Example #1
0
 public void RegionLoaded(Scene scene)
 {
     if (!m_Enabled)
     {
         return;
     }
     m_scene = scene;
     BaseRateFramesPerSecond = scene.BaseSimFPS;
     m_statsReporter         = (ISimFrameMonitor)m_scene.RequestModuleInterface <IMonitorModule>().GetMonitor(m_scene.RegionInfo.RegionID.ToString(), "SimFrameStats");
     if (m_statsReporter == null)
     {
         m_log.Warn("[SimProtection]: Cannot be used as SimStatsReporter does not exist.");
         return;
     }
     TimerToCheckHeartbeat          = new Timer();
     TimerToCheckHeartbeat.Interval = TimeBetweenChecks * 1000 * 60;//minutes
     TimerToCheckHeartbeat.Elapsed += OnCheck;
     TimerToCheckHeartbeat.Start();
 }
Example #2
0
 public void RegionLoaded(IScene scene)
 {
     if (!m_Enabled)
     {
         return;
     }
     m_scene = scene;
     BaseRateFramesPerSecond = scene.BaseSimFPS;
     m_statsReporter         = m_scene.RequestModuleInterface <IMonitorModule>().GetMonitor <ISimFrameMonitor>(m_scene);
     if (m_statsReporter == null)
     {
         MainConsole.Instance.Warn("[SimProtection]: Cannot be used as SimStatsReporter does not exist.");
         return;
     }
     TimerToCheckHeartbeat = new Timer {
         Interval = TimeBetweenChecks * 1000 * 60
     };
     //minutes
     TimerToCheckHeartbeat.Elapsed += OnCheck;
     TimerToCheckHeartbeat.Start();
 }
Example #3
0
 public void RegionLoaded (IScene scene)
 {
     if (!m_Enabled)
         return;
     m_scene = scene;
     BaseRateFramesPerSecond = scene.BaseSimFPS;
     m_statsReporter =  (ISimFrameMonitor)m_scene.RequestModuleInterface<IMonitorModule>().GetMonitor(m_scene.RegionInfo.RegionID.ToString(), MonitorModuleHelper.SimFrameStats);
     if (m_statsReporter == null)
     {
         m_log.Warn("[SimProtection]: Cannot be used as SimStatsReporter does not exist.");
         return;
     }
     TimerToCheckHeartbeat = new Timer();
     TimerToCheckHeartbeat.Interval = TimeBetweenChecks * 1000 * 60;//minutes
     TimerToCheckHeartbeat.Elapsed += OnCheck;
     TimerToCheckHeartbeat.Start();
 }
Example #4
0
        private bool Update()
        {
            IMonitorModule         monitorModule     = RequestModuleInterface <IMonitorModule>();
            ISimFrameMonitor       simFrameMonitor   = monitorModule.GetMonitor <ISimFrameMonitor>(this);
            ITotalFrameTimeMonitor totalFrameMonitor = monitorModule.GetMonitor <ITotalFrameTimeMonitor>(this);
            ILastFrameTimeMonitor  lastFrameMonitor  = monitorModule.GetMonitor <ILastFrameTimeMonitor>(this);
            IOtherFrameMonitor     otherFrameMonitor = monitorModule.GetMonitor <IOtherFrameMonitor>(this);
            ISleepFrameMonitor     sleepFrameMonitor = monitorModule.GetMonitor <ISleepFrameMonitor>(this);

            while (true)
            {
                if (!ShouldRunHeartbeat) //If we arn't supposed to be running, kill ourselves
                {
                    return(false);
                }

                int maintc             = Util.EnvironmentTickCount();
                int BeginningFrameTime = maintc;
                // Increment the frame counter
                ++m_frame;

                try
                {
                    int OtherFrameTime = Util.EnvironmentTickCount();
                    if (m_frame % m_update_coarse_locations == 0)
                    {
                        List <Vector3> coarseLocations;
                        List <UUID>    avatarUUIDs;
                        if (SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60))
                        {
                            // Send coarse locations to clients
                            foreach (IScenePresence presence in GetScenePresences())
                            {
                                presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
                            }
                        }
                    }

                    if (m_frame % m_update_entities == 0)
                    {
                        m_sceneGraph.UpdateEntities();
                    }

                    Action[] events;
                    lock (m_events)
                    {
                        events = new Action[m_events.Count];
                        m_events.CopyTo(events);
                        m_events.Clear();
                    }
                    foreach (Action h in events)
                    {
                        try
                        {
                            h();
                        }
                        catch
                        {
                        }
                    }

                    if (m_frame % m_update_events == 0)
                    {
                        m_sceneGraph.PhysicsScene.UpdatesLoop();
                    }

                    if (m_frame % m_update_events == 0)
                    {
                        m_eventManager.TriggerOnFrame();
                    }

                    //Now fix the sim stats
                    int MonitorOtherFrameTime     = Util.EnvironmentTickCountSubtract(OtherFrameTime);
                    int MonitorLastCompletedFrame = Util.EnvironmentTickCount();

                    simFrameMonitor.AddFPS(1);
                    lastFrameMonitor.SetValue(MonitorLastCompletedFrame);
                    otherFrameMonitor.AddTime(MonitorOtherFrameTime);
                }
                catch (Exception e)
                {
                    MainConsole.Instance.Error("[REGION]: Failed with exception " + e + " in region: " +
                                               RegionInfo.RegionName);
                    return(true);
                }

                //Get the time between beginning and end
                maintc = Util.EnvironmentTickCountSubtract(BeginningFrameTime);
                //Beginning + (time between beginning and end) = end
                int MonitorEndFrameTime = BeginningFrameTime + maintc;

                int getSleepTime = GetHeartbeatSleepTime(maintc, false);
                if (getSleepTime > 0)
                {
                    Thread.Sleep(getSleepTime);
                }

                if (sleepFrameMonitor != null)
                {
                    sleepFrameMonitor.AddTime(maintc);
                    totalFrameMonitor.AddFrameTime(MonitorEndFrameTime);
                }
            }
        }
            /// <summary>
            ///     This is called by a timer and makes a SimStats class of the current stats that we have in this simulator.
            ///     It then sends the packet to the client and triggers the events to tell followers about the updated stats
            ///     and updates the LastSet* values for monitors.
            /// </summary>
            /// <param name="sender"></param>
            /// <param name="e"></param>
            private void statsHeartBeat(object sender, EventArgs e)
            {
                if (m_currentScene.PhysicsScene == null)
                {
                    return;
                }
                m_report.Stop();
                if (rb == null)
                {
                    buildInitialRegionBlock();
                }

                // Know what's not thread safe in Mono... modifying timers.
                lock (m_report)
                {
                    ISimFrameMonitor           simFrameMonitor         = GetMonitor <ISimFrameMonitor>();
                    ITimeDilationMonitor       timeDilationMonitor     = GetMonitor <ITimeDilationMonitor>();
                    ITotalFrameTimeMonitor     totalFrameMonitor       = GetMonitor <ITotalFrameTimeMonitor>();
                    ISleepFrameMonitor         sleepFrameMonitor       = GetMonitor <ISleepFrameMonitor>();
                    IOtherFrameMonitor         otherFrameMonitor       = GetMonitor <IOtherFrameMonitor>();
                    IPhysicsFrameMonitor       physicsFrameMonitor     = GetMonitor <IPhysicsFrameMonitor>();
                    IPhysicsSyncFrameMonitor   physicsSyncFrameMonitor = GetMonitor <IPhysicsSyncFrameMonitor>();
                    IPhysicsUpdateFrameMonitor physicsTimeFrameMonitor = GetMonitor <IPhysicsUpdateFrameMonitor>();
                    IAgentUpdateMonitor        agentUpdateFrameMonitor = GetMonitor <IAgentUpdateMonitor>();
                    INetworkMonitor            networkMonitor          = GetMonitor <INetworkMonitor>();
                    IImageFrameTimeMonitor     imagesMonitor           = GetMonitor <IImageFrameTimeMonitor>();
                    IScriptFrameTimeMonitor    scriptMonitor           = GetMonitor <IScriptFrameTimeMonitor>();
                    IScriptCountMonitor        totalScriptMonitor      = GetMonitor <IScriptCountMonitor>();

                    #region various statistic googly moogly

                    float simfps = simFrameMonitor.SimFPS / statsUpdateFactor;
                    // save the reported value so there is something available for llGetRegionFPS
                    simFrameMonitor.LastReportedSimFPS = simfps;

                    float physfps = physicsFrameMonitor.PhysicsFPS / statsUpdateFactor;
                    physicsFrameMonitor.LastReportedPhysicsFPS = physfps;
                    //Update the time dilation with the newest physicsFPS
                    timeDilationMonitor.SetPhysicsFPS(physfps);

                    #endregion

                    #region Add the stats packets

                    //Some info on this packet http://wiki.secondlife.com/wiki/Statistics_Bar_Guide

                    sb[0].StatID    = (uint)Stats.TimeDilation;
                    sb[0].StatValue = (float)timeDilationMonitor.GetValue();

                    sb[1].StatID    = (uint)Stats.FPS;
                    sb[1].StatValue = simfps;

                    float realsimfps = simfps * 2;

                    sb[2].StatID    = (uint)Stats.PhysFPS;
                    sb[2].StatValue = physfps;

                    sb[3].StatID    = (uint)Stats.AgentUpdates;
                    sb[3].StatValue = (agentUpdateFrameMonitor.AgentUpdates / realsimfps);

                    sb[4].StatID = (uint)Stats.FrameMS;
                    float TotalFrames = (float)(totalFrameMonitor.GetValue() / realsimfps);
                    sb[4].StatValue = TotalFrames;

                    sb[5].StatID    = (uint)Stats.NetMS;
                    sb[5].StatValue = 0; //TODO: Implement this

                    sb[6].StatID = (uint)Stats.SimOtherMS;
                    float otherMS = (float)(otherFrameMonitor.GetValue() / realsimfps);
                    sb[6].StatValue = otherMS;

                    sb[7].StatID = (uint)Stats.SimPhysicsMS;
                    float PhysicsMS = (float)(physicsTimeFrameMonitor.GetValue() / realsimfps);
                    sb[7].StatValue = PhysicsMS;

                    sb[8].StatID    = (uint)Stats.AgentMS;
                    sb[8].StatValue = (agentUpdateFrameMonitor.AgentFrameTime / realsimfps);

                    sb[9].StatID = (uint)Stats.ImagesMS;
                    float imageMS = (float)(imagesMonitor.GetValue() / realsimfps);
                    sb[9].StatValue = imageMS;

                    sb[10].StatID = (uint)Stats.ScriptMS;
                    float ScriptMS = (float)(scriptMonitor.GetValue() / realsimfps);
                    sb[10].StatValue = ScriptMS;

                    sb[11].StatID = (uint)Stats.TotalObjects;
                    sb[12].StatID = (uint)Stats.ActiveObjects;
                    sb[13].StatID = (uint)Stats.NumAgentMain;
                    sb[14].StatID = (uint)Stats.NumAgentChild;

                    IEntityCountModule entityCountModule = m_currentScene.RequestModuleInterface <IEntityCountModule>();
                    if (entityCountModule != null)
                    {
                        sb[11].StatValue = entityCountModule.Objects;

                        sb[12].StatValue = entityCountModule.ActiveObjects;

                        sb[13].StatValue = entityCountModule.RootAgents;

                        sb[14].StatValue = entityCountModule.ChildAgents;
                    }

                    sb[15].StatID    = (uint)Stats.NumScriptActive;
                    sb[15].StatValue = totalScriptMonitor.ActiveScripts;

                    sb[16].StatID    = (uint)Stats.LSLIPS;
                    sb[16].StatValue = 0; //This isn't used anymore, and has been superseeded by LSLEPS

                    sb[17].StatID    = (uint)Stats.InPPS;
                    sb[17].StatValue = (networkMonitor.InPacketsPerSecond / statsUpdateFactor);

                    sb[18].StatID    = (uint)Stats.OutPPS;
                    sb[18].StatValue = (networkMonitor.OutPacketsPerSecond / statsUpdateFactor);

                    sb[19].StatID    = (uint)Stats.PendingDownloads;
                    sb[19].StatValue = (networkMonitor.PendingDownloads);

                    sb[20].StatID    = (uint)Stats.PendingUploads;
                    sb[20].StatValue = (networkMonitor.PendingUploads);

                    //21 and 22 are forced to the GC memory as they WILL make memory usage go up rapidly otherwise!
                    sb[21].StatID    = (uint)Stats.VirtualSizeKB;
                    sb[21].StatValue = GC.GetTotalMemory(false) / 1024;
                    // System.Diagnostics.Process.GetCurrentProcess().WorkingSet64 / (1024);

                    sb[22].StatID    = (uint)Stats.ResidentSizeKB;
                    sb[22].StatValue = GC.GetTotalMemory(false) / 1024;
                    //(float)System.Diagnostics.Process.GetCurrentProcess().PrivateMemorySize64 / (1024);

                    sb[23].StatID    = (uint)Stats.PendingLocalUploads;
                    sb[23].StatValue = (networkMonitor.PendingUploads / statsUpdateFactor);

                    sb[24].StatID    = (uint)Stats.TotalUnackedBytes;
                    sb[24].StatValue = (networkMonitor.UnackedBytes);

                    sb[25].StatID    = (uint)Stats.PhysicsPinnedTasks;
                    sb[25].StatValue = 0;

                    sb[26].StatID    = (uint)Stats.PhysicsLODTasks;
                    sb[26].StatValue = 0;

                    sb[27].StatID    = (uint)Stats.SimPhysicsStepMS;
                    sb[27].StatValue = m_currentScene.PhysicsScene.StepTime;

                    sb[28].StatID    = (uint)Stats.SimPhysicsShape;
                    sb[28].StatValue = 0;

                    sb[29].StatID    = (uint)Stats.SimPhysicsOtherMS;
                    sb[29].StatValue = (float)(physicsSyncFrameMonitor.GetValue() / realsimfps);

                    sb[30].StatID    = (uint)Stats.SimPhysicsMemory;
                    sb[30].StatValue = 0;

                    sb[31].StatID    = (uint)Stats.ScriptEPS;
                    sb[31].StatValue = totalScriptMonitor.ScriptEPS / statsUpdateFactor;

                    sb[32].StatID = (uint)Stats.SimSpareTime;
                    //Spare time is the total time minus the stats that are in the same category in the client
                    // It is the sleep time, physics step, update physics shape, physics other, and pumpI0.
                    // Note: take out agent Update and script time for now, as they are not a part of the heartbeat right now and will mess this calc up
                    float SpareTime = TotalFrames - (
                        /*NetMS + */ PhysicsMS + otherMS + imageMS);
//                         + /*(agentUpdateFrameMonitor.AgentFrameTime / statsUpdateFactor) +*/
//                        (imagesMonitor.GetValue() / statsUpdateFactor) /* + ScriptMS*/));

                    sb[32].StatValue = SpareTime;

                    sb[33].StatID    = (uint)Stats.SimSleepTime;
                    sb[33].StatValue = (float)(sleepFrameMonitor.GetValue() / realsimfps);

                    sb[34].StatID    = (uint)Stats.IOPumpTime;
                    sb[34].StatValue = 0; //TODO: implement this

                    #endregion

                    for (int i = 0; i < sb.Length; i++)
                    {
                        if (float.IsInfinity(sb[i].StatValue) ||
                            float.IsNaN(sb[i].StatValue))
                        {
                            sb[i].StatValue = 0; //Don't send huge values
                        }
                        lastReportedSimStats[i] = sb[i].StatValue;
                    }

                    SimStats simStats
                        = new SimStats(rb, sb, m_currentScene.RegionInfo.RegionID);

                    //Fire the event and tell followers about the new stats
                    m_module.SendStatsResults(simStats);

                    //Tell all the scene presences about the new stats
                    foreach (IScenePresence agent in m_currentScene.GetScenePresences().Where(agent => !agent.IsChildAgent))
                    {
                        agent.ControllingClient.SendSimStats(simStats);
                    }

                    //Now fix any values that require reseting
                    ResetValues();
                }
                m_report.Start();
            }
 public void RegionLoaded(IScene scene)
 {
     if (!m_Enabled)
         return;
     m_scene = scene;
     BaseRateFramesPerSecond = scene.BaseSimFPS;
     m_statsReporter = m_scene.RequestModuleInterface<IMonitorModule>().GetMonitor<ISimFrameMonitor>(m_scene);
     if (m_statsReporter == null)
     {
         MainConsole.Instance.Warn("[SimProtection]: Cannot be used as SimStatsReporter does not exist.");
         return;
     }
     TimerToCheckHeartbeat = new Timer {Interval = TimeBetweenChecks*1000*60};
     //minutes
     TimerToCheckHeartbeat.Elapsed += OnCheck;
     TimerToCheckHeartbeat.Start();
 }
Example #7
0
        void Heartbeat()
        {
            IMonitorModule             monitorModule           = RequestModuleInterface <IMonitorModule>();
            ISimFrameMonitor           simFrameMonitor         = monitorModule.GetMonitor <ISimFrameMonitor>(this);
            ITotalFrameTimeMonitor     totalFrameMonitor       = monitorModule.GetMonitor <ITotalFrameTimeMonitor>(this);
            ILastFrameTimeMonitor      lastFrameMonitor        = monitorModule.GetMonitor <ILastFrameTimeMonitor>(this);
            IOtherFrameMonitor         otherFrameMonitor       = monitorModule.GetMonitor <IOtherFrameMonitor>(this);
            ISleepFrameMonitor         sleepFrameMonitor       = monitorModule.GetMonitor <ISleepFrameMonitor>(this);
            IPhysicsFrameMonitor       physicsFrameMonitor     = monitorModule.GetMonitor <IPhysicsFrameMonitor>(this);
            IPhysicsUpdateFrameMonitor physicsFrameTimeMonitor = monitorModule.GetMonitor <IPhysicsUpdateFrameMonitor>(this);

            IPhysicsMonitor    physicsMonitor  = RequestModuleInterface <IPhysicsMonitor>();
            ILLClientInventory inventoryModule = RequestModuleInterface <ILLClientInventory>();

            while (true)
            {
                if (!ShouldRunHeartbeat) //If we aren't supposed to be running, kill ourselves
                {
                    return;
                }

                int maintc             = Util.EnvironmentTickCount();
                int BeginningFrameTime = maintc;
                // Increment the frame counter
                ++Frame;

                try
                {
                    int            OtherFrameTime = Util.EnvironmentTickCount();
                    ISceneEntity[] entities       = null;
                    lock (PhysicsReturns)
                    {
                        if (PhysicsReturns.Count != 0)
                        {
                            entities = PhysicsReturns.ToArray();
                            PhysicsReturns.Clear();
                        }
                    }
                    if (entities != null && inventoryModule != null)
                    {
                        inventoryModule.ReturnObjects(entities, UUID.Zero);
                    }

                    if (Frame % m_update_entities == 0)
                    {
                        m_sceneGraph.UpdateEntities();
                    }

                    if (Frame % m_update_events == 0)
                    {
                        m_sceneGraph.PhysicsScene.UpdatesLoop();
                    }

                    if (Frame % m_update_events == 0)
                    {
                        m_eventManager.TriggerOnFrame();
                    }

                    if (Frame % m_update_coarse_locations == 0)
                    {
                        List <Vector3> coarseLocations;
                        List <UUID>    avatarUUIDs;
                        if (SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60))
                        {
                            // Send coarse locations to clients
                            foreach (IScenePresence presence in GetScenePresences())
                            {
                                presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
                            }
                        }
                    }

                    int PhysicsUpdateTime = Util.EnvironmentTickCount();

                    if (Frame % m_update_physics == 0)
                    {
                        TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastphysupdate;
                        if (!RegionInfo.RegionSettings.DisablePhysics &&
                            ApproxEquals((float)SinceLastFrame.TotalMilliseconds,
                                         m_updatetimespan, 3))
                        {
                            m_sceneGraph.UpdatePreparePhysics();
                            m_sceneGraph.UpdatePhysics((float)SinceLastFrame.TotalSeconds);
                            m_lastphysupdate = DateTime.UtcNow;
                            int MonitorPhysicsUpdateTime = Util.EnvironmentTickCountSubtract(PhysicsUpdateTime);

                            if (MonitorPhysicsUpdateTime != 0)
                            {
                                if (physicsFrameTimeMonitor != null)
                                {
                                    physicsFrameTimeMonitor.AddTime(MonitorPhysicsUpdateTime);
                                }
                                if (physicsMonitor != null)
                                {
                                    physicsMonitor.AddPhysicsStats(RegionInfo.RegionID, PhysicsScene);
                                }
                                if (m_lastPhysicsChange != RegionInfo.RegionSettings.DisablePhysics)
                                {
                                    StartPhysicsScene();
                                }
                            }
                            if (physicsFrameMonitor != null)
                            {
                                physicsFrameMonitor.AddFPS(1);
                            }
                        }
                        else if (m_lastPhysicsChange != RegionInfo.RegionSettings.DisablePhysics)
                        {
                            StopPhysicsScene();
                        }
                        m_lastPhysicsChange = RegionInfo.RegionSettings.DisablePhysics;
                    }

                    //Now fix the sim stats
                    int MonitorOtherFrameTime     = Util.EnvironmentTickCountSubtract(OtherFrameTime);
                    int MonitorLastCompletedFrame = Util.EnvironmentTickCount();

                    simFrameMonitor.AddFPS(1);
                    lastFrameMonitor.SetValue(MonitorLastCompletedFrame);
                    otherFrameMonitor.AddTime(MonitorOtherFrameTime);
                }
                catch (Exception e)
                {
                    MainConsole.Instance.Error("[Scene]: Failed with exception " + e + " in region: " +
                                               RegionInfo.RegionName);
                    return;
                }

                //Get the time between beginning and end
                maintc = Util.EnvironmentTickCountSubtract(BeginningFrameTime);
                //Beginning + (time between beginning and end) = end
                int MonitorEndFrameTime = BeginningFrameTime + maintc;

                int getSleepTime = GetHeartbeatSleepTime(maintc);
                if (getSleepTime > 0)
                {
                    Thread.Sleep(getSleepTime);
                }

                if (sleepFrameMonitor != null)
                {
                    sleepFrameMonitor.AddTime(getSleepTime);
                    totalFrameMonitor.AddFrameTime(MonitorEndFrameTime);
                }
            }
        }
Example #8
0
        private bool Update()
        {
            if (!ShouldRunHeartbeat) //If we arn't supposed to be running, kill ourselves
            {
                return(false);
            }

            ISimFrameMonitor       simFrameMonitor         = (ISimFrameMonitor)RequestModuleInterface <IMonitorModule>().GetMonitor(RegionInfo.RegionID.ToString(), "SimFrameStats");
            ITotalFrameTimeMonitor totalFrameMonitor       = (ITotalFrameTimeMonitor)RequestModuleInterface <IMonitorModule>().GetMonitor(RegionInfo.RegionID.ToString(), "Total Frame Time");
            ISetMonitor            lastFrameMonitor        = (ISetMonitor)RequestModuleInterface <IMonitorModule>().GetMonitor(RegionInfo.RegionID.ToString(), "Last Completed Frame At");
            ITimeMonitor           otherFrameMonitor       = (ITimeMonitor)RequestModuleInterface <IMonitorModule>().GetMonitor(RegionInfo.RegionID.ToString(), "Other Frame Time");
            ITimeMonitor           sleepFrameMonitor       = (ITimeMonitor)RequestModuleInterface <IMonitorModule>().GetMonitor(RegionInfo.RegionID.ToString(), "Sleep Frame Time");
            IPhysicsFrameMonitor   physicsFrameMonitor     = (IPhysicsFrameMonitor)RequestModuleInterface <IMonitorModule>().GetMonitor(RegionInfo.RegionID.ToString(), "Total Physics Frame Time");
            ITimeMonitor           physicsSyncFrameMonitor = (ITimeMonitor)RequestModuleInterface <IMonitorModule>().GetMonitor(RegionInfo.RegionID.ToString(), "Physics Sync Frame Time");
            ITimeMonitor           physicsFrameTimeMonitor = (ITimeMonitor)RequestModuleInterface <IMonitorModule>().GetMonitor(RegionInfo.RegionID.ToString(), "Physics Update Frame Time");
            int maintc             = Util.EnvironmentTickCount();
            int BeginningFrameTime = maintc;

            // Increment the frame counter
            ++m_frame;

            try
            {
                int OtherFrameTime = Util.EnvironmentTickCount();
                if (PhysicsReturns.Count != 0)
                {
                    lock (PhysicsReturns)
                    {
                        ILLClientInventory inventoryModule = RequestModuleInterface <ILLClientInventory>();
                        if (inventoryModule != null)
                        {
                            inventoryModule.ReturnObjects(PhysicsReturns.ToArray(), UUID.Zero);
                        }
                        PhysicsReturns.Clear();
                    }
                }
                if (m_frame % m_update_coarse_locations == 0)
                {
                    List <Vector3> coarseLocations;
                    List <UUID>    avatarUUIDs;
                    SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
                    // Send coarse locations to clients
                    foreach (IScenePresence presence in GetScenePresences())
                    {
                        presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
                    }
                }

                if (m_frame % m_update_entities == 0)
                {
                    m_sceneGraph.UpdateEntities();
                }

                if (m_frame % m_update_events == 0)
                {
                    m_eventManager.TriggerOnFrame();
                }

                int      PhysicsSyncTime = Util.EnvironmentTickCount();
                TimeSpan SinceLastFrame  = DateTime.UtcNow - m_lastphysupdate;

                if ((m_frame % m_update_physics == 0) && !RegionInfo.RegionSettings.DisablePhysics)
                {
                    m_sceneGraph.UpdatePreparePhysics();
                }

                int MonitorPhysicsSyncTime = Util.EnvironmentTickCountSubtract(PhysicsSyncTime);

                int PhysicsUpdateTime = Util.EnvironmentTickCount();

                if (m_frame % m_update_physics == 0)
                {
                    if (!RegionInfo.RegionSettings.DisablePhysics && SinceLastFrame.TotalSeconds > m_physicstimespan)
                    {
                        m_sceneGraph.UpdatePhysics(SinceLastFrame.TotalSeconds);
                        m_lastphysupdate = DateTime.UtcNow;
                    }
                }

                int MonitorPhysicsUpdateTime = Util.EnvironmentTickCountSubtract(PhysicsUpdateTime) + MonitorPhysicsSyncTime;

                physicsFrameTimeMonitor.AddTime(MonitorPhysicsUpdateTime);
                physicsFrameMonitor.AddFPS(1);
                physicsSyncFrameMonitor.AddTime(MonitorPhysicsSyncTime);

                IPhysicsMonitor monitor = RequestModuleInterface <IPhysicsMonitor>();
                if (monitor != null)
                {
                    monitor.AddPhysicsStats(RegionInfo.RegionID, PhysicsScene);
                }

                //Now fix the sim stats
                int MonitorOtherFrameTime     = Util.EnvironmentTickCountSubtract(OtherFrameTime);
                int MonitorLastCompletedFrame = Util.EnvironmentTickCount();

                simFrameMonitor.AddFPS(1);
                lastFrameMonitor.SetValue(MonitorLastCompletedFrame);
                otherFrameMonitor.AddTime(MonitorOtherFrameTime);

                maintc = Util.EnvironmentTickCountSubtract(maintc);
                maintc = (int)(m_updatetimespan * 1000) - maintc;
            }
            catch (Exception e)
            {
                m_log.Error("[REGION]: Failed with exception " + e.ToString() + " in region: " + RegionInfo.RegionName);
                return(true);
            }

            int MonitorEndFrameTime = Util.EnvironmentTickCountSubtract(BeginningFrameTime) + maintc;

            if (maintc > 0)
            {
                Thread.Sleep(maintc);
            }

            sleepFrameMonitor.AddTime(maintc);

            totalFrameMonitor.AddFrameTime(MonitorEndFrameTime);
            return(true);
        }
Example #9
0
        private bool PhysUpdate()
        {
            IMonitorModule             monitorModule           = RequestModuleInterface <IMonitorModule>();
            ISimFrameMonitor           simFrameMonitor         = monitorModule.GetMonitor <ISimFrameMonitor>();
            ITotalFrameTimeMonitor     totalFrameMonitor       = monitorModule.GetMonitor <ITotalFrameTimeMonitor>();
            ILastFrameTimeMonitor      lastFrameMonitor        = monitorModule.GetMonitor <ILastFrameTimeMonitor>();
            IOtherFrameMonitor         otherFrameMonitor       = monitorModule.GetMonitor <IOtherFrameMonitor>();
            ISleepFrameMonitor         sleepFrameMonitor       = monitorModule.GetMonitor <ISleepFrameMonitor>();
            IPhysicsFrameMonitor       physicsFrameMonitor     = monitorModule.GetMonitor <IPhysicsFrameMonitor>();
            IPhysicsUpdateFrameMonitor physicsFrameTimeMonitor = monitorModule.GetMonitor <IPhysicsUpdateFrameMonitor>();

            IPhysicsMonitor    monitor2        = RequestModuleInterface <IPhysicsMonitor>();
            ILLClientInventory inventoryModule = RequestModuleInterface <ILLClientInventory>();

            while (true)
            {
                if (!ShouldRunHeartbeat) //If we arn't supposed to be running, kill ourselves
                {
                    return(false);
                }
                int maintc             = Util.EnvironmentTickCount();
                int BeginningFrameTime = maintc;

                ISceneEntity[] entities = null;
                lock (PhysicsReturns)
                {
                    if (PhysicsReturns.Count != 0)
                    {
                        entities = PhysicsReturns.ToArray();
                        PhysicsReturns.Clear();
                    }
                }
                if (entities != null && inventoryModule != null)
                {
                    inventoryModule.ReturnObjects(entities, UUID.Zero);
                }

                int PhysicsUpdateTime = Util.EnvironmentTickCount();

                if (m_frame % m_update_physics == 0)
                {
                    TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastphysupdate;
                    if (!RegionInfo.RegionSettings.DisablePhysics &&
                        ApproxEquals((float)SinceLastFrame.TotalMilliseconds,
                                     m_updatetimespan, 3))
                    {
                        m_sceneGraph.UpdatePreparePhysics();
                        m_sceneGraph.UpdatePhysics((float)SinceLastFrame.TotalSeconds);
                        m_lastphysupdate = DateTime.UtcNow;
                        int MonitorPhysicsUpdateTime = Util.EnvironmentTickCountSubtract(PhysicsUpdateTime);

                        if (MonitorPhysicsUpdateTime != 0)
                        {
                            if (physicsFrameTimeMonitor != null)
                            {
                                physicsFrameTimeMonitor.AddTime(MonitorPhysicsUpdateTime);
                            }
                            if (monitor2 != null)
                            {
                                monitor2.AddPhysicsStats(RegionInfo.RegionID, PhysicsScene);
                            }
                            if (m_lastPhysicsChange != RegionInfo.RegionSettings.DisablePhysics)
                            {
                                StartPhysicsScene();
                            }
                        }
                        if (physicsFrameMonitor != null)
                        {
                            physicsFrameMonitor.AddFPS(1);
                        }
                    }
                    else if (m_lastPhysicsChange != RegionInfo.RegionSettings.DisablePhysics)
                    {
                        StopPhysicsScene();
                    }
                    m_lastPhysicsChange = RegionInfo.RegionSettings.DisablePhysics;
                }

                //Get the time between beginning and end
                maintc = Util.EnvironmentTickCountSubtract(BeginningFrameTime);
                if (maintc == 0)
                {
                    continue;
                }
                int getSleepTime = GetHeartbeatSleepTime(maintc, true);
                if (getSleepTime > 0)
                {
                    Thread.Sleep(getSleepTime);
                }
            }
        }