Re: [Opensim-dev] Problem with the bots

2010-09-06 Thread Mister Blue
A comparison of 0.6.9 and 0.7.0.1 is written up at
http://www.sciencesim.com/wiki/doku.php/vwperf/stress_profile_20100820 .
The stress tests themselves are being made available  at
http://www.sciencesim.com/wiki/doku.php/vwperf/scalability_tests .

We use a modified version of TestClient to create all the wandering bots for
the stress tests. One of the significant TestClient modifications is
increasing the baking timeout values to several minutes to give it time to
let everyone bake without baking retries.

The avatar stress test referenced above logs in 25 bots and waits a minute
before starting another TestClient to log in another 25. The previous 25 are
barely baking before the next are starting to log in.  That's one TestClient
image per 25 bots -- the 25 bots will free up their baking image memory and
settle down to wandering in about 5 minutes. I usually run three client
systems to drive the simulator and rotate between them starting 100 (25*4)
bots on each.

-- mb

On Mon, Sep 6, 2010 at 3:01 AM, i...@nii.ac.jp wrote:

 Hello,

 Actually I would like to know a little bit more about the test you have
 done to assess the number of bot that can be runned on a simulation.
 My main concern is the time we have to wait to log several bot.

 Indeed, I can log bots and ensure their appearance will be Ok, but it
 requires a lot of time. (in OpenSim 0.7.0), for instance, to log 25 bots, it
 takes me almost 10 minutes if I want everybody to be baked.

 I am using the Testclient Object (inherited from GridClient).
 What about the time it took you to have 100 avatars on a sim ?
 And another question, according to
 http://www.sciencesim.com/wiki/doku.php/vwperf/profiling_069_070
 The test have been made on 6.9  ?
 What about 7.0 ?

 Thanks a lot for your help


 IT
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Re: [Opensim-dev] Problem with the bots

2010-09-06 Thread it
Hello,

Thanks a lot for the answer Dan. Now I know what to expect. And I have another 
question. 
You are talking about independant bots, do you mean that you can control each 
bot in a single Testclient instance independantly ? (for instance, make a bot 
move forward while another move backward, or don't move ?)

To do so, I wasn't using testclient put the opensim Scenepresence Object 
(scenepresence.controlingclient) that enable to actually have indepedant bots. 

I would like to know how independant are you bots. 

Thanks you very much 

IT






It takes TestClient 5-15 minutes to bake 25 clients if they are all logging in 
at the same time (depends on hardware and other load on the client box). In our 
experiments, we use several multi-core servers each running multiple TestClient 
processes where each process hosts 25 bots. We can usually log in 500-1000 bots 
to our grid within 20 minutes and get all of them fully baked and ready for 
action. Instead of running 100 bots in a single TestClient, consider running 4 
TestClients and have each one connect 25 bots. TestClient uses lightweight 
threads to handle packets from the simulator and if you have 100 bots moving 
around then there are a LOT of packets to process. A machine with more cores or 
hardware threads will improve your experience dramatically when simulating lots 
of independent bots in TestClient.

~Dan

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of i...@nii.ac.jp
Sent: Monday, September 06, 2010 3:01 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Problem with the bots

Hello,

Actually I would like to know a little bit more about the test you have done to 
assess the number of bot that can be runned on a simulation.
My main concern is the time we have to wait to log several bot.

Indeed, I can log bots and ensure their appearance will be Ok, but it requires 
a lot of time. (in OpenSim 0.7.0), for instance, to log 25 bots, it takes me 
almost 10 minutes if I want everybody to be baked.

I am using the Testclient Object (inherited from GridClient).
What about the time it took you to have 100 avatars on a sim ?
And another question, according to 
http://www.sciencesim.com/wiki/doku.php/vwperf/profiling_069_070 
The test have been made on 6.9  ?
What about 7.0 ?

Thanks a lot for your help


IT
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Re: [Opensim-dev] Problem with the bots

2010-09-06 Thread Michael Cerquoni
check this out IT:

http://www.youtube.com/watch?v=aB29KXgsMLQ

On Mon, Sep 6, 2010 at 9:07 PM, i...@nii.ac.jp wrote:

 Hello,

 Thanks a lot for the answer Dan. Now I know what to expect. And I have
 another question.
 You are talking about independant bots, do you mean that you can control
 each bot in a single Testclient instance independantly ? (for instance, make
 a bot move forward while another move backward, or don't move ?)

 To do so, I wasn't using testclient put the opensim Scenepresence Object
 (scenepresence.controlingclient) that enable to actually have indepedant
 bots.

 I would like to know how independant are you bots.

 Thanks you very much

 IT






 It takes TestClient 5-15 minutes to bake 25 clients if they are all logging
 in at the same time (depends on hardware and other load on the client box).
 In our experiments, we use several multi-core servers each running multiple
 TestClient processes where each process hosts 25 bots. We can usually log in
 500-1000 bots to our grid within 20 minutes and get all of them fully baked
 and ready for action. Instead of running 100 bots in a single TestClient,
 consider running 4 TestClients and have each one connect 25 bots. TestClient
 uses lightweight threads to handle packets from the simulator and if you
 have 100 bots moving around then there are a LOT of packets to process. A
 machine with more cores or hardware threads will improve your experience
 dramatically when simulating lots of independent bots in TestClient.

 ~Dan

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] On Behalf Of i...@nii.ac.jp
 Sent: Monday, September 06, 2010 3:01 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Problem with the bots

 Hello,

 Actually I would like to know a little bit more about the test you have
 done to assess the number of bot that can be runned on a simulation.
 My main concern is the time we have to wait to log several bot.

 Indeed, I can log bots and ensure their appearance will be Ok, but it
 requires a lot of time. (in OpenSim 0.7.0), for instance, to log 25 bots, it
 takes me almost 10 minutes if I want everybody to be baked.

 I am using the Testclient Object (inherited from GridClient).
 What about the time it took you to have 100 avatars on a sim ?
 And another question, according to
 http://www.sciencesim.com/wiki/doku.php/vwperf/profiling_069_070
 The test have been made on 6.9  ?
 What about 7.0 ?

 Thanks a lot for your help


 IT
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 https://lists.berlios.de/mailman/listinfo/opensim-dev
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-- 
Michael Emory Cerquoni - Nebadon Izumi @ http://osgrid.org
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Re: [Opensim-dev] Problem with the bots

2010-08-25 Thread it
Thanks a lot for your help, both of you Justin CC and Dan,
Actually I really kept under review the evolution of Opensim dealing with 
'running a lot of avatars'. 
The challenge is to have a reliable control of these bots, for crowd simulation 
purpose for instance. 

Sincere thanks for you help

I.T




In our load testing, we use TestClient from OpenMetaverse which is implemented 
using GridClient. We have contributed several changes in the past few weeks 
related to running a hundred or more bots in a single TestClient instance. The 
main reason we see incomplete appearance is that TestClient does not have time 
to bake each appearance before the appearance handshake times out between 
TestClient and the server. All client threads become consumed 
baking/encoding/decoding image data. They all slow down and new baking requests 
appear to time out.

There are 2 workarounds for this we have used with equal success:

1. Run fewer than 25 clients per TestClient instance.
2. Increase the baking timeouts in TestClient (passed as params to GridClient's 
AppearanceManager) to a large value (10+ minutes).

We routinely run 300-400 bots against a single region using 4 TestClient 
instances with 100 bots each.
We also run 1000+ bots on our research grid using 40 TestClient instances with 
25 bots each or 10 instances of 100 each.
In both of these situations, every avatar appears baked in the viewer.

Dan lake
Intel Labs

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
Sent: Tuesday, August 24, 2010 4:40 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Problem with the bots

On 23/08/10 08:08, i...@nii.ac.jp wrote:
 Hello Everybody,

 I made some additionnal test using bots (GridClient)(using different viewer, 
 different database on Opensim 0.7.0).


 My observation is this one :
 When we log a lot of bots (50 for instance), the appearance of the bots is 
 not completely loaded for each bot. Some of them are fully loaded, while some 
 others have just hair, eye, or just a grey part of skull loaded (or a ghost 
 with SL viewer).

 This problem is occuring on 0.7.0, and didn't existed on 0.6.8
 Actually, I already talked about that, but, the new fact is that when a bon 
 log into the simulation, it is set to the HOME location, and not to its 
 previous position into the simulation.
 Maybe these problem are bound to each others.

 I wrote this to understand, if somebody could tell me what information is 
 stored about each avatars, and where is it stored (for instance the last 
 position of the avatar).
 For instance, where is stored the appearance of the avatar, and when it is 
 loaded.

Last and home positions are stored in a table called GridUser.  Appearance 
information effectively comes from the body
part and clothing entries in an avatar's inventory and the assets that they 
link to.  This is stored in inventoryitems
(and the assets table, of course).

I've seen problems with appearance with multiple bots on Intel load tests as 
well.  Don't know why this is.

-- 
Justin Clark-Casey (justincc)
http://justincc.org
http://twitter.com/justincc
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Re: [Opensim-dev] Problem with the bots

2010-08-25 Thread Dahlia Trimble
If you don''t need individual bakes for your test you might consider hacking
the libomv baker to upload pre-baked files instead of making new ones for
each bot.

-d

On Tue, Aug 24, 2010 at 4:54 PM, Lake, Dan dan.l...@intel.com wrote:

 In our load testing, we use TestClient from OpenMetaverse which is
 implemented using GridClient. We have contributed several changes in the
 past few weeks related to running a hundred or more bots in a single
 TestClient instance. The main reason we see incomplete appearance is that
 TestClient does not have time to bake each appearance before the appearance
 handshake times out between TestClient and the server. All client threads
 become consumed baking/encoding/decoding image data. They all slow down and
 new baking requests appear to time out.

 There are 2 workarounds for this we have used with equal success:

 1. Run fewer than 25 clients per TestClient instance.
 2. Increase the baking timeouts in TestClient (passed as params to
 GridClient's AppearanceManager) to a large value (10+ minutes).

 We routinely run 300-400 bots against a single region using 4 TestClient
 instances with 100 bots each.
 We also run 1000+ bots on our research grid using 40 TestClient instances
 with 25 bots each or 10 instances of 100 each.
 In both of these situations, every avatar appears baked in the viewer.

 Dan lake
 Intel Labs

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
 Sent: Tuesday, August 24, 2010 4:40 PM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] Problem with the bots

 On 23/08/10 08:08, i...@nii.ac.jp wrote:
  Hello Everybody,
 
  I made some additionnal test using bots (GridClient)(using different
 viewer, different database on Opensim 0.7.0).
 
 
  My observation is this one :
  When we log a lot of bots (50 for instance), the appearance of the bots
 is not completely loaded for each bot. Some of them are fully loaded, while
 some others have just hair, eye, or just a grey part of skull loaded (or a
 ghost with SL viewer).
 
  This problem is occuring on 0.7.0, and didn't existed on 0.6.8
  Actually, I already talked about that, but, the new fact is that when a
 bon log into the simulation, it is set to the HOME location, and not to its
 previous position into the simulation.
  Maybe these problem are bound to each others.
 
  I wrote this to understand, if somebody could tell me what information is
 stored about each avatars, and where is it stored (for instance the last
 position of the avatar).
  For instance, where is stored the appearance of the avatar, and when it
 is loaded.

 Last and home positions are stored in a table called GridUser.  Appearance
 information effectively comes from the body
 part and clothing entries in an avatar's inventory and the assets that they
 link to.  This is stored in inventoryitems
 (and the assets table, of course).

 I've seen problems with appearance with multiple bots on Intel load tests
 as well.  Don't know why this is.

 --
 Justin Clark-Casey (justincc)
 http://justincc.org
 http://twitter.com/justincc
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Re: [Opensim-dev] Problem with the bots

2010-08-24 Thread Justin Clark-Casey

On 23/08/10 08:08, i...@nii.ac.jp wrote:

Hello Everybody,

I made some additionnal test using bots (GridClient)(using different viewer, 
different database on Opensim 0.7.0).


My observation is this one :
When we log a lot of bots (50 for instance), the appearance of the bots is not 
completely loaded for each bot. Some of them are fully loaded, while some 
others have just hair, eye, or just a grey part of skull loaded (or a ghost 
with SL viewer).

This problem is occuring on 0.7.0, and didn't existed on 0.6.8
Actually, I already talked about that, but, the new fact is that when a bon log 
into the simulation, it is set to the HOME location, and not to its previous 
position into the simulation.
Maybe these problem are bound to each others.

I wrote this to understand, if somebody could tell me what information is 
stored about each avatars, and where is it stored (for instance the last 
position of the avatar).
For instance, where is stored the appearance of the avatar, and when it is 
loaded.


Last and home positions are stored in a table called GridUser.  Appearance information effectively comes from the body 
part and clothing entries in an avatar's inventory and the assets that they link to.  This is stored in inventoryitems 
(and the assets table, of course).


I've seen problems with appearance with multiple bots on Intel load tests as 
well.  Don't know why this is.

--
Justin Clark-Casey (justincc)
http://justincc.org
http://twitter.com/justincc
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Re: [Opensim-dev] Problem with the bots

2010-08-24 Thread Lake, Dan
In our load testing, we use TestClient from OpenMetaverse which is implemented 
using GridClient. We have contributed several changes in the past few weeks 
related to running a hundred or more bots in a single TestClient instance. The 
main reason we see incomplete appearance is that TestClient does not have time 
to bake each appearance before the appearance handshake times out between 
TestClient and the server. All client threads become consumed 
baking/encoding/decoding image data. They all slow down and new baking requests 
appear to time out.

There are 2 workarounds for this we have used with equal success:

1. Run fewer than 25 clients per TestClient instance.
2. Increase the baking timeouts in TestClient (passed as params to GridClient's 
AppearanceManager) to a large value (10+ minutes). 

We routinely run 300-400 bots against a single region using 4 TestClient 
instances with 100 bots each.
We also run 1000+ bots on our research grid using 40 TestClient instances with 
25 bots each or 10 instances of 100 each.
In both of these situations, every avatar appears baked in the viewer.

Dan lake
Intel Labs

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
Sent: Tuesday, August 24, 2010 4:40 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Problem with the bots

On 23/08/10 08:08, i...@nii.ac.jp wrote:
 Hello Everybody,

 I made some additionnal test using bots (GridClient)(using different viewer, 
 different database on Opensim 0.7.0).


 My observation is this one :
 When we log a lot of bots (50 for instance), the appearance of the bots is 
 not completely loaded for each bot. Some of them are fully loaded, while some 
 others have just hair, eye, or just a grey part of skull loaded (or a ghost 
 with SL viewer).

 This problem is occuring on 0.7.0, and didn't existed on 0.6.8
 Actually, I already talked about that, but, the new fact is that when a bon 
 log into the simulation, it is set to the HOME location, and not to its 
 previous position into the simulation.
 Maybe these problem are bound to each others.

 I wrote this to understand, if somebody could tell me what information is 
 stored about each avatars, and where is it stored (for instance the last 
 position of the avatar).
 For instance, where is stored the appearance of the avatar, and when it is 
 loaded.

Last and home positions are stored in a table called GridUser.  Appearance 
information effectively comes from the body 
part and clothing entries in an avatar's inventory and the assets that they 
link to.  This is stored in inventoryitems 
(and the assets table, of course).

I've seen problems with appearance with multiple bots on Intel load tests as 
well.  Don't know why this is.

-- 
Justin Clark-Casey (justincc)
http://justincc.org
http://twitter.com/justincc
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[Opensim-dev] Problem with the bots

2010-08-23 Thread it
Hello Everybody,

I made some additionnal test using bots (GridClient)(using different viewer, 
different database on Opensim 0.7.0).


My observation is this one :
When we log a lot of bots (50 for instance), the appearance of the bots is not 
completely loaded for each bot. Some of them are fully loaded, while some 
others have just hair, eye, or just a grey part of skull loaded (or a ghost 
with SL viewer).

This problem is occuring on 0.7.0, and didn't existed on 0.6.8
Actually, I already talked about that, but, the new fact is that when a bon log 
into the simulation, it is set to the HOME location, and not to its previous 
position into the simulation.
Maybe these problem are bound to each others.

I wrote this to understand, if somebody could tell me what information is 
stored about each avatars, and where is it stored (for instance the last 
position of the avatar).
For instance, where is stored the appearance of the avatar, and when it is 
loaded.


Thanks a lot for your cooperation, I greatly appreciate it,
'Arigatou gozaimasu' from Japan


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