Add experimental "debug attachments throttle <ms>" setting (command line) and ThrottlePer100PrimsRezzed in [Attachments] in config

This is an experimental setting to control cpu spikes when an attachment heavy avatar logs in or avatars with medium attachments lgoin simultaneously.
It inserts a ms sleep specified in terms of attachments prims after each rez when an avatar logs in.
Default is 0 (no throttling).
"debug attachments <level>" changes to "debug attachments log <level>" which controls logging.  A logging level of 1 will show the throttling performed if applicable.
Also adds "debug attachments status" command to show current throttle and debug logging levels.
TeleportWork
Justin Clark-Casey (justincc) 2013-08-01 21:16:53 +01:00
parent 0c4c084bed
commit 216e785ca9
2 changed files with 94 additions and 15 deletions

View File

@ -29,6 +29,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection; using System.Reflection;
using System.IO; using System.IO;
using System.Threading;
using System.Xml; using System.Xml;
using log4net; using log4net;
using Mono.Addins; using Mono.Addins;
@ -50,6 +51,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public int DebugLevel { get; set; } public int DebugLevel { get; set; }
/// <summary>
/// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in
/// or many avatars with a medium levels of attachments login simultaneously.
/// </summary>
/// <remarks>
/// A value of 0 will apply no pause. The pause is specified in milliseconds.
/// </remarks>
public int ThrottlePer100PrimsRezzed { get; set; }
private Scene m_scene; private Scene m_scene;
private IInventoryAccessModule m_invAccessModule; private IInventoryAccessModule m_invAccessModule;
@ -66,9 +76,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{ {
IConfig config = source.Configs["Attachments"]; IConfig config = source.Configs["Attachments"];
if (config != null) if (config != null)
{
Enabled = config.GetBoolean("Enabled", true); Enabled = config.GetBoolean("Enabled", true);
ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0);
}
else else
{
Enabled = true; Enabled = true;
}
} }
public void AddRegion(Scene scene) public void AddRegion(Scene scene)
@ -87,24 +103,43 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
MainConsole.Instance.Commands.AddCommand( MainConsole.Instance.Commands.AddCommand(
"Debug", "Debug",
false, false,
"debug attachments", "debug attachments log",
"debug attachments [0|1]", "debug attachments log [0|1]",
"Turn on attachments debugging\n" "Turn on attachments debug logging",
+ " <= 0 - turns off debugging\n" " <= 0 - turns off debug logging\n"
+ " >= 1 - turns on attachment message logging\n", + " >= 1 - turns on attachment message debug logging",
HandleDebugAttachments); HandleDebugAttachmentsLog);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug attachments throttle",
"debug attachments throttle <ms>",
"Turn on attachments throttling.",
"This requires a millisecond value. " +
" == 0 - disable throttling.\n"
+ " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.",
HandleDebugAttachmentsThrottle);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug attachments status",
"debug attachments status",
"Show current attachments debug status",
HandleDebugAttachmentsStatus);
} }
// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
} }
private void HandleDebugAttachments(string module, string[] args) private void HandleDebugAttachmentsLog(string module, string[] args)
{ {
int debugLevel; int debugLevel;
if (!(args.Length == 3 && int.TryParse(args[2], out debugLevel))) if (!(args.Length == 4 && int.TryParse(args[3], out debugLevel)))
{ {
MainConsole.Instance.OutputFormat("Usage: debug attachments [0|1]"); MainConsole.Instance.OutputFormat("Usage: debug attachments log [0|1]");
} }
else else
{ {
@ -114,6 +149,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
} }
} }
private void HandleDebugAttachmentsThrottle(string module, string[] args)
{
int ms;
if (args.Length == 4 && int.TryParse(args[3], out ms))
{
ThrottlePer100PrimsRezzed = ms;
MainConsole.Instance.OutputFormat(
"Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name);
return;
}
MainConsole.Instance.OutputFormat("Usage: debug attachments throttle <ms>");
}
private void HandleDebugAttachmentsStatus(string module, string[] args)
{
MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name);
MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel);
MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed);
}
/// <summary> /// <summary>
/// Listen for client triggered running state changes so that we can persist the script's object if necessary. /// Listen for client triggered running state changes so that we can persist the script's object if necessary.
/// </summary> /// </summary>
@ -240,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments) foreach (AvatarAttachment attach in attachments)
{ {
uint p = (uint)attach.AttachPoint; uint attachmentPt = (uint)attach.AttachPoint;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}", // "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
@ -258,14 +316,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{ {
// If we're an NPC then skip all the item checks and manipulations since we don't have an // If we're an NPC then skip all the item checks and manipulations since we don't have an
// inventory right now. // inventory right now.
RezSingleAttachmentFromInventoryInternal( SceneObjectGroup objatt
sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p, true); = RezSingleAttachmentFromInventoryInternal(
sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true);
if (ThrottlePer100PrimsRezzed > 0)
{
int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed);
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}",
throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
Thread.Sleep(throttleMs);
}
} }
catch (Exception e) catch (Exception e)
{ {
UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId; UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId;
m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}", m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
attach.ItemID, attach.AssetID, p, agentId, e.Message, e.StackTrace); attach.ItemID, attach.AssetID, attachmentPt, agentId, e.Message, e.StackTrace);
} }
} }
} }
@ -919,8 +991,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (DebugLevel > 0) if (DebugLevel > 0)
m_log.DebugFormat( m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", "[ATTACHMENTS MODULE]: Rezzed single object {0} with {1} prims for attachment to {2} on point {3} in {4}",
objatt.Name, sp.Name, attachmentPt, m_scene.Name); objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false; objatt.HasGroupChanged = false;

View File

@ -703,11 +703,18 @@
; on every login ; on every login
ReuseTextures = false ReuseTextures = false
[Attachments] [Attachments]
; Controls whether avatar attachments are enabled. ; Controls whether avatar attachments are enabled.
; Defaults to true - only set to false for debugging purposes ; Defaults to true - only set to false for debugging purposes
Enabled = true Enabled = true
; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
; Experimental setting to control CPU spiking when avatars with many attachments login
; or when multiple avatars with medium level attachments login simultaneously.
; If 0 then no throttling is performed.
ThrottlePer100PrimsRezzed = 0;
[Mesh] [Mesh]
; enable / disable Collada mesh support ; enable / disable Collada mesh support