[Opensim-dev] Does OpenSim need to leave so many packets marked as reliable?
Melanie
melanie at t-data.com
Thu Oct 2 19:58:32 UTC 2008
Hi,
for my experience, ObjectUpdate and LayerData need to be reliable.
The loss of those packet types causes bomb craters and ghost prims.
I am totally -1 on changing that in trunk without any option to set
a flag or something to make them reliable.
I actually modify my opensims to never discard those at all. If I
don't do that, 12000+ prim sims just won't work.
I will write a bit of code to allow that to be set in the packet
handler in a bit. Then people who want to can use that to experiment.
Melanie
Justin Clark-Casey wrote:
> Hi there,
>
> A vast number of the packets that we send out from OpenSim (usually >95% according to the statistics printed to the
> Linden viewer log on shutdown) are marked as reliable. This requires that the viewer respond with an ack, and it just
> doesn't appear that this is done very well when a large number of reliables are sent. A lot of acks never come and we
> often appear to end up resending thousands (or in the worst case tens of thousands) of packets.
>
> In a private experiment I've set Header.Reliable = false for the LayerDataPacket and ObjectUpdatePacket (which appear to
> be the greatest sent by count, and which are currently reliable by default in libOMV). Naturally, this cuts down the
> vast number of resends (and possibly some of the packet_out_of_order messages that come out on the console log) without
> any apparant ill effects. However, my testing has been pretty limited so I'm minded to wait until Monday before making
> any trunk changes, since then I can get a better load test with multiple avatars (this doesn't stop anybody else testing
> of course :-)
>
> Any opinions on this? Is there a good reason for these packets to remain reliable (when resends are probably rare
> anyway)? libOMV appears to mark every packet as reliable by default... and then OpenSim removes this from a couple of
> them but not from others.
>
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