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Jahar Aabye added a comment - 10/Feb/09 02:40 PM
Does the EPS (script performance, Events Per Second) change when the script time does?
Unfortunately, I wasn't paying attention enough in the past to look at the EPS prior to the most recent server version.
RIght now Region Top scripts is showing me 5.3ms I wonder what fraction of the running scripts are compiled to Mono?
SVC-3352 possibly related? Maggie: I don't think this is related. My estate in general has always been very light script usage in the past. I only noticed the bug because my script time seemed highly inflated, on every sim.
Can you provide us with more details and number you are seeing and what you've experienced in the past or are expecting?
@Alexa: In the past the numbers were the same. This affects pretty much every viewer I have come across, so I assume this is a simulator issue. I am not sure when the bug came up. Attached is an image.
CTRL-SHIFT-1 says: Script time of 7.9ms Which is incorrect. When script time of CTRL-SHIFT-1 spikes it affects the time dilation of the simulator, and I don't believe it should because the numbers are inflated or incorrect. Vagabonds (the sim in the pic) should be running at 1.00 time dilation, but is frequently at 0.99 or less. All of the 8 sims I have estate privilages on, shows difference in script time and top scropts. It should be easy to reproduce imo.
It would be nice to know which is correct, and what causes the difference? Thanks to Psi Merlin, who made me estate-owner, I found this test.
-Rez a box, call it "%%%" so it can be found easily, and add this Mono-script: default { state_entry() { while (TRUE) llSleep(0.001); } } -Open the top-scripts window. Observe: The script uses around 0.08 ms according to the top-scripts. -Take the box in inventory and rez it again. Observe: The script does not show up in top-scripts -Recompile the script. Observe: It's back to 0.08 ms again. ======= I did this test on a 1.26 aditi server. Can someone try it on agni? Amazing, with llSleep(10) I get exactly the same results ...
I have been posting my problems about this on http://jira.secondlife.com/browse/SVC-3867
I know this isn't related to this Jira, but just to answer, this doesn't affect only homesteads. Class 4 sims show this too, and while it might not be as easy to see, our class 5 sim is showing increased script time as well.
Last year we had a mardi gras event on a class 4 sim. 40 people all wearing floats and approximatly the same amounts of scripts running on the sim. There was lag for sure, but it was doable and we got through it. Since then we upgraded the sim to a class 5 sim, and this year, with the same amount of scripts, the event lags even more with 40 people. Scripts are slowing almost to a hault, objects not updating position or registering touches etc. One would expect better performance on our class 5 sim, but its the same, perhaps even a bit worse. I just want to add that my homestead is suffering from this same issue. There seems to be not pattern to which scripts will be top scripts on each refresh. And script times are 17-25 ms where they used to be about 1.25 ms. Dilation is usually about .80 and sim fps about 33. This all started about two weeks ago for me.
Ok so im guessing nothing was done about this in the 1.25.6 server deployment and yet i see its still not assigned to anyone. Take a look at my stat bar pick up there. This is insane!! This was taken from the sim Kinu Inu about 10 minutes after the server was deployed WOW a 0.47 Dilation, 21 FPS, Im the only person on the sim yet it shows 6 agents, and look at that rocking script time there 23.6!!! Come on now this sim never seen higher then 3.0ms on the script time and never droped below 44.0 on the FPS Dilation was always at 97 or better. Can we PLEASE get this imported and assigned!!!
This was a while ago and I cant remember what RC version was running during Burning Life 2008.
But here is the problem then ( and I bet it still exists): I was told my mono script was taking up too much resources. But when I looked at it - it was mostly a WHILE loop with a good few seconds llSleep in the middle of it ! All I did was remove the WHILE and replace it with a self looping llLinkedMessage and I was told that was considerably better! The logic remained the same and if anything a llLinkedMessage should have ADDED slightly to performance rather than improved it. Please investigate and fix. That is likely due to them adding more reporting statistics, and your viewer doesn't yet know how to interpret them. I was already seeing this issue using viewer 1.21 with server 1.25. It is likely they have added even more. In doing so the statistics don't line up with what the viewer expects anymore.
What the viewer is showing as Script Time is actually a new statistic called "Total Frame Time" or something to that effect. I could be wrong, but I suspect that is what you are seeing. If you use the RC client 1.22, or are fortunate enough to have a copy of 1.23 viewer, things display correctly. Darien,
If your comment is referring to mine? Then I am not talking about anything on the viewer. I'm reflecting what I was told by the SIM Admin. She was giving me feedback on what she was seeing from SIM Stats - not Viewer Stats. Viewer Stats had SCRIPT TIME of > 15ms throughout all this and showed no noticeable difference before or after. PS Lindens - Please make the STATS window persistent over sessions - I'm getting tired of re-opening it EVERY login. And please also persist STATS settings - I'm getting tired of deleting gauges and expanding TIME ) Whats the status here with this and SVC-3867? No coments since the 9th.
still getting ghost scripts, still have script times off the damn chart, still have tenants leaving due to lag and constant restarting of the sims, even after they read this and SVC-3867, still cant understand why this and SVC-3867 are not fixed yet. A possible cause of this is SVC-4152, lots of good data and pictures there.
Assignee: Unassigned
that s crazy.. i had before the 1.25 server version sim times from 6ms.. now it s up to 50ms.. and nobody notice?? or ask to reproduce.. all estate owners i know see the same at their sims.. and it s not only ghosts scripts trouble.. so what? is there another jira may be speaking about that.. and here is the wrong place.. Today I found that loops throttled by built-in delays (like in llSetPos) show the same increase in topscript-time.
Did some testing on this and it does look like the 'sleep' time for various LSL commands causes the difference.
A region with 100 scripts doing simple counting loops doesn't show the problem - the two sets of numbers match. If the scripts contain LSL commands that sleep (such llSetPos()) then the difference happens. Simon,
If llSay has an implicit SLEEP then can u please update the WIKIs. http://wiki.secondlife.com/wiki/LlSay (I know that llSetPos has an implicit 0.2 secs SLEEP but I didn't read anywhere about llSay having one.) Thanks llSay doesn't have a built-in delay. A tight loop with llSay is really a topscript.
======= Here's something interesting: -Create a box, call it "%%%", so it can be found easily. default
{
touch_start(integer total_number)
{
llSleep(30);
}
}
-Open the topscripts-window, sort by name. Observe: The object uses very little time. -Click the box. Observe: Topscripts reports a high time, identical each refresh. When the 30 seconds sleep is over, time goes down to almost zero. -Click the box again. Observe: Topscript-time does not go high anymore. After a reset the bug manifests only once, in this setup. ======= Second Life 1.23.0 (118316) Apr 23 2009 21:20:14 (Second Life Public Nightly) You are at 180358.8, 254087.6, 40.5 in Snark located at sim3012.aditi.lindenlab.com (216.82.49.224:13001) First, yes, llSay() doesn't have an implicit sleep. It's throttled in other ways – sorry for the confusion
Some more info – there are two different accounting mechanisms involved here: the script time shown in the ctrl-shift-1 window is the block of time spent in the frame running scripts. It's a running average of the last second. It's basically a stop-watch that covers when it starts running scripts until it ends for each frame. This includes the overhead of looping through all the objects with scripts, making sure they are on parcels that allow it, aren't about to be deleted, etc. In my test (100 objects moving randomly) the overhead was significant but varied widely each frame - it could be almost zero, or close to 40%. The individual script times are an average time over the last few frames in which the script ran, only counting the time executing script byte code. The overhead mentioned above is not included, so that can contribute to some of the observed difference between the two values. It also looks like a sleeping script suspends that running average calculation, while it should be considered a zero-time duration to execute for that frame. That may be why it's sticking around in the top scripts as Moon found. I'll try a fix there. I'll poke a bit more at this but it looks like it's lower priority (as compared to a crash, for example). I think the 'top scripts' is a decent indication of the relative usage but with the significant overhead for each script, its may be difficult to get them to match perfectly. Dropping this to "Normal" since it doesn't cause content loss or significant problems.
1.30 has a partial fix here. Scripts that sleep, have zero script energy, or an error will no longer remain in the Top Scripts list, so that ranking is more accurate.
The problem I mention above, where the overhead of switching between all scripts, scanning, etc causes a difference between the sum of all the individual script times and the total time in scripts still remains. We could essentially add that small amount to every script, I guess, but that would need another loop through all the scripts, which will take up even more time. Hi Simon,
Sorry I wasn't available when this was in beta. The problems with sleeping scripts have not been solved yet, as this test shows: -Create a box, name it "recompiled", add this script: default { state_entry() { while (TRUE) llSleep(10); } } -Drag a copy sideways, name it "reset". Observe: All boxes "recompiled" show up high in topscripts. -Restart the region. Observe: The "recompiled" boxes still show high. The "reset" boxes show high too now. One of the "cloned" boxes shows high. ======= I agree with what you say about the overhead-times. It's better to try to reduce them than to try to calculate and correct, causing even more overhead. It's a systematic error, and we can probably best interpret when we don't fiddle with it. ======= About the priority: When an estate manager is looking for causes of lag, the highest topscripts are always first suspect. Now avatars show up in topscripts, which is great. But what if your shoes have some harmless, sleeping scripts? ======= You are at 258432.1, 290944.2, 21.6 in Mersenne Prime Too located at sim2.aditi.lindenlab.com (216.82.15.195:12035) Hi Simon,
Good news, your fix made it into 1.32. ======= Second Life 1.23.5 (136262) Oct 14 2009 12:08:26 (Second Life Release) You are at 258440.7, 290951.3, 21.0 in Mersenne Prime Too located at sim1.aditi.lindenlab.com (216.82.15.194:13000) CPU: Intel Core 2 Series Processor (2401 MHz) libcurl Version: libcurl/7.18.1 OpenSSL/0.9.8j zlib/1.2.3 |
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