From 7bababaab64ccac7153f68c19a3988764d537b1e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 26 Sep 2014 20:05:22 +0100
Subject: Improve frame time stability by taking a few unnecessary repeated
calculations out of the main scene loop.
Also uses a wait event to sleep rather than a Thread.Sleep to allow the loop to be interrupted in a more controlled manner when necessary.
---
OpenSim/Region/Framework/Scenes/Scene.cs | 59 +++++++++++++++-------
.../Region/Framework/Scenes/SimStatsReporter.cs | 4 +-
2 files changed, 42 insertions(+), 21 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index ce048ef..2da254b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -360,14 +360,31 @@ namespace OpenSim.Region.Framework.Scenes
public uint MaintenanceRun { get; private set; }
///
- /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
+ /// The minimum length of time in milliseconds 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).
///
- public float MinFrameTime { get; private set; }
+ public int MinFrameTicks
+ {
+ get { return m_minFrameTicks; }
+ private set
+ {
+ m_minFrameTicks = value;
+ MinFrameSeconds = (float)m_minFrameTicks / 1000;
+ }
+ }
+ private int m_minFrameTicks;
+
+ ///
+ /// The minimum length of time in seconds that will be taken for a scene frame.
+ ///
+ ///
+ /// Always derived from MinFrameTicks.
+ ///
+ public float MinFrameSeconds { get; private set; }
///
/// The minimum length of time in seconds that will be taken for a maintenance run.
@@ -412,8 +429,11 @@ namespace OpenSim.Region.Framework.Scenes
/// asynchronously from the update loop.
///
private bool m_cleaningTemps = false;
-
-// private Object m_heartbeatLock = new Object();
+
+ ///
+ /// Used to control main scene thread looping time when not updating via timer.
+ ///
+ private ManualResetEvent m_updateWaitEvent = new ManualResetEvent(false);
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
@@ -782,7 +802,6 @@ namespace OpenSim.Region.Framework.Scenes
: this(regInfo, physicsScene)
{
m_config = config;
- MinFrameTime = 0.089f;
MinMaintenanceTime = 1;
SeeIntoRegion = true;
@@ -1005,7 +1024,11 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
+ if (startupConfig.Contains("MinFrameTime"))
+ MinFrameTicks = (int)(startupConfig.GetFloat("MinFrameTime") * 1000);
+ else
+ MinFrameTicks = 89;
+
m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
@@ -1445,7 +1468,7 @@ namespace OpenSim.Region.Framework.Scenes
if (UpdateOnTimer)
{
- m_sceneUpdateTimer = new Timer(MinFrameTime * 1000);
+ m_sceneUpdateTimer = new Timer(MinFrameTicks);
m_sceneUpdateTimer.AutoReset = true;
m_sceneUpdateTimer.Elapsed += Update;
m_sceneUpdateTimer.Start();
@@ -1552,7 +1575,7 @@ namespace OpenSim.Region.Framework.Scenes
runtc = (int)(MinMaintenanceTime * 1000) - runtc;
if (runtc > 0)
- Thread.Sleep(runtc);
+ Thread.Sleep(runtc);
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
@@ -1613,7 +1636,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Frame % m_update_physics == 0)
{
if (PhysicsEnabled)
- physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
+ physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameSeconds);
if (SynchronizeScene != null)
SynchronizeScene(this);
@@ -1711,18 +1734,16 @@ namespace OpenSim.Region.Framework.Scenes
{
Watchdog.UpdateThread();
- tmpMS = Util.EnvironmentTickCountSubtract(Util.EnvironmentTickCount(), m_lastFrameTick);
- tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
+ spareMS = MinFrameTicks - Util.EnvironmentTickCountSubtract(m_lastFrameTick);
- if (tmpMS > 0)
- {
- spareMS = tmpMS;
- Thread.Sleep(tmpMS);
- }
+ if (spareMS > 0)
+ m_updateWaitEvent.WaitOne(spareMS);
+ else
+ spareMS = 0;
}
else
{
- spareMS = Math.Max(0, (int)(MinFrameTime * 1000) - physicsMS2 - agentMS - physicsMS -otherMS);
+ spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS);
}
previousFrameTick = m_lastFrameTick;
@@ -1745,11 +1766,11 @@ namespace OpenSim.Region.Framework.Scenes
// Optionally warn if a frame takes double the amount of time that it should.
if (DebugUpdates
&& Util.EnvironmentTickCountSubtract(
- m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
+ m_lastFrameTick, previousFrameTick) > MinFrameTicks * 2)
m_log.WarnFormat(
"[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
- MinFrameTime * 1000,
+ MinFrameTicks,
RegionInfo.RegionName);
}
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 95f9caf..8f1e345 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -224,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes
public SimStatsReporter(Scene scene)
{
m_scene = scene;
- m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps;
+ m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps;
m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
ReportingRegion = scene.RegionInfo;
@@ -239,7 +239,7 @@ namespace OpenSim.Region.Framework.Scenes
/// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
/// longer than ideal (which in itself is a concern).
- SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2);
+ SlowFramesStatReportThreshold = (int)Math.Ceiling(scene.MinFrameTicks * 1.2);
SlowFramesStat
= new Stat(
--
cgit v1.1