhysics(); |
@@ -1265,7 +1271,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1265 | 1271 | ||
1266 | // Apply any pending avatar force input to the avatar's velocity | 1272 | // Apply any pending avatar force input to the avatar's velocity |
1267 | if (Frame % m_update_entitymovement == 0) | 1273 | if (Frame % m_update_entitymovement == 0) |
1274 | { | ||
1275 | tmpAgentMS = Util.EnvironmentTickCount(); | ||
1268 | m_sceneGraph.UpdateScenePresenceMovement(); | 1276 | m_sceneGraph.UpdateScenePresenceMovement(); |
1277 | agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); | ||
1278 | } | ||
1269 | 1279 | ||
1270 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | 1280 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
1271 | // velocity | 1281 | // velocity |
@@ -1330,6 +1340,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1330 | StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); | 1340 | StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); |
1331 | StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); | 1341 | StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); |
1332 | StatsReporter.addFrameMS(frameMS); | 1342 | StatsReporter.addFrameMS(frameMS); |
1343 | StatsReporter.addAgentMS(agentMS); | ||
1333 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | 1344 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); |
1334 | StatsReporter.addOtherMS(otherMS); | 1345 | StatsReporter.addOtherMS(otherMS); |
1335 | StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); | 1346 | StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); |