Commit Graph

359 Commits (44543ebe638f391fc1c7ff532fe4470006dec55a)

Author SHA1 Message Date
Diva Canto 99a727600b Minor cosmetic changes. 2013-07-21 10:07:35 -07:00
Diva Canto 116a449d89 The quaternion delta was a bit to high, now that the head rotation is out of the equation. (head rotation was the problematic one) 2013-07-21 09:01:57 -07:00
Diva Canto b5ab0698d6 EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams. 2013-07-21 09:01:44 -07:00
Diva Canto 3919c80505 A couple of small optimizations over the previous commit 2013-07-21 09:00:57 -07:00
Diva Canto d5a1779465 Manage AgentUpdates more sanely:
- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
2013-07-21 09:00:42 -07:00
Diva Canto 174105ad02 Fixed the stats in show client stats. Also left some comments with observations about AgentUpdates. 2013-07-21 09:00:27 -07:00
Justin Clark-Casey (justincc) 3a6acbcc14 furhter shorten CheckAgentUpdateSignificance(). No real perf impact. 2013-07-21 08:59:31 -07:00
Justin Clark-Casey (justincc) 866de53978 Remove some pointless code in CheckAgentUpdateSignificance() 2013-07-21 08:59:17 -07:00
Justin Clark-Casey (justincc) 61eda1f441 Make the check as to whether any particular inbound AgentUpdate packet is significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.)
Appears to have some impact on cpu but needs testing.
2013-07-21 08:58:55 -07:00
Justin Clark-Casey (justincc) e5c677779b Add measure of number of inbound AgentUpdates that were seen as significant to "show client stats" (i.e. sent on for further processing instead of being discarded)
Added here since it was the most convenient place
Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates
Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall
Also tidies up display.
2013-07-21 08:58:39 -07:00
Justin Clark-Casey (justincc) 5a2d4d888c Hack in console command "debug lludp toggle agentupdate" to allow AgentUpdate in packets to be discarded at a very early stage.
Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected.
Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much).
Need to see the results with much higher av numbers.
2013-07-21 08:58:21 -07:00
Justin Clark-Casey (justincc) 66048e1a70 minor: provide user feedback in the log for now when udp in/out bound threads are started/stopped 2013-07-21 08:58:02 -07:00
Justin Clark-Casey (justincc) 3a476bf60c Fix up a temporary debugging change from last commit which stopped "lludp stop out" from actually doing anything 2013-07-21 08:57:36 -07:00
Justin Clark-Casey (justincc) 63c42d6602 Do some simple queue empty checks in the main outgoing udp loop instead of always performing these on a separate fired thread.
This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic.
However, needs testing at scale.
2013-07-21 08:56:48 -07:00
Diva Canto b5062ae7ee Changed the timoeut of EQ 502s (no events) to 50 secs. The viewer post requests timeout in 60 secs.
There's plenty of room for improvement in handling the EQs. Some other time...
2013-07-18 13:30:04 -07:00
Justin Clark-Casey (justincc) d9d995914c try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of a continuous loop with sleeps.
Does appear to have a cpu impact but may need further tweaking
2013-07-18 12:28:02 -07:00
Diva Canto 9e35b069a4 Reverting the reverts I did yesterday. cpu-branch has now been
successfully tested, and I'm merging back those changes, which proved to
be good.
Revert "Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:""

This reverts commit fa2370b32e.
2013-07-18 12:23:27 -07:00
Diva Canto fa2370b32e Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:"
This reverts commit e46459ef21.
2013-07-17 15:05:36 -07:00
Diva Canto e46459ef21 Cleared up much confusion in PollServiceRequestManager. Here's the history:
When Melanie added the web fetch inventory throttle to core, she made the long poll requests (EQs) effectively be handled on an active loop. All those requests, if they existed, were being constantly dequeued, checked for events (which most often they didn't have), and requeued again. This was an active loop thread on a 100ms cycle!
This fixes the issue. Now the inventory requests, if they aren't ready to be served, are placed directly back in the queue, but the long poll requests aren't placed there until there are events ready to be sent or timeout has been reached.
This puts the LongPollServiceWatcherThread back to 1sec cycle, as it was before.
2013-07-17 11:19:36 -07:00
dahlia 6dd454240f revert last commit which seems to conflict with DoubleQueue internals. The random crash might be in DoubleQueue instead. See http://pastebin.com/XhNBNqsc 2013-07-16 02:03:01 -07:00
dahlia 70aa77f520 add locking to internal queue in WebFetchInvDescModule; lack of which caused a random crash in a load test yesterday 2013-07-16 01:31:09 -07:00
Justin Clark-Casey (justincc) e8e073aa97 Simplify EventQueue cap setup so that it is also stat monitored.
Curiously, the number of requests received is always one greater than that shown as handled - needs investigation
2013-07-16 00:05:45 +01:00
Justin Clark-Casey (justincc) eb14e5a175 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-15 23:28:02 +01:00
Justin Clark-Casey (justincc) 1b7b664c86 Add request received/handling stats for caps which are served by http poll handlers.
This adds explicit cap poll handler supporting to the Caps classes rather than relying on callers to do the complicated coding.
Other refactoring was required to get logic into the right places to support this.
2013-07-15 23:27:46 +01:00
Diva Canto 68fbf7eebb Revert "Puts RequestImage (UDP) back to asyn -- CPU spike hunt"
This reverts commit b060ce96d9.
2013-07-15 12:34:10 -07:00
Diva Canto 687c1a420a Guard against null ref 2013-07-15 12:33:31 -07:00
Diva Canto b060ce96d9 Puts RequestImage (UDP) back to asyn -- CPU spike hunt 2013-07-15 12:05:31 -07:00
Diva Canto 864f15ce4d Revert the revert
Revert "Trying to hunt the CPU spikes recently experienced."

This reverts commit ac73e70293.
2013-07-15 11:52:26 -07:00
Diva Canto ac73e70293 Trying to hunt the CPU spikes recently experienced.
Revert "Comment out old inbound UDP throttling hack. This would cause the UDP"

This reverts commit 38e6da5522.
2013-07-15 11:27:49 -07:00
Diva Canto a412b1d682 Moved SendInitialDataToMe to earlier in CompleteMovement. Moved TriggerOnMakeRootAgent to the end of CompleteMovement.
Justin, if you read this, there's a long story here. Some time ago you placed SendInitialDataToMe at the very beginning of client creation (in LLUDPServer). That is problematic, as we discovered relatively recently: on TPs, as soon as the client starts getting data from child agents, it starts requesting resources back *from the simulator where its root agent is*. We found this to be the problem behind meshes missing on HG TPs (because the viewer was requesting the meshes of the receiving sim from the departing grid). But this affects much more than meshes and HG TPs. It may also explain cloud avatars after a local TP: baked textures are only stored in the simulator, so if a child agent receives a UUID of a baked texture in the destination sim and requests that texture from the departing sim where the root agent is, it will fail to get that texture.
Bottom line: we need to delay sending the new simulator data to the viewer until we are absolutely sure that the viewer knows that its main agent is in a new sim. Hence, moving it to CompleteMovement.
Now I am trying to tune the initial rez delay that we all experience in the CC. I think that when I fixed the issue described above, I may have moved SendInitialDataToMe to much later than it should be, so now I'm moving to earlier in CompleteMovement.
2013-07-13 09:46:58 -07:00
Diva Canto 29f6ae199e Changed UploadBakedTextureModule so that it uses the same pattern as the others, in preparation for experiments to direct baked texture uploads to a robust instance. No functional or configuration changes -- should work exactly as before. 2013-07-12 12:53:58 -07:00
Diva Canto 604967b31e Switched UUIDNameRequest and RegionHandleRequest to Sync, because now they are also non-blocking handlers. 2013-07-11 09:47:46 -07:00
Diva Canto 3b48b6a792 Switched TransferRequest (UDP packet handler) to sync. The permissions checks may block, so they get a FireAndForget. Everything else is non-blocking. 2013-07-11 09:44:48 -07:00
Diva Canto 9173130fde Switched RegionHandshakeReply to Sync, because it's not doing anything blocking. 2013-07-10 20:48:13 -07:00
Diva Canto fe5da43d15 EXPERIMENTAL: make RequestImage (UDP packet handler) sync instead of async. This _shouldn't_ screw things up, given that all this does is to dump the request in a queue. 2013-07-10 19:29:14 -07:00
Diva Canto 1b265b213b Added show client-stats [first last] command to expose what viewers are requesting. 2013-07-10 16:09:45 -07:00
Robert Adams 38e6da5522 Comment out old inbound UDP throttling hack. This would cause the UDP
reception thread to sleep for 30ms if the number of available user worker
threads got low. It doesn't look like any of the UDP packet types are
marked async so this check is 1) unnecessary and 2) really crazy since
it stops up the reception thread under heavy load without any indication.
2013-07-09 18:34:24 -07:00
Justin Clark-Casey (justincc) 095066b1ce Handle UUIDNameRequest UDP packet processing async instead of within the main inbound UDP processing loop, to avoid any chance that this is delaying the main udp in loop.
The potential impact of this should be lower now that these requests are being placed on a queue.
2013-07-09 23:39:29 +01:00
Justin Clark-Casey (justincc) 013710168b For stat purposes, add names to capability request handlers where these were not set 2013-07-08 22:39:07 +01:00
Justin Clark-Casey (justincc) e19defde36 Add "show caps stats by user" and "show caps stats by cap" console commands to print various counts of capability invocation by user and by cap
This currently prints caps requests received and handled, so that overload of received compared to handled or deadlock can be detected.
This involves making BaseStreamHandler and BaseOutputStream record the ints, which means inheritors should subclass ProcessRequest() instead of Handle()
However, existing inheriting classes overriding Handle() will still work, albeit without stats recording.
"show caps" becomes "show caps list" to disambiguate between show caps commands
2013-07-08 22:03:07 +01:00
Justin Clark-Casey (justincc) 98de67d573 Fix mono warning in LLImageManagerTests 2013-07-06 00:55:14 +01:00
Justin Clark-Casey (justincc) 55ac8c83c7 Get InventoryWorkerThreads to update watchdog on processing requests 2013-07-06 00:34:22 +01:00
Justin Clark-Casey (justincc) 16f40c1a15 Add --default option to "debug lludp packet" command to allow packet logging to be performed immediately from client start 2013-07-04 17:29:53 +01:00
Justin Clark-Casey (justincc) 25889b2d7e change "debug packet" command to "debug lludp packet" to conform with other "debug lludp" options
also moves the implementing code into LLUDPServer.cs along with other debug commands from OpenSim.cs
gets all debug lludp commands to only activate for the set scene if not root
2013-07-04 00:02:53 +01:00
Diva Canto ccca005969 HG: close a loophole by which if something was wrong with the ServiceURLs it resulted in never ending asset requests 2013-07-02 13:29:44 -07:00
Justin Clark-Casey (justincc) 713a14a6b5 minor: remove mono compiler warnings in WebFetchInvDescModule 2013-06-17 23:23:56 +01:00
Justin Clark-Casey (justincc) b9dac1f8df Fix test failure in BasicCircuitTests from previous commit 0d2fd0d9 2013-06-17 23:17:55 +01:00
Justin Clark-Casey (justincc) d412c1b0eb Don't try to abort worker threads in WebFetchInvDescModule if module was not enabled.
This also moves the abort to RemoveRegion() rather than a destructor.
2013-06-14 23:53:20 +01:00
Melanie 3a722ef81b Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2013-06-07 23:59:02 +01:00
Diva Canto 6aa54a8e16 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-06-07 16:01:07 -07:00