You may also be interested to know that in the very latest git master code I have changed the way that "Top Scripts" information is generated (as teported through the region menus). Rather than counting and resetting LPS for each object, which doesn't give a very good indication of script running time, an adjusted actual execution time is shown, based on an idealised frame time (we have to do it in a roundabout way since XEngine does not execute script slices per frame, unlike other script engines).

This gives a better indication of which scripts are running a lot, though I still wouldn't rely on the absolute numbers too much. This might help determine if the issues you're seeing are to do with scripts rather than the simulator itself per se.

On 11/03/12 19:15, Akira Sonoda wrote:
Am 10. März 2012 03:25 schrieb Justin Clark-Casey <[email protected] 
<mailto:[email protected]>>:

    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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Justin Clark-Casey (justincc)
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