SimStatsReporter.cs 13 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSim Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Timers;
  29. using libsecondlife.Packets;
  30. using OpenSim.Framework;
  31. namespace OpenSim.Region.Environment.Scenes
  32. {
  33. public class SimStatsReporter
  34. {
  35. public delegate void SendStatResult(SimStatsPacket pack);
  36. public event SendStatResult OnSendStatsResult;
  37. private SendStatResult handlerSendStatResult = null;
  38. private enum Stats : uint
  39. {
  40. TimeDilation = 0,
  41. SimFPS = 1,
  42. PhysicsFPS = 2,
  43. AgentUpdates = 3,
  44. FrameMS = 4,
  45. NetMS = 5,
  46. OtherMS = 6,
  47. PhysicsMS = 7,
  48. AgentMS = 8,
  49. ImageMS = 9,
  50. ScriptMS = 10,
  51. TotalPrim = 11,
  52. ActivePrim = 12,
  53. Agents = 13,
  54. ChildAgents = 14,
  55. ActiveScripts = 15,
  56. ScriptLinesPerSecond = 16,
  57. InPacketsPerSecond = 17,
  58. OutPacketsPerSecond = 18,
  59. PendingDownloads = 19,
  60. PendingUploads = 20,
  61. UnAckedBytes = 24,
  62. }
  63. // Sending a stats update every 3 seconds
  64. private int statsUpdatesEveryMS = 3000;
  65. private float statsUpdateFactor = 0;
  66. private float m_timeDilation = 0;
  67. private int m_fps = 0;
  68. private float m_pfps = 0;
  69. private int m_agentUpdates = 0;
  70. private int m_frameMS = 0;
  71. private int m_netMS = 0;
  72. private int m_agentMS = 0;
  73. private int m_physicsMS = 0;
  74. private int m_imageMS = 0;
  75. private int m_otherMS = 0;
  76. //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
  77. //Ckrinke private int m_scriptMS = 0;
  78. private int m_rootAgents = 0;
  79. private int m_childAgents = 0;
  80. private int m_numPrim = 0;
  81. private int m_inPacketsPerSecond = 0;
  82. private int m_outPacketsPerSecond = 0;
  83. private int m_activePrim = 0;
  84. private int m_unAckedBytes = 0;
  85. private int m_pendingDownloads = 0;
  86. private int m_pendingUploads = 0;
  87. private int m_activeScripts = 0;
  88. private int m_scriptLinesPerSecond = 0;
  89. private int objectCapacity = 45000;
  90. SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
  91. SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
  92. SimStatsPacket statpack = (SimStatsPacket)PacketPool.Instance.GetPacket(PacketType.SimStats);
  93. private RegionInfo ReportingRegion;
  94. private Timer m_report = new Timer();
  95. public SimStatsReporter(RegionInfo regionData)
  96. {
  97. statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
  98. ReportingRegion = regionData;
  99. for (int i = 0; i<21;i++)
  100. {
  101. sb[i] = new SimStatsPacket.StatBlock();
  102. }
  103. m_report.AutoReset = true;
  104. m_report.Interval = statsUpdatesEveryMS;
  105. m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
  106. m_report.Enabled = true;
  107. }
  108. public void SetUpdateMS(int ms)
  109. {
  110. statsUpdatesEveryMS = ms;
  111. statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
  112. m_report.Interval = statsUpdatesEveryMS;
  113. }
  114. private void statsHeartBeat(object sender, EventArgs e)
  115. {
  116. // Know what's not thread safe in Mono... modifying timers.
  117. // System.Console.WriteLine("Firing Stats Heart Beat");
  118. lock (m_report)
  119. {
  120. // Packet is already initialized and ready for data insert
  121. statpack.Region = rb;
  122. statpack.Region.RegionX = ReportingRegion.RegionLocX;
  123. statpack.Region.RegionY = ReportingRegion.RegionLocY;
  124. try
  125. {
  126. statpack.Region.RegionFlags = (uint) ReportingRegion.EstateSettings.regionFlags;
  127. }
  128. catch (Exception)
  129. {
  130. statpack.Region.RegionFlags = (uint) 0;
  131. }
  132. statpack.Region.ObjectCapacity = (uint) objectCapacity;
  133. #region various statistic googly moogly
  134. // Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there
  135. // 0-50 is pretty close to 0-45
  136. float simfps = (int) ((m_fps * 5));
  137. //if (simfps > 45)
  138. //simfps = simfps - (simfps - 45);
  139. //if (simfps < 0)
  140. //simfps = 0;
  141. //
  142. float physfps = ((m_pfps / 1000));
  143. //if (physfps > 600)
  144. //physfps = physfps - (physfps - 600);
  145. if (physfps < 0)
  146. physfps = 0;
  147. #endregion
  148. //Our time dilation is 0.91 when we're running a full speed,
  149. // therefore to make sure we get an appropriate range,
  150. // we have to factor in our error. (0.10f * statsUpdateFactor)
  151. // multiplies the fix for the error times the amount of times it'll occur a second
  152. // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
  153. // Then we divide the whole amount by the amount of seconds pass in between stats updates.
  154. sb[0].StatID = (uint) Stats.TimeDilation;
  155. sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
  156. sb[1].StatID = (uint) Stats.SimFPS;
  157. sb[1].StatValue = simfps/statsUpdateFactor;
  158. sb[2].StatID = (uint) Stats.PhysicsFPS;
  159. sb[2].StatValue = physfps / statsUpdateFactor;
  160. sb[3].StatID = (uint) Stats.AgentUpdates;
  161. sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
  162. sb[4].StatID = (uint) Stats.Agents;
  163. sb[4].StatValue = m_rootAgents;
  164. sb[5].StatID = (uint) Stats.ChildAgents;
  165. sb[5].StatValue = m_childAgents;
  166. sb[6].StatID = (uint) Stats.TotalPrim;
  167. sb[6].StatValue = m_numPrim;
  168. sb[7].StatID = (uint) Stats.ActivePrim;
  169. sb[7].StatValue = m_activePrim;
  170. sb[8].StatID = (uint)Stats.FrameMS;
  171. sb[8].StatValue = m_frameMS / statsUpdateFactor;
  172. sb[9].StatID = (uint)Stats.NetMS;
  173. sb[9].StatValue = m_netMS / statsUpdateFactor;
  174. sb[10].StatID = (uint)Stats.PhysicsMS;
  175. sb[10].StatValue = m_physicsMS / statsUpdateFactor;
  176. sb[11].StatID = (uint)Stats.ImageMS ;
  177. sb[11].StatValue = m_imageMS / statsUpdateFactor;
  178. sb[12].StatID = (uint)Stats.OtherMS;
  179. sb[12].StatValue = m_otherMS / statsUpdateFactor;
  180. sb[13].StatID = (uint)Stats.InPacketsPerSecond;
  181. sb[13].StatValue = (m_inPacketsPerSecond);
  182. sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
  183. sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
  184. sb[15].StatID = (uint)Stats.UnAckedBytes;
  185. sb[15].StatValue = m_unAckedBytes;
  186. sb[16].StatID = (uint)Stats.AgentMS;
  187. sb[16].StatValue = m_agentMS / statsUpdateFactor;
  188. sb[17].StatID = (uint)Stats.PendingDownloads;
  189. sb[17].StatValue = m_pendingDownloads;
  190. sb[18].StatID = (uint)Stats.PendingUploads;
  191. sb[18].StatValue = m_pendingUploads;
  192. sb[19].StatID = (uint)Stats.ActiveScripts;
  193. sb[19].StatValue = m_activeScripts;
  194. sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
  195. sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
  196. statpack.Stat = sb;
  197. handlerSendStatResult = OnSendStatsResult;
  198. if (handlerSendStatResult != null)
  199. {
  200. handlerSendStatResult(statpack);
  201. }
  202. resetvalues();
  203. }
  204. }
  205. private void resetvalues()
  206. {
  207. m_timeDilation = 0;
  208. m_fps = 0;
  209. m_pfps = 0;
  210. m_agentUpdates = 0;
  211. m_inPacketsPerSecond = 0;
  212. m_outPacketsPerSecond = 0;
  213. m_unAckedBytes = 0;
  214. m_scriptLinesPerSecond = 0;
  215. m_frameMS = 0;
  216. m_agentMS = 0;
  217. m_netMS = 0;
  218. m_physicsMS = 0;
  219. m_imageMS = 0;
  220. m_otherMS = 0;
  221. //Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
  222. //Ckrinke m_scriptMS = 0;
  223. }
  224. # region methods called from Scene
  225. // The majority of these functions are additive
  226. // so that you can easily change the amount of
  227. // seconds in between sim stats updates
  228. public void AddTimeDilation(float td)
  229. {
  230. //float tdsetting = td;
  231. //if (tdsetting > 1.0f)
  232. //tdsetting = (tdsetting - (tdsetting - 0.91f));
  233. //if (tdsetting < 0)
  234. //tdsetting = 0.0f;
  235. m_timeDilation = td;
  236. }
  237. public void SetRootAgents(int rootAgents)
  238. {
  239. m_rootAgents = rootAgents;
  240. }
  241. public void SetChildAgents(int childAgents)
  242. {
  243. m_childAgents = childAgents;
  244. }
  245. public void SetObjects(int objects)
  246. {
  247. m_numPrim = objects;
  248. }
  249. public void SetActiveObjects(int objects)
  250. {
  251. m_activePrim = objects;
  252. }
  253. public void AddFPS(int frames)
  254. {
  255. m_fps += frames;
  256. }
  257. public void AddPhysicsFPS(float frames)
  258. {
  259. m_pfps += frames;
  260. }
  261. public void AddAgentUpdates(int numUpdates)
  262. {
  263. m_agentUpdates += numUpdates;
  264. }
  265. public void AddInPackets(int numPackets)
  266. {
  267. m_inPacketsPerSecond += numPackets;
  268. }
  269. public void AddOutPackets(int numPackets)
  270. {
  271. m_outPacketsPerSecond += numPackets;
  272. }
  273. public void AddunAckedBytes(int numBytes)
  274. {
  275. m_unAckedBytes += numBytes;
  276. }
  277. public void addFrameMS(int ms)
  278. {
  279. m_frameMS += ms;
  280. }
  281. public void addNetMS(int ms)
  282. {
  283. m_netMS += ms;
  284. }
  285. public void addAgentMS(int ms)
  286. {
  287. m_agentMS += ms;
  288. }
  289. public void addPhysicsMS(int ms)
  290. {
  291. m_physicsMS += ms;
  292. }
  293. public void addImageMS(int ms)
  294. {
  295. m_imageMS += ms;
  296. }
  297. public void addOtherMS(int ms)
  298. {
  299. m_otherMS += ms;
  300. }
  301. // private static readonly log4net.ILog m_log
  302. // = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
  303. public void addPendingDownload(int count)
  304. {
  305. m_pendingDownloads += count;
  306. //m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads);
  307. }
  308. public void addScriptLines(int count)
  309. {
  310. m_scriptLinesPerSecond += count;
  311. }
  312. public void SetActiveScripts(int count)
  313. {
  314. m_activeScripts = count;
  315. }
  316. public void SetObjectCapacity(int objects)
  317. {
  318. objectCapacity = objects;
  319. }
  320. #endregion
  321. }
  322. }