From 5cc9b820e5b0a9490e6499ee5151c5e698c3e110 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 1 Jun 2012 01:58:28 +0100
Subject: Add option native step frame ms stat
---
OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 30 +++++++++++++++++++---------
1 file changed, 21 insertions(+), 9 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index ab03696..04c4722 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -151,6 +151,11 @@ namespace OpenSim.Region.Physics.OdePlugin
public const string ODETotalFrameMsStatName = "ODETotalFrameMS";
///
+ /// The amount of time spent in native code that actually steps through the simulation.
+ ///
+ public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS";
+
+ ///
/// Stat name for recording the number of milliseconds that ODE spends in native collision code.
///
public const string ODENativeCollisionFrameMsStatName = "ODENativeCollisionFrameMS";
@@ -2821,23 +2826,23 @@ namespace OpenSim.Region.Physics.OdePlugin
///
/// This is our main simulate loop
+ ///
+ ///
/// It's thread locked by a Mutex in the scene.
/// It holds Collisions, it instructs ODE to step through the physical reactions
/// It moves the objects around in memory
/// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
- ///
+ ///
///
/// The number of frames simulated over that period.
public override float Simulate(float timeStep)
{
- int startFrameTick = Util.EnvironmentTickCount();
+ int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0;
+ int quickStepTick = 0;
if (framecount >= int.MaxValue)
framecount = 0;
- //if (m_worldOffset != Vector3.Zero)
- // return 0;
-
framecount++;
float fps = 0;
@@ -2845,7 +2850,7 @@ namespace OpenSim.Region.Physics.OdePlugin
float timeLeft = timeStep;
//m_log.Info(timeStep.ToString());
-// step_time += timeStep;
+// step_time += timeSte
//
// // If We're loaded down by something else,
// // or debugging with the Visual Studio project on pause
@@ -3007,9 +3012,15 @@ namespace OpenSim.Region.Physics.OdePlugin
// "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount);
m_global_contactcount = 0;
-
+
+ if (CollectStats)
+ quickStepTick = Util.EnvironmentTickCount();
+
d.WorldQuickStep(world, ODE_STEPSIZE);
+ if (CollectStats)
+ m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(quickStepTick);
+
d.JointGroupEmpty(contactgroup);
}
catch (Exception e)
@@ -3077,7 +3088,7 @@ namespace OpenSim.Region.Physics.OdePlugin
d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
}
- latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
+ latertickcount = Util.EnvironmentTickCountSubtract(tickCountFrameRun);
// OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
// has a max of 100 ms to run theoretically.
@@ -3098,7 +3109,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
if (CollectStats)
- m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCount() - startFrameTick;
+ m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick);
return fps;
}
@@ -4119,6 +4130,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// m_stats[ODENativeCollisionFrameMsStatName] = 0;
m_stats[ODETotalFrameMsStatName] = 0;
+ m_stats[ODENativeStepFrameMsStatName] = 0;
m_stats[ODENativeSpaceCollisionFrameMsStatName] = 0;
m_stats[ODENativeGeomCollisionFrameMsStatName] = 0;
m_stats[ODEAvatarContactsStatsName] = 0;
--
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