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Throttle on link_messages? |
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Karsten Rutledge
Linux User
Join date: 8 Feb 2005
Posts: 841
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07-21-2006 20:31
Is anybody aware of a throttle on link messages within a given prim? I have an object that sends lots of rapid link messages (~200) in a few seconds and it fails after an arbitrary number of messages have been sent (so far between 60 and 110 make it and then nothing, and the script generates the same data every run). Either sending is throttled, or link_message() starts losing messages after it's queue stacks up to a given point.
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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07-21-2006 21:19
theres an event que for the entire script
so if you dump 50 anythings into it the script will go event functions next meanwhile depending on how slow your event functions are, or how many you have you can quickly stack up 10 or 15 messages in que (times each processed event) something ive used in the past was playing marco polo, where the script wouldnt ask for the next batch of messages untill the last batch was fully done depending on what your doing you may notice the speed difference but it will keep the que in check and ensure all the messages will be handled |
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Karsten Rutledge
Linux User
Join date: 8 Feb 2005
Posts: 841
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07-21-2006 21:41
theres an event que for the entire script so if you dump 50 anythings into it the script will go event functions next meanwhile depending on how slow your event functions are, or how many you have you can quickly stack up 10 or 15 messages in que (times each processed event) something ive used in the past was playing marco polo, where the script wouldnt ask for the next batch of messages untill the last batch was fully done depending on what your doing you may notice the speed difference but it will keep the que in check and ensure all the messages will be handled Thanks for the reply, but please read my post next time. I'm well aware of how scripts work, I said the event queue apparently has an overflow or else sending link messages is throttled within a prim.I could get around the problem I'm having, but it requires a bunch of extra processing in various scripts and adds to the overhead. I'm just curious if it's me or if there really is an upper limit here. _____________________
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Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
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07-21-2006 22:02
Thanks for the reply, but please read my post next time. I'm well aware of how scripts work, I said the event queue apparently has an overflow or else sending link messages is throttled within a prim.I could get around the problem I'm having, but it requires a bunch of extra processing in various scripts and adds to the overhead. I'm just curious if it's me or if there really is an upper limit here. Btw I didn't see before where you were "well aware of how scripts work." I had to read it twice and almost didn't reply due to the short response. But I'm sure the venom there was unintentional so here you go with my answer: I have never seen a link message throttle beyond the script queue. I'll bet that's what you are running into. |
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Karsten Rutledge
Linux User
Join date: 8 Feb 2005
Posts: 841
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07-21-2006 22:27
'Hi, does anybody know if link_message has a queue limit?'
'hi scripts have queues ''No, really?' Thanks, I'll ask the Lindens. ![]() _____________________
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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07-21-2006 22:34
ok whatever, theres a total overhead, all events go there in order, you max it out you loose event data simple as that
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Psyke Phaeton
Psyke's Defense Systems
Join date: 12 Oct 2003
Posts: 197
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07-21-2006 22:41
'Hi, does anybody know if link_message has a queue limit?' 'hi scripts have queues ''No, really?' Thanks, I'll ask the Lindens. ![]() yes there does seem to be a queue limit. I have had info lost from link_message and I have even had the recieving scripts get reset. The reset happened after about 3 days of attempting to link_message every 6 seconds whilst the sims were very laggy due to large volumes of people and scripts. Strife told me that he suspects there is a limit of 64 link_messages in the queue but we dont know for sure. A bug report was made about the script reset due to large volumes of link_messages being unable to be processed in time. |
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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07-22-2006 01:24
Yeah the queue limit for link messages seems to be 64. And a script in an empty sim can process max 45 link messages per second, less when the sim is busy.
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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07-22-2006 05:59
'Hi, does anybody know if link_message has a queue limit?' 'hi scripts have queues ''No, really?' Thanks, I'll ask the Lindens. ![]() Think it was more like 'Hi, link_message is an event, there's limit of 64 events in queue at any given time, when you try to squeeze in more, the extra stuff that tries to go in last gets silently dropped' so no limit on link_mesage specifically, just on events in general. http://secondlife.com/badgeo/wakka.php?wakka=events |
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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07-22-2006 10:28
The event queue size for linked messages is 64. There is a minimum amount of time between triggering link messages (about a 1/10 of a second). Dumping 200 messages in a 2 second period would overflow the queue. The max number of link messages that could be processed in two seconds and fill the queue is 84.
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