Age | Commit message (Collapse) | Author |
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surprised me. Added a retry queue similar to ready queue to the
policy object which is sorted by retry time. Currently do five
retries (after the initial try) delayed by .25, .5, 1, 2 and 5
seconds. Removed the retry logic from the lltexturefetch module.
Upped the waiting time in the unit test for the retries. People
won't like this but tough, need tests.
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now avoiding doing HTTP fetches for read data. Not certain it's
completely correct but the difference is already significant.
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Went through all the code and tried to document lock and thread usage
in the module. There's a huge comment block introducing all of this
at the beginning and I believe it's correct (though not quite complete).
Keep it updated, people. Added a new state, WAIT_HTTP_RESOURCE, that's
sort of a side-state of SEND_HTTP_REQ. If we hit a high-water mark
for HTTP requests, the extra are shunted to the new state once. Once
levels fall to a low-water mark, we run through a wait list of UUIDs,
sort the valid ones by priority and release them for service. This
keeps the HTTP layer busy while leaving the active queue shallow enough
that requests can still be re-prioritzed cheaply. Priority model
changed. The new state uses the PRIORITY_LOW mask, the old users
of _LOW are now at PRIORITY_NORMAL and sleepers woken up after an
external event are kicked off at PRIORITY_HIGH. This combination
along with the new state should avoid priority inversion and keep
things running without resorting to an infinite pipeline. New
state displays as "HTW" with green text in the texture console.
Request cancelation and worker run-down should now be more
correct but this edge case may need more attention.
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Implemented first global policy definitions to support SSL CA certificate configuration
to support https: operations. Fixed HTTP 206 status handling to match what is currently
being done by grid services and to lay a foundation for fixes that will be a response
to ER-1824. More libcurl CURLOPT options set on easy handles to do peer verification
in the traditional way. HTTP POST working and now reporting asset metrics back to
grid for the viewer's asset system. This uses LLSD so that is also showing as compatible
with the new library.
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fixing priorities.
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chunking data. Remove the stateful use of a seek pointer so
that shared read is possible (though maybe not interesting).
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what normal requests do...
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Identified and reacted to the priority inversion problem we
have in texturefetch. Includes the introduction of a priority_queue
for the requests that are ready. Start some parameterization in
anticipation of having policy_class everywhere. Removed _assert.h
which isn't really needed in indra codebase. Implemented async
setPriority request (which I hope I can get rid of eventually along
with all priorities in this library). Converted to using unsigned
int for priority rather than float. Implemented POST and did
groundwork for PUT.
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Presumed to be a complete failure of texture pipeline to decode anything.
Got a fix from bao, a flag was not initialized properly in the texture pipeline.
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connection failure happens
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This is the first functional viewer pass with the HTTP work of the texture fetch
code performed by the llcorehttp library. Not exactly a 'drop-in' replacement
but a work-alike with some changes (e.g. handler notification in consumer
thread versus responder notification in worker thread).
This also includes some temporary changes in the priority scheme to prevent
the kind of priority inversion found in VWR-28996. Scheme used here does
provide liveness if not optimal responsiveness or order-of-operation.
The llcorehttp library at this point is far from optimally performing.
Its worker thread is making relatively poor use of cycles it gets and
it doesn't idle or sleep intelligently yet. This early integration step
helps shake out the interfaces, implementation niceties will be covered
soon.
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will look at the local cache first
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as in release
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from cache
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when fetching files to the end.
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lltexturefetch (not final)
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on and off.
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HTTP when all objects loading are done.
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As a viewer architect, I would like to understand how fast each of the components of the texture pipeline can run in isolation
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Reviewed by Simon
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