> Resizing the terseupdate packet size is going to be placed in to ModRex at > least, that's why in the patch SendAvatarTerseUpdate method is marked as > virtual.
Just a very quick short one; (yeah right) Not talking about this patch in particular, just realized there's something that app devs probably should be made aware of: In OpenSim, there's been an implicit understanding (that we should probably discuss and make explicit) that; 1) Marking stuff as 'virtual' because of the need to subclass in a particular proprietary application should never be a problem. This strenghtens the API. 2) Going from 'private' to 'protected' because of the need to subclass in a particular proprietary application should never be a problem. This strenghtens the API. 3) Introducing extra layers of indirection because of the need to re-direct control flow in a particular proprietary application should never be a problem. This strenghtens the API. 4) Introducing stuff directly into core that is not used by core because a particular proprietary feature demands it, will always be a problem. Instead, do 1) or 2) or 3). 5) Going from 'protected' to 'public' because a particular proprietary feature demands it, will always be a problem. Instead, do 1) or 2) or 3). Best regards, Stefan Andersson Tribal Media AB > From: mikko.pall...@adminotech.com > To: opensim-dev@lists.berlios.de > Date: Thu, 12 Feb 2009 14:26:26 +0100 > Subject: Re: [Opensim-dev] Avatar movement packet optimization > > Hi, > > Yes, 'dramatic' as in positive. > > The changes introduced in the patch work for LL clients also and propably for > OpenMetaverse clients too, but I haven't tested this patch with them. > > Resizing the terseupdate packet size is going to be placed in to ModRex at > least, that's why in the patch SendAvatarTerseUpdate method is marked as > virtual. > > Sean Dague wrote: > > Very cool to see this patch. There is some feedback in the mantis tracker > > about adjusting the way types are used. It would be great if you could > > respin the patch based on that so we could get this in. > > Already done. > > Cheers, > Mikko > > -----Original Message----- > From: opensim-dev-boun...@lists.berlios.de > [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Dirk Krause > Sent: 12. helmikuuta 2009 13:36 > To: opensim-dev@lists.berlios.de > Subject: Re: [Opensim-dev] Avatar movement packet optimization > > Hi, > > - dramatic in terms of 'positive'? > - to take advantage of the client side changes one would need to change the > viewer source (or take the Rex Viewer) then? > I also take it that OpenMetaverse based viewers (like IdealistViewer) would > need a patch for OpenMetaverse? > > > even with the 'server only' optimization, it still is a great contribution. > Should be tested though, and I wonder what would be a smart way to do this. > > Best, > Dirk/Bart > > -----Ursprüngliche Nachricht----- > Von: opensim-dev-boun...@lists.berlios.de > [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Mikko Pallari > Gesendet: Donnerstag, 12. Februar 2009 12:16 > An: opensim-dev@lists.berlios.de > Betreff: Re: [Opensim-dev] Avatar movement packet optimization > > That optimization did this and also reduced the terseupdate packet size. That > needed changes to protocol, and because we can't change the protocol with > Linded client, the effect won't be so dramatic here. > > Cheers, > Mikko > > -----Original Message----- > From: opensim-dev-boun...@lists.berlios.de > [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Jeroen van Veen > Sent: 12. helmikuuta 2009 11:15 > To: opensim-dev@lists.berlios.de > Subject: Re: [Opensim-dev] Avatar movement packet optimization > > i saw that robotdemo a while ago at http://community.rexdeveloper.org/. It's > the same optimization? That was really some impressive cool stuff. keep up the > good work! > > Jeroen > > On Wednesday 11 February 2009 18:59:19 Tommi Laukkanen wrote: > > Nice! > > > > We need more work like this. > > > > Tommi > > > > On Wed, Feb 11, 2009 at 1:21 PM, Mikko Pallari > > <mikko.pall...@adminotech.com > > > > > wrote: > > > > > > Hi, > > > > > > > > > > > > I have made a patch to optimize number of packets to enable even more > > > users in simulator. I have submitted this patch to mantis and you can > > > review it here: http://opensimulator.org/mantis/view.php?id=3136 > > > > > > > > > > > > And as described in mantis this packet should increase the max number of > > > avatars the server can handle. It combines many terse update packets in > > > to one packet. > > > > > > > > > > > > Our initial tests show that: > > > > > > - two avatars moving in a circle with optimization: 30-60 packets per > > > second on client > > > > > > - two avatars moving in a circle without optimization: 40-70 packets per > > > second on client > > > > > > > > > > > > Cheers, > > > > > > Mikko Pallari > > > > > > _______________________________________________ > > > Opensim-dev mailing list > > > Opensim-dev@lists.berlios.de > > > https://lists.berlios.de/mailman/listinfo/opensim-dev > > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > > > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev
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