[Opensim-dev] Modifying the networking stack
Diva Canto
diva at metaverseink.com
Fri Nov 14 16:09:10 UTC 2014
Also, for debugging network issues with OpenSim, WinGridProxy (included
in libomv) is much more appropriate than WireShark. You can see the
content of all messages.
On 11/14/2014 8:05 AM, Diva Canto wrote:
> On 11/14/2014 6:23 AM, Michael Heilmann wrote:
>> Thanks for the responses. I'll go into a little more detail:
>>
>> We have been running several profilers against OpenSimulator on the
>> MOSES grid, and on my development machine. The tests were to examine
>> the loading on the server under several different loads, specifically
>> mesh and physics loads. What we found appears to be that no matter
>> what kind of load we placed on the region, even to the point of
>> becoming unresponsive due to physics and mesh, that scripting and
>> physics load were nowhere near the amount of time spent in
>> OpenSim.Region.ClientStack.LindenUDP once we had more than one or two
>> avatars logged in. We know from previous investigations at our
>> firewall that network traffic for OpenSim is not that heavy,
>> especially with low numbers of users.
>
> If this is a problem, and you are running a recent-ish version of core
> OpenSim, it sounds like some misconfiguration somewhere. Back in the
> summer of 2013 we had a problem with the server running OSCC'13; the
> kernel was configured to run in some sort of special mode that was
> making everything run badly and unpredictably. We fixed the kernel
> configuration, and suddenly things started running much more
> smoothly-- I don't remember the details, but Nebadon may clarify things.
>
> OpenSim these days can handle 50 people on a single simulator without
> much trouble. If you look at figure 7 of my paper
> (http://www.ics.uci.edu/~lopes/documents/summersim14/gabrielova_lopes_preprint.pdf)
> you will see the quantification of "without much trouble." I suggest
> that you reproduce my experimental conditions with pCamBot and check
> whether your numbers are very different from ours. If they are very
> different, then there's definitely something odd in your setup, as we
> were able to reproduce these numbers in several machines. Feel free to
> contact me directly for details about pCamBot configuration.
>
> Bots aren't real viewers, but they are much better for measuring
> things systematically and detecting problems and bottlenecks than
> relying on real users driven by real people. The performance you get
> with pCamBot will be correlated with the performance you get with real
> users.
>
>
>> I ran several Wireshark captures against a Firestorm viewer logging
>> into the MOSES public grid ABWIS region, where we hold our office
>> hours. I saw that with our current configuration, all traffic
>> between the server and my client, with the exception of http CAPS and
>> fsapi calls, were UDP traffic. This is not immediately concerning,
>> as we have simian serve our mesh and textures directly. The messages
>> are mostly binary information, so I could not examine closely, but I
>> did see a lot of messages containing identical ASCII strings, such as
>> the name of my avatar.
>
> Hard to say what you saw, but I bet those are the AgentUpdate messages
> that I mentioned before. The viewer sends at least 10/sec. At points,
> the viewer sends much more than 10/sec, up to 60/sec. Again, take a
> look at my paper for understanding what those are, and how OpenSim
> deals with them since OSCC'13.
>
> As I said before, it would be nice to understand why the viewer is so
> eager to blabber its status to the server when nothing is going on.
>
>
>> My primary concern is the amount of time spent handling networking,
>> not necessarily the networking its-self. But there is at least a
>> portion of messages on the UDP pipeline that are either reliable, or
>> perhaps should be; and re-implementing a reliable transport over udp
>> introduces load at the application layer, instead of letting a
>> low-level reliable transport such as tcp handle it. I went to
>> university with a guy who implemented a java networking library
>> completely over UDP, believing that it was faster than a normal TCP
>> socket; but he was neglecting that the networking hardware handles
>> the ACK and retransmission transparently, and without needing for the
>> messages to be handled manually by the application.
>>
>> This may just be my opinion, but since I was going to be ecamining
>> the network stack anyways, and typically in a client-server scenario
>> the ability to maintain a persistent reliable connection where the
>> server can push important events to the client, that it would be a
>> good idea. The points about network throttling and QoS are taken,
>> but wouldn't they also typically affect the UDP stream? Working on
>> MOSES I have plenty of problems dealing with external users who
>> operate on restricted networks, and they cannot see traffic aside
>> from 80 and 443 without dealing with their own IT personnel. The
>> fact that it is HTTP over TCP instead of raw TCP makes no difference
>> once it is on a non-standard HTTP port.
>>
>> I agree that it would be more prudent to look at improving the
>> websocket code and the http server, rather than replace it with a raw
>> TCP socket, especially given that there are multiple plugins, such as
>> jsonsimstats, that use the http functionality directly.
>>
>> I hope that explains my position a little better. I would love to
>> hear if there are other plans/ideas in the community to address
>> time-sinks like this one, networking simply appears to us as a good
>> starting point to increase performance and scalability of the system.
>>
>
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