[Opensim-dev] some scalability tests...

diva at metaverseink.com diva at metaverseink.com
Wed Jan 27 15:57:30 UTC 2010


Err.. that's EstablishAgentCommunication, not EnableChildAgent. Same 
initials, different order :-)

diva at metaverseink.com wrote:
> More coolness!
> 
> WRT opening up child agents in neighboring regions. Right now there's a 
> very simple, but too inflexible, rule: the only child agents opened are 
> those in immediate regions, and they open both the UDP and the CAPs 
> connections. The inflexibility comes from our fuzzy understanding of how 
> the viewer works, specifically wrt the events EnableSimulator and 
> EnableChildAgent -- this last one wasn't being generated by OpenSim 
> until last March or so. I think we (at least I) know more now than 1 
> year ago. The idea is to make this more flexible, maybe configurable.
> 
> 
> Mic Bowman wrote:
>> final entry on this...
>>
>> we seem to have found a combination of settings, execution environment, 
>> and changes to opensim that give us a reasonably stable experience 
>> (there is nothing "normal" about feeding the viewer 100 regions to 
>> render so keep it all in perspective, its most likely going to break if 
>> you hang out there long enough :-)...
>>
>> * we got rid of the megaregions. we wanted a "many" region view that we 
>> get with megaregons, but we didn't need the multi-region physics. we 
>> also found that megaregions next to megaregions have some very painful 
>> effects on border crossings especially going west & south. and big 
>> megaregions are worse (as far as i could tell, the viewer thinks it 
>> doesn't have connections outside its 10x10 range and the sim thinks the 
>> viewer already has the connection and then weird stuff happens when the 
>> region actually comes in view). instead of the megaregions we hacked 
>> opensim to give out all of the regions within 5 coordinates of the 
>> current region (which seems to be the max the viewer can handle). that 
>> works out to about 100 regions that are visible. the change we made for 
>> the test isn't particularly useful in general, but i think we can try to 
>> get the viewers far clip distance to set the number of regions to send 
>> back.
>>
>> * 64 bit was causing all kinds of problems with the jpeg decoder (no 
>> surprise). given that the only jpeg being decoded was the map image, 
>> there might be something in the way the map is created that causes the 
>> problems. Regardless... given that every time you opened the map view in 
>> the viewer, the region would grab you and not let go (no further TPs, no 
>> border crossings, etc) it seemed like we needed a different solution. so 
>> now we're running 16 simulators, each 8x8 for a 64 regions per simulator 
>> and we're using the 32 bit launcher to force it to stay in 32 bit mode.
>>
>> * another thing that caused problems at times was the number of mysql 
>> connections. increasing the number of simulators increases the number of 
>> connections. db contention was causing some bad problems on startup... 
>> we haven't dug into the root cause. instead, we've changed to use an 
>> alternative mysql connection management solution that uses mysql 
>> connection pooling. that seemed to get us past the initial problems 
>> (yeah... you can always up the mysql connections... but more efficient 
>> use of the connections seems like a good idea). john's working on a 
>> patch against the current opensim master for that code.
>>
>> at any rate... it works. and for proof here's a picture of yellowstone 
>> national park from the top of one of the mountains on the eastern side 
>> of the park:
>> http://www.sciencesim.com/wiki/lib/exe/fetch.php/yellowstone.png
>>
>> (or come see it on the scisim grid.., search for the "geography" regions 
>> on the map)
>>
>> --mic
>>
>>
>>
>>
>> On Fri, Jan 22, 2010 at 6:01 PM, <diva at metaverseink.com 
>> <mailto:diva at metaverseink.com>> wrote:
>>
>>     +100! Really great that Intel is pushing the performance limits...
>>
>>     Diva
>>     (coming home from an event in the university that had lots of local
>>     industry, including gaming industry, even more convinced that the key
>>     piece that is missing in all of it, for the longest time, is... an open
>>     source MMO platform that *everyone* can explore with)
>>
>>     Kyle wrote:
>>      > Fantastic work Intel!
>>      >
>>      >
>>      >
>>      > *From:* opensim-dev-bounces at lists.berlios.de
>>     <mailto:opensim-dev-bounces at lists.berlios.de>
>>      > [mailto:opensim-dev-bounces at lists.berlios.de
>>     <mailto:opensim-dev-bounces at lists.berlios.de>] *On Behalf Of *Mic Bowman
>>      > *Sent:* Friday, January 22, 2010 7:19 PM
>>      > *To:* opensim-dev at lists.berlios.de
>>     <mailto:opensim-dev at lists.berlios.de>;
>>     scisim-discuss at googlegroups.com <mailto:scisim-discuss at googlegroups.com>
>>      > *Subject:* Re: [Opensim-dev] some scalability tests...
>>      >
>>      >
>>      >
>>      > Grid mode. Connected to SciSim. Thanks to some help from Brian,
>>     we put
>>      > the Yellowstone National Park terrain on it today. I think Brian
>>     said it
>>      > works out to about a 1:10 scale. With the far view distance its
>>     pretty
>>      > impressive (terrain textures are borked). The performance is
>>     terrible,
>>      > but good enough to look around some. Even a completely empty region
>>      > consumes resources and 1000 of them consume a LOT of resources.
>>     If you
>>      > come over to sciencesim, look for "geography11 00". I'll probably be
>>      > restarting the regions to get the map tiles updated & i'm not
>>     making any
>>      > promises to keep it up very long. But it does make for a very neat
>>      > demonstration and its been a very useful experiment.
>>      >
>>      > --mic
>>      >
>>      > On Fri, Jan 22, 2010 at 3:27 AM, Impalah Shenzhou
>>     <impalah at gmail.com <mailto:impalah at gmail.com>
>>      > <mailto:impalah at gmail.com <mailto:impalah at gmail.com>>> wrote:
>>      >
>>      > Just a stupid silly question: standalone or grid mode? If grid: where
>>      > were the ugaim servers? Same machine?
>>      >
>>      > And a comment: 1024 regions? 8 hours for booting? Weird!
>>      >
>>      > 2010/1/22 Mic Bowman <cmickeyb at gmail.com
>>     <mailto:cmickeyb at gmail.com> <mailto:cmickeyb at gmail.com
>>     <mailto:cmickeyb at gmail.com>>>
>>      >
>>      > this is just fyi... and a very positive comment about how far opensim
>>      > has come in recent months!
>>      >
>>      > as part of sizing the hw requirements for a mirror world project
>>     we're
>>      > exploring... we wanted to do some scalability tests on the
>>     capacity of
>>      > individual simulators in terms of the total number of regions. we
>>     wanted
>>      > baseline numbers that focus on just the most simple region
>>      > configuration: a completely empty region with default terrain. that
>>      > is... this is JUST simulator overhead.
>>      >
>>      > all tests are done on one of our blades... dual proc, quad core
>>     with 16G
>>      > ram running 64bit ubuntu. mono 2.6. and the tests are hosting 1024
>>      > regions in a 32x32 grid. the simulator configuration was our standard
>>      > sciencesim config (XEngine, ODE, groups, wind, sun, etc).
>>      >
>>      > the first configuration ran all 1024 regions in *one* simulator. i
>>      > honestly figured this would crash quickly. it didn't. we managed
>>     to get
>>      > all 1024 regions created and running well enough to walk around.
>>     it did
>>      > take almost 8 hours to start. the first couple regions were
>>     created in
>>      > 1-2 seconds each. by the end, it was taking 4-5 minutes per region.
>>      > clearly there is something quadratic in there (stop using linear
>>     lists,
>>      > they are evil! :-). but it could have been the mono garbage
>>     collector.
>>      > who knows... not sure its worth too much investigation because i
>>     can't
>>      > imagine ever running a config like this for real. the simulator did
>>      > crash when we opened the map in the viewer. the crash was caused
>>     because
>>      > we ran out of sockets. while it was running, the simulator used just
>>      > over 10G of ram and was running at about 700% CPU utilization
>>     (kind of
>>      > scary to see load averages in the 900 range!).
>>      >
>>      > the second configuration ran 16 simulators each with 64 regions.
>>     startup
>>      > took about 30 minutes (each of the 16 simulators avoided the
>>     quadratic
>>      > "knee" we hit with the one big simulator). consumed about 11G of
>>     memory
>>      > and was again consuming essentially all cycles on the machine
>>      > (completely idle regions aren't very idle). all 16 simulators
>>     died just
>>      > after startup with a "too many open files" error. not sure what
>>     caused
>>      > it, but all of them died loading the same terrain dll as part of some
>>      > wildcard function looking for dlls. that one is an interesting bug.
>>      >
>>      > the final configuration and the one we're shooting for in the
>>     short term
>>      > runs 16 simulators, each with an 8x8 megaregion. again startup was
>>      > around 40 minutes. we might be able to cut that time down by starting
>>      > all 16 simulators simultaneously rather than 4 at a time. i
>>     really just
>>      > wanted to make sure that some of the spikes we see in startup didn't
>>      > cause failures (some race condition causes all threads to consume
>>      > maximum processor cycles randomly on startup right now). and,
>>     well... it
>>      > just worked. i figured the viewer would die horribly (it can't handle
>>      > 250K "real" prims very well) but it survived just fine. turn off far
>>      > clip with 8x8 megaregions providing neighbors and you are
>>     "capable" of
>>      > contacting simulators in a 24x24 region range!. the view is
>>     pretty cool
>>      > though it seems to not go beyond 12x12. :-) there are a bunch of
>>      > problems (like you can't see the terrain in the region you're
>>     standing
>>      > in)... but there are a LOT of little humps of terrain in view.
>>     oh... and
>>      > it takes a lot of patience to get everything loaded.
>>      >
>>      > so... the conclusion... this opensim thing is pretty amazing!
>>     good work
>>      > everyone.
>>      >
>>      > --mic
>>      >
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