aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
blob: 8f1e3456dd96cce3d51ef43b405ff4b35fad7fb0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
/*
 * 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.Monitoring;
using OpenSim.Region.Framework.Interfaces;

namespace OpenSim.Region.Framework.Scenes
{
    /// <summary>
    /// Collect statistics from the scene to send to the client and for access by other monitoring tools.
    /// </summary>
    /// <remarks>
    /// FIXME: This should be a monitoring region module
    /// </remarks>
    public class SimStatsReporter
    {
        private static readonly log4net.ILog m_log
            = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);

        public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates";
        public const string SlowFramesStatName = "SlowFrames";

        public delegate void SendStatResult(SimStats stats);

        public delegate void YourStatsAreWrong();

        public event SendStatResult OnSendStatsResult;

        public event YourStatsAreWrong OnStatsIncorrect;

        private SendStatResult handlerSendStatResult;

        private YourStatsAreWrong handlerStatsIncorrect;

        /// <summary>
        /// These are the IDs of stats sent in the StatsPacket to the viewer.
        /// </summary>
        /// <remarks>
        /// Some of these are not relevant to OpenSimulator since it is architected differently to other simulators
        /// (e.g. script instructions aren't executed as part of the frame loop so 'script time' is tricky).
        /// </remarks>
        public 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,
            VirtualSizeKb = 21,
            ResidentSizeKb = 22,
            PendingLocalUploads = 23,
            UnAckedBytes = 24,
            PhysicsPinnedTasks = 25,
            PhysicsLodTasks = 26,
            SimPhysicsStepMs = 27,
            SimPhysicsShapeMs = 28,
            SimPhysicsOtherMs = 29,
            SimPhysicsMemory = 30,
            ScriptEps = 31,
            SimSpareMs = 32,
            SimSleepMs = 33,
            SimIoPumpTime = 34
        }

        /// <summary>
        /// This is for llGetRegionFPS
        /// </summary>
        public float LastReportedSimFPS
        {
            get { return lastReportedSimFPS; }
        }

        /// <summary>
        /// Number of object updates performed in the last stats cycle
        /// </summary>
        /// <remarks>
        /// This isn't sent out to the client but it is very useful data to detect whether viewers are being sent a
        /// large number of object updates.
        /// </remarks>
        public float LastReportedObjectUpdates { get; private set; }

        public float[] LastReportedSimStats
        {
            get { return lastReportedSimStats; }
        }

        /// <summary>
        /// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME
        /// </summary>
        public Stat SlowFramesStat { get; private set; }

        /// <summary>
        /// The threshold at which we log a slow frame.
        /// </summary>
        public int SlowFramesStatReportThreshold { get; private set; }

        /// <summary>
        /// Extra sim statistics that are used by monitors but not sent to the client.
        /// </summary>
        /// <value>
        /// The keys are the stat names.
        /// </value>
        private Dictionary<string, float> m_lastReportedExtraSimStats = new Dictionary<string, float>();

        // Sending a stats update every 3 seconds-
        private int m_statsUpdatesEveryMS = 3000;
        private float m_statsUpdateFactor;
        private float m_timeDilation;
        private int m_fps;

        /// <summary>
        /// Number of the last frame on which we processed a stats udpate.
        /// </summary>
        private uint m_lastUpdateFrame;

        /// <summary>
        /// Our nominal fps target, as expected in fps stats when a sim is running normally.
        /// </summary>
        private float m_nominalReportedFps = 55;

        /// <summary>
        /// Parameter to adjust reported scene fps
        /// </summary>
        /// <remarks>
        /// Our scene loop runs slower than other server implementations, apparantly because we work somewhat differently.
        /// However, we will still report an FPS that's closer to what people are used to seeing.  A lower FPS might
        /// affect clients and monitoring scripts/software.
        /// </remarks>
        private float m_reportedFpsCorrectionFactor = 5;

        // saved last reported value so there is something available for llGetRegionFPS 
        private float lastReportedSimFPS;
        private float[] lastReportedSimStats = new float[22];
        private float m_pfps;

        /// <summary>
        /// Number of agent updates requested in this stats cycle
        /// </summary>
        private int m_agentUpdates;

        /// <summary>
        /// Number of object updates requested in this stats cycle
        /// </summary>
        private int m_objectUpdates;

        private int m_frameMS;
        private int m_spareMS;
        private int m_netMS;
        private int m_agentMS;
        private int m_physicsMS;
        private int m_imageMS;
        private int m_otherMS;

//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;
        private int m_childAgents;
        private int m_numPrim;
        private int m_inPacketsPerSecond;
        private int m_outPacketsPerSecond;
        private int m_activePrim;
        private int m_unAckedBytes;
        private int m_pendingDownloads;
        private int m_pendingUploads = 0;  // FIXME: Not currently filled in
        private int m_activeScripts;
        private int m_scriptLinesPerSecond;

        private int m_objectCapacity = 45000;

        private Scene m_scene;

        private RegionInfo ReportingRegion;

        private Timer m_report = new Timer();

        private IEstateModule estateModule;

        public SimStatsReporter(Scene scene)
        {
            m_scene = scene;
            m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps;
            m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
            ReportingRegion = scene.RegionInfo;

            m_objectCapacity = scene.RegionInfo.ObjectCapacity;
            m_report.AutoReset = true;
            m_report.Interval = m_statsUpdatesEveryMS;
            m_report.Elapsed += TriggerStatsHeartbeat;
            m_report.Enabled = true;

            if (StatsManager.SimExtraStats != null)
                OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;

            /// 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(scene.MinFrameTicks * 1.2);

            SlowFramesStat
                = new Stat(
                    "SlowFrames",
                    "Slow Frames",
                    "Number of frames where frame time has been significantly longer than the desired frame time.",
                    " frames",
                    "scene",
                    m_scene.Name,
                    StatType.Push,
                    null,
                    StatVerbosity.Info);

            StatsManager.RegisterStat(SlowFramesStat);
        }

        public void Close()
        {
            m_report.Elapsed -= TriggerStatsHeartbeat;
            m_report.Close();
        }

        /// <summary>
        /// Sets the number of milliseconds between stat updates.
        /// </summary>
        /// <param name='ms'></param>
        public void SetUpdateMS(int ms)
        {
            m_statsUpdatesEveryMS = ms;
            m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000);
            m_report.Interval = m_statsUpdatesEveryMS;
        }

        private void TriggerStatsHeartbeat(object sender, EventArgs args)
        {
            try
            {
                statsHeartBeat(sender, args);
            }
            catch (Exception e)
            {
                m_log.Warn(string.Format(
                    "[SIM STATS REPORTER] Update for {0} failed with exception ",
                    m_scene.RegionInfo.RegionName), e);
            }
        }

        private void statsHeartBeat(object sender, EventArgs e)
        {
            if (!m_scene.Active)
                return;

            SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22];
            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<IEstateModule>();
                    regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
                }
                catch (Exception)
                {
                    // leave region flags at 0
                }

#region various statistic googly moogly

                // We're going to lie about the FPS because we've been lying since 2008.  The actual FPS is currently
                // locked at a maximum of 11.  Maybe at some point this can change so that we're not lying.
                int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor);

                // save the reported value so there is something available for llGetRegionFPS 
                lastReportedSimFPS = reportedFPS / m_statsUpdateFactor;

                float physfps = ((m_pfps / 1000));

                //if (physfps > 600)
                //physfps = physfps - (physfps - 600);

                if (physfps < 0)
                    physfps = 0;

#endregion

                m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
                m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
                m_numPrim = m_scene.SceneGraph.GetTotalObjectsCount();
                m_activePrim = m_scene.SceneGraph.GetActiveObjectsCount();
                m_activeScripts = m_scene.SceneGraph.GetActiveScriptsCount();

                // FIXME: Checking for stat sanity is a complex approach.  What we really need to do is fix the code
                // so that stat numbers are always consistent.
                CheckStatSanity();
                
                //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.

                // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
                // values to X-per-second values.

                uint thisFrame = m_scene.Frame;
                float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
                m_lastUpdateFrame = thisFrame;

                // Avoid div-by-zero if somehow we've not updated any frames.
                if (framesUpdated == 0)
                    framesUpdated = 1;

                for (int i = 0; i < 22; 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 = reportedFPS / m_statsUpdateFactor;

                sb[2].StatID = (uint) Stats.PhysicsFPS;
                sb[2].StatValue = physfps / m_statsUpdateFactor;

                sb[3].StatID = (uint) Stats.AgentUpdates;
                sb[3].StatValue = (m_agentUpdates / m_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 / framesUpdated;

                sb[9].StatID = (uint)Stats.NetMS;
                sb[9].StatValue = m_netMS / framesUpdated;

                sb[10].StatID = (uint)Stats.PhysicsMS;
                sb[10].StatValue = m_physicsMS / framesUpdated;

                sb[11].StatID = (uint)Stats.ImageMS ;
                sb[11].StatValue = m_imageMS / framesUpdated;

                sb[12].StatID = (uint)Stats.OtherMS;
                sb[12].StatValue = m_otherMS / framesUpdated;

                sb[13].StatID = (uint)Stats.InPacketsPerSecond;
                sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);

                sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
                sb[14].StatValue = (m_outPacketsPerSecond / m_statsUpdateFactor);

                sb[15].StatID = (uint)Stats.UnAckedBytes;
                sb[15].StatValue = m_unAckedBytes;

                sb[16].StatID = (uint)Stats.AgentMS;
                sb[16].StatValue = m_agentMS / framesUpdated;

                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 / m_statsUpdateFactor;

                sb[21].StatID = (uint)Stats.SimSpareMs;
                sb[21].StatValue = m_spareMS / framesUpdated;

                for (int i = 0; i < 22; i++)
                {
                    lastReportedSimStats[i] = sb[i].StatValue;
                }
              
                SimStats simStats 
                    = new SimStats(
                        ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)m_objectCapacity,
                        rb, sb, m_scene.RegionInfo.originRegionID);

                handlerSendStatResult = OnSendStatsResult;
                if (handlerSendStatResult != null)
                {
                    handlerSendStatResult(simStats);
                }

                // Extra statistics that aren't currently sent to clients
                lock (m_lastReportedExtraSimStats)
                {
                    m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
                    m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;

                    Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
    
                    if (physicsStats != null)
                    {
                        foreach (KeyValuePair<string, float> tuple in physicsStats)
                        {
                            // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
                            // Need to change things so that stats source can indicate whether they are per second or
                            // per frame.
                            if (tuple.Key.EndsWith("MS"))
                                m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated;
                            else
                                m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
                        }
                    }
                }

                ResetValues();
            }
        }

        private void ResetValues()
        {
            m_timeDilation = 0;
            m_fps = 0;
            m_pfps = 0;
            m_agentUpdates = 0;
            m_objectUpdates = 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;
            m_spareMS = 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;
        }

        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 AddFPS(int frames)
        {
            m_fps += frames;
        }

        public void AddPhysicsFPS(float frames)
        {
            m_pfps += frames;
        }

        public void AddObjectUpdates(int numUpdates)
        {
            m_objectUpdates += numUpdates;
        }

        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;

            // At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
            // longer than ideal due to the inaccuracy of the Sleep in Scene.Update() (which in itself is a concern).
            if (ms > SlowFramesStatReportThreshold)
                SlowFramesStat.Value++;
        }

        public void AddSpareMS(int ms)
        {
            m_spareMS += 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;
        }

        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 AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
        {
            AddInPackets(inPackets);
            AddOutPackets(outPackets);
            AddunAckedBytes(unAckedBytes);
        }

        #endregion

        public Dictionary<string, float> GetExtraSimStats()
        {
            lock (m_lastReportedExtraSimStats)
                return new Dictionary<string, float>(m_lastReportedExtraSimStats);
        }
    }
}