Commit Graph
1949 Commits
Author SHA1 Message Date
Diva Canto 47ce1a47bb Deleted all [ZZZ] debug messages. 2013-07-24 14:24:17 -07:00
Justin Clark-Casey (justincc) 511801c607 Add proper method doc and comments to m_dataPresentEvent (from d9d9959) 2013-07-23 17:48:05 +01:00
Diva Canto 9c1ec98415 When LLSD handlers are not found, the server should return a 404 instead of a valid response saying 'No handler registered for LLSD Requests' 2013-07-22 21:45:57 -07:00
Diva Canto 01561166aa One more thing to test in order to let CompleteMovement go up the stack. 2013-07-22 20:49:40 -07:00
Diva Canto 8d1108e542 Minor adjustment on timings of waits. 2013-07-22 20:20:48 -07:00
Diva Canto be4034fd1c Merge branch 'cpu-performance' of ssh://opensimulator.org/var/git/opensim into cpu-performance 2013-07-22 18:47:10 -07:00
Diva Canto 87a19d4cab Changed the RegionHandshake packet to the Unknown queue, so that it is sent with high priority and hopefully gets to the client before AgentMovementComplete 2013-07-22 18:46:51 -07:00
Justin Clark-Casey (justincc) 35e46c2836 Add clientstack.InboxPacketsCount stat. This records the number of packets waiting to be processed at the second stage (after initial UDP processing)
If this consistently increases then this is a problem since it means the simulator is receiving more requests than it can distribute to other parts of the code.
2013-07-23 00:31:57 +01:00
Justin Clark-Casey (justincc) 0d90834f86 Add clientstack.OutgoingUDPSendsCount stat to show number of outbound UDP packets sent by a region per second 2013-07-23 00:15:58 +01:00
Justin Clark-Casey (justincc) 0755fc2f65 Merge branch 'cpu-performance' of ssh://opensimulator.org/var/git/opensim into cpu-performance 2013-07-22 23:59:10 +01:00
Justin Clark-Casey (justincc) 94072fb633 Record raw number of UDP receives as clientstack.IncomingUDPReceivesCount 2013-07-22 23:58:45 +01:00
Robert Adams 882efc1a2e Added check for user movement specification before discarding an incoming
AgentUpdate packet. This fixes the problem with vehicles not moving forward
after the first up-arrow.
Code to fix a potential exception when using different IClientAPIs.

Conflicts:

	OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
2013-07-22 15:51:44 -07:00
Justin Clark-Casey (justincc) deace1f344 Merge branch 'cpu-performance' of ssh://opensimulator.org/var/git/opensim into cpu-performance 2013-07-22 23:37:55 +01:00
Justin Clark-Casey (justincc) 7f0f3cc011 Add AverageUDPProcessTime stat to try and get a handle on how long we're taking on the initial processing of a UDP packet.
If we're not receiving packets with multiple threads (m_asyncPacketHandling) then this is critical since it will limit the number of incoming UDP requests that the region can handle and affects packet loss.
If m_asyncPacketHandling then this is less critical though a long process will increase the scope for threads to race.
This is an experimental stat which may be changed.
2013-07-22 23:30:09 +01:00
Diva Canto df09fdf65d New Teleport protocol (V2), still compatible with V1 and older. (version of the destination is being checked)
In this new protocol, and as committed before, the viewer is not sent EnableSimulator/EstablishChildCommunication for the destination. Instead, it is sent TeleportFinish directly. TeleportFinish, in turn, makes the viewer send a UserCircuitCode packet followed by CompleteMovementIntoRegion packet. These 2 packets tend to occur one after the other almost immediately to the point that when CMIR arrives the client is not even connected yet and that packet is ignored (there might have been some race conditions here before); then the viewer sends CMIR again within 5-8 secs. But the delay between them may be higher in busier regions, which may lead to race conditions.
This commit improves the process so there are are no race conditions at the destination. CompleteMovement (triggered by the viewer) waits until Update has been sent from the origin. Update, in turn, waits until there is a *root* scene presence -- so making sure CompleteMovement has run MakeRoot. In other words, there are two threadlets at the destination, one from the viewer and one from the origin region, waiting for each other to do the right thing. That makes it safe to close the agent at the origin upon return of the Update call without having to wait for callback, because we are absolutely sure that the viewer knows it is in th new region.
Note also that in the V1 protocol, the destination was getting UseCircuitCode from the viewer twice -- once on EstablishAgentCommunication and then again on TeleportFinish. The second UCC was being ignored, but it shows how we were not following the expected steps...
2013-07-22 11:54:35 -07:00
Diva Canto d95a470442 The quaternion delta was a bit to high, now that the head rotation is out of the equation. (head rotation was the problematic one) 2013-07-20 19:20:20 -07:00
Diva Canto 74a341fd22 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. 2013-07-20 17:58:32 -07:00
Diva Canto 340abd1110 A couple of small optimizations over the previous commit 2013-07-20 13:42:39 -07:00
Diva Canto 0910c5c101 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
2013-07-20 12:20:35 -07:00
Diva Canto f0126a1575 Fixed the stats in show client stats. Also left some comments with observations about AgentUpdates. 2013-07-19 22:11:32 -07:00
Justin Clark-Casey (justincc) 07420a3b4d furhter shorten CheckAgentUpdateSignificance(). No real perf impact. 2013-07-19 01:00:38 +01:00
Justin Clark-Casey (justincc) 42e5856464 Remove some pointless code in CheckAgentUpdateSignificance() 2013-07-19 00:56:45 +01:00
Justin Clark-Casey (justincc) 3b8e7ff013 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.
2013-07-19 00:51:13 +01:00
Justin Clark-Casey (justincc) 5c74f3ec9c 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.
2013-07-19 00:16:09 +01:00
Justin Clark-Casey (justincc) 35aa6c86fe 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.
2013-07-18 23:05:45 +01:00
Justin Clark-Casey (justincc) 5cdc21aac7 minor: provide user feedback in the log for now when udp in/out bound threads are started/stopped 2013-07-18 22:54:10 +01:00
Justin Clark-Casey (justincc) cbb47f8489 Merge branch 'cpu-performance' of ssh://opensimulator.org/var/git/opensim into cpu-performance 2013-07-18 22:43:15 +01:00
Justin Clark-Casey (justincc) b2b29b7ec0 Fix up a temporary debugging change from last commit which stopped "lludp stop out" from actually doing anything 2013-07-18 22:42:25 +01:00
Diva Canto 27377194cd 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 13:48:56 -07:00
Justin Clark-Casey (justincc) 8c6761c152 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.
2013-07-18 21:28:36 +01:00
Justin Clark-Casey (justincc) 1ba5a05cf7 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 01:17:46 +01:00
Justin Clark-Casey (justincc) 0af3b5ed9a Revert "Put in temporary hack for performnace 'queue-empty' logic on a persistent thread rather than through fire and forget"
This reverts commit b402220dbb.

Eliminating fire and forget here does not appear to make a significant difference.
2013-07-18 00:51:10 +01:00
Justin Clark-Casey (justincc) a94a43d249 Revert "Properly remove the hack queue update thread when the voewr shuts down"
This reverts commit 7c544c0d4e.
2013-07-18 00:50:16 +01:00
Justin Clark-Casey (justincc) 7c544c0d4e Properly remove the hack queue update thread when the voewr shuts down
No functional change.
2013-07-18 00:39:28 +01:00
Justin Clark-Casey (justincc) b402220dbb Put in temporary hack for performnace 'queue-empty' logic on a persistent thread rather than through fire and forget
May not scale since this gives each client its own thread.
2013-07-18 00:30:22 +01:00
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