added timing details to voxel sending behavior

This commit is contained in:
ZappoMan 2013-05-02 12:27:16 -07:00
parent 275772bb3d
commit 0f48ac67b8

View file

@ -167,8 +167,14 @@ void eraseVoxelTreeAndCleanupAgentVisitData() {
void voxelDistributor(AgentList* agentList, AgentList::iterator& agent, VoxelAgentData* agentData, ViewFrustum& viewFrustum) {
// If the bag is empty, fill it...
if (agentData->nodeBag.isEmpty()) {
bool searchReset = false;
int searchLoops = 0;
int searchLevelWas = agentData->getMaxSearchLevel();
double start = usecTimestampNow();
while (!searchReset && agentData->nodeBag.isEmpty()) {
searchLoops++;
searchLevelWas = agentData->getMaxSearchLevel();
int maxLevelReached = randomTree.searchForColoredNodes(agentData->getMaxSearchLevel(), randomTree.rootNode,
viewFrustum, agentData->nodeBag);
agentData->setMaxLevelReached(maxLevelReached);
@ -177,17 +183,38 @@ void voxelDistributor(AgentList* agentList, AgentList::iterator& agent, VoxelAge
if (agentData->nodeBag.isEmpty()) {
if (agentData->getMaxLevelReached() < agentData->getMaxSearchLevel()) {
agentData->resetMaxSearchLevel();
searchReset = true;
} else {
agentData->incrementMaxSearchLevel();
}
}
}
double end = usecTimestampNow();
double elapsedmsec = (end - start)/1000.0;
if (elapsedmsec > 100) {
if (elapsedmsec > 1000) {
double elapsedsec = (end - start)/1000000.0;
printf("WARNING! searchForColoredNodes() took %lf seconds to identify %d nodes at level %d in %d loops\n",
elapsedsec, agentData->nodeBag.count(), searchLevelWas, searchLoops);
} else {
printf("WARNING! searchForColoredNodes() took %lf milliseconds to identify %d nodes at level %d in %d loops\n",
elapsedmsec, agentData->nodeBag.count(), searchLevelWas, searchLoops);
}
} else {
printf("searchForColoredNodes() took %lf milliseconds to identify %d nodes at level %d in %d loops\n",
elapsedmsec, agentData->nodeBag.count(), searchLevelWas, searchLoops);
}
// If we have something in our nodeBag, then turn them into packets and send them out...
if (!agentData->nodeBag.isEmpty()) {
static unsigned char tempOutputBuffer[MAX_VOXEL_PACKET_SIZE - 1]; // save on allocs by making this static
int bytesWritten = 0;
int packetsSentThisInterval = 0;
int truePacketsSent = 0;
int trueBytesSent = 0;
double start = usecTimestampNow();
while (packetsSentThisInterval < PACKETS_PER_CLIENT_PER_INTERVAL) {
if (!agentData->nodeBag.isEmpty()) {
VoxelNode* subTree = agentData->nodeBag.extract();
@ -200,6 +227,8 @@ void voxelDistributor(AgentList* agentList, AgentList::iterator& agent, VoxelAge
} else {
agentList->getAgentSocket().send(agent->getActiveSocket(),
agentData->getPacket(), agentData->getPacketLength());
trueBytesSent += agentData->getPacketLength();
truePacketsSent++;
packetsSentThisInterval++;
agentData->resetVoxelPacket();
agentData->writeToPacket(&tempOutputBuffer[0], bytesWritten);
@ -208,12 +237,30 @@ void voxelDistributor(AgentList* agentList, AgentList::iterator& agent, VoxelAge
if (agentData->isPacketWaiting()) {
agentList->getAgentSocket().send(agent->getActiveSocket(),
agentData->getPacket(), agentData->getPacketLength());
trueBytesSent += agentData->getPacketLength();
truePacketsSent++;
agentData->resetVoxelPacket();
}
packetsSentThisInterval = PACKETS_PER_CLIENT_PER_INTERVAL; // done for now, no nodes left
}
}
double end = usecTimestampNow();
double elapsedmsec = (end - start)/1000.0;
if (elapsedmsec > 100) {
if (elapsedmsec > 1000) {
double elapsedsec = (end - start)/1000000.0;
printf("WARNING! packetLoop() took %lf seconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
elapsedsec, trueBytesSent, truePacketsSent, searchLevelWas, agentData->nodeBag.count());
} else {
printf("WARNING! packetLoop() took %lf milliseconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
elapsedmsec, trueBytesSent, truePacketsSent, searchLevelWas, agentData->nodeBag.count());
}
} else {
printf("packetLoop() took %lf milliseconds to generate %d bytes in %d packets at level %d, %d nodes still to send\n",
elapsedmsec, trueBytesSent, truePacketsSent, searchLevelWas, agentData->nodeBag.count());
}
// if during this last pass, we emptied our bag, then we want to move to the next level.
if (agentData->nodeBag.isEmpty()) {
if (agentData->getMaxLevelReached() < agentData->getMaxSearchLevel()) {