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-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs63
1 files changed, 41 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 87af311..11c321b 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -117,12 +117,17 @@ namespace OpenSim.Region.Framework.Scenes
117 private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>(); 117 private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();
118 118
119 // Sending a stats update every 3 seconds- 119 // Sending a stats update every 3 seconds-
120 private int statsUpdatesEveryMS = 3000; 120 private int m_statsUpdatesEveryMS = 3000;
121 private float statsUpdateFactor = 0; 121 private float m_statsUpdateFactor = 0;
122 private float m_timeDilation = 0; 122 private float m_timeDilation = 0;
123 private int m_fps = 0; 123 private int m_fps = 0;
124 124
125 /// <summary> 125 /// <summary>
126 /// Number of the last frame on which we processed a stats udpate.
127 /// </summary>
128 private uint m_lastUpdateFrame;
129
130 /// <summary>
126 /// Our nominal fps target, as expected in fps stats when a sim is running normally. 131 /// Our nominal fps target, as expected in fps stats when a sim is running normally.
127 /// </summary> 132 /// </summary>
128 private float m_nominalReportedFps = 55; 133 private float m_nominalReportedFps = 55;
@@ -188,12 +193,12 @@ namespace OpenSim.Region.Framework.Scenes
188 { 193 {
189 m_scene = scene; 194 m_scene = scene;
190 m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps; 195 m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
191 statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); 196 m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
192 ReportingRegion = scene.RegionInfo; 197 ReportingRegion = scene.RegionInfo;
193 198
194 m_objectCapacity = scene.RegionInfo.ObjectCapacity; 199 m_objectCapacity = scene.RegionInfo.ObjectCapacity;
195 m_report.AutoReset = true; 200 m_report.AutoReset = true;
196 m_report.Interval = statsUpdatesEveryMS; 201 m_report.Interval = m_statsUpdatesEveryMS;
197 m_report.Elapsed += statsHeartBeat; 202 m_report.Elapsed += statsHeartBeat;
198 m_report.Enabled = true; 203 m_report.Enabled = true;
199 204
@@ -213,9 +218,9 @@ namespace OpenSim.Region.Framework.Scenes
213 /// <param name='ms'></param> 218 /// <param name='ms'></param>
214 public void SetUpdateMS(int ms) 219 public void SetUpdateMS(int ms)
215 { 220 {
216 statsUpdatesEveryMS = ms; 221 m_statsUpdatesEveryMS = ms;
217 statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); 222 m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
218 m_report.Interval = statsUpdatesEveryMS; 223 m_report.Interval = m_statsUpdatesEveryMS;
219 } 224 }
220 225
221 private void statsHeartBeat(object sender, EventArgs e) 226 private void statsHeartBeat(object sender, EventArgs e)
@@ -247,7 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
247 int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); 252 int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);
248 253
249 // save the reported value so there is something available for llGetRegionFPS 254 // save the reported value so there is something available for llGetRegionFPS
250 lastReportedSimFPS = reportedFPS / statsUpdateFactor; 255 lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;
251 256
252 float physfps = ((m_pfps / 1000)); 257 float physfps = ((m_pfps / 1000));
253 258
@@ -279,6 +284,14 @@ namespace OpenSim.Region.Framework.Scenes
279 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change 284 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
280 // values to X-per-second values. 285 // values to X-per-second values.
281 286
287 uint thisFrame = m_scene.Frame;
288 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame);
289 m_lastUpdateFrame = thisFrame;
290
291 // Avoid div-by-zero if somehow we've not updated any frames.
292 if (framesUpdated == 0)
293 framesUpdated = 1;
294
282 for (int i = 0; i < 21; i++) 295 for (int i = 0; i < 21; i++)
283 { 296 {
284 sb[i] = new SimStatsPacket.StatBlock(); 297 sb[i] = new SimStatsPacket.StatBlock();
@@ -288,13 +301,13 @@ namespace OpenSim.Region.Framework.Scenes
288 sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); 301 sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
289 302
290 sb[1].StatID = (uint) Stats.SimFPS; 303 sb[1].StatID = (uint) Stats.SimFPS;
291 sb[1].StatValue = reportedFPS / statsUpdateFactor; 304 sb[1].StatValue = reportedFPS / m_statsUpdateFactor;
292 305
293 sb[2].StatID = (uint) Stats.PhysicsFPS; 306 sb[2].StatID = (uint) Stats.PhysicsFPS;
294 sb[2].StatValue = physfps / statsUpdateFactor; 307 sb[2].StatValue = physfps / m_statsUpdateFactor;
295 308
296 sb[3].StatID = (uint) Stats.AgentUpdates; 309 sb[3].StatID = (uint) Stats.AgentUpdates;
297 sb[3].StatValue = (m_agentUpdates / statsUpdateFactor); 310 sb[3].StatValue = (m_agentUpdates / m_statsUpdateFactor);
298 311
299 sb[4].StatID = (uint) Stats.Agents; 312 sb[4].StatID = (uint) Stats.Agents;
300 sb[4].StatValue = m_rootAgents; 313 sb[4].StatValue = m_rootAgents;
@@ -309,31 +322,31 @@ namespace OpenSim.Region.Framework.Scenes
309 sb[7].StatValue = m_activePrim; 322 sb[7].StatValue = m_activePrim;
310 323
311 sb[8].StatID = (uint)Stats.FrameMS; 324 sb[8].StatID = (uint)Stats.FrameMS;
312 sb[8].StatValue = m_frameMS / statsUpdateFactor; 325 sb[8].StatValue = m_frameMS / framesUpdated;
313 326
314 sb[9].StatID = (uint)Stats.NetMS; 327 sb[9].StatID = (uint)Stats.NetMS;
315 sb[9].StatValue = m_netMS / statsUpdateFactor; 328 sb[9].StatValue = m_netMS / framesUpdated;
316 329
317 sb[10].StatID = (uint)Stats.PhysicsMS; 330 sb[10].StatID = (uint)Stats.PhysicsMS;
318 sb[10].StatValue = m_physicsMS / statsUpdateFactor; 331 sb[10].StatValue = m_physicsMS / framesUpdated;
319 332
320 sb[11].StatID = (uint)Stats.ImageMS ; 333 sb[11].StatID = (uint)Stats.ImageMS ;
321 sb[11].StatValue = m_imageMS / statsUpdateFactor; 334 sb[11].StatValue = m_imageMS / framesUpdated;
322 335
323 sb[12].StatID = (uint)Stats.OtherMS; 336 sb[12].StatID = (uint)Stats.OtherMS;
324 sb[12].StatValue = m_otherMS / statsUpdateFactor; 337 sb[12].StatValue = m_otherMS / framesUpdated;
325 338
326 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 339 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
327 sb[13].StatValue = (m_inPacketsPerSecond / statsUpdateFactor); 340 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
328 341
329 sb[14].StatID = (uint)Stats.OutPacketsPerSecond; 342 sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
330 sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor); 343 sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);
331 344
332 sb[15].StatID = (uint)Stats.UnAckedBytes; 345 sb[15].StatID = (uint)Stats.UnAckedBytes;
333 sb[15].StatValue = m_unAckedBytes; 346 sb[15].StatValue = m_unAckedBytes;
334 347
335 sb[16].StatID = (uint)Stats.AgentMS; 348 sb[16].StatID = (uint)Stats.AgentMS;
336 sb[16].StatValue = m_agentMS / statsUpdateFactor; 349 sb[16].StatValue = m_agentMS / framesUpdated;
337 350
338 sb[17].StatID = (uint)Stats.PendingDownloads; 351 sb[17].StatID = (uint)Stats.PendingDownloads;
339 sb[17].StatValue = m_pendingDownloads; 352 sb[17].StatValue = m_pendingDownloads;
@@ -345,7 +358,7 @@ namespace OpenSim.Region.Framework.Scenes
345 sb[19].StatValue = m_activeScripts; 358 sb[19].StatValue = m_activeScripts;
346 359
347 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; 360 sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
348 sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; 361 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
349 362
350 for (int i = 0; i < 21; i++) 363 for (int i = 0; i < 21; i++)
351 { 364 {
@@ -366,7 +379,7 @@ namespace OpenSim.Region.Framework.Scenes
366 // Extra statistics that aren't currently sent to clients 379 // Extra statistics that aren't currently sent to clients
367 lock (m_lastReportedExtraSimStats) 380 lock (m_lastReportedExtraSimStats)
368 { 381 {
369 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / statsUpdateFactor; 382 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
370 383
371 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats(); 384 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
372 385
@@ -374,7 +387,13 @@ namespace OpenSim.Region.Framework.Scenes
374 { 387 {
375 foreach (KeyValuePair<string, float> tuple in physicsStats) 388 foreach (KeyValuePair<string, float> tuple in physicsStats)
376 { 389 {
377 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / statsUpdateFactor; 390 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
391 // Need to change things so that stats source can indicate whether they are per second or
392 // per frame.
393 if (tuple.Key.EndsWith("MS"))
394 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated;
395 else
396 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
378 } 397 }
379 } 398 }
380 } 399 }