I agree with you about not stabbing in the dark. That is why I spent an enormous amount of treasure on improving
pCampbot/libomv, creating other tools and adding more stat and real time change capabiltiies to allow us to reproduce
issues before making changes.
So it's unfortunate that in this case that I simply ran out of time to properly investigate the issue with adaptive
throttles being decimated by a string of ack waits expiring in the same second.
My major concern is that this could well be the single remaining blocker to decent performance at higher avatar numbers
than has previously been possible in core out-of-the-box OpenSimulator (excpet for using mysql instead of sqlite). It
won't matter that every other issue has been addressed - just this one is potentially enough to still screw up
performance. So I really want to address this before making the next release. I really don't want to tell people
having problems that they should try switching off adaptive - OpenSimulator should work out-of-the-box for as broad a
selection of load profiles as possible.
The problem I face now is that in a perfect world one would definitely go back and do extensive testing on this
particular issue. However, I am quickly running out of time and resources to do so, along with all the other issues
that need to be addressed before a release can be made.
Hence, I favour making what I think is a single innocuous change to throttle back a tiny bit more slowly, where
continual packet loss will always throttle back to absolutely minimum anyway - it may just take slightly longer. On the
surface, a time adjustment appears simpler to me than byte counting, though I haven't thought about that much. There
would be no further changes at this point. Of course, there would be testing but maybe not the extensive and time
expensive load testing that took place during the conference buildup. Although if you have time to help with that it
would be very welcome. If so, I am happy to wait till next week.
I'm also not sure I regard this as a tried and tested algorithm in this context. It certainly is in the TCP world but
there things appear to be rather different - only one segment is going to expire at a time and halve the throttle (not
many UDP acks expiring at once to decimate it). Also, the build up in TCP land looks rather quickly - in our case we
only increase throttle on receipt of an ack. The number of reliable packets sent from server to client is not that high
so the throttle takes a considerable period to build up from low levels.
On 01/12/14 16:42, Mic Bowman wrote:
one thing that i was concerned about when i put the throttles in place is the
relationship between congestion control
and packet sizes. if you're generating a large number of small, reliable
packets that are being dropped, that could
cause the congestion control to kick in more quickly. that would suggest an
adjustment based on bytes sent rather than
time (though both are probably appropriate).
my biggest concern is that we start fixing by "stabbing in the dark".
congestion control is particularly nasty in how it
interacts which is why i started with a well known & long battle tested
algorithm. making random changes might fix one
problem and introduce a half dozen others.
i'm not in a position to help on the diagnosis until next week if you can wait
until then.
--mic
On Wed, Nov 26, 2014 at 4:04 PM, Justin Clark-Casey <[email protected]
<mailto:[email protected]>> wrote:
This was actually happening at quite low loads (< 40 connections over all 4
keynotes). Once adaptive throttles was
disabled and other unrelated issues fixed the system had no obvious issues
coping with higher loads in both testing
and the conference itself (e.g. the 159 peak keynote avatars in the
conference). So I don't think it was a server
bandwidth issue.
That said, it was somewhat strange behaviour as affected only maybe 10-20%
of connections. Once it did affect a
connection (I saw this happening by logging downward adjustments which one
can still do with the console command
"debug lludp throttles log 1"), the connection would not recover - at some
point a bunch of expires would reduce the
throttle again. Connections seemed to be affected randomly - I experienced
the issue myself at one point and I have
pretty solid fibre.
You're right in that I don't know why this happened or why problematic
connections stayed problematic instead of
slowly recovering. Because of time constraints we had to disable adaptive
instead of investigating further. But I
don't advocate doing this by default at all because, as you say, it's an
important mechanism for congestion control.
I do plan further investigation will happen at some point but it's time
consuming work and I'd really love to get a
release out soon-ish. So for the moment I would like to do tune the
adapation mechanism tuning as you've mentioned,
which I believe should probably be done anyway. Because of the nature of
the problem, my plan would be not to
change the adaption divisor but rather to adapt downwards only every 2
seconds or so if packets are expiring rather
than on every packet expire. I believe this should still achieve the
adaption effect without massively penalising
the connection if there has been a momentary connection issue or similar.
On 26/11/14 02:39, Mic Bowman wrote:
As you mention... cutting the throttle by 50% was modeled on the TCP
congestion control approach. It is very
aggressive
as a congestion control mechanism and certainly could be tuned.
That being said... do you know why the packets were considered
un-acked? If its because the simulator is having
problems
(which given your description that it happens under load seems to be
the case) then we can probably do something
more
intelligent about throttling over all simulator BW. That is... maybe
the problem is that the top end of the overall
simulator bw is the problem, not the per connection throttles.
Manual throttles & adaptive throttles are not exclusive. You can use
both. Adaptive manages the top end, but the
manual
throttles set an absolute max.
--mic
On Tue, Nov 25, 2014 at 5:15 PM, Justin Clark-Casey <[email protected]
<mailto:[email protected]>
<mailto:jjustincc@googlemail.__com <mailto:[email protected]>>>
wrote:
Hi Mic (primarily),
Two years ago [1] we had a discussion about the
enable_adaptive_throttles setting. Just for background,
this is a
setting that adapts the amount of data sent to the viewer
depending on whether reliable packets sent from the
simulator are acked or not. As such, it looks to make sure that a
viewer which sets a downstream bandwidth
higher
than its network connection can cope with is not permanently hosed
with too much data. We enabled it on an
experimental basis [2].
As you said at the time, this is modelled on the congestion
approach used in TCP. I see that for TCP, the
rate is
halved on every unacked segment. In OpenSimulator, it's halved on
every unacked reliable packet.
However, under fairly modest load conditions in the conference
grid, I saw a behaviour where sometimes for a
connection a sequence of packets would expire for some connections in
a very short time period (< 1 sec). This
would halve the throttle many times, in my observations right down
to the absolute minimum. This caused the
behaviour from the user's point of view to degrade considerably
for an extended period of time. The
throttles takes
quite a long period to grow again.
I didn't get much further with the diagnostics since a lack of
time forced us to switch back to manual
throttling
instead (with a 1 mbit per viewer and 400 mbit total on the
keynotes). This seemed to work okay in testing
and in
the event itself. However, this leaves one vulnerable to the
problem adaptive_throttles looks to tackle in the
first place.
I'm still reading up about this stuff, but it strikes me that
halving the throttle on every missed packet
is much
harsher than the TCP approach, as with UDP a whole sequence can
expire at once rather than a single segment
that is
subsequently retried before another segment can be missed.
One idea is to ignore all expiries in a certain period (e.g. next
2 seconds) if an expired packet has
already caused
the throttle to be halved. Of course, this is a bit more
complicated to do but hopefully not too much so.
What do
you think? Any other ideas?
[1]
http://opensimulator.org/____pipermail/opensim-dev/2011-____October/023017.html
<http://opensimulator.org/__pipermail/opensim-dev/2011-__October/023017.html>
<http://opensimulator.org/__pipermail/opensim-dev/2011-__October/023017.html
<http://opensimulator.org/pipermail/opensim-dev/2011-October/023017.html>>
[2]
http://opensimulator.org/____pipermail/opensim-dev/2011-____October/023063.html
<http://opensimulator.org/__pipermail/opensim-dev/2011-__October/023063.html>
<http://opensimulator.org/__pipermail/opensim-dev/2011-__October/023063.html
<http://opensimulator.org/pipermail/opensim-dev/2011-October/023063.html>>
Best Regards,
--
Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc
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