/* * 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.Diagnostics; using System.Linq; using System.Text; using OpenMetaverse; using OpenMetaverse.StructuredData; using OpenSim.Framework.Monitoring.Interfaces; namespace OpenSim.Framework.Monitoring { /// /// Collects sim statistics which aren't already being collected for the linden viewer's statistics pane /// public class SimExtraStatsCollector : BaseStatsCollector { // private long assetsInCache; // private long texturesInCache; // private long assetCacheMemoryUsage; // private long textureCacheMemoryUsage; // private TimeSpan assetRequestTimeAfterCacheMiss; // private long blockedMissingTextureRequests; // private long assetServiceRequestFailures; // private long inventoryServiceRetrievalFailures; private volatile float timeDilation; private volatile float simFps; private volatile float physicsFps; private volatile float agentUpdates; private volatile float rootAgents; private volatile float childAgents; private volatile float totalPrims; private volatile float activePrims; private volatile float totalFrameTime; private volatile float netFrameTime; private volatile float physicsFrameTime; private volatile float otherFrameTime; private volatile float imageFrameTime; private volatile float inPacketsPerSecond; private volatile float outPacketsPerSecond; private volatile float unackedBytes; private volatile float agentFrameTime; private volatile float pendingDownloads; private volatile float pendingUploads; private volatile float activeScripts; private volatile float spareTime; private volatile float sleepTime; private volatile float physicsStep; private volatile float scriptLinesPerSecond; private volatile float m_frameDilation; private volatile float m_usersLoggingIn; private volatile float m_totalGeoPrims; private volatile float m_totalMeshes; private volatile float m_inUseThreads; // /// // /// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the // /// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these // /// haven't yet been implemented... // /// // public long AssetsInCache { get { return assetsInCache; } } // // /// // /// Currently unused // /// // public long TexturesInCache { get { return texturesInCache; } } // // /// // /// Currently misleading since we can't currently subtract removed asset memory usage without a performance hit // /// // public long AssetCacheMemoryUsage { get { return assetCacheMemoryUsage; } } // // /// // /// Currently unused // /// // public long TextureCacheMemoryUsage { get { return textureCacheMemoryUsage; } } public float TimeDilation { get { return timeDilation; } } public float SimFps { get { return simFps; } } public float PhysicsFps { get { return physicsFps; } } public float AgentUpdates { get { return agentUpdates; } } public float RootAgents { get { return rootAgents; } } public float ChildAgents { get { return childAgents; } } public float TotalPrims { get { return totalPrims; } } public float ActivePrims { get { return activePrims; } } public float TotalFrameTime { get { return totalFrameTime; } } public float NetFrameTime { get { return netFrameTime; } } public float PhysicsFrameTime { get { return physicsFrameTime; } } public float OtherFrameTime { get { return otherFrameTime; } } public float ImageFrameTime { get { return imageFrameTime; } } public float InPacketsPerSecond { get { return inPacketsPerSecond; } } public float OutPacketsPerSecond { get { return outPacketsPerSecond; } } public float UnackedBytes { get { return unackedBytes; } } public float AgentFrameTime { get { return agentFrameTime; } } public float PendingDownloads { get { return pendingDownloads; } } public float PendingUploads { get { return pendingUploads; } } public float ActiveScripts { get { return activeScripts; } } public float ScriptLinesPerSecond { get { return scriptLinesPerSecond; } } // /// // /// This is the time it took for the last asset request made in response to a cache miss. // /// // public TimeSpan AssetRequestTimeAfterCacheMiss { get { return assetRequestTimeAfterCacheMiss; } } // // /// // /// Number of persistent requests for missing textures we have started blocking from clients. To some extent // /// this is just a temporary statistic to keep this problem in view - the root cause of this lies either // /// in a mishandling of the reply protocol, related to avatar appearance or may even originate in graphics // /// driver bugs on clients (though this seems less likely). // /// // public long BlockedMissingTextureRequests { get { return blockedMissingTextureRequests; } } // // /// // /// Record the number of times that an asset request has failed. Failures are effectively exceptions, such as // /// request timeouts. If an asset service replies that a particular asset cannot be found, this is not counted // /// as a failure // /// // public long AssetServiceRequestFailures { get { return assetServiceRequestFailures; } } /// /// Number of known failures to retrieve avatar inventory from the inventory service. This does not /// cover situations where the inventory service accepts the request but never returns any data, since /// we do not yet timeout this situation. /// /// Commented out because we do not cache inventory at this point // public long InventoryServiceRetrievalFailures { get { return inventoryServiceRetrievalFailures; } } /// /// Retrieve the total frame time (in ms) of the last frame /// //public float TotalFrameTime { get { return totalFrameTime; } } /// /// Retrieve the physics update component (in ms) of the last frame /// //public float PhysicsFrameTime { get { return physicsFrameTime; } } /// /// Retain a dictionary of all packet queues stats reporters /// private IDictionary packetQueueStatsCollectors = new Dictionary(); // public void AddAsset(AssetBase asset) // { // assetsInCache++; // //assetCacheMemoryUsage += asset.Data.Length; // } // // public void RemoveAsset(UUID uuid) // { // assetsInCache--; // } // // public void AddTexture(AssetBase image) // { // if (image.Data != null) // { // texturesInCache++; // // // This could have been a pull stat, though there was originally a nebulous idea to measure flow rates // textureCacheMemoryUsage += image.Data.Length; // } // } // // /// // /// Signal that the asset cache has been cleared. // /// // public void ClearAssetCacheStatistics() // { // assetsInCache = 0; // assetCacheMemoryUsage = 0; // texturesInCache = 0; // textureCacheMemoryUsage = 0; // } // // public void AddAssetRequestTimeAfterCacheMiss(TimeSpan ts) // { // assetRequestTimeAfterCacheMiss = ts; // } // // public void AddBlockedMissingTextureRequest() // { // blockedMissingTextureRequests++; // } // // public void AddAssetServiceRequestFailure() // { // assetServiceRequestFailures++; // } // public void AddInventoryServiceRetrievalFailure() // { // inventoryServiceRetrievalFailures++; // } /// /// Register as a packet queue stats provider /// /// An agent UUID /// public void RegisterPacketQueueStatsProvider(UUID uuid, IPullStatsProvider provider) { lock (packetQueueStatsCollectors) { // FIXME: If the region service is providing more than one region, then the child and root agent // queues are wrongly replacing each other here. packetQueueStatsCollectors[uuid] = new PacketQueueStatsCollector(provider); } } /// /// Deregister a packet queue stats provider /// /// An agent UUID public void DeregisterPacketQueueStatsProvider(UUID uuid) { lock (packetQueueStatsCollectors) { packetQueueStatsCollectors.Remove(uuid); } } /// /// This is the method on which the classic sim stats reporter (which collects stats for /// client purposes) sends information to listeners. /// /// public void ReceiveClassicSimStatsPacket(SimStats stats) { // FIXME: SimStats shouldn't allow an arbitrary stat packing order (which is inherited from the original // SimStatsPacket that was being used). // For an unknown reason the original designers decided not to // include the spare MS statistic inside of this class, this is // located inside the StatsBlock at location 21, thus it is skipped timeDilation = stats.StatsBlock[0].StatValue; simFps = stats.StatsBlock[1].StatValue; physicsFps = stats.StatsBlock[2].StatValue; agentUpdates = stats.StatsBlock[3].StatValue; rootAgents = stats.StatsBlock[4].StatValue; childAgents = stats.StatsBlock[5].StatValue; totalPrims = stats.StatsBlock[6].StatValue; activePrims = stats.StatsBlock[7].StatValue; totalFrameTime = stats.StatsBlock[8].StatValue; netFrameTime = stats.StatsBlock[9].StatValue; physicsFrameTime = stats.StatsBlock[10].StatValue; imageFrameTime = stats.StatsBlock[11].StatValue; otherFrameTime = stats.StatsBlock[12].StatValue; inPacketsPerSecond = stats.StatsBlock[13].StatValue; outPacketsPerSecond = stats.StatsBlock[14].StatValue; unackedBytes = stats.StatsBlock[15].StatValue; agentFrameTime = stats.StatsBlock[16].StatValue; pendingDownloads = stats.StatsBlock[17].StatValue; pendingUploads = stats.StatsBlock[18].StatValue; activeScripts = stats.StatsBlock[19].StatValue; sleepTime = stats.StatsBlock[20].StatValue; spareTime = stats.StatsBlock[21].StatValue; physicsStep = stats.StatsBlock[22].StatValue; scriptLinesPerSecond = stats.ExtraStatsBlock[0].StatValue; m_frameDilation = stats.ExtraStatsBlock[1].StatValue; m_usersLoggingIn = stats.ExtraStatsBlock[2].StatValue; m_totalGeoPrims = stats.ExtraStatsBlock[3].StatValue; m_totalMeshes = stats.ExtraStatsBlock[4].StatValue; m_inUseThreads = stats.ExtraStatsBlock[5].StatValue; } /// /// Report back collected statistical information. /// /// public override string Report() { StringBuilder sb = new StringBuilder(Environment.NewLine); // sb.Append("ASSET STATISTICS"); // sb.Append(Environment.NewLine); /* sb.Append( string.Format( @"Asset cache contains {0,6} non-texture assets using {1,10} K Texture cache contains {2,6} texture assets using {3,10} K Latest asset request time after cache miss: {4}s Blocked client requests for missing textures: {5} Asset service request failures: {6}"+ Environment.NewLine, AssetsInCache, Math.Round(AssetCacheMemoryUsage / 1024.0), TexturesInCache, Math.Round(TextureCacheMemoryUsage / 1024.0), assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0, BlockedMissingTextureRequests, AssetServiceRequestFailures)); */ /* sb.Append( string.Format( @"Asset cache contains {0,6} assets Latest asset request time after cache miss: {1}s Blocked client requests for missing textures: {2} Asset service request failures: {3}" + Environment.NewLine, AssetsInCache, assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0, BlockedMissingTextureRequests, AssetServiceRequestFailures)); */ sb.Append(Environment.NewLine); sb.Append("CONNECTION STATISTICS"); sb.Append(Environment.NewLine); List stats = StatsManager.GetStatsFromEachContainer("clientstack", "ClientLogoutsDueToNoReceives"); sb.AppendFormat( "Client logouts due to no data receive timeout: {0}\n\n", stats != null ? stats.Sum(s => s.Value).ToString() : "unknown"); // sb.Append(Environment.NewLine); // sb.Append("INVENTORY STATISTICS"); // sb.Append(Environment.NewLine); // sb.Append( // string.Format( // "Initial inventory caching failures: {0}" + Environment.NewLine, // InventoryServiceRetrievalFailures)); sb.Append(Environment.NewLine); sb.Append("SAMPLE FRAME STATISTICS"); sb.Append(Environment.NewLine); sb.Append("Dilatn SimFPS PhyFPS AgntUp RootAg ChldAg Prims AtvPrm AtvScr ScrLPS"); sb.Append(Environment.NewLine); sb.Append( string.Format( "{0,6:0.00} {1,6:0} {2,6:0.0} {3,6:0.0} {4,6:0} {5,6:0} {6,6:0} {7,6:0} {8,6:0} {9,6:0}", timeDilation, simFps, physicsFps, agentUpdates, rootAgents, childAgents, totalPrims, activePrims, activeScripts, scriptLinesPerSecond)); sb.Append(Environment.NewLine); sb.Append(Environment.NewLine); // There is no script frame time currently because we don't yet collect it sb.Append("PktsIn PktOut PendDl PendUl UnackB TotlFt NetFt PhysFt OthrFt AgntFt ImgsFt"); sb.Append(Environment.NewLine); sb.Append( string.Format( "{0,6:0} {1,6:0} {2,6:0} {3,6:0} {4,6:0} {5,6:0.0} {6,6:0.0} {7,6:0.0} {8,6:0.0} {9,6:0.0} {10,6:0.0}\n\n", inPacketsPerSecond, outPacketsPerSecond, pendingDownloads, pendingUploads, unackedBytes, totalFrameTime, netFrameTime, physicsFrameTime, otherFrameTime, agentFrameTime, imageFrameTime)); /* 20130319 RA: For the moment, disable the dump of 'scene' catagory as they are mostly output by * the two formatted printouts above. SortedDictionary> sceneStats; if (StatsManager.TryGetStats("scene", out sceneStats)) { foreach (KeyValuePair> kvp in sceneStats) { foreach (Stat stat in kvp.Value.Values) { if (stat.Verbosity == StatVerbosity.Info) { sb.AppendFormat("{0} ({1}): {2}{3}\n", stat.Name, stat.Container, stat.Value, stat.UnitName); } } } } */ /* sb.Append(Environment.NewLine); sb.Append("PACKET QUEUE STATISTICS"); sb.Append(Environment.NewLine); sb.Append("Agent UUID "); sb.Append( string.Format( " {0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}", "Send", "In", "Out", "Resend", "Land", "Wind", "Cloud", "Task", "Texture", "Asset")); sb.Append(Environment.NewLine); foreach (UUID key in packetQueueStatsCollectors.Keys) { sb.Append(string.Format("{0}: ", key)); sb.Append(packetQueueStatsCollectors[key].Report()); sb.Append(Environment.NewLine); } */ sb.Append(base.Report()); return sb.ToString(); } /// /// Report back collected statistical information as json serialization. /// /// public override string XReport(string uptime, string version) { return OSDParser.SerializeJsonString(OReport(uptime, version)); } /// /// Report back collected statistical information as an OSDMap /// /// public override OSDMap OReport(string uptime, string version) { // Get the amount of physical memory, allocated with the instance of this program, in kilobytes; // the working set is the set of memory pages currently visible to this program in physical RAM // memory and includes both shared (e.g. system libraries) and private data int numberThreadsRunning = 0; double memUsage = 0; using(Process p = Process.GetCurrentProcess()) { memUsage = p.WorkingSet64 / 1024.0; // Get the number of threads from the system that are currently // running foreach (ProcessThread currentThread in p.Threads) { if (currentThread != null && currentThread.ThreadState == ThreadState.Running) numberThreadsRunning++; } } OSDMap args = new OSDMap(30); // args["AssetsInCache"] = OSD.FromString (String.Format ("{0:0.##}", AssetsInCache)); // args["TimeAfterCacheMiss"] = OSD.FromString (String.Format ("{0:0.##}", // assetRequestTimeAfterCacheMiss.Milliseconds / 1000.0)); // args["BlockedMissingTextureRequests"] = OSD.FromString (String.Format ("{0:0.##}", // BlockedMissingTextureRequests)); // args["AssetServiceRequestFailures"] = OSD.FromString (String.Format ("{0:0.##}", // AssetServiceRequestFailures)); // args["abnormalClientThreadTerminations"] = OSD.FromString (String.Format ("{0:0.##}", // abnormalClientThreadTerminations)); // args["InventoryServiceRetrievalFailures"] = OSD.FromString (String.Format ("{0:0.##}", // InventoryServiceRetrievalFailures)); args["Dilatn"] = OSD.FromString (String.Format ("{0:0.##}", timeDilation)); args["SimFPS"] = OSD.FromString (String.Format ("{0:0.##}", simFps)); args["PhyFPS"] = OSD.FromString (String.Format ("{0:0.##}", physicsFps)); args["AgntUp"] = OSD.FromString (String.Format ("{0:0.##}", agentUpdates)); args["RootAg"] = OSD.FromString (String.Format ("{0:0.##}", rootAgents)); args["ChldAg"] = OSD.FromString (String.Format ("{0:0.##}", childAgents)); args["Prims"] = OSD.FromString (String.Format ("{0:0.##}", totalPrims)); args["AtvPrm"] = OSD.FromString (String.Format ("{0:0.##}", activePrims)); args["AtvScr"] = OSD.FromString (String.Format ("{0:0.##}", activeScripts)); args["ScrLPS"] = OSD.FromString (String.Format ("{0:0.##}", scriptLinesPerSecond)); args["PktsIn"] = OSD.FromString (String.Format ("{0:0.##}", inPacketsPerSecond)); args["PktOut"] = OSD.FromString (String.Format ("{0:0.##}", outPacketsPerSecond)); args["PendDl"] = OSD.FromString (String.Format ("{0:0.##}", pendingDownloads)); args["PendUl"] = OSD.FromString (String.Format ("{0:0.##}", pendingUploads)); args["UnackB"] = OSD.FromString (String.Format ("{0:0.##}", unackedBytes)); args["TotlFt"] = OSD.FromString (String.Format ("{0:0.##}", totalFrameTime)); args["NetFt"] = OSD.FromString (String.Format ("{0:0.##}", netFrameTime)); args["PhysFt"] = OSD.FromString (String.Format ("{0:0.##}", physicsFrameTime)); args["OthrFt"] = OSD.FromString (String.Format ("{0:0.##}", otherFrameTime)); args["AgntFt"] = OSD.FromString (String.Format ("{0:0.##}", agentFrameTime)); args["ImgsFt"] = OSD.FromString (String.Format ("{0:0.##}", imageFrameTime)); args["Memory"] = OSD.FromString (base.XReport (uptime, version)); args["Uptime"] = OSD.FromString (uptime); args["Version"] = OSD.FromString (version); args["FrameDilatn"] = OSD.FromString(String.Format("{0:0.##}", m_frameDilation)); args["Logging in Users"] = OSD.FromString(String.Format("{0:0.##}", m_usersLoggingIn)); args["GeoPrims"] = OSD.FromString(String.Format("{0:0.##}", m_totalGeoPrims)); args["Mesh Objects"] = OSD.FromString(String.Format("{0:0.##}", m_totalMeshes)); args["XEngine Thread Count"] = OSD.FromString(String.Format("{0:0.##}", m_inUseThreads)); args["Util Thread Count"] = OSD.FromString(String.Format("{0:0.##}", Util.GetSmartThreadPoolInfo().InUseThreads)); args["System Thread Count"] = OSD.FromString(String.Format( "{0:0.##}", numberThreadsRunning)); args["ProcMem"] = OSD.FromString(String.Format("{0:#,###,###.##}", memUsage)); return args; } } /// /// Pull packet queue stats from packet queues and report /// public class PacketQueueStatsCollector : IStatsCollector { private IPullStatsProvider m_statsProvider; public PacketQueueStatsCollector(IPullStatsProvider provider) { m_statsProvider = provider; } /// /// Report back collected statistical information. /// /// public string Report() { return m_statsProvider.GetStats(); } public string XReport(string uptime, string version) { return ""; } public OSDMap OReport(string uptime, string version) { OSDMap ret = new OSDMap(); return ret; } } }