Commit Graph

1946 Commits

Author SHA1 Message Date
Diva Canto
69975763d2 Several major improvements to group (V2) chat. Specifically: handle join/drop appropriately, invitechatboxes.
The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions.
2013-07-27 15:38:56 -07:00
Diva Canto
d5367a219d Slight improvement: no need to delay the removal of the queues in EQ, because DisableSimulator is now being sent via UDP 2013-07-26 07:39:57 -07:00
Diva Canto
878ce1e6b2 This should fix all issues with teleports. One should be able to TP as fast as needed. (Although sometimes Justin's state machine kicks in and doesn't let you) The EventQueues are a hairy mess, and it's very easy to mess things up. But it looks like this commit makes them work right. Here's what's going on:
- Child and root agents are only closed after 15 sec, maybe
- If the user comes back, they aren't closed, and everything is reused
- On the receiving side, clients and scene presences are reused if they already exist
- Caps are always recreated (this is where I spent most of my time!). It turns out that, because the agents carry the seeds around, the seed gets the same URL, except for the root agent coming back to a far away region, which gets a new seed (because we don't know what was its seed in the departing region, and we can't send it back to the client when the agent returns there).
2013-07-25 23:44:58 -07:00
Diva Canto
cac37e298c Deleted all [ZZZ] debug messages. 2013-07-24 14:31:30 -07:00
Diva Canto
e6a0f6e428 One more thing to test in order to let CompleteMovement go up the stack. 2013-07-24 14:29:51 -07:00
Diva Canto
14530b2607 Minor adjustment on timings of waits. 2013-07-24 14:29:37 -07:00
Diva Canto
c0433d5e4c Changed the RegionHandshake packet to the Unknown queue, so that it is sent with high priority and hopefully gets to the client before AgentMovementComplete 2013-07-24 14:29:15 -07:00
Diva Canto
3891a8946b 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...
2013-07-24 14:27:58 -07:00
Justin Clark-Casey (justincc)
a57a472ab8 Add proper method doc and comments to m_dataPresentEvent (from d9d9959) 2013-07-23 00:51:59 +01:00
Justin Clark-Casey (justincc)
9fb9da1b6c 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 00:35:41 +01:00
Justin Clark-Casey (justincc)
60732c96ef Add clientstack.OutgoingUDPSendsCount stat to show number of outbound UDP packets sent by a region per second 2013-07-23 00:35:34 +01:00
Justin Clark-Casey (justincc)
8396f1bd42 Record raw number of UDP receives as clientstack.IncomingUDPReceivesCount 2013-07-23 00:35:23 +01:00
Justin Clark-Casey (justincc)
bf517899a7 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.
2013-07-23 00:35:09 +01:00
Robert Adams
e6b6af62dd 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.
2013-07-22 15:41:14 -07:00
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