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* notice, this list of conditions and the following disclaimer in the
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using System.Collections.Generic;
namespace OpenSim.Framework.Monitoring
{
///
/// Singleton used to provide access to statistics reporters
///
public class StatsManager
{
// Subcommand used to list other stats.
public const string AllSubCommand = "all";
// Subcommand used to list other stats.
public const string ListSubCommand = "list";
// All subcommands
public static HashSet SubCommands = new HashSet { AllSubCommand, ListSubCommand };
///
/// Registered stats categorized by category/container/shortname
///
///
/// Do not add or remove directly from this dictionary.
///
public static Dictionary>> RegisteredStats
= new Dictionary>>();
private static AssetStatsCollector assetStats;
private static UserStatsCollector userStats;
private static SimExtraStatsCollector simExtraStats = new SimExtraStatsCollector();
public static AssetStatsCollector AssetStats { get { return assetStats; } }
public static UserStatsCollector UserStats { get { return userStats; } }
public static SimExtraStatsCollector SimExtraStats { get { return simExtraStats; } }
public static void RegisterConsoleCommands(ICommandConsole console)
{
console.Commands.AddCommand(
"General",
false,
"show stats",
"show stats [list|all|]",
"Show statistical information for this server",
"If no final argument is specified then legacy statistics information is currently shown.\n"
+ "If list is specified then statistic categories are shown.\n"
+ "If all is specified then all registered statistics are shown.\n"
+ "If a category name is specified then only statistics from that category are shown.\n"
+ "THIS STATS FACILITY IS EXPERIMENTAL AND DOES NOT YET CONTAIN ALL STATS",
HandleShowStatsCommand);
}
public static void HandleShowStatsCommand(string module, string[] cmd)
{
ICommandConsole con = MainConsole.Instance;
if (cmd.Length > 2)
{
var categoryName = cmd[2];
if (categoryName == AllSubCommand)
{
foreach (var category in RegisteredStats.Values)
{
OutputCategoryStatsToConsole(con, category);
}
}
else if (categoryName == ListSubCommand)
{
con.Output("Statistic categories available are:");
foreach (string category in RegisteredStats.Keys)
con.OutputFormat(" {0}", category);
}
else
{
Dictionary> category;
if (!RegisteredStats.TryGetValue(categoryName, out category))
{
con.OutputFormat("No such category as {0}", categoryName);
}
else
{
OutputCategoryStatsToConsole(con, category);
}
}
}
else
{
// Legacy
con.Output(SimExtraStats.Report());
}
}
private static void OutputCategoryStatsToConsole(
ICommandConsole con, Dictionary> category)
{
foreach (var container in category.Values)
{
foreach (Stat stat in container.Values)
{
con.Output(stat.ToConsoleString());
}
}
}
///
/// Start collecting statistics related to assets.
/// Should only be called once.
///
public static AssetStatsCollector StartCollectingAssetStats()
{
assetStats = new AssetStatsCollector();
return assetStats;
}
///
/// Start collecting statistics related to users.
/// Should only be called once.
///
public static UserStatsCollector StartCollectingUserStats()
{
userStats = new UserStatsCollector();
return userStats;
}
///
/// Registers a statistic.
///
///
///
public static bool RegisterStat(Stat stat)
{
Dictionary> category = null, newCategory;
Dictionary container = null, newContainer;
lock (RegisteredStats)
{
// Stat name is not unique across category/container/shortname key.
// XXX: For now just return false. This is to avoid problems in regression tests where all tests
// in a class are run in the same instance of the VM.
if (TryGetStat(stat, out category, out container))
return false;
// We take a copy-on-write approach here of replacing dictionaries when keys are added or removed.
// This means that we don't need to lock or copy them on iteration, which will be a much more
// common operation after startup.
if (container != null)
newContainer = new Dictionary(container);
else
newContainer = new Dictionary();
if (category != null)
newCategory = new Dictionary>(category);
else
newCategory = new Dictionary>();
newContainer[stat.ShortName] = stat;
newCategory[stat.Container] = newContainer;
RegisteredStats[stat.Category] = newCategory;
}
return true;
}
///
/// Deregister a statistic
/// >
///
/// > category = null, newCategory;
Dictionary container = null, newContainer;
lock (RegisteredStats)
{
if (!TryGetStat(stat, out category, out container))
return false;
newContainer = new Dictionary(container);
newContainer.Remove(stat.ShortName);
newCategory = new Dictionary>(category);
newCategory.Remove(stat.Container);
newCategory[stat.Container] = newContainer;
RegisteredStats[stat.Category] = newCategory;
return true;
}
}
public static bool TryGetStats(string category, out Dictionary> stats)
{
return RegisteredStats.TryGetValue(category, out stats);
}
public static bool TryGetStat(
Stat stat,
out Dictionary> category,
out Dictionary container)
{
category = null;
container = null;
lock (RegisteredStats)
{
if (RegisteredStats.TryGetValue(stat.Category, out category))
{
if (category.TryGetValue(stat.Container, out container))
{
if (container.ContainsKey(stat.ShortName))
return true;
}
}
}
return false;
}
}
///
/// Stat type.
///
///
/// A push stat is one which is continually updated and so it's value can simply by read.
/// A pull stat is one where reading the value triggers a collection method - the stat is not continually updated.
///
public enum StatType
{
Push,
Pull
}
///
/// Verbosity of stat.
///
///
/// Info will always be displayed.
///
public enum StatVerbosity
{
Debug,
Info
}
///
/// Holds individual static details
///
public class Stat
{
///
/// Category of this stat (e.g. cache, scene, etc).
///
public string Category { get; private set; }
///
/// Containing name for this stat.
/// FIXME: In the case of a scene, this is currently the scene name (though this leaves
/// us with a to-be-resolved problem of non-unique region names).
///
///
/// The container.
///
public string Container { get; private set; }
public StatType StatType { get; private set; }
///
/// Action used to update this stat when the value is requested if it's a pull type.
///
public Action PullAction { get; private set; }
public StatVerbosity Verbosity { get; private set; }
public string ShortName { get; private set; }
public string Name { get; private set; }
public string Description { get; private set; }
public virtual string UnitName { get; private set; }
public virtual double Value
{
get
{
// Asking for an update here means that the updater cannot access this value without infinite recursion.
// XXX: A slightly messy but simple solution may be to flick a flag so we can tell if this is being
// called by the pull action and just return the value.
if (StatType == StatType.Pull)
PullAction(this);
return m_value;
}
set
{
m_value = value;
}
}
private double m_value;
///
/// Constructor
///
/// Short name for the stat. Must not contain spaces. e.g. "LongFrames"
/// Human readable name for the stat. e.g. "Long frames"
/// Description of stat
///
/// Unit name for the stat. Should be preceeded by a space if the unit name isn't normally appeneded immediately to the value.
/// e.g. " frames"
///
/// Category under which this stat should appear, e.g. "scene". Do not capitalize.
/// Entity to which this stat relates. e.g. scene name if this is a per scene stat.
/// Push or pull
/// Pull stats need an action to update the stat on request. Push stats should set null here.
/// Verbosity of stat. Controls whether it will appear in short stat display or only full display.
public Stat(
string shortName,
string name,
string description,
string unitName,
string category,
string container,
StatType type,
Action pullAction,
StatVerbosity verbosity)
{
if (StatsManager.SubCommands.Contains(category))
throw new Exception(
string.Format("Stat cannot be in category '{0}' since this is reserved for a subcommand", category));
ShortName = shortName;
Name = name;
Description = description;
UnitName = unitName;
Category = category;
Container = container;
StatType = type;
if (StatType == StatType.Push && pullAction != null)
throw new Exception("A push stat cannot have a pull action");
else
PullAction = pullAction;
Verbosity = verbosity;
}
public virtual string ToConsoleString()
{
return string.Format(
"{0}.{1}.{2} : {3}{4}", Category, Container, ShortName, Value, UnitName);
}
}
public class PercentageStat : Stat
{
public int Antecedent { get; set; }
public int Consequent { get; set; }
public override double Value
{
get
{
int c = Consequent;
// Avoid any chance of a multi-threaded divide-by-zero
if (c == 0)
return 0;
return (double)Antecedent / c * 100;
}
set
{
throw new Exception("Cannot set value on a PercentageStat");
}
}
public PercentageStat(
string shortName,
string name,
string description,
string category,
string container,
StatType type,
Action pullAction,
StatVerbosity verbosity)
: base(shortName, name, description, "%", category, container, type, pullAction, verbosity) {}
public override string ToConsoleString()
{
return string.Format(
"{0}.{1}.{2} : {3:0.##}{4} ({5}/{6})",
Category, Container, ShortName, Value, UnitName, Antecedent, Consequent);
}
}
}