[Opensim-dev] Modifying the networking stack (UNCLASSIFIED)

Justin Clark-Casey jjustincc at googlemail.com
Wed Nov 19 00:03:30 UTC 2014


Currently, pCampbot turns off the libomv asset cache and has its own texture/mesh cache.  This is currently very similar 
- there's only one cache for all bots although we mere flag our receipt of the textures/mesh and don't keep the actual 
data.  Of course, this behaviour can change in the future.

Default agent update in libomv is currently 2 per second by default (Settings.DEFAULT_AGENT_UPDATE_INTEVAL).  From 
memory, I thought I observed Singularity post about 1 per second but I could be wrong (Diva may know what it really is 
now).  That was only a couple of observations so may change under different conditions or different viewers.

On 18/11/14 22:35, Dahlia Trimble wrote:
> One issue with libomv bots (and I'm not sure if this applies to pCampbot or not) is that running multiple bots from the
> same installation of libomv results in them all sharing the same asset cache so asset fetches by such clients will be
> much lower than normal viewers, perhaps even by an order of magnitude or more.
>
> Another issue is that libomv AgentUpdate runs at a fixed rate of 10/second but many viewers send at a rate which is
> roughly the same as frame draw rate. Bots in general don't really need a high AgentUpdate rate and 10/second is probably
> a good choice. While I agree with Diva that high rates in general are undesirable due to the extra work they impose on
> the region UDP stack, I question how much they can be reduced, or even made "smart" without degrading user experience
> while interacting in a region over a slow or lossy network connection. Some user applications such as games or
> interactive simulations may require fast response to controls and could suffer if such needs are not considered while
> engineering a networking system.
>
> On Tue, Nov 18, 2014 at 1:51 PM, Justin Clark-Casey <jjustincc at googlemail.com <mailto:jjustincc at googlemail.com>> wrote:
>
>     These are all fixable issues, either with pCampbot improvements or distributing pCampbot instances amongst more
>     machines.  I expect pCampbot will be built upon to address these points as required.  And this year I successfully
>     used 4 Amazon c2 large instances for bot running so a more realistic network load means spinning up more cloud
>     instances.
>
>     I agree that unless you can reproduce an issue you are shooting in the dark with any changes.  And organizing enough
>     real people to reproduce issues on a regular basis and without a huge amount of confusing other behaviour is
>     impossible in practice.
>
>
>     On 14/11/14 16:46, Maxwell, Douglas CIV USARMY ARL (US) wrote:
>
>         Classification: UNCLASSIFIED
>         Caveats: NONE
>
>         Dr. Lopez, thank you for sharing your paper.  Can you tell me where it was
>         peer reviewed and published?  I would like to reference it in my
>         dissertation.
>
>         On the topic of bots, the MOSES team has not been able to compose a NPC
>         agent or bot that accurately replicate the footprint of a human agent on the
>         simulator.  We believe this is for many reasons:
>
>         1)  Bots are usually composed on a server on the same network, not dispersed
>         across the internet.  The bots should be software throttled and noise
>         introduced into their connections to approximate random access.
>
>         2)  Bots aren't using full clients, so they are not filling caches and
>         making the same scene requests as humans in graphical clients.
>
>         3)  Bots are usually homogenous.  They need to be randomly dressed, have
>         random attachments, and have random inventories.
>
>         4)  Bots need to move randomly and collide with objects in the scene and
>         with each other.
>
>         5)  Bots need to randomly chat with each other and broadcast locally.
>
>         We think we can create a NPC solution that satisfies these issues.  Will
>         take some thought and development.  Has anyone come close to this?
>
>         Goal:  Compose bots/NPCs that can approximate the loads of humans within 90%
>         certainty.  Meaning if we load 100 of these artificial agents into the
>         MOSES, we are certain that it will accurately behave as if at least 90
>         humans are logged in.
>
>         IMHO, if you can't assign a reliability to a test, then you are just wasting
>         your time.  This is basic V&V tenants.
>
>         v/r -douglas
>
>         Douglas Maxwell, MSME
>         Science and Technology Manager
>         Virtual World Strategic Applications
>         U.S. Army Research Lab
>         Simulation & Training Technology Center (STTC)
>         (c) (407) 242-0209 <tel:%28407%29%20242-0209>
>
>
>
>         -----Original Message-----
>         From: opensim-dev-bounces at __opensimulator.org <mailto:opensim-dev-bounces at opensimulator.org>
>         [mailto:opensim-dev-bounces at __opensimulator.org <mailto:opensim-dev-bounces at opensimulator.org>] On Behalf Of
>         Diva Canto
>         Sent: Friday, November 14, 2014 11:05 AM
>         To: opensim-dev at opensimulator.org <mailto:opensim-dev at opensimulator.org>
>         Subject: Re: [Opensim-dev] Modifying the networking stack
>
>         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_prepri
>         <http://www.ics.uci.edu/~lopes/documents/summersim14/gabrielova_lopes_prepri>
>         nt.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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>         Classification: UNCLASSIFIED
>         Caveats: NONE
>
>
>
>
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>
>
>     --
>     Justin Clark-Casey (justincc)
>     OSVW Consulting
>     http://justincc.org
>     http://twitter.com/justincc
>
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-- 
Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc


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