From 30b2a8c778d02926e038bc62977c4a4c9dbec5ee Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 20 Mar 2012 23:12:21 +0000 Subject: Move frame loop entirely within Scene.Update() for better future performance analysis and stat accuracy. Update() now accepts a frames parameter which can control the number of frames updated. -1 will update until shutdown. The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame. --- OpenSim/Region/Framework/Scenes/Scene.cs | 337 ++++++++++++++++--------------- 1 file changed, 179 insertions(+), 158 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 18a7ce8..fe59e4d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1175,11 +1175,11 @@ namespace OpenSim.Region.Framework.Scenes // The first frame can take a very long time due to physics actors being added on startup. Therefore, // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false // alarms for scenes with many objects. - Update(); + Update(1); Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; while (!shuttingdown) - Update(); + Update(-1); m_lastUpdate = Util.EnvironmentTickCount(); m_firstHeartbeat = false; @@ -1193,184 +1193,205 @@ namespace OpenSim.Region.Framework.Scenes Watchdog.RemoveThread(); } - public override void Update() + public override void Update(int frames) { - float physicsFPS = 0f; - - int maintc = Util.EnvironmentTickCount(); - int tmpFrameMS = maintc; - agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; + long? endFrame = null; - ++Frame; + if (frames >= 0) + endFrame = Frame + frames; -// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); + float physicsFPS = 0f; + int tmpFrameMS, tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; + int maintc; + List coarseLocations; + List avatarUUIDs; - try + while (!shuttingdown && (endFrame == null || Frame < endFrame)) { - int tmpPhysicsMS2 = Util.EnvironmentTickCount(); - if ((Frame % m_update_physics == 0) && m_physics_enabled) - m_sceneGraph.UpdatePreparePhysics(); - physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); - - // Apply any pending avatar force input to the avatar's velocity - int tmpAgentMS = Util.EnvironmentTickCount(); - if (Frame % m_update_entitymovement == 0) - m_sceneGraph.UpdateScenePresenceMovement(); - agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); - - // Perform the main physics update. This will do the actual work of moving objects and avatars according to their - // velocity - int tmpPhysicsMS = Util.EnvironmentTickCount(); - if (Frame % m_update_physics == 0) - { - if (m_physics_enabled) - physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); + maintc = Util.EnvironmentTickCount(); + ++Frame; - if (SynchronizeScene != null) - SynchronizeScene(this); - } - physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); - - tmpAgentMS = Util.EnvironmentTickCount(); - - // Check if any objects have reached their targets - CheckAtTargets(); - - // Update SceneObjectGroups that have scheduled themselves for updates - // Objects queue their updates onto all scene presences - if (Frame % m_update_objects == 0) - m_sceneGraph.UpdateObjectGroups(); +// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); - // Run through all ScenePresences looking for updates - // Presence updates and queued object updates for each presence are sent to clients - if (Frame % m_update_presences == 0) - m_sceneGraph.UpdatePresences(); + tmpFrameMS = maintc; + agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; - // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) - if (Frame % m_update_coarse_locations == 0) + try { - List coarseLocations; - List avatarUUIDs; - SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); - // Send coarse locations to clients - ForEachScenePresence(delegate(ScenePresence presence) + tmpPhysicsMS2 = Util.EnvironmentTickCount(); + if ((Frame % m_update_physics == 0) && m_physics_enabled) + m_sceneGraph.UpdatePreparePhysics(); + physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); + + // Apply any pending avatar force input to the avatar's velocity + tmpAgentMS = Util.EnvironmentTickCount(); + if (Frame % m_update_entitymovement == 0) + m_sceneGraph.UpdateScenePresenceMovement(); + agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); + + // Perform the main physics update. This will do the actual work of moving objects and avatars according to their + // velocity + tmpPhysicsMS = Util.EnvironmentTickCount(); + if (Frame % m_update_physics == 0) { - presence.SendCoarseLocations(coarseLocations, avatarUUIDs); - }); - } - - agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); - - // Delete temp-on-rez stuff - if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) - { - int tmpTempOnRezMS = Util.EnvironmentTickCount(); - m_cleaningTemps = true; - Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); - tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); - } - - if (Frame % m_update_events == 0) - { - int evMS = Util.EnvironmentTickCount(); - UpdateEvents(); - eventMS = Util.EnvironmentTickCountSubtract(evMS); ; - } - - if (Frame % m_update_backup == 0) - { - int backMS = Util.EnvironmentTickCount(); - UpdateStorageBackup(); - backupMS = Util.EnvironmentTickCountSubtract(backMS); - } - - if (Frame % m_update_terrain == 0) - { - int terMS = Util.EnvironmentTickCount(); - UpdateTerrain(); - terrainMS = Util.EnvironmentTickCountSubtract(terMS); - } - - //if (Frame % m_update_land == 0) - //{ - // int ldMS = Util.EnvironmentTickCount(); - // UpdateLand(); - // landMS = Util.EnvironmentTickCountSubtract(ldMS); - //} - - frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); - otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; - lastCompletedFrame = Util.EnvironmentTickCount(); - - // if (Frame%m_update_avatars == 0) - // UpdateInWorldTime(); - StatsReporter.AddPhysicsFPS(physicsFPS); - StatsReporter.AddTimeDilation(TimeDilation); - StatsReporter.AddFPS(1); - StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); - StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); - StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); - StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); - StatsReporter.addFrameMS(frameMS); - StatsReporter.addAgentMS(agentMS); - StatsReporter.addPhysicsMS(physicsMS + physicsMS2); - StatsReporter.addOtherMS(otherMS); - StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); - StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); - - if (LoginsDisabled && Frame == 20) - { -// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); - - // In 99.9% of cases it is a bad idea to manually force garbage collection. However, - // this is a rare case where we know we have just went through a long cycle of heap - // allocations, and there is no more work to be done until someone logs in - GC.Collect(); + if (m_physics_enabled) + physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); + + if (SynchronizeScene != null) + SynchronizeScene(this); + } + physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); - IConfig startupConfig = m_config.Configs["Startup"]; - if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) + tmpAgentMS = Util.EnvironmentTickCount(); + + // Check if any objects have reached their targets + CheckAtTargets(); + + // Update SceneObjectGroups that have scheduled themselves for updates + // Objects queue their updates onto all scene presences + if (Frame % m_update_objects == 0) + m_sceneGraph.UpdateObjectGroups(); + + // Run through all ScenePresences looking for updates + // Presence updates and queued object updates for each presence are sent to clients + if (Frame % m_update_presences == 0) + m_sceneGraph.UpdatePresences(); + + // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) + if (Frame % m_update_coarse_locations == 0) + { + SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); + // Send coarse locations to clients + ForEachScenePresence(delegate(ScenePresence presence) + { + presence.SendCoarseLocations(coarseLocations, avatarUUIDs); + }); + } + + agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS); + + // Delete temp-on-rez stuff + if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) + { + tmpTempOnRezMS = Util.EnvironmentTickCount(); + m_cleaningTemps = true; + Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); + tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); + } + + if (Frame % m_update_events == 0) { - // This handles a case of a region having no scripts for the RegionReady module - if (m_sceneGraph.GetActiveScriptsCount() == 0) + evMS = Util.EnvironmentTickCount(); + UpdateEvents(); + eventMS = Util.EnvironmentTickCountSubtract(evMS); + } + + if (Frame % m_update_backup == 0) + { + backMS = Util.EnvironmentTickCount(); + UpdateStorageBackup(); + backupMS = Util.EnvironmentTickCountSubtract(backMS); + } + + if (Frame % m_update_terrain == 0) + { + terMS = Util.EnvironmentTickCount(); + UpdateTerrain(); + terrainMS = Util.EnvironmentTickCountSubtract(terMS); + } + + //if (Frame % m_update_land == 0) + //{ + // int ldMS = Util.EnvironmentTickCount(); + // UpdateLand(); + // landMS = Util.EnvironmentTickCountSubtract(ldMS); + //} + + frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); + otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; + lastCompletedFrame = Util.EnvironmentTickCount(); + + // if (Frame%m_update_avatars == 0) + // UpdateInWorldTime(); + StatsReporter.AddPhysicsFPS(physicsFPS); + StatsReporter.AddTimeDilation(TimeDilation); + StatsReporter.AddFPS(1); + StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); + StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); + StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); + StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); + + // frameMS currently records work frame times, not total frame times (work + any required sleep to + // reach min frame time. + StatsReporter.addFrameMS(frameMS); + + StatsReporter.addAgentMS(agentMS); + StatsReporter.addPhysicsMS(physicsMS + physicsMS2); + StatsReporter.addOtherMS(otherMS); + StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); + StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); + + if (LoginsDisabled && Frame == 20) + { + // m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock); + + // In 99.9% of cases it is a bad idea to manually force garbage collection. However, + // this is a rare case where we know we have just went through a long cycle of heap + // allocations, and there is no more work to be done until someone logs in + GC.Collect(); + + IConfig startupConfig = m_config.Configs["Startup"]; + if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) { - // need to be able to tell these have changed in RegionReady - LoginLock = false; - EventManager.TriggerLoginsEnabled(RegionInfo.RegionName); + // This handles a case of a region having no scripts for the RegionReady module + if (m_sceneGraph.GetActiveScriptsCount() == 0) + { + // need to be able to tell these have changed in RegionReady + LoginLock = false; + EventManager.TriggerLoginsEnabled(RegionInfo.RegionName); + } + m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); + + // For RegionReady lockouts + if(LoginLock == false) + { + LoginsDisabled = false; + } + + m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface(), RegionInfo); } - m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); - - // For RegionReady lockouts - if(LoginLock == false) + else { - LoginsDisabled = false; + StartDisabled = true; + LoginsDisabled = true; } - - m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface(), RegionInfo); - } - else - { - StartDisabled = true; - LoginsDisabled = true; } } - } - catch (Exception e) - { - m_log.ErrorFormat( - "[SCENE]: Failed on region {0} with exception {1}{2}", - RegionInfo.RegionName, e.Message, e.StackTrace); - } + catch (Exception e) + { + m_log.ErrorFormat( + "[SCENE]: Failed on region {0} with exception {1}{2}", + RegionInfo.RegionName, e.Message, e.StackTrace); + } + + EventManager.TriggerRegionHeartbeatEnd(this); - EventManager.TriggerRegionHeartbeatEnd(this); + // Tell the watchdog that this thread is still alive + Watchdog.UpdateThread(); - maintc = Util.EnvironmentTickCountSubtract(maintc); - maintc = (int)(MinFrameTime * 1000) - maintc; + maintc = Util.EnvironmentTickCountSubtract(maintc); + maintc = (int)(MinFrameTime * 1000) - maintc; - if (maintc > 0) - Thread.Sleep(maintc); + if (maintc > 0) + Thread.Sleep(maintc); - // Tell the watchdog that this thread is still alive - Watchdog.UpdateThread(); +// if (frameMS > (int)(MinFrameTime * 1000)) +// m_log.WarnFormat( +// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", +// frameMS, +// MinFrameTime * 1000, +// RegionInfo.RegionName); + } } public void AddGroupTarget(SceneObjectGroup grp) -- cgit v1.1 From 3701f893d366643529429851cfac462951655683 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 20 Mar 2012 23:31:57 +0000 Subject: remove unnecessary tmpFrameMS, use maintc instead for frame time calculation --- OpenSim/Region/Framework/Scenes/Scene.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index fe59e4d..1bea14f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1201,7 +1201,7 @@ namespace OpenSim.Region.Framework.Scenes endFrame = Frame + frames; float physicsFPS = 0f; - int tmpFrameMS, tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; + int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS; int maintc; List coarseLocations; List avatarUUIDs; @@ -1213,7 +1213,6 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); - tmpFrameMS = maintc; agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; try @@ -1307,7 +1306,7 @@ namespace OpenSim.Region.Framework.Scenes // landMS = Util.EnvironmentTickCountSubtract(ldMS); //} - frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); + frameMS = Util.EnvironmentTickCountSubtract(maintc); otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; lastCompletedFrame = Util.EnvironmentTickCount(); -- cgit v1.1