Exemplo n.º 1
0
        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);
            }
        }
Exemplo n.º 2
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();
            }
Exemplo n.º 3
0
        /// <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));
                }
            }
        }