Exemplo n.º 1
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>
            protected void statsHeartBeat(object sender, EventArgs e)
            {
                lock (m_report)
                    m_report.Stop();
                if (rb == null)
                {
                    buildInitialRegionBlock();
                }

                // Know what's not thread safe in Mono... modifying timers.
                lock (m_report)
                {
                    ISimFrameMonitor     simFrameMonitor     = (ISimFrameMonitor)GetMonitor(MonitorModuleHelper.SimFrameStats);
                    ITimeDilationMonitor timeDilationMonitor =
                        (ITimeDilationMonitor)GetMonitor(MonitorModuleHelper.TimeDilation);
                    ITotalFrameTimeMonitor totalFrameMonitor =
                        (ITotalFrameTimeMonitor)GetMonitor(MonitorModuleHelper.TotalFrameTime);
                    ITimeMonitor         sleepFrameMonitor   = (ITimeMonitor)GetMonitor(MonitorModuleHelper.SleepFrameTime);
                    ITimeMonitor         otherFrameMonitor   = (ITimeMonitor)GetMonitor(MonitorModuleHelper.OtherFrameTime);
                    IPhysicsFrameMonitor physicsFrameMonitor =
                        (IPhysicsFrameMonitor)GetMonitor(MonitorModuleHelper.TotalPhysicsFrameTime);
                    ITimeMonitor physicsSyncFrameMonitor =
                        (ITimeMonitor)GetMonitor(MonitorModuleHelper.PhysicsSyncFrameTime);
                    ITimeMonitor physicsTimeFrameMonitor =
                        (ITimeMonitor)GetMonitor(MonitorModuleHelper.PhysicsUpdateFrameTime);
                    IAgentUpdateMonitor agentUpdateFrameMonitor =
                        (IAgentUpdateMonitor)GetMonitor(MonitorModuleHelper.AgentUpdateCount);
                    INetworkMonitor     networkMonitor     = (INetworkMonitor)GetMonitor(MonitorModuleHelper.NetworkMonitor);
                    IMonitor            imagesMonitor      = GetMonitor(MonitorModuleHelper.ImagesFrameTime);
                    ITimeMonitor        scriptMonitor      = (ITimeMonitor)GetMonitor(MonitorModuleHelper.ScriptFrameTime);
                    IScriptCountMonitor totalScriptMonitor =
                        (IScriptCountMonitor)GetMonitor(MonitorModuleHelper.TotalScriptCount);

                    #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
#if (!ISWIN)
                    foreach (IScenePresence agent in m_currentScene.GetScenePresences())
                    {
                        if (!agent.IsChildAgent)
                        {
                            agent.ControllingClient.SendSimStats(simStats);
                        }
                    }
#else
                    foreach (IScenePresence agent in m_currentScene.GetScenePresences().Where(agent => !agent.IsChildAgent))
                    {
                        agent.ControllingClient.SendSimStats(simStats);
                    }
#endif
                    //Now fix any values that require reseting
                    ResetValues();
                }
                lock (m_report)
                    m_report.Start();
            }