Scripts and sim performance
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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04-16-2009 16:31
From: Jesse Barnett Estate Tools don't identify agents. You have to sit on a prim and see what the prim is using to check the scripts. I rcvd a message from Babbage this morning stating that they still have not decided on the UI changes that will show script memory usage. When that becomes available we will also be able to see the resources that an av is consuming script wise. Sorry 'bout that. I guess I misunderstood 'Include avatars in the list of "top scripts" in estate tools' in https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/1.26. (That'll teach this Mainlander to speak of Estate Tools.  )
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Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
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04-16-2009 17:05
From: Qie Niangao ....But I suspect it's something more directly associated with network connectivity itself: bad cable or connector? flaky ethernet port? routing problem in the datacenter specific to this IP address? Something dumb like that, I'll bet. And only LL can track it down, and only if they watch what's happening on the sim long enough to see it. If the sim has been restarted since this problem started -- and, with the rolling restarts, odds are its been restarted more than once --- would that rule this theory out? I had thought that the "conductor" does load-balancing when sims are restarted. If so, wouldn't it be unlikely that a given sim would end up on the same core (or even computer) when it is restarted? Seems to me more likely that it is something about that sim's inworld content that is causing the problem. But it's intriguing enough that you should be able to get a Linden to help you, particularly if you provided them with some data about script/fps/time dilation when it's acting up. I imagine that there are devices that log sim performance to outside websites - a quick SLX search yielded Sim Pulse ( https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=690495). <- loves data .
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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04-16-2009 17:23
From: Jesse Barnett Estate Tools don't identify agents. You have to sit on a prim and see what the prim is using to check the scripts. I rcvd a message from Babbage this morning stating that they still have not decided on the UI changes that will show script memory usage. When that becomes available we will also be able to see the resources that an av is consuming script wise. Happy to say, you're out of date, Jesse. Top Scripts now shows avatar script usage. Object Name and Owner are both the avatar name. Unfortunately, but not too surprisingly, time for a sat-upon object still includes the avatar attachment script time. I didn't test enough to tell whether it gets added to the sim total twice. Memory usage isn't available yet. A couple steps are required before we're to that point, the first of which is on the beta grid now. Folks with memory hogging Mono scripts are advised to test them on the beta grid.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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04-16-2009 17:29
From: Lear Cale Happy to say, you're out of date, Jesse.
Top Scripts now shows avatar script usage. Object Name and Owner are both the avatar name.
Unfortunately, but not too surprisingly, time for a sat-upon object still includes the avatar attachment script time. I didn't test enough to tell whether it gets added to the sim total twice.
Memory usage isn't available yet. A couple steps are required before we're to that point, the first of which is on the beta grid now. Folks with memory hogging Mono scripts are advised to test them on the beta grid. WOOHOO. Very happy to see that I am wrong. Been about a year seen I had the chance to play with estate tools. Always glad to see progress being made in giving us tools to check our own work.
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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04-16-2009 17:30
From: Qie Niangao Lear, I agree that script execution by itself should not be able to lag the sim. But again, while I was there earlier, Script Time (whatever that measures) all by itself was larger than the target 22.2ms total frame time. I don't know what that means That means it takes more than one frame to cycle through all the scripts, From: someone , but the one thing that consistently was moving with Script Time was Net Time, which seemed the logical place to focus. I think it's possible that there's an underlying cause contributing to both. Two hypotheses: a) thrashing, which slows everything down b) scripts doing LOTS of datacom, which could bog the server and could also add to network latency. I don't quite know what "Net time" is, but if it's related to either network latency or CPU time spent doing communications, this hypothesis is a candidate. No doubt there are other possibilities, including the stuff we don't know anything about! Sherlock Holmes said that when you eliminate all but one of the possibilities, the remaining one, however improbable, must be the case. Holmes was an idiot, because in the real world AND in SL, you can almost never identify all of the possibilities!
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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04-16-2009 17:35
From: Void Singer hmmmm mayhap scripts making outside requests? assets, http, rpc, etc? could it be possible some of those are counted in the script time, even if a portion of it runs on the sim time? might partially demystify why similar script time numbers on different sims have a diffeerent effect It would count towards script time, but also add server load that does *not* count toward script time. Probably more of the latter than the former. From: someone also I think the blame on holo rezzors, might just be frequency bias... they rez and remove more often, so they see the problem more often. at least that's a guess based on the still random nature of it. This is true for temp rezzers, definitely -- esp if the prim count is high. For holodeck-style rezzers (which rez semi-permanent objects), the scene is generally used infrequently, so the only expense is the (mostly idle) script in each rezzed object that listens for a command to die. If a rezzer rezzes LOTS of objects, this can add up. From: someone stopping all scripts may cause loss of incomming data like new uuids, and since the script doesn't know it was stopped it won't know to check for new data. I think the effect is the same as setting all scripts to not running (which still preserves the stack and heap in there current state) I bet you're right about that.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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04-16-2009 19:16
From: Lear Cale It would count towards script time, but also add server load that does *not* count toward script time. Probably more of the latter than the former. I'm just wondering if some of what SHOULDN'T be counted actually is From: someone This is true for temp rezzers, definitely -- esp if the prim count is high. For holodeck-style rezzers (which rez semi-permanent objects), the scene is generally used infrequently, so the only expense is the (mostly idle) script in each rezzed object that listens for a command to die. If a rezzer rezzes LOTS of objects, this can add up. sorry I should have specified, I meant this in reference to the ghost pirms/scripts... we all know from experience that temp rezzors can hammer script times.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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04-19-2009 05:41
Wonder if Jesseaitui has any new news about this problem. From: Nika Talaj If the sim has been restarted since this problem started -- and, with the rolling restarts, odds are its been restarted more than once --- would that rule this [network glitch] theory out?
I had thought that the "conductor" does load-balancing when sims are restarted. If so, wouldn't it be unlikely that a given sim would end up on the same core (or even computer) when it is restarted? Indeed, if it all sims get rehosted with each reboot, that would at least narrow the possible ways the network could be at fault, and maybe rule it out altogether. But I don't know if all sims actually get reassigned at reboot; I know OpenSpaces and Homesteads do, but I guess it would make sense to do that will all sims, to soften the impact of just such network or hardware glitches.
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Jesseaitui Petion
king of polynesia :P
Join date: 2 Jan 2006
Posts: 2,175
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04-28-2009 17:32
Sorry, I`ve been out of SL for quite some time. For anyone interested in the outcome.. I contacted support again and linked to this forum thread, got another response that read this (and more).. From: someone As the simulation is software & the hardware changes with every re-boot, this takes the possibility of a faulty island out of the equation. The main factor that's currently effecting this region is the content, for example.. if we were to delete half the content within the region, you'll see a significant increase in performance.
As you have been informed on the Forum, 1.26 does have some major updates to resource handling, specifically with Mono Scripts. The updates are still ongoing and not yet completed. I have however, updated your island right away, to see if there is an improvement.
Please allow the region to run for a couple of days and see if the performance improves. If you are still having issues, you may need to go through your Top Scripts List and try to identify what items are mostly causing the high value.
..Ever since the sim has been working fine. Surprisingly for the first time in my SL residency a Linden helped thoroughly with an issue. 
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Lazink Maeterlinck
Registered User
Join date: 8 Nov 2005
Posts: 332
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04-28-2009 18:28
Typical, "It's not our fault, it can't be our fault. (yet it really is)" response.. glad it's sorted though 
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