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
parent
0c4c084bed
commit
216e785ca9
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@ -29,6 +29,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Reflection;
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using System.IO;
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using System.IO;
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using System.Threading;
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using System.Xml;
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using System.Xml;
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using log4net;
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using log4net;
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using Mono.Addins;
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using Mono.Addins;
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@ -50,6 +51,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public int DebugLevel { get; set; }
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public int DebugLevel { get; set; }
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/// <summary>
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/// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in
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/// or many avatars with a medium levels of attachments login simultaneously.
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/// </summary>
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/// <remarks>
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/// A value of 0 will apply no pause. The pause is specified in milliseconds.
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/// </remarks>
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public int ThrottlePer100PrimsRezzed { get; set; }
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private Scene m_scene;
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private Scene m_scene;
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private IInventoryAccessModule m_invAccessModule;
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private IInventoryAccessModule m_invAccessModule;
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@ -66,9 +76,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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{
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IConfig config = source.Configs["Attachments"];
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IConfig config = source.Configs["Attachments"];
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if (config != null)
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if (config != null)
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{
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Enabled = config.GetBoolean("Enabled", true);
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Enabled = config.GetBoolean("Enabled", true);
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ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0);
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}
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else
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else
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{
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Enabled = true;
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Enabled = true;
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}
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}
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}
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public void AddRegion(Scene scene)
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public void AddRegion(Scene scene)
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@ -87,24 +103,43 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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MainConsole.Instance.Commands.AddCommand(
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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"Debug",
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false,
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false,
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"debug attachments",
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"debug attachments log",
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"debug attachments [0|1]",
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"debug attachments log [0|1]",
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"Turn on attachments debugging\n"
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"Turn on attachments debug logging",
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+ " <= 0 - turns off debugging\n"
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" <= 0 - turns off debug logging\n"
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+ " >= 1 - turns on attachment message logging\n",
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+ " >= 1 - turns on attachment message debug logging",
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HandleDebugAttachments);
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HandleDebugAttachmentsLog);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug attachments throttle",
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"debug attachments throttle <ms>",
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"Turn on attachments throttling.",
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"This requires a millisecond value. " +
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" == 0 - disable throttling.\n"
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+ " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.",
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HandleDebugAttachmentsThrottle);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug attachments status",
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"debug attachments status",
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"Show current attachments debug status",
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HandleDebugAttachmentsStatus);
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}
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}
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// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
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// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
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}
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}
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private void HandleDebugAttachments(string module, string[] args)
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private void HandleDebugAttachmentsLog(string module, string[] args)
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{
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{
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int debugLevel;
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int debugLevel;
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if (!(args.Length == 3 && int.TryParse(args[2], out debugLevel)))
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if (!(args.Length == 4 && int.TryParse(args[3], out debugLevel)))
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{
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{
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MainConsole.Instance.OutputFormat("Usage: debug attachments [0|1]");
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MainConsole.Instance.OutputFormat("Usage: debug attachments log [0|1]");
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}
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}
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else
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else
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{
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{
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@ -114,6 +149,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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}
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}
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private void HandleDebugAttachmentsThrottle(string module, string[] args)
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{
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int ms;
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if (args.Length == 4 && int.TryParse(args[3], out ms))
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{
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ThrottlePer100PrimsRezzed = ms;
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MainConsole.Instance.OutputFormat(
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"Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name);
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return;
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}
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MainConsole.Instance.OutputFormat("Usage: debug attachments throttle <ms>");
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}
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private void HandleDebugAttachmentsStatus(string module, string[] args)
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{
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MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name);
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MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel);
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MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed);
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}
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/// <summary>
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/// <summary>
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/// Listen for client triggered running state changes so that we can persist the script's object if necessary.
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/// Listen for client triggered running state changes so that we can persist the script's object if necessary.
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/// </summary>
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/// </summary>
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@ -240,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
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List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
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foreach (AvatarAttachment attach in attachments)
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foreach (AvatarAttachment attach in attachments)
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{
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{
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uint p = (uint)attach.AttachPoint;
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uint attachmentPt = (uint)attach.AttachPoint;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
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// "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
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@ -258,14 +316,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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{
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// If we're an NPC then skip all the item checks and manipulations since we don't have an
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// If we're an NPC then skip all the item checks and manipulations since we don't have an
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// inventory right now.
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// inventory right now.
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RezSingleAttachmentFromInventoryInternal(
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SceneObjectGroup objatt
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sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p, true);
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= RezSingleAttachmentFromInventoryInternal(
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sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true);
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if (ThrottlePer100PrimsRezzed > 0)
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{
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int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed);
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if (DebugLevel > 0)
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}",
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throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
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Thread.Sleep(throttleMs);
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}
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId;
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UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId;
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m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
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m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
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attach.ItemID, attach.AssetID, p, agentId, e.Message, e.StackTrace);
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attach.ItemID, attach.AssetID, attachmentPt, agentId, e.Message, e.StackTrace);
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}
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}
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}
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}
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}
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}
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@ -919,8 +991,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (DebugLevel > 0)
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if (DebugLevel > 0)
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
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"[ATTACHMENTS MODULE]: Rezzed single object {0} with {1} prims for attachment to {2} on point {3} in {4}",
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objatt.Name, sp.Name, attachmentPt, m_scene.Name);
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objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
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// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
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// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
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objatt.HasGroupChanged = false;
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objatt.HasGroupChanged = false;
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@ -703,11 +703,18 @@
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; on every login
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; on every login
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ReuseTextures = false
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ReuseTextures = false
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[Attachments]
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[Attachments]
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; Controls whether avatar attachments are enabled.
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; Controls whether avatar attachments are enabled.
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; Defaults to true - only set to false for debugging purposes
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; Defaults to true - only set to false for debugging purposes
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Enabled = true
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Enabled = true
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; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
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; Experimental setting to control CPU spiking when avatars with many attachments login
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; or when multiple avatars with medium level attachments login simultaneously.
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; If 0 then no throttling is performed.
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ThrottlePer100PrimsRezzed = 0;
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[Mesh]
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[Mesh]
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; enable / disable Collada mesh support
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; enable / disable Collada mesh support
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