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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 System.Threading;
- 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 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);
- /// <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 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();
- /// <summary>
- /// Parameter to adjust reported scene fps
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- 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;
- /// <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 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();
- }
- /// <summary>
- /// Sets the number of milliseconds between stat updates.
- /// </summary>
- /// <param name='ms'></param>
- 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<IEstateModule>();
- 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<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 * 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<string, float> GetExtraSimStats()
- {
- lock (m_lastReportedExtraSimStats)
- return new Dictionary<string, float>(m_lastReportedExtraSimStats);
- }
- }
- }
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