public void CmdHandlerQueue() { if (m_ScriptEngine.Scene == null) { Interlocked.Exchange(ref CmdHandlerQueueIsRunning, 0); return; } Interlocked.Exchange(ref CmdHandlerQueueIsRunning, 1); IMonitorModule module = m_ScriptEngine.Scene.RequestModuleInterface <IMonitorModule>(); int StartTime = Util.EnvironmentTickCount(); if (!Started) //Break early { Interlocked.Exchange(ref CmdHandlerQueueIsRunning, 0); return; } if (m_ScriptEngine.ConsoleDisabled || m_ScriptEngine.Disabled || !m_ScriptEngine.Scene.ShouldRunHeartbeat) { Interlocked.Exchange(ref CmdHandlerQueueIsRunning, 0); return; } //Check timers, etc bool didAnything = false; try { didAnything = m_ScriptEngine.DoOneScriptPluginPass(); } catch (Exception ex) { MainConsole.Instance.WarnFormat("[{0}]: Error in CmdHandlerPass, {1}", m_ScriptEngine.ScriptEngineName, ex); } if (module != null) { IScriptFrameTimeMonitor scriptMonitor = module.GetMonitor <IScriptFrameTimeMonitor>(m_ScriptEngine.Scene); if (scriptMonitor != null) { scriptMonitor.AddTime(Util.EnvironmentTickCountSubtract(StartTime)); } } if (didAnything) //If we did something, run us again soon { cmdThreadpool.QueueEvent(CmdHandlerQueue, 2); } else { Interlocked.Exchange(ref CmdHandlerQueueIsRunning, 0); } }
/// <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(); }
/// <summary> /// This loop deals with starting and stoping scripts /// </summary> /// <returns></returns> public void ScriptChangeQueue() { if (m_ScriptEngine.Scene == null) { return; } IMonitorModule module = m_ScriptEngine.Scene.RequestModuleInterface <IMonitorModule>(); int StartTime = Util.EnvironmentTickCount(); if (!Started) //Break early { return; } if (m_ScriptEngine.ConsoleDisabled || m_ScriptEngine.Disabled || !m_ScriptEngine.Scene.ShouldRunHeartbeat) { return; } ScriptChangeIsRunning = true; object oitems; bool broken = false; for (int i = 0; i < 5; i++) { if (LUQueue.GetNext(out oitems)) { StartScripts(oitems as LUStruct[]); } else { //None left, stop looping broken = true; break; } } if (!broken) { scriptChangeThreadpool.QueueEvent(ScriptChangeQueue, 2); //Requeue us, still more to do return; } if (!FiredStartupEvent) { //If we are empty, we are all done with script startup and can tell the region that we are all done if (LUQueue.Count() == 0) { FiredStartupEvent = true; m_ScriptEngine.Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptEngine.ScriptFailCount, m_ScriptEngine.ScriptErrorMessages); m_ScriptEngine.Scene.EventManager.TriggerModuleFinishedStartup("ScriptEngine", new List <string> { m_ScriptEngine.ScriptFailCount.ToString(), m_ScriptEngine.ScriptErrorMessages }); //Tell that we are done } } ScriptChangeIsRunning = false; Thread.Sleep(20); if (module != null) { IScriptFrameTimeMonitor scriptMonitor = module.GetMonitor <IScriptFrameTimeMonitor>(m_ScriptEngine.Scene); if (scriptMonitor != null) { scriptMonitor.AddTime(Util.EnvironmentTickCountSubtract(StartTime)); } } }