We now have three channels and a number of regions available for testing:
* DRTSIM-203. Normal release intended to go to Agni supporting
keepalive connections and other changes. Regions:
o TextureTest2. High texture count, no meshes, low residency
limit to prevent interference when doing benchmark testing.
o (Coming soon) MeshTest2. High mesh count (many distinct mesh
assets which all look the same), few textures. Low residency
limit to prevent interference when doing benchmark testing.
* DRTSIM-203H. Our 'Happy' channel with more generous limits and
optimistic service controls.
o TextureTest2H. Identical to TextureTest.
o (Coming soon) MeshTest2H. Identical to MeshTest2
* DRTSIM-203A. Our 'Angry' channel with stricter and preemptive
enforcement of limits (generates many 503 errors).
o TextureTest2A. Identical to TextureTest.
o (Coming soon) MeshTest2A. Identical to MeshTest2
Test regions share object and texture references so if you are trying to
measure download rates or really exercise the network, you'll need to
defeat caching. Typically with a restart and manual cache clear or your
own preferred method. Aditi is also hosting some of the server-side
baking work and you may not get a reliable avatar appearance unless you
use a Sunshine project viewer.
What we're looking for on these channels:
DRTSIM-203. HTTP issues generally. HTTP texture download reliability
and throughput. Script writers using *llRequestURL* and
*llRequestSecureURL* should try to get an A/B comparison going between a
normal 'Second Life Server' region on Aditi and DRTSIM-203.
Particularly with competing traffic like large texture or mesh
downloads. Scripts aren't getting a boost with this work but they
shouldn't be adversely impacted. Mesh also isn't getting a boost this
time but, again, negative impact should be avoided. Third-party viewer
developers should test for overall compatibility with all HTTP services.
We're interested in reports of regressions in any areas. We *are*
expecting more 503 errors (0x01f70001) in log files as it will be
possible to push requests faster than before and certain throttles will
be hit. As long as these are recoverable, they're not a regression,
they're an indicator of better utilization.
DRTSIM-203H (Happy). Scripts and mesh do get a boost here and other
limits are generally raised. This may increase the tendency to get 503
and 502 (0x01f60001) errors in some areas. Again, these aren't
regressions as long as they're recoverable. Subjective and objective
comments on Mesh and scripting behavior are sought here.
DRTSIM-203A (Angry). This channel deliberately restricts resources and
uses a punitive enforcement policy that should result in a storm of 503
errors. Viewers are expected to recover from these. Scripters can use
this to test against a (reliably unreliable?) grid to see if they're
handling recovery well. A higher error rate and lower throughput and
availability are expected here. What is being tested is viewer and
script robustness in the face of constraints. A more rigid enforcement
policy, if tolerated by external software, might actually allow us to
set higher limits if we can pull back when required.
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