[sldev] Snowglobe Pauses

Matt White mwhite at leporidae.net
Tue Jun 9 08:09:43 PDT 2009


On Tue, Jun 9, 2009 at 10:54 AM, Robin
Cornelius<robin.cornelius at gmail.com> wrote:

> I'm afraid this is probably going to take a build from source to attack.
>
> If your up for that then its not too difficult (doing the build is the
> most difficult bit) to grab some stack traces from the various
> threads. All you would need to do is hit pause in visual studio during
> one of these events then open the thread and stack trace window and
> copy and paste to a notepad the stack trace for each thread and
> hopefully that will point at what is blocking.

I was afraid of that.

Up till this point I have resisted the urge to go grab the source and
compile it myself... not because I can't do it, but because I have a
very full plate as it is and I really didn't want to get sucked into
something else... playing with the viewer source is the sort of thing
I could really get lost in and completely lose track of time. :)

But if that's what it takes, I'll just have to do it... and keep an
eye on the clock.


> What the fast timers (advanced menu->consoles->fast timers) if the
> viewer resumes from one of these pauses you should with luck see one
> of the counters shoot of the screen, if you click to pause the timers
> and click on the really excessive bar you get a break down of the
> timers on the left. It may point to a particular place in the viewer.

Good idea.


> Also watching the log file can be helpful. If you are on windows, find
> WinTail and open the SecondLife.log file and watch in real time, see
> if a particular message is associated with the pauses.

Another good idea.


> My gut instinct says this is related to some of the arp_locking that
> has been played with recently due to various texture decode issues,
> and this sticks of a dead lock condition.

Same here. I follow the sl-commits mailing list and I've noticed that
some things have been changing in regards to the texture cache (what
I'm not completely sure - I'm completely unfamiliar with the code).

It freezes much more often when I'm moving a lot of stuff on the
screen - for example flying around in a mall full of textures.

--
Matt White / Bunny Halberd


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