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using System;
using System.Collections.Generic;
using System.Timers;
using System.Threading;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
///
/// Collect statistics from the scene to send to the client and for access by other monitoring tools.
///
///
/// FIXME: This should be a monitoring region module
///
public class SimStatsReporter
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public delegate void SendStatResult(SimStats stats);
public event SendStatResult OnSendStatsResult;
public delegate void YourStatsAreWrong();
public event YourStatsAreWrong OnStatsIncorrect;
// size of LastReportedSimFPS with extra stats.
private const int m_statisticExtraArraySize = (int)(StatsIndex.ArraySize - StatsIndex.ViewerArraySize);
///
/// This is for llGetRegionFPS
///
public float LastReportedSimFPS
{
get { return lastReportedSimFPS; }
}
///
/// Number of object updates performed in the last stats cycle
///
///
/// 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.
///
public float LastReportedObjectUpdates { get; private set; }
public float[] LastReportedSimStats
{
get { return lastReportedSimStats; }
}
///
/// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME
///
public Stat SlowFramesStat { get; private set; }
///
/// The threshold at which we log a slow frame.
///
public int SlowFramesStatReportThreshold { get; private set; }
///
/// Extra sim statistics that are used by monitors but not sent to the client.
///
///
/// The keys are the stat names.
///
private Dictionary m_lastReportedExtraSimStats = new Dictionary();
// Sending a stats update every 3 seconds-
private int m_statsUpdatesEveryMS = 3000;
private double m_lastUpdateTS;
private double m_prevFrameStatsTS;
private double m_FrameStatsTS;
private float m_timeDilation;
private int m_fps;
private object m_statsLock = new object();
private object m_statsFrameLock = new object();
///
/// Parameter to adjust reported scene fps
///
///
/// The close we have to a frame rate as expected by viewers, users and scripts
/// is heartbeat rate.
/// heartbeat rate default value is very diferent from the expected one
/// and can be changed from region to region acording to its specific simulation needs
/// since this creates incompatibility with expected values,
/// this scale factor can be used to normalize values to a Virtual FPS.
/// original decision was to use a value of 55fps for all opensim
/// corresponding, with default heartbeat rate, to a value of 5.
///
private float m_statisticsFPSfactor = 5.0f;
private float m_targetFrameTime = 0.1f;
// saved last reported value so there is something available for llGetRegionFPS
private float lastReportedSimFPS;
private float[] lastReportedSimStats = new float[(int)StatsIndex.ViewerArraySize];
private float m_pfps;
///
/// Number of agent updates requested in this stats cycle
///
private int m_agentUpdates;
///
/// Number of object updates requested in this stats cycle
///
private int m_objectUpdates;
private float m_frameMS;
private float m_netMS;
private float m_agentMS;
private float m_physicsMS;
private float m_imageMS;
private float m_otherMS;
private float m_sleeptimeMS;
private float m_scriptTimeMS;
private int m_inPacketsPerSecond;
private int m_outPacketsPerSecond;
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_scriptEventsPerSecond;
private int m_objectCapacity = 45000;
// The current number of users attempting to login to the region
private int m_usersLoggingIn;
// The last reported value of threads from the SmartThreadPool inside of
// XEngine
private int m_inUseThreads;
private Scene m_scene;
private RegionInfo ReportingRegion;
private System.Timers.Timer m_report = new System.Timers.Timer();
private IEstateModule estateModule;
public SimStatsReporter(Scene scene)
{
m_scene = scene;
ReportingRegion = scene.RegionInfo;
if(scene.Normalized55FPS)
m_statisticsFPSfactor = 55.0f * m_scene.FrameTime;
else
m_statisticsFPSfactor = 1.0f;
m_targetFrameTime = 1000.0f * m_scene.FrameTime / m_statisticsFPSfactor;
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
m_report.AutoReset = true;
m_report.Interval = m_statsUpdatesEveryMS;
m_report.Elapsed += TriggerStatsHeartbeat;
m_report.Enabled = true;
m_lastUpdateTS = Util.GetTimeStampMS();
m_FrameStatsTS = m_lastUpdateTS;
m_prevFrameStatsTS = m_lastUpdateTS;
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.FrameTime * 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();
}
///
/// Sets the number of milliseconds between stat updates.
///
///
public void SetUpdateMS(int ms)
{
m_statsUpdatesEveryMS = ms;
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;
// dont do it if if still been done
if(Monitor.TryEnter(m_statsLock))
{
// m_log.Debug("Firing Stats Heart Beat");
float[] newvalues = new float[(int)StatsIndex.ArraySize];
uint regionFlags = 0;
try
{
if (estateModule == null)
estateModule = m_scene.RequestModuleInterface();
regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
}
catch (Exception)
{
// leave region flags at 0
}
#region various statistic googly moogly
double timeTmp = m_lastUpdateTS;
m_lastUpdateTS = Util.GetTimeStampMS();
float updateElapsed = (float)((m_lastUpdateTS - timeTmp)/1000.0);
// factor to consider updates integration time
float updateTimeFactor = 1.0f / updateElapsed;
// scene frame stats
float reportedFPS;
float physfps;
float timeDilation;
float agentMS;
float physicsMS;
float otherMS;
float sleeptime;
float scriptTimeMS;
float totalFrameTime;
float invFrameElapsed;
// get a copy under lock and reset
lock(m_statsFrameLock)
{
timeDilation = m_timeDilation;
reportedFPS = m_fps;
physfps = m_pfps;
agentMS = m_agentMS;
physicsMS = m_physicsMS;
otherMS = m_otherMS;
sleeptime = m_sleeptimeMS;
scriptTimeMS = m_scriptTimeMS;
totalFrameTime = m_frameMS;
// still not inv
invFrameElapsed = (float)((m_FrameStatsTS - m_prevFrameStatsTS) / 1000.0);
ResetFrameStats();
}
if (invFrameElapsed / updateElapsed < 0.8)
// scene is in trouble, its account of time is most likely wrong
// can even be in stall
invFrameElapsed = updateTimeFactor;
else
invFrameElapsed = 1.0f / invFrameElapsed;
float perframefactor;
if (reportedFPS <= 0)
{
reportedFPS = 0.0f;
physfps = 0.0f;
perframefactor = 1.0f;
timeDilation = 0.0f;
}
else
{
timeDilation /= reportedFPS;
reportedFPS *= m_statisticsFPSfactor;
perframefactor = 1.0f / (float)reportedFPS;
reportedFPS *= invFrameElapsed;
physfps *= invFrameElapsed * m_statisticsFPSfactor;
}
// some engines track frame time with error related to the simulation step size
if(physfps > reportedFPS)
physfps = reportedFPS;
// save the reported value so there is something available for llGetRegionFPS
lastReportedSimFPS = reportedFPS;
// scale frame stats
totalFrameTime *= perframefactor;
sleeptime *= perframefactor;
otherMS *= perframefactor;
physicsMS *= perframefactor;
agentMS *= perframefactor;
scriptTimeMS *= perframefactor;
// estimate spare time
float sparetime;
sparetime = m_targetFrameTime - (physicsMS + agentMS + otherMS);
if (sparetime < 0)
sparetime = 0;
else if (sparetime > totalFrameTime)
sparetime = totalFrameTime;
#endregion
SceneGraph SG = m_scene.SceneGraph;
OnStatsIncorrect?.Invoke(); // number of agents may still drift so fix
m_activeScripts = SG.GetActiveScriptsCount();
m_scriptLinesPerSecond = SG.GetScriptLPS();
newvalues[(int)StatsIndex.TimeDilation] = (Single.IsNaN(timeDilation)) ? 0.0f : (float)Math.Round(timeDilation, 3);
newvalues[(int)StatsIndex.SimFPS] = (float)Math.Round(reportedFPS, 1);
newvalues[(int)StatsIndex.PhysicsFPS] = (float)Math.Round(physfps, 1);
newvalues[(int)StatsIndex.AgentUpdates] = m_agentUpdates * updateTimeFactor;
newvalues[(int)StatsIndex.Agents] = SG.GetRootAgentCount();
newvalues[(int)StatsIndex.ChildAgents] = SG.GetChildAgentCount();
newvalues[(int)StatsIndex.TotalPrim] = SG.GetTotalObjectsCount();
newvalues[(int)StatsIndex.ActivePrim] = SG.GetActiveObjectsCount();
newvalues[(int)StatsIndex.FrameMS] = totalFrameTime;
newvalues[(int)StatsIndex.NetMS] = (float)Math.Round(m_netMS * perframefactor, 3);
newvalues[(int)StatsIndex.PhysicsMS] = (float)Math.Round(physicsMS, 3);
newvalues[(int)StatsIndex.ImageMS] = (float)Math.Round(m_imageMS * perframefactor, 3);
newvalues[(int)StatsIndex.OtherMS] = (float)Math.Round(otherMS, 3);
newvalues[(int)StatsIndex.InPacketsPerSecond] = (float)Math.Round(m_inPacketsPerSecond * updateTimeFactor);
newvalues[(int)StatsIndex.OutPacketsPerSecond] = (float)Math.Round(m_outPacketsPerSecond * updateTimeFactor);
newvalues[(int)StatsIndex.UnAckedBytes] = m_unAckedBytes;
newvalues[(int)StatsIndex.AgentMS] = agentMS;
newvalues[(int)StatsIndex.PendingDownloads] = m_pendingDownloads;
newvalues[(int)StatsIndex.PendingUploads] = m_pendingUploads;
newvalues[(int)StatsIndex.ActiveScripts] = m_activeScripts;
newvalues[(int)StatsIndex.SimSleepMs] = (float)Math.Round(sleeptime, 3);
newvalues[(int)StatsIndex.SimSpareMs] = (float)Math.Round(sparetime, 3);
newvalues[(int)StatsIndex.SimPhysicsStepMs] = 20; // this should came from phys engine
newvalues[(int)StatsIndex.ScriptMS] = scriptTimeMS;
newvalues[(int)StatsIndex.ScriptEps] = (float)Math.Round(m_scriptEventsPerSecond * updateTimeFactor);
// add extra stats for internal use
newvalues[(int)StatsIndex.LSLScriptLinesPerSecond] = (float)Math.Round(m_scriptLinesPerSecond * updateTimeFactor, 3);
newvalues[(int)StatsIndex.FrameDilation2] = (Single.IsNaN(timeDilation)) ? 0.1f : (float)Math.Round(timeDilation, 1);
newvalues[(int)StatsIndex.UsersLoggingIn] = m_usersLoggingIn;
newvalues[(int)StatsIndex.TotalGeoPrim] = SG.GetTotalPrimObjectsCount();
newvalues[(int)StatsIndex.TotalMesh] = SG.GetTotalMeshObjectsCount();
newvalues[(int)StatsIndex.ScriptEngineThreadCount] = m_inUseThreads;
newvalues[(int)StatsIndex.NPCs] = SG.GetRootNPCCount();
lastReportedSimStats = newvalues;
OnSendStatsResult?.Invoke(new SimStats(
ReportingRegion.RegionLocX, ReportingRegion.RegionLocY,
ReportingRegion.RegionSizeX, ReportingRegion.RegionSizeY,
regionFlags, (uint)m_objectCapacity,
newvalues,
m_scene.RegionInfo.originRegionID,
m_scene.RegionInfo.RegionName)
);
// Extra statistics that aren't currently sent elsewhere
if (m_scene.PhysicsScene != null)
{
lock (m_lastReportedExtraSimStats)
{
m_lastReportedExtraSimStats["LastReportedObjectUpdates"] = m_objectUpdates * updateTimeFactor;
m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
Dictionary physicsStats = m_scene.PhysicsScene.GetStats();
if (physicsStats != null)
{
foreach (KeyValuePair 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 * perframefactor;
else
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * updateTimeFactor;
}
}
}
}
// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
ResetValues();
Monitor.Exit(m_statsLock);
}
}
private void ResetValues()
{
m_agentUpdates = 0;
m_objectUpdates = 0;
m_unAckedBytes = 0;
m_scriptEventsPerSecond = 0;
m_netMS = 0;
m_imageMS = 0;
}
# region methods called from Scene
public void AddFrameStats(float _timeDilation, float _physicsFPS, float _agentMS,
float _physicsMS, float _otherMS , float _sleepMS,
float _frameMS, float _scriptTimeMS)
{
lock(m_statsFrameLock)
{
m_fps++;
m_timeDilation += _timeDilation;
m_pfps += _physicsFPS;
m_agentMS += _agentMS;
m_physicsMS += _physicsMS;
m_otherMS += _otherMS;
m_sleeptimeMS += _sleepMS;
m_frameMS += _frameMS;
m_scriptTimeMS += _scriptTimeMS;
if (_frameMS > SlowFramesStatReportThreshold)
SlowFramesStat.Value++;
m_FrameStatsTS = Util.GetTimeStampMS();
}
}
private void ResetFrameStats()
{
m_fps = 0;
m_timeDilation = 0.0f;
m_pfps = 0.0f;
m_agentMS = 0.0f;
m_physicsMS = 0.0f;
m_otherMS = 0.0f;
m_sleeptimeMS = 0.0f;
m_frameMS = 0.0f;
m_scriptTimeMS = 0.0f;
m_prevFrameStatsTS = m_FrameStatsTS;
}
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 addNetMS(float ms)
{
m_netMS += ms;
}
public void addImageMS(float ms)
{
m_imageMS += 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 addScriptEvents(int count)
{
Interlocked.Add(ref m_scriptEventsPerSecond, count);
}
public void AddPacketsStats(int inPackets, int outPackets, int unAckedBytes)
{
AddInPackets(inPackets);
AddOutPackets(outPackets);
AddunAckedBytes(unAckedBytes);
}
public void UpdateUsersLoggingIn(bool isLoggingIn)
{
// Determine whether the user has started logging in or has completed
// logging into the region
if (isLoggingIn)
{
// The user is starting to login to the region so increment the
// number of users attempting to login to the region
m_usersLoggingIn++;
}
else
{
// The user has finished logging into the region so decrement the
// number of users logging into the region
m_usersLoggingIn--;
}
}
public void SetThreadCount(int inUseThreads)
{
// Save the new number of threads to our member variable to send to
// the extra stats collector
m_inUseThreads = inUseThreads;
}
#endregion
public Dictionary GetExtraSimStats()
{
lock (m_lastReportedExtraSimStats)
return new Dictionary(m_lastReportedExtraSimStats);
}
}
}