Hardware/CPU/CPULoad.cs
author moel.mich
Sat, 24 Apr 2010 19:59:52 +0000
changeset 90 3333b29a1746
parent 26 0e01b63e1fdc
child 99 6d8377af9fb1
permissions -rw-r--r--
Implemented APIC based CPU enumeration (Issue 41).
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/*
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  Version: MPL 1.1/GPL 2.0/LGPL 2.1
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  The contents of this file are subject to the Mozilla Public License Version
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  1.1 (the "License"); you may not use this file except in compliance with
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  the License. You may obtain a copy of the License at
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  http://www.mozilla.org/MPL/
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  Software distributed under the License is distributed on an "AS IS" basis,
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  WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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  for the specific language governing rights and limitations under the License.
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  The Original Code is the Open Hardware Monitor code.
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  The Initial Developer of the Original Code is 
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  Michael Möller <m.moeller@gmx.ch>.
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  Portions created by the Initial Developer are Copyright (C) 2009-2010
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  the Initial Developer. All Rights Reserved.
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  Contributor(s):
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  Alternatively, the contents of this file may be used under the terms of
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  either the GNU General Public License Version 2 or later (the "GPL"), or
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  the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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  in which case the provisions of the GPL or the LGPL are applicable instead
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  of those above. If you wish to allow use of your version of this file only
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  under the terms of either the GPL or the LGPL, and not to allow others to
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  use your version of this file under the terms of the MPL, indicate your
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  decision by deleting the provisions above and replace them with the notice
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  and other provisions required by the GPL or the LGPL. If you do not delete
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  the provisions above, a recipient may use your version of this file under
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  the terms of any one of the MPL, the GPL or the LGPL.
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*/
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace OpenHardwareMonitor.Hardware.CPU {
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  public class CPULoad {
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    [StructLayout(LayoutKind.Sequential)]
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    private struct SystemProcessorPerformanceInformation {
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      public long IdleTime;
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      public long KernelTime;
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      public long UserTime;
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      public long Reserved0;
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      public long Reserved1;
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      public ulong Reserved2;
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    }
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    private enum SystemInformationClass : int {
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      SystemBasicInformation = 0,
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      SystemCpuInformation = 1,
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      SystemPerformanceInformation = 2,
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      SystemTimeOfDayInformation = 3,
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      SystemProcessInformation = 5,
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      SystemProcessorPerformanceInformation = 8
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    }
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    [DllImport("ntdll.dll")]
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    private static extern int NtQuerySystemInformation(
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      SystemInformationClass informationClass,
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      [Out] SystemProcessorPerformanceInformation[] informations, 
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      int structSize, out IntPtr returnLength);
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    private CPUID[][] cpuid;
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    private long systemTime;
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    private long[] idleTimes;
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    private float totalLoad;
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    private float[] coreLoads;
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    private bool available = false;
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    private long[] GetIdleTimes() {
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      long[] result = new long[cpuid.Length * cpuid[0].Length];
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      SystemProcessorPerformanceInformation[] informations = new
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       SystemProcessorPerformanceInformation[result.Length];
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      IntPtr returnLength;
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      NtQuerySystemInformation(
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        SystemInformationClass.SystemProcessorPerformanceInformation,
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        informations, informations.Length * 
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        Marshal.SizeOf(typeof(SystemProcessorPerformanceInformation)),
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        out returnLength);
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      for (int i = 0; i < result.Length; i++)
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        result[i] = informations[i].IdleTime;
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      return result;
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    }
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    public CPULoad(CPUID[][] cpuid) {
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      this.cpuid = cpuid;
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      this.coreLoads = new float[cpuid.Length];         
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      this.systemTime = DateTime.Now.Ticks;
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      this.totalLoad = 0;
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      try {
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        this.idleTimes = GetIdleTimes();
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      } catch (Exception) {
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        this.idleTimes = null;
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      }
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      if (idleTimes != null)
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        available = true;
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    }
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    public bool IsAvailable {
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      get { return available; }
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    }
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    public float GetTotalLoad() {
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      return totalLoad;
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    }
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    public float GetCoreLoad(int core) {
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      return coreLoads[core];
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    }
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    public void Update() {
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      if (this.idleTimes == null)
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        return;
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      long systemTime = DateTime.Now.Ticks;
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      long[] idleTimes = GetIdleTimes();
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      if (systemTime - this.systemTime < 10000)
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        return;
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      float total = 0;
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      int count = 0;
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      for (int i = 0; i < cpuid.Length; i++) {
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        float value = 0;
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        for (int j = 0; j < cpuid[i].Length; j++) {
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          long index = cpuid[i][j].Thread;
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          long delta = idleTimes[index] - this.idleTimes[index];
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          value += delta;
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          total += delta;
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          count++;
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        }
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        value = 1.0f - value / (cpuid[i].Length * 
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          (systemTime - this.systemTime));
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        value = value < 0 ? 0 : value;
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        coreLoads[i] = value * 100;
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      }
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      total = 1.0f - total / (count * (systemTime - this.systemTime));
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      total = total < 0 ? 0 : total;
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      this.totalLoad = total * 100;
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      this.systemTime = systemTime;
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      this.idleTimes = idleTimes;
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    }
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  }
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}