SimStatsReporter.cs 14 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.Collections.Generic;
  29. using System.Timers;
  30. using OpenMetaverse.Packets;
  31. using OpenSim.Framework;
  32. using OpenSim.Framework.Statistics;
  33. using OpenSim.Region.Environment.Interfaces;
  34. namespace OpenSim.Region.Environment.Scenes
  35. {
  36. public class SimStatsReporter
  37. {
  38. public delegate void SendStatResult(SimStats stats);
  39. public event SendStatResult OnSendStatsResult;
  40. private SendStatResult handlerSendStatResult = null;
  41. private enum Stats : uint
  42. {
  43. TimeDilation = 0,
  44. SimFPS = 1,
  45. PhysicsFPS = 2,
  46. AgentUpdates = 3,
  47. FrameMS = 4,
  48. NetMS = 5,
  49. OtherMS = 6,
  50. PhysicsMS = 7,
  51. AgentMS = 8,
  52. ImageMS = 9,
  53. ScriptMS = 10,
  54. TotalPrim = 11,
  55. ActivePrim = 12,
  56. Agents = 13,
  57. ChildAgents = 14,
  58. ActiveScripts = 15,
  59. ScriptLinesPerSecond = 16,
  60. InPacketsPerSecond = 17,
  61. OutPacketsPerSecond = 18,
  62. PendingDownloads = 19,
  63. PendingUploads = 20,
  64. UnAckedBytes = 24,
  65. }
  66. // Sending a stats update every 3 seconds
  67. private int statsUpdatesEveryMS = 3000;
  68. private float statsUpdateFactor = 0;
  69. private float m_timeDilation = 0;
  70. private int m_fps = 0;
  71. // saved last reported value so there is something available for llGetRegionFPS
  72. private float lastReportedSimFPS = 0;
  73. private float m_pfps = 0;
  74. private int m_agentUpdates = 0;
  75. private int m_frameMS = 0;
  76. private int m_netMS = 0;
  77. private int m_agentMS = 0;
  78. private int m_physicsMS = 0;
  79. private int m_imageMS = 0;
  80. private int m_otherMS = 0;
  81. //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
  82. //Ckrinke private int m_scriptMS = 0;
  83. private int m_rootAgents = 0;
  84. private int m_childAgents = 0;
  85. private int m_numPrim = 0;
  86. private int m_inPacketsPerSecond = 0;
  87. private int m_outPacketsPerSecond = 0;
  88. private int m_activePrim = 0;
  89. private int m_unAckedBytes = 0;
  90. private int m_pendingDownloads = 0;
  91. private int m_pendingUploads = 0;
  92. private int m_activeScripts = 0;
  93. private int m_scriptLinesPerSecond = 0;
  94. private int objectCapacity = 45000;
  95. private Scene m_scene;
  96. private RegionInfo ReportingRegion;
  97. private Timer m_report = new Timer();
  98. public SimStatsReporter(Scene scene)
  99. {
  100. statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
  101. m_scene = scene;
  102. ReportingRegion = scene.RegionInfo;
  103. m_report.AutoReset = true;
  104. m_report.Interval = statsUpdatesEveryMS;
  105. m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
  106. m_report.Enabled = true;
  107. if (StatsManager.SimExtraStats != null)
  108. OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
  109. }
  110. public void SetUpdateMS(int ms)
  111. {
  112. statsUpdatesEveryMS = ms;
  113. statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
  114. m_report.Interval = statsUpdatesEveryMS;
  115. }
  116. private void statsHeartBeat(object sender, EventArgs e)
  117. {
  118. SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
  119. SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
  120. // Know what's not thread safe in Mono... modifying timers.
  121. // System.Console.WriteLine("Firing Stats Heart Beat");
  122. lock (m_report)
  123. {
  124. uint regionFlags = 0;
  125. try
  126. {
  127. IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
  128. regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
  129. }
  130. catch (Exception)
  131. {
  132. // leave region flags at 0
  133. }
  134. #region various statistic googly moogly
  135. // Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there
  136. // 0-50 is pretty close to 0-45
  137. float simfps = (int) ((m_fps * 5));
  138. // save the reported value so there is something available for llGetRegionFPS
  139. lastReportedSimFPS = (float)simfps / statsUpdateFactor;
  140. //if (simfps > 45)
  141. //simfps = simfps - (simfps - 45);
  142. //if (simfps < 0)
  143. //simfps = 0;
  144. //
  145. float physfps = ((m_pfps / 1000));
  146. //if (physfps > 600)
  147. //physfps = physfps - (physfps - 600);
  148. if (physfps < 0)
  149. physfps = 0;
  150. #endregion
  151. //Our time dilation is 0.91 when we're running a full speed,
  152. // therefore to make sure we get an appropriate range,
  153. // we have to factor in our error. (0.10f * statsUpdateFactor)
  154. // multiplies the fix for the error times the amount of times it'll occur a second
  155. // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
  156. // Then we divide the whole amount by the amount of seconds pass in between stats updates.
  157. for (int i = 0; i<21;i++)
  158. {
  159. sb[i] = new SimStatsPacket.StatBlock();
  160. }
  161. sb[0].StatID = (uint) Stats.TimeDilation;
  162. sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
  163. sb[1].StatID = (uint) Stats.SimFPS;
  164. sb[1].StatValue = simfps/statsUpdateFactor;
  165. sb[2].StatID = (uint) Stats.PhysicsFPS;
  166. sb[2].StatValue = physfps / statsUpdateFactor;
  167. sb[3].StatID = (uint) Stats.AgentUpdates;
  168. sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
  169. sb[4].StatID = (uint) Stats.Agents;
  170. sb[4].StatValue = m_rootAgents;
  171. sb[5].StatID = (uint) Stats.ChildAgents;
  172. sb[5].StatValue = m_childAgents;
  173. sb[6].StatID = (uint) Stats.TotalPrim;
  174. sb[6].StatValue = m_numPrim;
  175. sb[7].StatID = (uint) Stats.ActivePrim;
  176. sb[7].StatValue = m_activePrim;
  177. sb[8].StatID = (uint)Stats.FrameMS;
  178. sb[8].StatValue = m_frameMS / statsUpdateFactor;
  179. sb[9].StatID = (uint)Stats.NetMS;
  180. sb[9].StatValue = m_netMS / statsUpdateFactor;
  181. sb[10].StatID = (uint)Stats.PhysicsMS;
  182. sb[10].StatValue = m_physicsMS / statsUpdateFactor;
  183. sb[11].StatID = (uint)Stats.ImageMS ;
  184. sb[11].StatValue = m_imageMS / statsUpdateFactor;
  185. sb[12].StatID = (uint)Stats.OtherMS;
  186. sb[12].StatValue = m_otherMS / statsUpdateFactor;
  187. sb[13].StatID = (uint)Stats.InPacketsPerSecond;
  188. sb[13].StatValue = (m_inPacketsPerSecond);
  189. sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
  190. sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
  191. sb[15].StatID = (uint)Stats.UnAckedBytes;
  192. sb[15].StatValue = m_unAckedBytes;
  193. sb[16].StatID = (uint)Stats.AgentMS;
  194. sb[16].StatValue = m_agentMS / statsUpdateFactor;
  195. sb[17].StatID = (uint)Stats.PendingDownloads;
  196. sb[17].StatValue = m_pendingDownloads;
  197. sb[18].StatID = (uint)Stats.PendingUploads;
  198. sb[18].StatValue = m_pendingUploads;
  199. sb[19].StatID = (uint)Stats.ActiveScripts;
  200. sb[19].StatValue = m_activeScripts;
  201. sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
  202. sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
  203. SimStats simStats
  204. = new SimStats(
  205. ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)objectCapacity, rb, sb, m_scene.RegionInfo.originRegionID);
  206. handlerSendStatResult = OnSendStatsResult;
  207. if (handlerSendStatResult != null)
  208. {
  209. handlerSendStatResult(simStats);
  210. }
  211. resetvalues();
  212. }
  213. }
  214. private void resetvalues()
  215. {
  216. m_timeDilation = 0;
  217. m_fps = 0;
  218. m_pfps = 0;
  219. m_agentUpdates = 0;
  220. m_inPacketsPerSecond = 0;
  221. m_outPacketsPerSecond = 0;
  222. m_unAckedBytes = 0;
  223. m_scriptLinesPerSecond = 0;
  224. m_frameMS = 0;
  225. m_agentMS = 0;
  226. m_netMS = 0;
  227. m_physicsMS = 0;
  228. m_imageMS = 0;
  229. m_otherMS = 0;
  230. //Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
  231. //Ckrinke m_scriptMS = 0;
  232. }
  233. # region methods called from Scene
  234. // The majority of these functions are additive
  235. // so that you can easily change the amount of
  236. // seconds in between sim stats updates
  237. public void AddTimeDilation(float td)
  238. {
  239. //float tdsetting = td;
  240. //if (tdsetting > 1.0f)
  241. //tdsetting = (tdsetting - (tdsetting - 0.91f));
  242. //if (tdsetting < 0)
  243. //tdsetting = 0.0f;
  244. m_timeDilation = td;
  245. }
  246. public void SetRootAgents(int rootAgents)
  247. {
  248. m_rootAgents = rootAgents;
  249. }
  250. public void SetChildAgents(int childAgents)
  251. {
  252. m_childAgents = (childAgents > 0) ? childAgents : 0;
  253. if (childAgents < 0)
  254. {
  255. //List<ScenePresence> avs= m_scene.GetScenePresences();
  256. }
  257. }
  258. public void SetObjects(int objects)
  259. {
  260. m_numPrim = objects;
  261. }
  262. public void SetActiveObjects(int objects)
  263. {
  264. m_activePrim = objects;
  265. }
  266. public void AddFPS(int frames)
  267. {
  268. m_fps += frames;
  269. }
  270. public void AddPhysicsFPS(float frames)
  271. {
  272. m_pfps += frames;
  273. }
  274. public void AddAgentUpdates(int numUpdates)
  275. {
  276. m_agentUpdates += numUpdates;
  277. }
  278. public void AddInPackets(int numPackets)
  279. {
  280. m_inPacketsPerSecond += numPackets;
  281. }
  282. public void AddOutPackets(int numPackets)
  283. {
  284. m_outPacketsPerSecond += numPackets;
  285. }
  286. public void AddunAckedBytes(int numBytes)
  287. {
  288. m_unAckedBytes += numBytes;
  289. if (m_unAckedBytes < 0) m_unAckedBytes = 0;
  290. }
  291. public void addFrameMS(int ms)
  292. {
  293. m_frameMS += ms;
  294. }
  295. public void addNetMS(int ms)
  296. {
  297. m_netMS += ms;
  298. }
  299. public void addAgentMS(int ms)
  300. {
  301. m_agentMS += ms;
  302. }
  303. public void addPhysicsMS(int ms)
  304. {
  305. m_physicsMS += ms;
  306. }
  307. public void addImageMS(int ms)
  308. {
  309. m_imageMS += ms;
  310. }
  311. public void addOtherMS(int ms)
  312. {
  313. m_otherMS += ms;
  314. }
  315. // private static readonly log4net.ILog m_log
  316. // = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
  317. public void addPendingDownload(int count)
  318. {
  319. m_pendingDownloads += count;
  320. if (m_pendingDownloads < 0) m_pendingDownloads = 0;
  321. //m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads);
  322. }
  323. public void addScriptLines(int count)
  324. {
  325. m_scriptLinesPerSecond += count;
  326. }
  327. public void SetActiveScripts(int count)
  328. {
  329. m_activeScripts = count;
  330. }
  331. public void SetObjectCapacity(int objects)
  332. {
  333. objectCapacity = objects;
  334. }
  335. /// <summary>
  336. /// This is for llGetRegionFPS
  337. /// </summary>
  338. public float getLastReportedSimFPS()
  339. {
  340. return lastReportedSimFPS;
  341. }
  342. public void AddPacketsFromClientStats(int inPackets, int outPackets, int unAckedBytes)
  343. {
  344. AddInPackets(inPackets);
  345. AddOutPackets(outPackets);
  346. AddunAckedBytes(unAckedBytes);
  347. }
  348. #endregion
  349. }
  350. }