Difference between revisions of "Server Beta User Group"

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=== Updates ===
=== Updates ===
* The main channel is getting the maintenance project which was introduced to all three RC channels last week
* No roll is scheduled for the main channel this week.
** This project fixes some crash modes and an obscure bug
** [[Release_Notes/Second_Life_Server/14#14.09.05.293778]]
** [[Release_Notes/Second_Life_Server/14#14.09.05.293778]]
* RC BlueSteel was updated to a new project, which addresses experience tools
* RC BlueSteel is remaining on the experience tools update project.  This week's update includes a fix to llGetExperienceDetails()
** It includes some bug fixes, and tweaks some behaviors related to experience tools
** It includes some bug fixes, and tweaks some behaviors related to experience tools
** [[Release_Notes/Second_Life_RC_BlueSteel/14#14.09.09.293969]]
** [[Release_Notes/Second_Life_RC_BlueSteel/14#14.09.19.294400]]
* RC LeTigre was updated to the same project as BlueSteel
* RC LeTigre is getting the same update as BlueSteel.
** [[Release_Notes/Second_Life_RC_LeTigre/14#14.09.09.293969]]
** [[Release_Notes/Second_Life_RC_LeTigre/14#14.09.19.294400]]
* RC Magnum was updated to the same project as BlueSteel and LeTigre
* RC Magnum is getting the same update as BlueSteel and LeTigre.
** [[Release_Notes/Second_Life_RC_Magnum/14#14.09.09.293969]]
** [[Release_Notes/Second_Life_RC_Magnum/14#14.09.19.294400]]
* CDN [[#Map Tile Fetching]] is now live on all of Agni
* CDN [[#Texture And Mesh Fetch Testing]] is still on select Agni regions
** This update was through the login servers (pointing viewers at the new URLs to use for map tile downloads)
** Half of the login hosts were updated yesterday, and the other half were updated this morning (September 18)
* CDN [[#Texture And Mesh Fetch Testing]] is now live on select Agni regions
** The channel name is "Second Life RC Snack", and only has a few regions now
** The channel name is "Second Life RC Snack", and only has a few regions now
** Presently, the following Linden-owned regions are on this channel:
** Presently, the following Linden-owned regions are on this channel:
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***** Because of the delay involved when logging in, this texture fetch benchmark is much less precise than what we have for meshes
***** Because of the delay involved when logging in, this texture fetch benchmark is much less precise than what we have for meshes
** Feel free to try it for yourselves!  (please be gentle..)
** Feel free to try it for yourselves!  (please be gentle..)
==== Map Tile Fetching ====
Similar to [[#Texture_And_Mesh_Fetch_Testing]] above, we are working on using a [http://en.wikipedia.org/wiki/Content_delivery_network CDN] for world map tile fetching.  The world map CDN is now grid-wide on Aditi, for testing.  The change is that upon login, the login server gives you a CDN URL for map tiles, rather than the usual Amazon S3 URL.  Fetching map tiles from the CDN should be faster, in general, due to geographic proximity of the CDN servers.
You can detect which URL the viewer is using for map tiles by this viewer log message:
INFO: process_login_success_response: map-server-url : we got an answer from the grid : http://maps-cdn.dev.lindenlab.com/aditi/


=== Interesting Stuff ===
=== Interesting Stuff ===

Revision as of 11:25, 25 September 2014

This is the meeting tracking and progress page for the weekly Server BETA QA Meeting, moderated by Maestro Linden. Please contact him on AGNI for more information. You can join the Second Life Beta group for updates.

The next meeting is Thursday, September 25 2014, 3PM PDT at Morris🖈 on the preview grid, ADITI.

Agenda

Updates


Texture And Mesh Fetch Testing

  • A new texture/mesh asset fetching service is up on Aditi for testing
    • No special viewer support required (works with the Second Life 3.7.14 release viewer
    • Sims which use this service have the viewer fetch meshes and textures from a CDN, rather than through the sim host
    • This is accomplished by changing the URLs the viewer receives for GetMesh, GetMesh2, and GetTexture capabilities
    • The advantage of this approach is twofold
      • The sim isn’t burdened with texture and mesh asset requests
      • The CDN is globally distributed, so viewers located far away from the sim host will enjoy faster speeds (due to lower latency) when fetching these assets
    • This service is live on Aditi now, in the “DRTSIM-258” channel
      • Region “TextureTest CDN” on DRTSIM-258 contains about 5650 textures to download, when viewed from the parcel TP location with 512m draw distance
      • Region “MeshTest2H” on DRTSIM-258 contains about 5170 meshes to download, when viewed from the parcel TP location with 512m draw distance
      • For comparison, regions “MeshTest2” and “TextureTest SLS” on the “Second Life Server” channel have the same content but use the ‘classic’ asset fetching method
    • Performance results thus far
      • Maestro and April ran some benchmarks from the office
        • In the mesh test regions,
          • On DRTSIM-258 (using the CDN), all the meshes are fetched very consistently, within ~51 seconds
          • On SLS (not using the CDN), mesh fetch time averages ~78 seconds, with varied results
        • In the texture test regions,
          • On DRTSIM-258 (using the CDN), texture fetch time is about 43 seconds
          • On SLS (not using the CDN), texture fetch time is about 105 seconds
      • Early results from Europe are also very promising (appear to show about a 2x speedup in loading time with the CDN, compared to without)
      • Recommended test setup
        • Clear cache prior to test (deleting the viewer’s cache folder is a pretty convenient method)
        • Do a preliminary run before benchmarking to 'warm' the cache (applies to both CDN and simhost texture fetching)
        • Login directly to the test region
        • No other avatars around
        • Draw distance set to 512m
        • Maximum bandwidth set to 10000kbps
        • Viewer always kept in focus (otherwise FPS is capped at ~20fps, possibly affecting fetch performance)
        • Don’t touch the camera
        • For mesh benchmarking, we used the 'Mesh Download Quiescent' message in the viewer log. This message triggers when the viewer has fetched all the meshes it wants, and prints the fetch start and stop times (used to compute duration)
        • For texture benchmarking, we used time from hitting the ‘login’ button until the time until the texture console (Develop -> Consoles -> Texture Console) indicated that 0 textures were remaining to be fetched, with “Fetch 0(0)”
          • Because of the delay involved when logging in, this texture fetch benchmark is much less precise than what we have for meshes
    • Feel free to try it for yourselves! (please be gentle..)

Interesting Stuff

Any Other Items

Open Items

Minutes from Previous Meetings