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- /*
- * 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.MinFrameTime * 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(m_scene.MinFrameTime * 1000 * 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)
- {
- 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);
- }
- }
- }
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