/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; //using System.Collections.Generic; using System.Timers; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Framework.Statistics; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.Framework.Scenes { public class SimStatsReporter { public delegate void SendStatResult(SimStats stats); public delegate void YourStatsAreWrong(); public event SendStatResult OnSendStatsResult; public event YourStatsAreWrong OnStatsIncorrect; private SendStatResult handlerSendStatResult = null; private YourStatsAreWrong handlerStatsIncorrect = null; private enum Stats : uint { TimeDilation = 0, SimFPS = 1, PhysicsFPS = 2, AgentUpdates = 3, FrameMS = 4, NetMS = 5, OtherMS = 6, PhysicsMS = 7, AgentMS = 8, ImageMS = 9, ScriptMS = 10, TotalPrim = 11, ActivePrim = 12, Agents = 13, ChildAgents = 14, ActiveScripts = 15, ScriptLinesPerSecond = 16, InPacketsPerSecond = 17, OutPacketsPerSecond = 18, PendingDownloads = 19, PendingUploads = 20, UnAckedBytes = 24, } // Sending a stats update every 3 seconds private int statsUpdatesEveryMS = 3000; private float statsUpdateFactor = 0; private float m_timeDilation = 0; private int m_fps = 0; // saved last reported value so there is something available for llGetRegionFPS private float lastReportedSimFPS = 0; private float m_pfps = 0; private int m_agentUpdates = 0; private int m_frameMS = 0; private int m_netMS = 0; private int m_agentMS = 0; private int m_physicsMS = 0; private int m_imageMS = 0; private int m_otherMS = 0; //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. //Ckrinke private int m_scriptMS = 0; private int m_rootAgents = 0; private int m_childAgents = 0; private int m_numPrim = 0; private int m_inPacketsPerSecond = 0; private int m_outPacketsPerSecond = 0; private int m_activePrim = 0; private int m_unAckedBytes = 0; private int m_pendingDownloads = 0; private int m_pendingUploads = 0; private int m_activeScripts = 0; private int m_scriptLinesPerSecond = 0; private int objectCapacity = 45000; private Scene m_scene; private RegionInfo ReportingRegion; private Timer m_report = new Timer(); private IEstateModule estateModule; public SimStatsReporter(Scene scene) { statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); m_scene = scene; ReportingRegion = scene.RegionInfo; m_report.AutoReset = true; m_report.Interval = statsUpdatesEveryMS; m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat); m_report.Enabled = true; if (StatsManager.SimExtraStats != null) OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket; } public void SetUpdateMS(int ms) { statsUpdatesEveryMS = ms; statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000); m_report.Interval = statsUpdatesEveryMS; } private void statsHeartBeat(object sender, EventArgs e) { SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21]; SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); // Know what's not thread safe in Mono... modifying timers. // m_log.Debug("Firing Stats Heart Beat"); lock (m_report) { uint regionFlags = 0; try { if (estateModule == null) estateModule = m_scene.RequestModuleInterface(); regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0; } catch (Exception) { // leave region flags at 0 } #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; // float physfps = ((m_pfps / 1000)); //if (physfps > 600) //physfps = physfps - (physfps - 600); if (physfps < 0) physfps = 0; #endregion //Our time dilation is 0.91 when we're running a full speed, // therefore to make sure we get an appropriate range, // we have to factor in our error. (0.10f * statsUpdateFactor) // multiplies the fix for the error times the amount of times it'll occur a second // / 10 divides the value by the number of times the sim heartbeat runs (10fps) // Then we divide the whole amount by the amount of seconds pass in between stats updates. for (int i = 0; i<21;i++) { sb[i] = new SimStatsPacket.StatBlock(); } sb[0].StatID = (uint) Stats.TimeDilation; 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[2].StatID = (uint) Stats.PhysicsFPS; sb[2].StatValue = physfps / statsUpdateFactor; sb[3].StatID = (uint) Stats.AgentUpdates; sb[3].StatValue = (m_agentUpdates / statsUpdateFactor); sb[4].StatID = (uint) Stats.Agents; sb[4].StatValue = m_rootAgents; sb[5].StatID = (uint) Stats.ChildAgents; sb[5].StatValue = m_childAgents; sb[6].StatID = (uint) Stats.TotalPrim; sb[6].StatValue = m_numPrim; sb[7].StatID = (uint) Stats.ActivePrim; sb[7].StatValue = m_activePrim; sb[8].StatID = (uint)Stats.FrameMS; sb[8].StatValue = m_frameMS / statsUpdateFactor; sb[9].StatID = (uint)Stats.NetMS; sb[9].StatValue = m_netMS / statsUpdateFactor; sb[10].StatID = (uint)Stats.PhysicsMS; sb[10].StatValue = m_physicsMS / statsUpdateFactor; sb[11].StatID = (uint)Stats.ImageMS ; sb[11].StatValue = m_imageMS / statsUpdateFactor; sb[12].StatID = (uint)Stats.OtherMS; sb[12].StatValue = m_otherMS / statsUpdateFactor; sb[13].StatID = (uint)Stats.InPacketsPerSecond; sb[13].StatValue = (m_inPacketsPerSecond); sb[14].StatID = (uint)Stats.OutPacketsPerSecond; sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor); sb[15].StatID = (uint)Stats.UnAckedBytes; sb[15].StatValue = m_unAckedBytes; sb[16].StatID = (uint)Stats.AgentMS; sb[16].StatValue = m_agentMS / statsUpdateFactor; sb[17].StatID = (uint)Stats.PendingDownloads; sb[17].StatValue = m_pendingDownloads; sb[18].StatID = (uint)Stats.PendingUploads; sb[18].StatValue = m_pendingUploads; sb[19].StatID = (uint)Stats.ActiveScripts; sb[19].StatValue = m_activeScripts; sb[20].StatID = (uint)Stats.ScriptLinesPerSecond; sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor; SimStats simStats = new SimStats( ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)objectCapacity, rb, sb, m_scene.RegionInfo.originRegionID); handlerSendStatResult = OnSendStatsResult; if (handlerSendStatResult != null) { handlerSendStatResult(simStats); } resetvalues(); } } private void resetvalues() { m_timeDilation = 0; m_fps = 0; m_pfps = 0; m_agentUpdates = 0; m_inPacketsPerSecond = 0; m_outPacketsPerSecond = 0; m_unAckedBytes = 0; m_scriptLinesPerSecond = 0; m_frameMS = 0; m_agentMS = 0; m_netMS = 0; m_physicsMS = 0; m_imageMS = 0; m_otherMS = 0; //Ckrinke This variable is not used, so comment to remove compiler warning until it is used. //Ckrinke m_scriptMS = 0; } # region methods called from Scene // The majority of these functions are additive // so that you can easily change the amount of // seconds in between sim stats updates public void AddTimeDilation(float td) { //float tdsetting = td; //if (tdsetting > 1.0f) //tdsetting = (tdsetting - (tdsetting - 0.91f)); //if (tdsetting < 0) //tdsetting = 0.0f; m_timeDilation = td; } public void SetRootAgents(int rootAgents) { m_rootAgents = rootAgents; CheckStatSanity(); } internal void CheckStatSanity() { if (m_rootAgents < 0 || m_childAgents < 0) { handlerStatsIncorrect = OnStatsIncorrect; if (handlerStatsIncorrect != null) { handlerStatsIncorrect(); } } if (m_rootAgents == 0 && m_childAgents == 0) { m_unAckedBytes = 0; } } public void SetChildAgents(int childAgents) { m_childAgents = childAgents; CheckStatSanity(); } public void SetObjects(int objects) { m_numPrim = objects; } public void SetActiveObjects(int objects) { m_activePrim = objects; } public void AddFPS(int frames) { m_fps += frames; } public void AddPhysicsFPS(float frames) { m_pfps += frames; } public void AddAgentUpdates(int numUpdates) { m_agentUpdates += numUpdates; } public void AddInPackets(int numPackets) { m_inPacketsPerSecond += numPackets; } public void AddOutPackets(int numPackets) { m_outPacketsPerSecond += numPackets; } public void AddunAckedBytes(int numBytes) { m_unAckedBytes += numBytes; if (m_unAckedBytes < 0) m_unAckedBytes = 0; } public void addFrameMS(int ms) { 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; if (m_pendingDownloads < 0) m_pendingDownloads = 0; //m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads); } public void addScriptLines(int count) { m_scriptLinesPerSecond += count; } public void SetActiveScripts(int count) { m_activeScripts = count; } public void SetObjectCapacity(int objects) { objectCapacity = objects; } /// /// This is for llGetRegionFPS /// public float getLastReportedSimFPS() { return lastReportedSimFPS; } public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes) { AddInPackets(inPackets); AddOutPackets(outPackets); AddunAckedBytes(unAckedBytes); } public void AddAgentTime(int ms) { addFrameMS(ms); addAgentMS(ms); } #endregion } }