SimStatsReporter.cs 15 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 delegate void YourStatsAreWrong();
  40. public event SendStatResult OnSendStatsResult;
  41. public event YourStatsAreWrong OnStatsIncorrect;
  42. private SendStatResult handlerSendStatResult = null;
  43. private YourStatsAreWrong handlerStatsIncorrect = null;
  44. private enum Stats : uint
  45. {
  46. TimeDilation = 0,
  47. SimFPS = 1,
  48. PhysicsFPS = 2,
  49. AgentUpdates = 3,
  50. FrameMS = 4,
  51. NetMS = 5,
  52. OtherMS = 6,
  53. PhysicsMS = 7,
  54. AgentMS = 8,
  55. ImageMS = 9,
  56. ScriptMS = 10,
  57. TotalPrim = 11,
  58. ActivePrim = 12,
  59. Agents = 13,
  60. ChildAgents = 14,
  61. ActiveScripts = 15,
  62. ScriptLinesPerSecond = 16,
  63. InPacketsPerSecond = 17,
  64. OutPacketsPerSecond = 18,
  65. PendingDownloads = 19,
  66. PendingUploads = 20,
  67. UnAckedBytes = 24,
  68. }
  69. // Sending a stats update every 3 seconds
  70. private int statsUpdatesEveryMS = 3000;
  71. private float statsUpdateFactor = 0;
  72. private float m_timeDilation = 0;
  73. private int m_fps = 0;
  74. // saved last reported value so there is something available for llGetRegionFPS
  75. private float lastReportedSimFPS = 0;
  76. private float m_pfps = 0;
  77. private int m_agentUpdates = 0;
  78. private int m_frameMS = 0;
  79. private int m_netMS = 0;
  80. private int m_agentMS = 0;
  81. private int m_physicsMS = 0;
  82. private int m_imageMS = 0;
  83. private int m_otherMS = 0;
  84. //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
  85. //Ckrinke private int m_scriptMS = 0;
  86. private int m_rootAgents = 0;
  87. private int m_childAgents = 0;
  88. private int m_numPrim = 0;
  89. private int m_inPacketsPerSecond = 0;
  90. private int m_outPacketsPerSecond = 0;
  91. private int m_activePrim = 0;
  92. private int m_unAckedBytes = 0;
  93. private int m_pendingDownloads = 0;
  94. private int m_pendingUploads = 0;
  95. private int m_activeScripts = 0;
  96. private int m_scriptLinesPerSecond = 0;
  97. private int objectCapacity = 45000;
  98. private Scene m_scene;
  99. private RegionInfo ReportingRegion;
  100. private Timer m_report = new Timer();
  101. public SimStatsReporter(Scene scene)
  102. {
  103. statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
  104. m_scene = scene;
  105. ReportingRegion = scene.RegionInfo;
  106. m_report.AutoReset = true;
  107. m_report.Interval = statsUpdatesEveryMS;
  108. m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
  109. m_report.Enabled = true;
  110. if (StatsManager.SimExtraStats != null)
  111. OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
  112. }
  113. public void SetUpdateMS(int ms)
  114. {
  115. statsUpdatesEveryMS = ms;
  116. statsUpdateFactor = (float)(statsUpdatesEveryMS / 1000);
  117. m_report.Interval = statsUpdatesEveryMS;
  118. }
  119. private void statsHeartBeat(object sender, EventArgs e)
  120. {
  121. SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[21];
  122. SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
  123. // Know what's not thread safe in Mono... modifying timers.
  124. // System.Console.WriteLine("Firing Stats Heart Beat");
  125. lock (m_report)
  126. {
  127. uint regionFlags = 0;
  128. try
  129. {
  130. IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
  131. regionFlags = estateModule != null ? estateModule.GetRegionFlags() : (uint) 0;
  132. }
  133. catch (Exception)
  134. {
  135. // leave region flags at 0
  136. }
  137. #region various statistic googly moogly
  138. // Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there
  139. // 0-50 is pretty close to 0-45
  140. float simfps = (int) ((m_fps * 5));
  141. // save the reported value so there is something available for llGetRegionFPS
  142. lastReportedSimFPS = (float)simfps / statsUpdateFactor;
  143. //if (simfps > 45)
  144. //simfps = simfps - (simfps - 45);
  145. //if (simfps < 0)
  146. //simfps = 0;
  147. //
  148. float physfps = ((m_pfps / 1000));
  149. //if (physfps > 600)
  150. //physfps = physfps - (physfps - 600);
  151. if (physfps < 0)
  152. physfps = 0;
  153. #endregion
  154. //Our time dilation is 0.91 when we're running a full speed,
  155. // therefore to make sure we get an appropriate range,
  156. // we have to factor in our error. (0.10f * statsUpdateFactor)
  157. // multiplies the fix for the error times the amount of times it'll occur a second
  158. // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
  159. // Then we divide the whole amount by the amount of seconds pass in between stats updates.
  160. for (int i = 0; i<21;i++)
  161. {
  162. sb[i] = new SimStatsPacket.StatBlock();
  163. }
  164. sb[0].StatID = (uint) Stats.TimeDilation;
  165. sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
  166. sb[1].StatID = (uint) Stats.SimFPS;
  167. sb[1].StatValue = simfps/statsUpdateFactor;
  168. sb[2].StatID = (uint) Stats.PhysicsFPS;
  169. sb[2].StatValue = physfps / statsUpdateFactor;
  170. sb[3].StatID = (uint) Stats.AgentUpdates;
  171. sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
  172. sb[4].StatID = (uint) Stats.Agents;
  173. sb[4].StatValue = m_rootAgents;
  174. sb[5].StatID = (uint) Stats.ChildAgents;
  175. sb[5].StatValue = m_childAgents;
  176. sb[6].StatID = (uint) Stats.TotalPrim;
  177. sb[6].StatValue = m_numPrim;
  178. sb[7].StatID = (uint) Stats.ActivePrim;
  179. sb[7].StatValue = m_activePrim;
  180. sb[8].StatID = (uint)Stats.FrameMS;
  181. sb[8].StatValue = m_frameMS / statsUpdateFactor;
  182. sb[9].StatID = (uint)Stats.NetMS;
  183. sb[9].StatValue = m_netMS / statsUpdateFactor;
  184. sb[10].StatID = (uint)Stats.PhysicsMS;
  185. sb[10].StatValue = m_physicsMS / statsUpdateFactor;
  186. sb[11].StatID = (uint)Stats.ImageMS ;
  187. sb[11].StatValue = m_imageMS / statsUpdateFactor;
  188. sb[12].StatID = (uint)Stats.OtherMS;
  189. sb[12].StatValue = m_otherMS / statsUpdateFactor;
  190. sb[13].StatID = (uint)Stats.InPacketsPerSecond;
  191. sb[13].StatValue = (m_inPacketsPerSecond);
  192. sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
  193. sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
  194. sb[15].StatID = (uint)Stats.UnAckedBytes;
  195. sb[15].StatValue = m_unAckedBytes;
  196. sb[16].StatID = (uint)Stats.AgentMS;
  197. sb[16].StatValue = m_agentMS / statsUpdateFactor;
  198. sb[17].StatID = (uint)Stats.PendingDownloads;
  199. sb[17].StatValue = m_pendingDownloads;
  200. sb[18].StatID = (uint)Stats.PendingUploads;
  201. sb[18].StatValue = m_pendingUploads;
  202. sb[19].StatID = (uint)Stats.ActiveScripts;
  203. sb[19].StatValue = m_activeScripts;
  204. sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
  205. sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
  206. SimStats simStats
  207. = new SimStats(
  208. ReportingRegion.RegionLocX, ReportingRegion.RegionLocY, regionFlags, (uint)objectCapacity, rb, sb, m_scene.RegionInfo.originRegionID);
  209. handlerSendStatResult = OnSendStatsResult;
  210. if (handlerSendStatResult != null)
  211. {
  212. handlerSendStatResult(simStats);
  213. }
  214. resetvalues();
  215. }
  216. }
  217. private void resetvalues()
  218. {
  219. m_timeDilation = 0;
  220. m_fps = 0;
  221. m_pfps = 0;
  222. m_agentUpdates = 0;
  223. m_inPacketsPerSecond = 0;
  224. m_outPacketsPerSecond = 0;
  225. m_unAckedBytes = 0;
  226. m_scriptLinesPerSecond = 0;
  227. m_frameMS = 0;
  228. m_agentMS = 0;
  229. m_netMS = 0;
  230. m_physicsMS = 0;
  231. m_imageMS = 0;
  232. m_otherMS = 0;
  233. //Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
  234. //Ckrinke m_scriptMS = 0;
  235. }
  236. # region methods called from Scene
  237. // The majority of these functions are additive
  238. // so that you can easily change the amount of
  239. // seconds in between sim stats updates
  240. public void AddTimeDilation(float td)
  241. {
  242. //float tdsetting = td;
  243. //if (tdsetting > 1.0f)
  244. //tdsetting = (tdsetting - (tdsetting - 0.91f));
  245. //if (tdsetting < 0)
  246. //tdsetting = 0.0f;
  247. m_timeDilation = td;
  248. }
  249. public void SetRootAgents(int rootAgents)
  250. {
  251. m_rootAgents = rootAgents;
  252. CheckStatSanity();
  253. }
  254. internal void CheckStatSanity()
  255. {
  256. if (m_rootAgents < 0 || m_childAgents < 0)
  257. {
  258. handlerStatsIncorrect = OnStatsIncorrect;
  259. if (handlerStatsIncorrect != null)
  260. {
  261. handlerStatsIncorrect();
  262. }
  263. }
  264. if (m_rootAgents == 0 && m_childAgents == 0)
  265. {
  266. m_unAckedBytes = 0;
  267. }
  268. }
  269. public void SetChildAgents(int childAgents)
  270. {
  271. m_childAgents = childAgents;
  272. CheckStatSanity();
  273. }
  274. public void SetObjects(int objects)
  275. {
  276. m_numPrim = objects;
  277. }
  278. public void SetActiveObjects(int objects)
  279. {
  280. m_activePrim = objects;
  281. }
  282. public void AddFPS(int frames)
  283. {
  284. m_fps += frames;
  285. }
  286. public void AddPhysicsFPS(float frames)
  287. {
  288. m_pfps += frames;
  289. }
  290. public void AddAgentUpdates(int numUpdates)
  291. {
  292. m_agentUpdates += numUpdates;
  293. }
  294. public void AddInPackets(int numPackets)
  295. {
  296. m_inPacketsPerSecond += numPackets;
  297. }
  298. public void AddOutPackets(int numPackets)
  299. {
  300. m_outPacketsPerSecond += numPackets;
  301. }
  302. public void AddunAckedBytes(int numBytes)
  303. {
  304. m_unAckedBytes += numBytes;
  305. if (m_unAckedBytes < 0) m_unAckedBytes = 0;
  306. }
  307. public void addFrameMS(int ms)
  308. {
  309. m_frameMS += ms;
  310. }
  311. public void addNetMS(int ms)
  312. {
  313. m_netMS += ms;
  314. }
  315. public void addAgentMS(int ms)
  316. {
  317. m_agentMS += ms;
  318. }
  319. public void addPhysicsMS(int ms)
  320. {
  321. m_physicsMS += ms;
  322. }
  323. public void addImageMS(int ms)
  324. {
  325. m_imageMS += ms;
  326. }
  327. public void addOtherMS(int ms)
  328. {
  329. m_otherMS += ms;
  330. }
  331. // private static readonly log4net.ILog m_log
  332. // = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
  333. public void addPendingDownload(int count)
  334. {
  335. m_pendingDownloads += count;
  336. if (m_pendingDownloads < 0) m_pendingDownloads = 0;
  337. //m_log.InfoFormat("[stats]: Adding {0} to pending downloads to make {1}", count, m_pendingDownloads);
  338. }
  339. public void addScriptLines(int count)
  340. {
  341. m_scriptLinesPerSecond += count;
  342. }
  343. public void SetActiveScripts(int count)
  344. {
  345. m_activeScripts = count;
  346. }
  347. public void SetObjectCapacity(int objects)
  348. {
  349. objectCapacity = objects;
  350. }
  351. /// <summary>
  352. /// This is for llGetRegionFPS
  353. /// </summary>
  354. public float getLastReportedSimFPS()
  355. {
  356. return lastReportedSimFPS;
  357. }
  358. public void AddPacketsFromClientStats(int inPackets, int outPackets, int unAckedBytes)
  359. {
  360. AddInPackets(inPackets);
  361. AddOutPackets(outPackets);
  362. AddunAckedBytes(unAckedBytes);
  363. }
  364. #endregion
  365. }
  366. }