:-) just to be clear I am talking about git hash 007711 ( opensim 0.7.4
recommended in the osgrid twitter at the first of march 2012 ). I've seen a
newer recommended version just came out ... and I'll give that one a try.

Thank you for supporting my thought about a deadlock! I'll have a look at
the 700 MB of data I just have and try to go deeper into the analysis. I
expect the YourKit profiler to be helpful in this regard.

Regards,
Akira

Am 24. April 2012 02:45 schrieb Justin Clark-Casey <jjusti...@googlemail.com
>:

> Those kind of traces (where lots of threads are waiting for
> WaitHandler.WaitOne() or similar) are usually indicative of deadlock
> somewhere in the system.
>
> When this happens, I find that the best thing to do is take a vm thread
> dump and inspect the code to find out where the deadlock is happening.  I
> don't know how to do this on Windows but I'm sure it's possible.  Windows
> may well even provide some nice tools to identify the deadlock place rather
> than eyeballing the stacks.
>
> But to be honest, if that's opensim 0.7.1.1 then the code has changed a
> lot since then.  There's a very good chance any problems you find will not
> apply to OpenSim 0.7.3 or even 0.7.2.  I suggest you upgrade before doing
> any other analysis.  Even OpenSim 0.7.3.1 will quickly become out of date -
> if you really want to winkle out bugs then mainline is often the place to
> be (though you could also try opensim-0.7.3-extended git branch which is
> 0.7.3.1 + selected things from git master - should be stable but not
> absolutely guaranteed.
>
> Just to be clear, I'm happy to eyeball problems on recent releases or
> master but I lack the time to do thorough analysis.  However, I'm happy to
> add more stats/diagnostic commands to OpenSimulator if useful stuff can be
> identified and it's not super-difficult to do.
>
> Best,
>
> Justin
>
>
>
> On 22/04/12 23:43, Akira Sonoda wrote:
>
>> Hi Justin,
>>
>> I am still investigating the Slow GetTexture problem and the resulting
>> instability under high Load.
>>
>> What i did so far:
>>
>>  1. I'm still using opensim-0007711 ( i didn't have the time to upgrade,
>> the first upgrade was not so good due an error
>>
>>    on my side and since then i did not look too much into it)
>>  2. I've created a Windows Instance in the Amazon cloud in order to be
>> able to connect some profiling tools.
>>  3. I've run the last two Friday Parties from there the first Party was
>> quite okay ( MaxPoolThreads=90 in the
>>
>>    SmartPoolThreads settings, but i saw more on peaks, strange )
>>  4. The second party from the 20. April went crazy after 3 hours here's a
>> picture:
>>
>>
>> http://farm9.staticflickr.com/**8017/6957771466_4412ee83c4_b_**d.jpg<http://farm9.staticflickr.com/8017/6957771466_4412ee83c4_b_d.jpg>
>>
>> Most of the threads had a stack trace like this:
>>
>> http://farm9.staticflickr.com/**8155/6957875232_0203631ed0_b_**d.jpg<http://farm9.staticflickr.com/8155/6957875232_0203631ed0_b_d.jpg>
>>
>> Wondering why this increase started after approx 3 hours. We had at max
>> about 18 avies on the region/sim with various
>> different viewers. Because I did not attach this amazon Cloud instance to
>> my splunk server i have no statistics about
>> the viewers during the party ... i probably should do that in future.
>>
>> I will upgrade to a more recent version next week ...
>>
>> Thanks a lot!
>>
>> Akira
>>
>>
>> Am 19. März 2012 01:57 schrieb Justin Clark-Casey <
>> jjusti...@googlemail.com 
>> <mailto:jjustincc@googlemail.**com<jjusti...@googlemail.com>
>> >>:
>>
>>
>>    It's quite possible the 3rd party HTTP server doesn't use the
>> threadpool though I've never looked in detail.
>>
>>    You could supply any other http address in the GetTexture cap (e.g.
>> the asset service directly with a suitable
>>    handler).  However, I'm not sure that asset serving is such a
>> bottleneck at the moment compared with scripting and
>>    physics issues.
>>
>>
>>    On 17/03/12 21:10, Dahlia Trimble wrote:
>>
>>        I've done a bit of tracing through the code and I can't seem to
>> find where the http server in OpenSimulator uses
>>        threadpool threads. I did find them used in the LLUDP server and
>> in asyncronous requests from the asset service,
>>        but I
>>        have yet to find any other uses. is it possible that the http
>> server is still using system threads, bypassing the
>>        threadpool? I'm rather curious as I use the built-in http server
>> in a few personal applications and I'm
>>        concerned about
>>        performance.
>>
>>        On another note, I believe part of the impetus behind LL designing
>> the texture fetch capability was to allow a
>>        separate
>>        service from the simulator to supply assets to viewers, thereby
>> reducing load on the individual simulator processes.
>>        Perhaps this is something OpenSimulator can take advantage of?
>> Probably some kind of asset proxy cache could do
>>        a much
>>        better job of serving textures and other assets to viewers than
>> the existing monolithic process? I believe it
>>        could even
>>        be moved to a separate server with a different IP address.
>>
>>
>>        On Fri, Mar 16, 2012 at 8:36 PM, Justin Clark-Casey <
>> jjusti...@googlemail.com 
>> <mailto:jjustincc@googlemail.**com<jjusti...@googlemail.com>
>> >
>>        <mailto:jjustincc@googlemail._**_com <mailto:jjustincc@googlemail.
>> **com <jjusti...@googlemail.com>>>> wrote:
>>
>>            Hi Akira.  I have now updated the "show threads" method to
>> show threadpool statistics for the main threadpool.
>>              Please note that each XEngine script engine will also have
>> it's own threadpool (which can be seen using the
>>        "xengine status" command).  Might need to improve this further.
>>
>>        "show threads" will also show all in-use threads.  However, at
>> least on mono 2.6.7 this isn't reported by the VM so
>>            won't be shown.
>>
>>            I'm not sure whether this will help you or not in tracking
>> down performance issues.  In some situations it could
>>            help (e.g. if threads are encountering deadlock the number of
>> 'in use' threads will leap up, though you've
>>        probably
>>            already noticed deadlock by the long-running threads reporting
>> monitoring failures and the sim locking up).
>>
>>            So I'd be happy to hear suggestions for additional data and
>> I'll implement them if I can, since I think this is
>>            going to be a growing area of concern.  Unfortunately pinning
>> down performance issues with a system as
>>        complex as
>>            OpenSimulator (with massive numbers of threads and user
>> generated scripts) is likely to remain a significant
>>            challenge for the forseeable future.
>>
>>
>>            On 11/03/12 19:15, Akira Sonoda wrote:
>>
>>                Am 10. März 2012 03:25 schrieb Justin Clark-Casey <
>> jjusti...@googlemail.com
>>        <mailto:jjustincc@googlemail.**com <jjusti...@googlemail.com>>
>> <mailto:jjustincc@googlemail._**_com 
>> <mailto:jjustincc@googlemail.**com<jjusti...@googlemail.com>
>> >>
>>        <mailto:jjustincc@googlemail. <mailto:jjustincc@googlemail.>**____com
>> <mailto:jjustincc@googlemail._**_com
>>
>>        <mailto:jjustincc@googlemail.**com <jjusti...@googlemail.com>>>>>:
>>
>>
>>
>>                    I'm sorry to say that you'll have to take the
>> ThreadPool numbers with a very very very large pinch
>>        of salt.  I
>>                    believe they only refer to the built-in mono thread
>> pool and not the SmartThreadPool which is the one
>>                actually used
>>                    (and beyond that the core simulator and xengine use
>> separate pools).  I will try and improve this
>>        situation
>>                soon.
>>
>>
>>                Thank you Justin!
>>
>>                Would be nice to have some meaningful statistics for all
>> those ThreadPools! Maybe there is a possibility to
>>                write those
>>                statistics to the log from time to time ( e.g. every 30
>> seconds). Together with some documented "best
>>        practices"
>>                from
>>                those who operate Sims, with lots of avatars on it - I'm
>> thinking mainly the OSgrid Plazas are good
>>        references -
>>                this
>>                could be highly valuable information for those who operate
>> Sims for similar purposes ( meeting points,
>>        parties,
>>                concerts
>>                etc. )
>>
>>
>>
>>
>>
>>
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>>
>>            --
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>>        http://justincc.org/blog
>>        http://twitter.com/justincc
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>>    --
>>    Justin Clark-Casey (justincc)
>>    http://justincc.org/blog
>>    http://twitter.com/justincc
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> http://justincc.org/blog
> http://twitter.com/justincc
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