From 7d033187d8fd49d9a38531061c38783e81d69f5b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Oct 2011 22:08:56 +0100
Subject: Make reported sim fps more accurate, in line with frame time ms
Also remove some unused fields and improve naming on others.
---
OpenSim/Region/Framework/Scenes/Scene.cs | 26 +++++++++++++------
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 5 ++++
.../Region/Framework/Scenes/SimStatsReporter.cs | 29 ++++++++++------------
3 files changed, 36 insertions(+), 24 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 29a54e8..e4ebcff 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -137,8 +137,6 @@ namespace OpenSim.Region.Framework.Scenes
protected IDialogModule m_dialogModule;
protected IEntityTransferModule m_teleportModule;
protected ICapabilitiesModule m_capsModule;
- // Central Update Loop
- protected int m_fps = 10;
///
/// Current scene frame number
@@ -149,8 +147,20 @@ namespace OpenSim.Region.Framework.Scenes
protected set;
}
- protected float m_timespan = 0.089f;
- protected DateTime m_lastupdate = DateTime.UtcNow;
+ ///
+ /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
+ /// will sleep for the remaining period.
+ ///
+ ///
+ /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations
+ /// occur too quickly (viewer 1) or with even more slide (viewer 2).
+ ///
+ protected float m_minFrameTimespan = 0.089f;
+
+ ///
+ /// The time of the last frame update.
+ ///
+ protected DateTime m_lastFrameUpdate = DateTime.UtcNow;
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
@@ -1211,7 +1221,7 @@ namespace OpenSim.Region.Framework.Scenes
public override void Update()
{
- TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
+ TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastFrameUpdate;
float physicsFPS = 0f;
int maintc = Util.EnvironmentTickCount();
@@ -1263,7 +1273,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Frame % m_update_physics == 0)
{
if (m_physics_enabled)
- physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
+ physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_minFrameTimespan));
if (SynchronizeScene != null)
SynchronizeScene(this);
}
@@ -1379,11 +1389,11 @@ namespace OpenSim.Region.Framework.Scenes
}
finally
{
- m_lastupdate = DateTime.UtcNow;
+ m_lastFrameUpdate = DateTime.UtcNow;
}
maintc = Util.EnvironmentTickCountSubtract(maintc);
- maintc = (int)(m_timespan * 1000) - maintc;
+ maintc = (int)(m_minFrameTimespan * 1000) - maintc;
if (maintc > 0)
Thread.Sleep(maintc);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 36c5c52..11c2a78 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -174,6 +174,11 @@ namespace OpenSim.Region.Framework.Scenes
});
}
+ ///
+ /// Perform a physics frame update.
+ ///
+ ///
+ ///
protected internal float UpdatePhysics(double elapsed)
{
lock (m_syncRoot)
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 87dcdee..2d92ed8 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -37,6 +37,9 @@ namespace OpenSim.Region.Framework.Scenes
{
public class SimStatsReporter
{
+// private static readonly log4net.ILog m_log
+// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
+
public delegate void SendStatResult(SimStats stats);
public delegate void YourStatsAreWrong();
@@ -165,18 +168,9 @@ namespace OpenSim.Region.Framework.Scenes
#region various statistic googly moogly
- // Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there
- // 0-50 is pretty close to 0-45
- float simfps = (int) ((m_fps * 5));
// save the reported value so there is something available for llGetRegionFPS
- lastReportedSimFPS = (float)simfps / statsUpdateFactor;
-
- //if (simfps > 45)
- //simfps = simfps - (simfps - 45);
- //if (simfps < 0)
- //simfps = 0;
+ lastReportedSimFPS = (float)m_fps / statsUpdateFactor;
- //
float physfps = ((m_pfps / 1000));
//if (physfps > 600)
@@ -197,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
// 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
// values to X-per-second values.
- for (int i = 0; i<21;i++)
+ for (int i = 0; i < 21; i++)
{
sb[i] = new SimStatsPacket.StatBlock();
}
@@ -206,7 +200,7 @@ namespace OpenSim.Region.Framework.Scenes
sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
sb[1].StatID = (uint) Stats.SimFPS;
- sb[1].StatValue = simfps/statsUpdateFactor;
+ sb[1].StatValue = m_fps/statsUpdateFactor;
sb[2].StatID = (uint) Stats.PhysicsFPS;
sb[2].StatValue = physfps / statsUpdateFactor;
@@ -272,7 +266,8 @@ namespace OpenSim.Region.Framework.Scenes
SimStats simStats
= new SimStats(
- ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity, rb, sb, m_scene.RegionInfo.originRegionID);
+ ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
+ rb, sb, m_scene.RegionInfo.originRegionID);
handlerSendStatResult = OnSendStatsResult;
if (handlerSendStatResult != null)
@@ -395,30 +390,32 @@ namespace OpenSim.Region.Framework.Scenes
{
m_frameMS += ms;
}
+
public void addNetMS(int ms)
{
m_netMS += ms;
}
+
public void addAgentMS(int ms)
{
m_agentMS += ms;
}
+
public void addPhysicsMS(int ms)
{
m_physicsMS += ms;
}
+
public void addImageMS(int ms)
{
m_imageMS += ms;
}
+
public void addOtherMS(int ms)
{
m_otherMS += ms;
}
-// private static readonly log4net.ILog m_log
-// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
-
public void AddPendingDownloads(int count)
{
m_pendingDownloads += count;
--
cgit v1.1
From ca83f99332316fda1c412a5bf2889f9cf5cf3577 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 6 Oct 2011 00:45:25 +0100
Subject: 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
---
OpenSim/Region/Framework/Scenes/Scene.cs | 13 ++++++++-
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 6 ++++
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 32 ++--------------------
.../Region/Framework/Scenes/SimStatsReporter.cs | 6 ----
4 files changed, 21 insertions(+), 36 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
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
// private int m_update_land = 1;
private int m_update_coarse_locations = 50;
+ private int agentMS;
private int frameMS;
private int physicsMS2;
private int physicsMS;
@@ -1226,12 +1227,15 @@ namespace OpenSim.Region.Framework.Scenes
int maintc = Util.EnvironmentTickCount();
int tmpFrameMS = maintc;
- tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
+ agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
+ // TODO: ADD AGENT TIME HERE
// Increment the frame counter
++Frame;
try
{
+ int tmpAgentMS = Util.EnvironmentTickCount();
+
// Check if any objects have reached their targets
CheckAtTargets();
@@ -1258,6 +1262,8 @@ namespace OpenSim.Region.Framework.Scenes
});
}
+ agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
+
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled)
m_sceneGraph.UpdatePreparePhysics();
@@ -1265,7 +1271,11 @@ namespace OpenSim.Region.Framework.Scenes
// Apply any pending avatar force input to the avatar's velocity
if (Frame % m_update_entitymovement == 0)
+ {
+ tmpAgentMS = Util.EnvironmentTickCount();
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
@@ -1330,6 +1340,7 @@ namespace OpenSim.Region.Framework.Scenes
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());
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 11c2a78..caec704 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -166,6 +166,12 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+ ///
+ /// Update the position of all the scene presences.
+ ///
+ ///
+ /// Called only from the main scene loop.
+ ///
protected internal void UpdatePresences()
{
ForEachScenePresence(delegate(ScenePresence presence)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b3e04be..f049b78 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -847,11 +847,7 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SendPrimUpdates()
{
- m_perfMonMS = Util.EnvironmentTickCount();
-
m_sceneViewer.SendPrimUpdates();
-
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
#region Status Methods
@@ -1253,7 +1249,7 @@ namespace OpenSim.Region.Framework.Scenes
// return;
//}
- m_perfMonMS = Util.EnvironmentTickCount();
+// m_perfMonMS = Util.EnvironmentTickCount();
++m_movementUpdateCount;
if (m_movementUpdateCount < 1)
@@ -1545,7 +1541,8 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerOnClientMovement(this);
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
+ // It doesn't make sense to add this to frame stats as this update is processed indepedently of the scene loop
+// m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
///
@@ -2325,8 +2322,6 @@ namespace OpenSim.Region.Framework.Scenes
/// The vector in which to move. This is relative to the rotation argument
public void AddNewMovement(Vector3 vec)
{
- m_perfMonMS = Util.EnvironmentTickCount();
-
Vector3 direc = vec * Rotation;
direc.Normalize();
@@ -2365,8 +2360,6 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: Add the force instead of only setting it to support multiple forces per frame?
m_forceToApply = direc;
-
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
#endregion
@@ -2431,8 +2424,6 @@ namespace OpenSim.Region.Framework.Scenes
// server.
if (remoteClient.IsActive)
{
- m_perfMonMS = Util.EnvironmentTickCount();
-
Vector3 pos = m_pos;
pos.Z += m_appearance.HipOffset;
@@ -2443,7 +2434,6 @@ namespace OpenSim.Region.Framework.Scenes
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
m_scene.StatsReporter.AddAgentUpdates(1);
}
}
@@ -2484,14 +2474,11 @@ namespace OpenSim.Region.Framework.Scenes
|| Math.Abs(distanceError) > distanceErrorThreshold
|| velocidyDiff > 0.01f) // did velocity change from last update?
{
- m_perfMonMS = currentTick;
lastVelocitySentToAllClients = Velocity;
lastTerseUpdateToAllClientsTick = currentTick;
lastPositionSentToAllClients = OffsetPosition;
m_scene.ForEachClient(SendTerseUpdateToClient);
-
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
}
@@ -2512,9 +2499,7 @@ namespace OpenSim.Region.Framework.Scenes
public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List coarseLocations, List avatarUUIDs)
{
- m_perfMonMS = Util.EnvironmentTickCount();
m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
///
@@ -2575,8 +2560,6 @@ namespace OpenSim.Region.Framework.Scenes
m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent");
return;
}
-
- m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
@@ -2586,7 +2569,6 @@ namespace OpenSim.Region.Framework.Scenes
});
m_scene.StatsReporter.AddAgentUpdates(count);
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
///
@@ -2595,8 +2577,6 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SendOtherAgentsAvatarDataToMe()
{
- m_perfMonMS = Util.EnvironmentTickCount();
-
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
@@ -2613,7 +2593,6 @@ namespace OpenSim.Region.Framework.Scenes
});
m_scene.StatsReporter.AddAgentUpdates(count);
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
///
@@ -2642,8 +2621,6 @@ namespace OpenSim.Region.Framework.Scenes
m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent");
return;
}
-
- m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
@@ -2656,7 +2633,6 @@ namespace OpenSim.Region.Framework.Scenes
});
m_scene.StatsReporter.AddAgentUpdates(count);
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
///
@@ -2666,7 +2642,6 @@ namespace OpenSim.Region.Framework.Scenes
public void SendOtherAgentsAppearanceToMe()
{
//m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID);
- m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
@@ -2684,7 +2659,6 @@ namespace OpenSim.Region.Framework.Scenes
});
m_scene.StatsReporter.AddAgentUpdates(count);
- m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
///
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 2d92ed8..282b677 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -452,12 +452,6 @@ namespace OpenSim.Region.Framework.Scenes
AddOutPackets(outPackets);
AddunAckedBytes(unAckedBytes);
}
-
- public void AddAgentTime(int ms)
- {
- addFrameMS(ms);
- addAgentMS(ms);
- }
#endregion
}
--
cgit v1.1