public bool ProcessImageQueue(int packetsToSend) { int StartTime = Util.EnvironmentTickCount(); int packetsSent = 0; while (packetsSent < packetsToSend) { J2KImage image = GetHighestPriorityImage(); // If null was returned, the texture priority queue is currently empty if (image == null) { return(false); } if (image.IsDecoded) { int sent; bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent); packetsSent += sent; // If the send is complete, destroy any knowledge of this transfer if (imageDone) { RemoveImageFromQueue(image); } } else { // TODO: This is a limitation of how LLImageManager is currently // written. Undecoded textures should not be going into the priority // queue, because a high priority undecoded texture will clog up the // pipeline for a client return(true); } } int EndTime = Util.EnvironmentTickCountSubtract(StartTime); IMonitorModule module = m_client.Scene.RequestModuleInterface <IMonitorModule>(); if (module != null) { IImageFrameTimeMonitor monitor = (IImageFrameTimeMonitor)module.GetMonitor(m_client.Scene.RegionInfo.RegionID.ToString(), "Images Frame Time"); monitor.AddImageTime(EndTime); } return(m_priorityQueue.Count > 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(); }
public bool ProcessImageQueue(int packetsToSend) { int StartTime = Util.EnvironmentTickCount(); int packetsSent = 0; List <J2KImage> imagesToReAdd = new List <J2KImage>(); while (packetsSent < packetsToSend) { J2KImage image = GetHighestPriorityImage(); // If null was returned, the texture priority queue is currently empty if (image == null) { break; } //Break so that we add any images back that we might remove because they arn't finished decoding if (image.IsDecoded) { if (image.Layers == null) { //We don't have it, tell the client that it doesn't exist m_client.SendAssetUploadCompleteMessage((sbyte)AssetType.Texture, false, image.TextureID); packetsSent++; } else { int sent; bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent); packetsSent += sent; // If the send is complete, destroy any knowledge of this transfer if (!imageDone) { AddImageToQueue(image); } } } else { //Add it to the other queue and delete it from the top imagesToReAdd.Add(image); packetsSent++; //We tried to send one } } //Add all the ones we removed so that we wouldn't block the queue if (imagesToReAdd.Count != 0) { foreach (J2KImage image in imagesToReAdd) { AddImageToQueue(image); } } int EndTime = Util.EnvironmentTickCountSubtract(StartTime); IMonitorModule module = m_client.Scene.RequestModuleInterface <IMonitorModule>(); if (module != null) { IImageFrameTimeMonitor monitor = module.GetMonitor <IImageFrameTimeMonitor>(m_client.Scene); monitor.AddImageTime(EndTime); } lock (m_syncRoot) return(m_queue.Count > 0); }
public bool ProcessImageQueue(int packetsToSend) { int StartTime = Util.EnvironmentTickCount(); int packetsSent = 0; List <J2KImage> imagesToReAdd = new List <J2KImage>(); while (packetsSent < packetsToSend) { J2KImage image = GetHighestPriorityImage(); // If null was returned, the texture priority queue is currently empty if (image == null) { break; //Break so that we add any images back that we might remove because they arn't finished decoding } if (image.IsDecoded) { if (image.Layers == null) { //We don't have it, tell the client that it doesn't exist m_client.SendAssetUploadCompleteMessage((sbyte)AssetType.Texture, false, image.TextureID); RemoveImageFromQueue(image); packetsSent++; } else { int sent; bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent); packetsSent += sent; // If the send is complete, destroy any knowledge of this transfer if (imageDone) { RemoveImageFromQueue(image); } } } else { //Add it to the other queue and delete it from the top imagesToReAdd.Add(image); m_priorityQueue.DeleteMax(); packetsSent++; //We tried to send one // UNTODO: This was a limitation of how LLImageManager is currently // written. Undecoded textures should not be going into the priority // queue, because a high priority undecoded texture will clog up the // pipeline for a client //return true; } } //Add all the ones we removed so that we wouldn't block the queue if (imagesToReAdd.Count != 0) { foreach (J2KImage image in imagesToReAdd) { this.AddImageToQueue(image); } } int EndTime = Util.EnvironmentTickCountSubtract(StartTime); IMonitorModule module = m_client.Scene.RequestModuleInterface <IMonitorModule>(); if (module != null) { IImageFrameTimeMonitor monitor = (IImageFrameTimeMonitor)module.GetMonitor(m_client.Scene.RegionInfo.RegionID.ToString(), "Images Frame Time"); monitor.AddImageTime(EndTime); } return(m_priorityQueue.Count > 0); }