Il giorno 01/set/2010, alle ore 15:36, Tateru Nino <tateru.n...@gmail.com> ha scritto:
On 1/09/2010 11:24 PM, Oz Linden (Scott Lawrence) wrote: On 2010-09-01 7:12, Tateru Nino wrote: Hmm. It might not be an actual leak per-se... I've noticed in busy areas that the viewer will often hit a **lot** of parallel HTTP texture fetches. That's not very good http behavior, but I doubt that we can get it changed until the servers are properly supporting persistent connections. Indeed. It's not exactly best-practice. Creating a priority list of textures and a configurable concurrent requests cap (default: 16?) would probably be the way to go. No, this is a client side problem in file handling, not an HTTP problem... You can parallelize billions of download, the fail (you can see in my logs) is in local filesystem file handling. Maybe there are more locks than suitable, the file/decoder handler must detect the limits and adapt the pipes. As seen in logs i suppose when a cached texture fail (timeout, bad crc for packet loss) the automatic clean try a clear_while_run wasting all openable files. If a http timeout or corrupted cached texture found the SINGLE download or the single fileust be deleted or dropped, not whole cache. If a running viewer have 600 opened tectures and got a timeout now re-open all to clean them, exceding the default 1024 limit I've noticed some grey textures too, i begin to think about the old (patched) bug about decoding fail without retry, the pipe hold the channell opened wasting resources -- Sent by iPhone
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