diff options
author | Glenn Martin | 2015-04-20 14:55:00 -0400 |
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committer | Glenn Martin | 2015-04-21 14:29:17 -0400 |
commit | 1959eb8372b6c8e35e1afa435504e9ef41dec958 (patch) | |
tree | d9cb670464215a7baeaee11638544635237f5eb7 /OpenSim/Region | |
parent | Revert "Enable grab feature (Ctrl+Drag) for non-physical link-sets and add co... (diff) | |
download | opensim-SC_OLD-1959eb8372b6c8e35e1afa435504e9ef41dec958.zip opensim-SC_OLD-1959eb8372b6c8e35e1afa435504e9ef41dec958.tar.gz opensim-SC_OLD-1959eb8372b6c8e35e1afa435504e9ef41dec958.tar.bz2 opensim-SC_OLD-1959eb8372b6c8e35e1afa435504e9ef41dec958.tar.xz |
Moved over metrics from previous OpenSim 0.8.0.3 repository (this new repository is now the master branch from OpenSim).
Diffstat (limited to '')
-rwxr-xr-x[-rw-r--r--] | OpenSim/Region/Framework/Scenes/Scene.cs | 108 | ||||
-rwxr-xr-x[-rw-r--r--] | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 59 | ||||
-rwxr-xr-x[-rw-r--r--] | OpenSim/Region/Framework/Scenes/SimStatsReporter.cs | 216 | ||||
-rwxr-xr-x[-rw-r--r--] | OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 36 |
4 files changed, 401 insertions, 18 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 4715558..052567f 100644..100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -526,6 +526,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
526 | get { return m_sceneGraph.PhysicsScene.TimeDilation; } | 526 | get { return m_sceneGraph.PhysicsScene.TimeDilation; } |
527 | } | 527 | } |
528 | 528 | ||
529 | public void setThreadCount(int inUseThreads) | ||
530 | { | ||
531 | // Just pass the thread count information on its way as the Scene | ||
532 | // does not require the value for anything at this time | ||
533 | StatsReporter.SetThreadCount(inUseThreads); | ||
534 | } | ||
535 | |||
529 | public SceneCommunicationService SceneGridService | 536 | public SceneCommunicationService SceneGridService |
530 | { | 537 | { |
531 | get { return m_sceneGridService; } | 538 | get { return m_sceneGridService; } |
@@ -1107,7 +1114,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
1107 | 1114 | ||
1108 | #endregion Interest Management | 1115 | #endregion Interest Management |
1109 | 1116 | ||
1110 | StatsReporter = new SimStatsReporter(this); | 1117 | // The timer used by the Stopwatch class depends on the system hardware and operating system; inform |
1118 | // if the timer is based on a high-resolution performance counter or based on the system timer; | ||
1119 | // the performance counter will provide a more precise time than the system timer | ||
1120 | if (Stopwatch.IsHighResolution) | ||
1121 | m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics."); | ||
1122 | else | ||
1123 | m_log.InfoFormat("[SCENE]: Using system timer for statistics."); | ||
1124 | |||
1125 | // Acquire the statistics section of the OpenSim.ini file located | ||
1126 | // in the bin directory | ||
1127 | IConfig statisticsConfig = m_config.Configs["Statistics"]; | ||
1128 | |||
1129 | // Confirm that the statistics section existed in the configuration | ||
1130 | // file | ||
1131 | if (statisticsConfig != null) | ||
1132 | { | ||
1133 | // Create the StatsReporter using the number of frames to store | ||
1134 | // for the frame time statistics, or 10 frames if the config | ||
1135 | // file doesn't contain a value | ||
1136 | StatsReporter = new SimStatsReporter(this, | ||
1137 | statisticsConfig.GetInt("NumberOfFrames", 10)); | ||
1138 | } | ||
1139 | else | ||
1140 | { | ||
1141 | // Create a StatsReporter with the current scene and a default | ||
1142 | // 10 frames stored for the frame time statistics | ||
1143 | StatsReporter = new SimStatsReporter(this); | ||
1144 | } | ||
1145 | |||
1111 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; | 1146 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; |
1112 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; | 1147 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; |
1113 | 1148 | ||
@@ -1607,6 +1642,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1607 | float physicsFPS = 0f; | 1642 | float physicsFPS = 0f; |
1608 | int previousFrameTick, tmpMS; | 1643 | int previousFrameTick, tmpMS; |
1609 | 1644 | ||
1645 | // These variables will be used to save the precise frame time using the | ||
1646 | // Stopwatch class of Microsoft SDK; the times are recorded at the start | ||
1647 | // and end of a parcticular section of code, and then used to calculate | ||
1648 | // the frame times, which are the sums of the sections for each given name | ||
1649 | double preciseTotalFrameTime = 0.0; | ||
1650 | double preciseSimFrameTime = 0.0; | ||
1651 | double precisePhysicsFrameTime = 0.0; | ||
1652 | Stopwatch totalFrameStopwatch = new Stopwatch(); | ||
1653 | Stopwatch simFrameStopwatch = new Stopwatch(); | ||
1654 | Stopwatch physicsFrameStopwatch = new Stopwatch(); | ||
1655 | |||
1656 | // Begin the stopwatch to keep track of the time that the frame | ||
1657 | // started running to determine how long the frame took to complete | ||
1658 | totalFrameStopwatch.Start(); | ||
1659 | |||
1610 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) | 1660 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) |
1611 | { | 1661 | { |
1612 | ++Frame; | 1662 | ++Frame; |
@@ -1627,20 +1677,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
1627 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1677 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1628 | } | 1678 | } |
1629 | 1679 | ||
1680 | // At several points inside the code there was a need to | ||
1681 | // create a more precise measurement of time elapsed. This | ||
1682 | // led to the addition of variables that have a similar | ||
1683 | // function and thus remain tightly connected to their | ||
1684 | // original counterparts. However, the original code is | ||
1685 | // not receiving comments from our group because we don't | ||
1686 | // feel right modifying the code to that degree at this | ||
1687 | // point in time, the precise values all begin with the | ||
1688 | // keyword precise | ||
1689 | |||
1630 | tmpMS = Util.EnvironmentTickCount(); | 1690 | tmpMS = Util.EnvironmentTickCount(); |
1691 | |||
1692 | // Begin the stopwatch to track the time to prepare physics | ||
1693 | physicsFrameStopwatch.Start(); | ||
1631 | if (PhysicsEnabled && Frame % m_update_physics == 0) | 1694 | if (PhysicsEnabled && Frame % m_update_physics == 0) |
1632 | m_sceneGraph.UpdatePreparePhysics(); | 1695 | m_sceneGraph.UpdatePreparePhysics(); |
1696 | |||
1697 | // Get the time it took to prepare the physics, this | ||
1698 | // would report the most precise time that physics was | ||
1699 | // running on the machine and should the physics not be | ||
1700 | // enabled will report the time it took to check if physics | ||
1701 | // was enabled | ||
1702 | physicsFrameStopwatch.Stop(); | ||
1703 | precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1633 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); | 1704 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); |
1634 | 1705 | ||
1635 | // Apply any pending avatar force input to the avatar's velocity | 1706 | // Apply any pending avatar force input to the avatar's velocity |
1636 | tmpMS = Util.EnvironmentTickCount(); | 1707 | tmpMS = Util.EnvironmentTickCount(); |
1708 | simFrameStopwatch.Start(); | ||
1637 | if (Frame % m_update_entitymovement == 0) | 1709 | if (Frame % m_update_entitymovement == 0) |
1638 | m_sceneGraph.UpdateScenePresenceMovement(); | 1710 | m_sceneGraph.UpdateScenePresenceMovement(); |
1711 | |||
1712 | // Get the simulation frame time that the avatar force input took | ||
1713 | simFrameStopwatch.Stop(); | ||
1714 | preciseSimFrameTime = simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1639 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1715 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1640 | 1716 | ||
1641 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | 1717 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
1642 | // velocity | 1718 | // velocity |
1643 | tmpMS = Util.EnvironmentTickCount(); | 1719 | tmpMS = Util.EnvironmentTickCount(); |
1720 | physicsFrameStopwatch.Restart(); | ||
1644 | if (Frame % m_update_physics == 0) | 1721 | if (Frame % m_update_physics == 0) |
1645 | { | 1722 | { |
1646 | if (PhysicsEnabled) | 1723 | if (PhysicsEnabled) |
@@ -1649,8 +1726,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1649 | if (SynchronizeScene != null) | 1726 | if (SynchronizeScene != null) |
1650 | SynchronizeScene(this); | 1727 | SynchronizeScene(this); |
1651 | } | 1728 | } |
1729 | |||
1730 | // Add the main physics update time to the prepare physics time | ||
1731 | physicsFrameStopwatch.Stop(); | ||
1732 | precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1652 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1733 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1653 | 1734 | ||
1735 | // Start the stopwatch for the remainder of the simulation | ||
1736 | simFrameStopwatch.Restart(); | ||
1654 | tmpMS = Util.EnvironmentTickCount(); | 1737 | tmpMS = Util.EnvironmentTickCount(); |
1655 | 1738 | ||
1656 | // Check if any objects have reached their targets | 1739 | // Check if any objects have reached their targets |
@@ -1754,6 +1837,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1754 | spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS); | 1837 | spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS); |
1755 | } | 1838 | } |
1756 | 1839 | ||
1840 | // Get the elapsed time for the simulation frame | ||
1841 | simFrameStopwatch.Stop(); | ||
1842 | preciseSimFrameTime += simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1843 | |||
1757 | previousFrameTick = m_lastFrameTick; | 1844 | previousFrameTick = m_lastFrameTick; |
1758 | frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); | 1845 | frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); |
1759 | m_lastFrameTick = Util.EnvironmentTickCount(); | 1846 | m_lastFrameTick = Util.EnvironmentTickCount(); |
@@ -1771,6 +1858,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1771 | StatsReporter.AddSpareMS(spareMS); | 1858 | StatsReporter.AddSpareMS(spareMS); |
1772 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | 1859 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); |
1773 | 1860 | ||
1861 | // Send the correct time values to the stats reporter for the | ||
1862 | // frame times | ||
1863 | StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime, | ||
1864 | preciseSimFrameTime, precisePhysicsFrameTime, 0.0); | ||
1865 | |||
1866 | // Send the correct number of frames that the physics library | ||
1867 | // has processed to the stats reporter | ||
1868 | StatsReporter.addPhysicsFrame(1); | ||
1869 | |||
1774 | // Optionally warn if a frame takes double the amount of time that it should. | 1870 | // Optionally warn if a frame takes double the amount of time that it should. |
1775 | if (DebugUpdates | 1871 | if (DebugUpdates |
1776 | && Util.EnvironmentTickCountSubtract( | 1872 | && Util.EnvironmentTickCountSubtract( |
@@ -1782,6 +1878,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1782 | RegionInfo.RegionName); | 1878 | RegionInfo.RegionName); |
1783 | } | 1879 | } |
1784 | 1880 | ||
1881 | // Finished updating scene frame, so stop the total frame's Stopwatch | ||
1882 | totalFrameStopwatch.Stop(); | ||
1883 | |||
1785 | return spareMS >= 0; | 1884 | return spareMS >= 0; |
1786 | } | 1885 | } |
1787 | 1886 | ||
@@ -2702,6 +2801,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2702 | bool vialogin; | 2801 | bool vialogin; |
2703 | bool reallyNew = true; | 2802 | bool reallyNew = true; |
2704 | 2803 | ||
2804 | // Update the number of users attempting to login | ||
2805 | StatsReporter.UpdateUsersLoggingIn(true); | ||
2806 | |||
2705 | // Validation occurs in LLUDPServer | 2807 | // Validation occurs in LLUDPServer |
2706 | // | 2808 | // |
2707 | // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with | 2809 | // XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with |
@@ -2786,6 +2888,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2786 | EventManager.TriggerOnClientLogin(client); | 2888 | EventManager.TriggerOnClientLogin(client); |
2787 | } | 2889 | } |
2788 | 2890 | ||
2891 | // User has logged into the scene so update the list of users logging | ||
2892 | // in | ||
2893 | StatsReporter.UpdateUsersLoggingIn(false); | ||
2894 | |||
2789 | m_LastLogin = Util.EnvironmentTickCount(); | 2895 | m_LastLogin = Util.EnvironmentTickCount(); |
2790 | 2896 | ||
2791 | return sp; | 2897 | return sp; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 51f50d9..c2e9b61 100644..100755 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -67,7 +67,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
67 | protected Scene m_parentScene; | 67 | protected Scene m_parentScene; |
68 | protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>(); | 68 | protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>(); |
69 | protected int m_numRootAgents = 0; | 69 | protected int m_numRootAgents = 0; |
70 | protected int m_numTotalPrim = 0; | ||
70 | protected int m_numPrim = 0; | 71 | protected int m_numPrim = 0; |
72 | protected int m_numMesh = 0; | ||
71 | protected int m_numChildAgents = 0; | 73 | protected int m_numChildAgents = 0; |
72 | protected int m_physicalPrim = 0; | 74 | protected int m_physicalPrim = 0; |
73 | 75 | ||
@@ -368,7 +370,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
368 | 370 | ||
369 | SceneObjectPart[] parts = sceneObject.Parts; | 371 | SceneObjectPart[] parts = sceneObject.Parts; |
370 | 372 | ||
371 | // Clamp child prim sizes and add child prims to the m_numPrim count | 373 | // Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives |
374 | // (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count | ||
372 | if (m_parentScene.m_clampPrimSize) | 375 | if (m_parentScene.m_clampPrimSize) |
373 | { | 376 | { |
374 | foreach (SceneObjectPart part in parts) | 377 | foreach (SceneObjectPart part in parts) |
@@ -382,7 +385,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
382 | part.Shape.Scale = scale; | 385 | part.Shape.Scale = scale; |
383 | } | 386 | } |
384 | } | 387 | } |
385 | m_numPrim += parts.Length; | 388 | m_numTotalPrim += parts.Length; |
389 | |||
390 | // Go through all parts (geometric primitives and meshes) of this Scene Object | ||
391 | foreach (SceneObjectPart part in parts) | ||
392 | { | ||
393 | // Keep track of the total number of meshes or geometric primitives now in the scene; | ||
394 | // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to | ||
395 | // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives | ||
396 | if (part.GetPrimType() == PrimType.SCULPT) | ||
397 | m_numMesh++; | ||
398 | else | ||
399 | m_numPrim++; | ||
400 | } | ||
386 | 401 | ||
387 | sceneObject.AttachToScene(m_parentScene); | 402 | sceneObject.AttachToScene(m_parentScene); |
388 | 403 | ||
@@ -437,7 +452,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
437 | 452 | ||
438 | if (!resultOfObjectLinked) | 453 | if (!resultOfObjectLinked) |
439 | { | 454 | { |
440 | m_numPrim -= grp.PrimCount; | 455 | // Decrement the total number of primitives (meshes and geometric primitives) |
456 | // that are part of the Scene Object being removed | ||
457 | m_numTotalPrim -= grp.PrimCount; | ||
458 | |||
459 | // Go through all parts (primitives and meshes) of this Scene Object | ||
460 | foreach (SceneObjectPart part in grp.Parts) | ||
461 | { | ||
462 | // Keep track of the total number of meshes or geometric primitives left in the scene; | ||
463 | // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to | ||
464 | // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives | ||
465 | if (part.GetPrimType() == PrimType.SCULPT) | ||
466 | m_numMesh--; | ||
467 | else | ||
468 | m_numPrim--; | ||
469 | } | ||
441 | 470 | ||
442 | if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) | 471 | if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) |
443 | RemovePhysicalPrim(grp.PrimCount); | 472 | RemovePhysicalPrim(grp.PrimCount); |
@@ -687,9 +716,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
687 | 716 | ||
688 | public int GetTotalObjectsCount() | 717 | public int GetTotalObjectsCount() |
689 | { | 718 | { |
719 | return m_numTotalPrim; | ||
720 | } | ||
721 | |||
722 | public int GetTotalPrimObjectsCount() | ||
723 | { | ||
690 | return m_numPrim; | 724 | return m_numPrim; |
691 | } | 725 | } |
692 | 726 | ||
727 | public int GetTotalMeshObjectsCount() | ||
728 | { | ||
729 | return m_numMesh; | ||
730 | } | ||
731 | |||
693 | public int GetActiveObjectsCount() | 732 | public int GetActiveObjectsCount() |
694 | { | 733 | { |
695 | return m_physicalPrim; | 734 | return m_physicalPrim; |
@@ -1970,7 +2009,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1970 | // think it's selected, so it will never send a deselect... | 2009 | // think it's selected, so it will never send a deselect... |
1971 | copy.IsSelected = false; | 2010 | copy.IsSelected = false; |
1972 | 2011 | ||
1973 | m_numPrim += copy.Parts.Length; | 2012 | m_numTotalPrim += copy.Parts.Length; |
2013 | |||
2014 | // Go through all parts (primitives and meshes) of this Scene Object | ||
2015 | foreach (SceneObjectPart part in copy.Parts) | ||
2016 | { | ||
2017 | // Keep track of the total number of meshes or geometric primitives now in the scene; | ||
2018 | // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to | ||
2019 | // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives | ||
2020 | if (part.GetPrimType() == PrimType.SCULPT) | ||
2021 | m_numMesh++; | ||
2022 | else | ||
2023 | m_numPrim++; | ||
2024 | } | ||
1974 | 2025 | ||
1975 | if (rot != Quaternion.Identity) | 2026 | if (rot != Quaternion.Identity) |
1976 | { | 2027 | { |
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs index 8f1e345..b6da636 100644..100755 --- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs | |||
@@ -61,6 +61,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
61 | 61 | ||
62 | private YourStatsAreWrong handlerStatsIncorrect; | 62 | private YourStatsAreWrong handlerStatsIncorrect; |
63 | 63 | ||
64 | // Determines the size of the array that is used to collect StatBlocks | ||
65 | // for sending to the SimStats and SimExtraStatsCollector | ||
66 | private const int m_statisticArraySize = 26; | ||
67 | |||
64 | /// <summary> | 68 | /// <summary> |
65 | /// These are the IDs of stats sent in the StatsPacket to the viewer. | 69 | /// These are the IDs of stats sent in the StatsPacket to the viewer. |
66 | /// </summary> | 70 | /// </summary> |
@@ -104,7 +108,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
104 | ScriptEps = 31, | 108 | ScriptEps = 31, |
105 | SimSpareMs = 32, | 109 | SimSpareMs = 32, |
106 | SimSleepMs = 33, | 110 | SimSleepMs = 33, |
107 | SimIoPumpTime = 34 | 111 | SimIoPumpTime = 34, |
112 | UsersLoggingIn = 35, | ||
113 | TotalGeoPrim = 36, | ||
114 | TotalMesh = 37, | ||
115 | ThreadCount = 38 | ||
108 | } | 116 | } |
109 | 117 | ||
110 | /// <summary> | 118 | /// <summary> |
@@ -175,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
175 | 183 | ||
176 | // saved last reported value so there is something available for llGetRegionFPS | 184 | // saved last reported value so there is something available for llGetRegionFPS |
177 | private float lastReportedSimFPS; | 185 | private float lastReportedSimFPS; |
178 | private float[] lastReportedSimStats = new float[22]; | 186 | private float[] lastReportedSimStats = new float[m_statisticArraySize]; |
179 | private float m_pfps; | 187 | private float m_pfps; |
180 | 188 | ||
181 | /// <summary> | 189 | /// <summary> |
@@ -202,6 +210,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
202 | private int m_rootAgents; | 210 | private int m_rootAgents; |
203 | private int m_childAgents; | 211 | private int m_childAgents; |
204 | private int m_numPrim; | 212 | private int m_numPrim; |
213 | private int m_numGeoPrim; | ||
214 | private int m_numMesh; | ||
205 | private int m_inPacketsPerSecond; | 215 | private int m_inPacketsPerSecond; |
206 | private int m_outPacketsPerSecond; | 216 | private int m_outPacketsPerSecond; |
207 | private int m_activePrim; | 217 | private int m_activePrim; |
@@ -213,6 +223,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
213 | 223 | ||
214 | private int m_objectCapacity = 45000; | 224 | private int m_objectCapacity = 45000; |
215 | 225 | ||
226 | // This is the number of frames that will be stored and then averaged for | ||
227 | // the Total, Simulation, Physics, and Network Frame Time; It is set to | ||
228 | // 10 by default but can be changed by the OpenSim.ini configuration file | ||
229 | // NumberOfFrames parameter | ||
230 | private int m_numberFramesStored = 10; | ||
231 | |||
232 | // The arrays that will hold the time it took to run the past N frames, | ||
233 | // where N is the num_frames_to_average given by the configuration file | ||
234 | private double[] m_totalFrameTimeMilliseconds; | ||
235 | private double[] m_simulationFrameTimeMilliseconds; | ||
236 | private double[] m_physicsFrameTimeMilliseconds; | ||
237 | private double[] m_networkFrameTimeMilliseconds; | ||
238 | |||
239 | // The location of the next time in milliseconds that will be | ||
240 | // (over)written when the next frame completes | ||
241 | private int m_nextLocation = 0; | ||
242 | |||
243 | // The correct number of frames that have completed since the last stats | ||
244 | // update for physics | ||
245 | private int m_numberPhysicsFrames; | ||
246 | |||
247 | // The current number of users attempting to login to the region | ||
248 | private int m_usersLoggingIn; | ||
249 | |||
250 | // The last reported value of threads from the SmartThreadPool inside of | ||
251 | // XEngine | ||
252 | private int m_inUseThreads; | ||
253 | |||
216 | private Scene m_scene; | 254 | private Scene m_scene; |
217 | 255 | ||
218 | private RegionInfo ReportingRegion; | 256 | private RegionInfo ReportingRegion; |
@@ -223,6 +261,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
223 | 261 | ||
224 | public SimStatsReporter(Scene scene) | 262 | public SimStatsReporter(Scene scene) |
225 | { | 263 | { |
264 | // Initialize the different frame time arrays to the correct sizes | ||
265 | m_totalFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
266 | m_simulationFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
267 | m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
268 | m_networkFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
269 | |||
270 | // Initialize the current number of users logging into the region | ||
271 | m_usersLoggingIn = 0; | ||
272 | |||
226 | m_scene = scene; | 273 | m_scene = scene; |
227 | m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps; | 274 | m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps; |
228 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); | 275 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); |
@@ -256,6 +303,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
256 | StatsManager.RegisterStat(SlowFramesStat); | 303 | StatsManager.RegisterStat(SlowFramesStat); |
257 | } | 304 | } |
258 | 305 | ||
306 | |||
307 | public SimStatsReporter(Scene scene, int numberOfFrames) : this (scene) | ||
308 | { | ||
309 | // Store the number of frames from the OpenSim.ini configuration file | ||
310 | m_numberFramesStored = numberOfFrames; | ||
311 | } | ||
312 | |||
313 | |||
259 | public void Close() | 314 | public void Close() |
260 | { | 315 | { |
261 | m_report.Elapsed -= TriggerStatsHeartbeat; | 316 | m_report.Elapsed -= TriggerStatsHeartbeat; |
@@ -289,10 +344,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
289 | 344 | ||
290 | private void statsHeartBeat(object sender, EventArgs e) | 345 | private void statsHeartBeat(object sender, EventArgs e) |
291 | { | 346 | { |
347 | double totalSumFrameTime; | ||
348 | double simulationSumFrameTime; | ||
349 | double physicsSumFrameTime; | ||
350 | double networkSumFrameTime; | ||
351 | float timeDilation; | ||
352 | int currentFrame; | ||
353 | |||
292 | if (!m_scene.Active) | 354 | if (!m_scene.Active) |
293 | return; | 355 | return; |
294 | 356 | ||
295 | SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; | 357 | // Create arrays to hold the statistics for this current scene, |
358 | // these will be passed to the SimExtraStatsCollector, they are also | ||
359 | // sent to the SimStats class | ||
360 | SimStatsPacket.StatBlock[] sb = new | ||
361 | SimStatsPacket.StatBlock[m_statisticArraySize]; | ||
296 | SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); | 362 | SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); |
297 | 363 | ||
298 | // Know what's not thread safe in Mono... modifying timers. | 364 | // Know what's not thread safe in Mono... modifying timers. |
@@ -314,14 +380,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
314 | 380 | ||
315 | #region various statistic googly moogly | 381 | #region various statistic googly moogly |
316 | 382 | ||
383 | // ORIGINAL code commented out until we have time to add our own | ||
384 | // statistics to the statistics window, this will be done as a | ||
385 | // new section given the title of our current project | ||
317 | // We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently | 386 | // We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently |
318 | // locked at a maximum of 11. Maybe at some point this can change so that we're not lying. | 387 | // locked at a maximum of 11. Maybe at some point this can change so that we're not lying. |
319 | int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); | 388 | //int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); |
389 | int reportedFPS = m_fps; | ||
320 | 390 | ||
321 | // save the reported value so there is something available for llGetRegionFPS | 391 | // save the reported value so there is something available for llGetRegionFPS |
322 | lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; | 392 | lastReportedSimFPS = reportedFPS / m_statsUpdateFactor; |
323 | 393 | ||
324 | float physfps = ((m_pfps / 1000)); | 394 | // ORIGINAL code commented out until we have time to add our own |
395 | // statistics to the statistics window | ||
396 | //float physfps = ((m_pfps / 1000)); | ||
397 | float physfps = m_numberPhysicsFrames; | ||
325 | 398 | ||
326 | //if (physfps > 600) | 399 | //if (physfps > 600) |
327 | //physfps = physfps - (physfps - 600); | 400 | //physfps = physfps - (physfps - 600); |
@@ -334,6 +407,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
334 | m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); | 407 | m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); |
335 | m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); | 408 | m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); |
336 | m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount(); | 409 | m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount(); |
410 | m_numGeoPrim = m_scene.SceneGraph.GetTotalPrimObjectsCount(); | ||
411 | m_numMesh = m_scene.SceneGraph.GetTotalMeshObjectsCount(); | ||
337 | m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount(); | 412 | m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount(); |
338 | m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount(); | 413 | m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount(); |
339 | 414 | ||
@@ -359,13 +434,48 @@ namespace OpenSim.Region.Framework.Scenes | |||
359 | if (framesUpdated == 0) | 434 | if (framesUpdated == 0) |
360 | framesUpdated = 1; | 435 | framesUpdated = 1; |
361 | 436 | ||
362 | for (int i = 0; i < 22; i++) | 437 | for (int i = 0; i < m_statisticArraySize; i++) |
363 | { | 438 | { |
364 | sb[i] = new SimStatsPacket.StatBlock(); | 439 | sb[i] = new SimStatsPacket.StatBlock(); |
365 | } | 440 | } |
366 | 441 | ||
442 | // Resetting the sums of the frame times to prevent any errors | ||
443 | // in calculating the moving average for frame time | ||
444 | totalSumFrameTime = 0; | ||
445 | simulationSumFrameTime = 0; | ||
446 | physicsSumFrameTime = 0; | ||
447 | networkSumFrameTime = 0; | ||
448 | |||
449 | // Loop through all the frames that were stored for the current | ||
450 | // heartbeat to process the moving average of frame times | ||
451 | for (int i = 0; i < m_numberFramesStored; i++) | ||
452 | { | ||
453 | // Sum up each frame time in order to calculate the moving | ||
454 | // average of frame time | ||
455 | totalSumFrameTime += m_totalFrameTimeMilliseconds[i]; | ||
456 | simulationSumFrameTime += | ||
457 | m_simulationFrameTimeMilliseconds[i]; | ||
458 | physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i]; | ||
459 | networkSumFrameTime += m_networkFrameTimeMilliseconds[i]; | ||
460 | } | ||
461 | |||
462 | // Get the index that represents the current frame based on the next one known; go back | ||
463 | // to the last index if next one is stated to restart at 0 | ||
464 | if (m_nextLocation == 0) | ||
465 | currentFrame = m_numberFramesStored - 1; | ||
466 | else | ||
467 | currentFrame = m_nextLocation - 1; | ||
468 | |||
469 | // Calculate the time dilation; which is currently based on the ratio between the sum of the | ||
470 | // physics and simulation rate, and the set minimum time to run the scene's update; minFrameTime | ||
471 | // is given in seconds so multiply by 1000 to convert it to milliseconds | ||
472 | timeDilation = (float)(m_simulationFrameTimeMilliseconds[currentFrame] + | ||
473 | m_physicsFrameTimeMilliseconds[currentFrame]) / (m_scene.MinFrameTime * 1000); | ||
474 | |||
475 | // ORIGINAL code commented out until we have time to add our own | ||
367 | sb[0].StatID = (uint) Stats.TimeDilation; | 476 | sb[0].StatID = (uint) Stats.TimeDilation; |
368 | sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); | 477 | //sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); |
478 | sb[0].StatValue = timeDilation; | ||
369 | 479 | ||
370 | sb[1].StatID = (uint) Stats.SimFPS; | 480 | sb[1].StatID = (uint) Stats.SimFPS; |
371 | sb[1].StatValue = reportedFPS / m_statsUpdateFactor; | 481 | sb[1].StatValue = reportedFPS / m_statsUpdateFactor; |
@@ -388,20 +498,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
388 | sb[7].StatID = (uint) Stats.ActivePrim; | 498 | sb[7].StatID = (uint) Stats.ActivePrim; |
389 | sb[7].StatValue = m_activePrim; | 499 | sb[7].StatValue = m_activePrim; |
390 | 500 | ||
501 | // ORIGINAL code commented out until we have time to add our own | ||
502 | // statistics to the statistics window | ||
391 | sb[8].StatID = (uint)Stats.FrameMS; | 503 | sb[8].StatID = (uint)Stats.FrameMS; |
392 | sb[8].StatValue = m_frameMS / framesUpdated; | 504 | //sb[8].StatValue = m_frameMS / framesUpdated; |
505 | sb[8].StatValue = (float) totalSumFrameTime / m_numberFramesStored; | ||
393 | 506 | ||
394 | sb[9].StatID = (uint)Stats.NetMS; | 507 | sb[9].StatID = (uint)Stats.NetMS; |
395 | sb[9].StatValue = m_netMS / framesUpdated; | 508 | //sb[9].StatValue = m_netMS / framesUpdated; |
509 | sb[9].StatValue = (float) networkSumFrameTime / m_numberFramesStored; | ||
396 | 510 | ||
397 | sb[10].StatID = (uint)Stats.PhysicsMS; | 511 | sb[10].StatID = (uint)Stats.PhysicsMS; |
398 | sb[10].StatValue = m_physicsMS / framesUpdated; | 512 | //sb[10].StatValue = m_physicsMS / framesUpdated; |
513 | sb[10].StatValue = (float) physicsSumFrameTime / m_numberFramesStored; | ||
399 | 514 | ||
400 | sb[11].StatID = (uint)Stats.ImageMS ; | 515 | sb[11].StatID = (uint)Stats.ImageMS ; |
401 | sb[11].StatValue = m_imageMS / framesUpdated; | 516 | sb[11].StatValue = m_imageMS / framesUpdated; |
402 | 517 | ||
403 | sb[12].StatID = (uint)Stats.OtherMS; | 518 | sb[12].StatID = (uint)Stats.OtherMS; |
404 | sb[12].StatValue = m_otherMS / framesUpdated; | 519 | //sb[12].StatValue = m_otherMS / framesUpdated; |
520 | sb[12].StatValue = (float) simulationSumFrameTime / | ||
521 | m_numberFramesStored; | ||
405 | 522 | ||
406 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; | 523 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; |
407 | sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); | 524 | sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); |
@@ -430,7 +547,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
430 | sb[21].StatID = (uint)Stats.SimSpareMs; | 547 | sb[21].StatID = (uint)Stats.SimSpareMs; |
431 | sb[21].StatValue = m_spareMS / framesUpdated; | 548 | sb[21].StatValue = m_spareMS / framesUpdated; |
432 | 549 | ||
433 | for (int i = 0; i < 22; i++) | 550 | // Added to track the number of users currently attempting to |
551 | // login to the region | ||
552 | sb[22].StatID = (uint)Stats.UsersLoggingIn; | ||
553 | sb[22].StatValue = m_usersLoggingIn; | ||
554 | |||
555 | // Total number of geometric primitives in the scene | ||
556 | sb[23].StatID = (uint)Stats.TotalGeoPrim; | ||
557 | sb[23].StatValue = m_numGeoPrim; | ||
558 | |||
559 | // Total number of mesh objects in the scene | ||
560 | sb[24].StatID = (uint)Stats.TotalMesh; | ||
561 | sb[24].StatValue = m_numMesh; | ||
562 | |||
563 | // Added to track the current number of threads that XEngine is | ||
564 | // using | ||
565 | sb[25].StatID = (uint)Stats.ThreadCount; | ||
566 | sb[25].StatValue = m_inUseThreads; | ||
567 | |||
568 | for (int i = 0; i < m_statisticArraySize; i++) | ||
434 | { | 569 | { |
435 | lastReportedSimStats[i] = sb[i].StatValue; | 570 | lastReportedSimStats[i] = sb[i].StatValue; |
436 | } | 571 | } |
@@ -475,6 +610,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
475 | 610 | ||
476 | private void ResetValues() | 611 | private void ResetValues() |
477 | { | 612 | { |
613 | // Reset the number of frames that the physics library has | ||
614 | // processed since the last stats report | ||
615 | m_numberPhysicsFrames = 0; | ||
616 | |||
478 | m_timeDilation = 0; | 617 | m_timeDilation = 0; |
479 | m_fps = 0; | 618 | m_fps = 0; |
480 | m_pfps = 0; | 619 | m_pfps = 0; |
@@ -605,6 +744,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
605 | m_otherMS += ms; | 744 | m_otherMS += ms; |
606 | } | 745 | } |
607 | 746 | ||
747 | public void addPhysicsFrame(int frames) | ||
748 | { | ||
749 | // Add the number of physics frames to the correct total physics | ||
750 | // frames | ||
751 | m_numberPhysicsFrames += frames; | ||
752 | } | ||
753 | |||
754 | public void addFrameTimeMilliseconds(double total, double simulation, | ||
755 | double physics, double network) | ||
756 | { | ||
757 | // Save the frame times from the current frame into the appropriate | ||
758 | // arrays | ||
759 | m_totalFrameTimeMilliseconds[m_nextLocation] = total; | ||
760 | m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation; | ||
761 | m_physicsFrameTimeMilliseconds[m_nextLocation] = physics; | ||
762 | m_networkFrameTimeMilliseconds[m_nextLocation] = network; | ||
763 | |||
764 | // Update to the next location in the list | ||
765 | m_nextLocation++; | ||
766 | |||
767 | // Since the list will begin to overwrite the oldest frame values | ||
768 | // first, the next location needs to loop back to the beginning of the | ||
769 | // list whenever it reaches the end | ||
770 | m_nextLocation = m_nextLocation % m_numberFramesStored; | ||
771 | } | ||
772 | |||
608 | public void AddPendingDownloads(int count) | 773 | public void AddPendingDownloads(int count) |
609 | { | 774 | { |
610 | m_pendingDownloads += count; | 775 | m_pendingDownloads += count; |
@@ -627,6 +792,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
627 | AddunAckedBytes(unAckedBytes); | 792 | AddunAckedBytes(unAckedBytes); |
628 | } | 793 | } |
629 | 794 | ||
795 | public void UpdateUsersLoggingIn(bool isLoggingIn) | ||
796 | { | ||
797 | // Determine whether the user has started logging in or has completed | ||
798 | // logging into the region | ||
799 | if (isLoggingIn) | ||
800 | { | ||
801 | // The user is starting to login to the region so increment the | ||
802 | // number of users attempting to login to the region | ||
803 | m_usersLoggingIn++; | ||
804 | } | ||
805 | else | ||
806 | { | ||
807 | // The user has finished logging into the region so decrement the | ||
808 | // number of users logging into the region | ||
809 | m_usersLoggingIn--; | ||
810 | } | ||
811 | } | ||
812 | |||
813 | public void SetThreadCount(int inUseThreads) | ||
814 | { | ||
815 | // Save the new number of threads to our member variable to send to | ||
816 | // the extra stats collector | ||
817 | m_inUseThreads = inUseThreads; | ||
818 | } | ||
819 | |||
630 | #endregion | 820 | #endregion |
631 | 821 | ||
632 | public Dictionary<string, float> GetExtraSimStats() | 822 | public Dictionary<string, float> GetExtraSimStats() |
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 54620d1..4e383f8 100644..100755 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | |||
@@ -1872,6 +1872,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1872 | IScriptInstance instance = GetInstance(itemID); | 1872 | IScriptInstance instance = GetInstance(itemID); |
1873 | if (instance != null) | 1873 | if (instance != null) |
1874 | instance.ApiResetScript(); | 1874 | instance.ApiResetScript(); |
1875 | |||
1876 | // Send the new number of threads that are in use by the thread | ||
1877 | // pool, I believe that by adding them to the locations where the | ||
1878 | // script is changing states that I will catch all changes to the | ||
1879 | // thread pool | ||
1880 | m_Scene.setThreadCount(m_ThreadPool.InUseThreads); | ||
1875 | } | 1881 | } |
1876 | 1882 | ||
1877 | public void ResetScript(UUID itemID) | 1883 | public void ResetScript(UUID itemID) |
@@ -1879,6 +1885,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1879 | IScriptInstance instance = GetInstance(itemID); | 1885 | IScriptInstance instance = GetInstance(itemID); |
1880 | if (instance != null) | 1886 | if (instance != null) |
1881 | instance.ResetScript(m_WaitForEventCompletionOnScriptStop); | 1887 | instance.ResetScript(m_WaitForEventCompletionOnScriptStop); |
1888 | |||
1889 | // Send the new number of threads that are in use by the thread | ||
1890 | // pool, I believe that by adding them to the locations where the | ||
1891 | // script is changing states that I will catch all changes to the | ||
1892 | // thread pool | ||
1893 | m_Scene.setThreadCount(m_ThreadPool.InUseThreads); | ||
1882 | } | 1894 | } |
1883 | 1895 | ||
1884 | public void StartScript(UUID itemID) | 1896 | public void StartScript(UUID itemID) |
@@ -1888,6 +1900,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1888 | instance.Start(); | 1900 | instance.Start(); |
1889 | else | 1901 | else |
1890 | m_runFlags.AddOrUpdate(itemID, true, 240); | 1902 | m_runFlags.AddOrUpdate(itemID, true, 240); |
1903 | |||
1904 | // Send the new number of threads that are in use by the thread | ||
1905 | // pool, I believe that by adding them to the locations where the | ||
1906 | // script is changing states that I will catch all changes to the | ||
1907 | // thread pool | ||
1908 | m_Scene.setThreadCount(m_ThreadPool.InUseThreads); | ||
1891 | } | 1909 | } |
1892 | 1910 | ||
1893 | public void StopScript(UUID itemID) | 1911 | public void StopScript(UUID itemID) |
@@ -1903,6 +1921,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1903 | // m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name); | 1921 | // m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name); |
1904 | m_runFlags.AddOrUpdate(itemID, false, 240); | 1922 | m_runFlags.AddOrUpdate(itemID, false, 240); |
1905 | } | 1923 | } |
1924 | |||
1925 | // Send the new number of threads that are in use by the thread | ||
1926 | // pool, I believe that by adding them to the locations where the | ||
1927 | // script is changing states that I will catch all changes to the | ||
1928 | // thread pool | ||
1929 | m_Scene.setThreadCount(m_ThreadPool.InUseThreads); | ||
1906 | } | 1930 | } |
1907 | 1931 | ||
1908 | public DetectParams GetDetectParams(UUID itemID, int idx) | 1932 | public DetectParams GetDetectParams(UUID itemID, int idx) |
@@ -2393,6 +2417,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
2393 | instance.Suspend(); | 2417 | instance.Suspend(); |
2394 | // else | 2418 | // else |
2395 | // m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); | 2419 | // m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); |
2420 | |||
2421 | // Send the new number of threads that are in use by the thread | ||
2422 | // pool, I believe that by adding them to the locations where the | ||
2423 | // script is changing states that I will catch all changes to the | ||
2424 | // thread pool | ||
2425 | m_Scene.setThreadCount(m_ThreadPool.InUseThreads); | ||
2396 | } | 2426 | } |
2397 | 2427 | ||
2398 | public void ResumeScript(UUID itemID) | 2428 | public void ResumeScript(UUID itemID) |
@@ -2404,6 +2434,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
2404 | instance.Resume(); | 2434 | instance.Resume(); |
2405 | // else | 2435 | // else |
2406 | // m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); | 2436 | // m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); |
2437 | |||
2438 | // Send the new number of threads that are in use by the thread | ||
2439 | // pool, I believe that by adding them to the locations where the | ||
2440 | // script is changing states that I will catch all changes to the | ||
2441 | // thread pool | ||
2442 | m_Scene.setThreadCount(m_ThreadPool.InUseThreads); | ||
2407 | } | 2443 | } |
2408 | 2444 | ||
2409 | public bool HasScript(UUID itemID, out bool running) | 2445 | public bool HasScript(UUID itemID, out bool running) |