Danny DeGroot
Sub-legendary
Join date: 7 Jul 2004
Posts: 191
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12-18-2004 23:40
Hi,
I did some testing in an empty sim, trying to see what it took to overload a listener queue on a private chat channel.
I was surprised by the number of listens that a single queue could retain before it overflowed, but again, I was alone in the sim at the time. And I'm not sure whether the dropped chats were queue overflow, strictly speaking, or whether the events at the back end of the queue simply timed out. (I was doing nothing more in the listen handler than round-robin forwarding the chat messages to an array of 24 secondary queues via linked messaging, so the chat queue processing was fairly brisk.)
Anyway: It no longer matters to my design, but I'm just curious...does anyone know whether the listener queue capacity is fixed, or whether it varies dynamically as some function of sim utilization?
Thanks!
== danny d.
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Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
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12-19-2004 01:46
I believe there is a single global event queue for your script of 72, including listens, linkmessages, and every other being thrown at it.
I did hear a vicious rumour that when the sim is overloaded it will actually drop(!) events spontaneously, but for now I'm treating that as unfound rumour since such a thing would be insane.
Azelda
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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12-19-2004 02:04
Listen events get dropped constantly.
Just put 3 or 4 prims together and have them spin off a bunch of says on some channel. As the number of llSays gets higher, the total number of listen events gets more erratic..
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Danny DeGroot
Sub-legendary
Join date: 7 Jul 2004
Posts: 191
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12-19-2004 07:08
From: blaze Spinnaker Listen events get dropped constantly.
Just put 3 or 4 prims together and have them spin off a bunch of says on some channel. As the number of llSays gets higher, the total number of listen events gets more erratic.. Ouch, I'm sorry to hear that. I actually used this technique to feed the listen queue at high speed. I had multiple chatters (chatterers?), each with an assigned subrange of integers to stringize and pump into the queue. I was able to watch the results by summing the integers as they arrived in the secondary queue arrays, and I never found gaps in the middle of the event queue...the numbers always dropped from the end. But that means that my results were unusually favorable, and that I suppose I can credit to the otherwise-low sim activity. Sigh... Are linked messages inherently more reliable, assuming I don't overflow the global queue which Azelda mentioned? Thanks! == danny
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