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; -- cgit v1.1